Transcript Processes
Processes
Chapter 3
Processes
• Topics discussed in this chapter:
– Threads improve performance.
• In distributed systems threads allow clients and servers to
be constructed such that communication and local
processing can overlap.
– Clients: various GUI systems.
– Servers: object servers
– Code migration can help achieve scalability and
dynamically configure clients and servers.
– Software agents are a type of process which
attempt to reach a common goal.
Introduction to Threads
• Basic idea: An operating system creates virtual
processors in software on top of physical processors.
– A processor provides the capability of executing a series of
instructions.
– A process is a program in execution.
• A software processor in whose context one or more threads may be
executed. Executing a thread means executing a series of
instructions in the context of that thread.
– A thread is the execution of a part of a program.
• A thread maintains the minimal information to allow a CPU to be
shared by several threads.
• A thread context consists of the CPU context and the information for
the thread.
• Saving a thread context implies stopping the current execution and
saving all the data needed to continue the execution at a later stage.
Context Switching
• Processor context: The minimal collection of values
stored in the registers of a processor used for the
execution of a series of instructions (e.g., stack pointer,
addressing registers, program counter).
• Process context: The minimal collection of values
stored in registers and memory, used for the execution
of a series of threads (i.e., thread context, but now also
at least MMU register values).
• Thread context: The minimal collection of values
stored in registers and memory, used for the execution
of a series of instructions (i.e., processor context,
state).
Thread Usage in Nondistributed Systems
Context switching as the result of IPC
Context Switching
• Observation 1: Threads share the same
address space. Thread context switching can be
done entirely independent of the operating
system.
• Observation 2: Process switching is generally
more expensive as it involves getting the OS in
the loop, i.e., trapping to the kernel.
• Observation 3: Creating and destroying
threads is much cheaper than doing so for
processes.
Threads and Operating Systems
• Main issue: Should an OS kernel provide threads,
or should they be implemented as user-level
packages?
• User-space solution:
– We'll have nothing to do with the kernel, so all operations
can be completely handled within a single process.
Implementations can be extremely efficient.
– All services provided by the kernel are done on behalf of
the process in which a thread resides. If the kernel
decides to block a thread, the entire process will be
blocked. Requires messy solutions.
– In practice we want to use threads when there are lots of
external events: threads block on a per-event basis If
the kernel can't distinguish threads, how can it support
signaling events to them.
Threads and Operating Systems
• Kernel solution: The whole idea is to have the kernel
contain the implementation of a thread package. This does
mean that all operations return as system calls.
• Operations that block a thread are no longer a problem: the
kernel schedules another available thread within the same
process.
• Handling external events is simple: the kernel (which catches
all events) schedules the thread associated with the event.
• The big problem is the loss of efficiency due to the fact that
each thread operation requires a trap to the kernel.
• Conclusion: Try to mix user-level and kernel-level threads
into a single concept.
Solaris Threads
• Basic idea: Introduce a two-level threading approach: user-level
processes and light-weight processes (LWP) that can execute
user-level threads in the kernel.
• When a user-level thread does a system call, the LWP that is
executing that thread blocks. The thread remains bound to the
LWP.
• The kernel can simply schedule another LWP having a runnable
thread bound to it. Note that this thread can switch to any other
runnable thread currently in user space.
• When a thread calls a blocking user-level operation, we can
simply do a context switch to a runnable thread, which is then
bound to the same LWP.
• When there are no threads to schedule, a LWP may remain idle,
and may even be removed (destroyed) by the kernel.
Thread Implementation
Combining kernel-level lightweight processes and user-level threads.
Threads and Distributed Systems
• Multithreaded clients: To establish a high degree of
distribution transparency, distributed systems need hiding
network latencies (so that the user is not knowing there is a
interprocess communication across a wide-area network).
• Example: Multithreaded Web Client
– A Web browser scans an incoming HTML page, and finds that more files
need to be fetched.
– Each file is fetched by a separate thread, each doing a (blocking) HTTP
request.
– As files come in, the browser displays them.
• Example: Multiple RPCs
– A client does several RPCs at the same time, each one by a different
thread.
– It then waits until all results have been returned.
– Note: If RPCs are to different servers, we may have a linear speed-up
compared to doing RPCs one after the other.
Threads and Distributed Systems
• Multithreaded servers: Main issues are improving
performance and better programming structure.
• Improve performance
– Starting a thread to handle an incoming request is much
cheaper than starting a new process.
– Having a single-threaded server prohibits simply scaling the
server to a multiprocessor system.
– Servers hide network latency by reacting to next request
while previous one is being replied.
• Better programming structure
– Most servers have high I/O demands. Using simple, wellunderstood blocking calls simplifies the overall structure.
– Multithreaded programs tend to be smaller and easier to
understand due to simplified flow of control.
Multithreaded Servers
A multithreaded server organized in a dispatcher/worker model.
Multithreaded Servers
Model
Characteristics
Threads
Parallelism, blocking system calls
Single-threaded process
No parallelism, blocking system calls
Finite-state machine
Parallelism, nonblocking system calls
Three ways to construct a server.
Clients - User Interfaces
• Essence:
– A major task of most clients is to interact with a
human user and a remote server.
– A major part of client-side software is focused on
(graphical) user interfaces.
• The X Window System is used to control bitmapped terminals.
The X Window System
• The heart of the system is formed by the X kernel.
It contains all the terminal-specific device drivers.
• The X kernel interface for controlling the screen is
made available to applications in the Xlib library.
• There are two types of X applications: ordinary
applications and window managers.
• A window manager is an application that is given
special permission to manipulate the entire screen.
• The X protocol is a network-oriented
communication protocol by which an instance of
Xlib can exchange data and events with the X
kernel.
• The client which runs only the X kernel is called X
terminals.
The X-Window System
The basic organization of the X Window System
User Interfaces – Compound Documents
• Modern user interfaces allow applications to share a
single graphical window and use that window to
exchange data through user actions.
• Compound documents are a collection of documents
which are seamlessly integrated at the user-interface
level.: Make the user interface application-aware to
allow inter-application communication:
– drag-and-drop: move objects to other positions on the
screen, possibly invoking interaction with other
applications. Drag a file to drop in a trash can.
– in-place editing: integrate several applications at userinterface level (word processing + drawing facilities). Edit
an image in a text document.
Client-Side Software
• In many cases, a part of processing is executed on
the client side.
• Essence: Client software comprises components for
achieving distribution transparency.
– Access transparency is handled through client-side stubs
for RPCs and RMIs.
– Location/migration transparency can be handled by letting
client-side software keep track of actual location.
– Replication transparency can be achieved by forwarding
an invocation request to multiple replica.
– Failure transparency can often be placed only at client
(we're trying to mask server and communication failures).
– Concurrency transparency can be handled through special
intermediate servers (transaction monitors).
Client-Side Software for Distribution Transparency
A possible approach to transparent replication of a remote
object using a client-side solution.
Servers
• Basic model:
– A server is a process implementing a specific service
on behalf of a collection of clients.
– A server is a process that waits for incoming service
requests at a specific transport address.
– In practice, there is a one-to-one mapping between a
port (endpoint) and a service.
– How do clients know the endpoint of a service?
• Endpoints for well-known services are globally assigned
by the Internet Assigned Numbers Authority (IANA).
• DCE uses a special daemon which listens to a known port
and keeps track of the current endpoint of each service. A
client contact the daemon, request the endpoint, and then
contact the specific server.
Servers - General Organization
• Iterative vs. concurrent servers: Iterative
servers itself handles the request itself and
can handle only one client at a time. A
concurrent server does not handle the request
itself but pass it to a separate thread or
another process.
• Superservers: Servers that listen to several
ports, i.e., provide several independent
services. In practice, when a service request
comes in, they start a subprocess to handle
the request (UNIX inetd)
Servers: General Design Issues
3.7
a)
b)
Client-to-server binding using a daemon as in DCE
Client-to-server binding using a superserver as in UNIX
Out-of-Band Communication
• Issue: Is it possible to interrupt a server once it has accepted
(or is in the process of accepting) a service request?
• Non-Solution: Exit the client application and restart it.
• Solution 1:Use a separate port for urgent data (possibly per
service request):
– The Server has a separate thread (or process) waiting for incoming
urgent messages.
– When the urgent message comes in, the other request is put on hold.
– Note: The OS is required to support high-priority scheduling of
specific threads or processes.
• Solution 2:Use out-of-band communication facilities of the
transport layer.
– Example: TCP allows to send urgent messages in the same
connection.
– Urgent messages can be caught using OS signaling techniques.
Servers and State
• Stateless servers never keep information on the state of a client.
– Don't record whether a file has been opened (simply close it again after
access).
– Don't promise to invalidate a client's cache.
– Don't keep track of the clients.
• Example: Web servers.
• Consequences
– Clients and servers are completely independent.
– State inconsistencies due to client or server crashes are reduced.
– Possible loss of performance because, e.g., a server cannot anticipate the
client behavior (think of prefetching file blocks).
• Question: Does connection-oriented communication fit into a
stateless design?
– Stateful connections do not violate the statelessness of servers.
Servers and State
• Stateful servers keep track of the state of their clients.
– Record a file that has been opened, so that prefetching can
be done.
– Know which data a client has cached, and allows clients to
keep local copies of shared data.
• Observation: The performance of stateful servers can
be extremely high, provided clients are allowed to
keep local copies.
• Consequence: If the server crashes, a stateful server
needs to recover its entire state before its crash.
Enabling recovery introduces complexity.
• A stateless server can use a cookie. It is a small piece
of data containing the client information which is
stored on the client.
– Example: Web browser.
Object Servers
• An object server is a server tailored to support
distributed objects.
– An object server by itself does not really provide a
specific service.
– Specific services are implemented by the objects
that reside in the server.
– It is easy to change services by simply adding and
removing objects.
– An object server acts as a place where objects live.
– An object consists of two parts: data representing
its state and code forming the implementation of its
methods.
Object Servers
• Invoking objects
– Use a uniform way to invoke objects such as DCE. It is
inflexible and constrains developers.
– Support different policies:
• Object invocation:
– Invoke a (transient) object one at a time (consuming time to
invoke objects).
– Invoke all objects at a time (consuming resource).
• Data sharing:
– Objects share neither data nor code. (e.g. separate security
policies)
– share code (e.g. database object that access a database).
• Threading: A thread per object (adv.: concurrent control) or
a thread per method.
Object Adapter
• Decisions on how to invoke an object are
referred to as activation policies.
• A mechanism to group objects per policy is
called an object adapter, or object wrapper.
• An object adapter can best be thought of as
software implementing a specific activation
policy.
• An object adapter has one or more objects
under its control. Several object adapters (each
adapter represent a different activation policy)
may reside in the same server.
Object adapter
• Object adapter: The ‘manager’ of a set of
objects:
– Inspects (as first) incoming requests.
– Ensures referenced object is activated (requires
identification of servant).
– Passes request to appropriate skeleton, following
specific activation policy.
– Responsible for generating object references.
• Observation: Object servers determine how
their objects are constructed.
Object Servers
• Skeleton: Server-side stub for handling network I/O:
– Generated from interface specifications
– Unmarshall incoming requests, and call the appropriate
servant code.
– Marshall results and send the reply message.
• Servant: The actual implementation of an object,
sometimes containing only method implementations:
– Collection of C, Fortran, or COBOL functions, that act on
structs, records, database tables, etc.
– Java or C++ classes
Object Adapter
Organization of an
object server
supporting
different
activation
policies.
Object Adapter Implementation
• Consider an object adapter that manages a
number of objects. The adapter implements
the policy that it has a single thread of control
fro each of its objects.
• Object adapter implementation
– The header file of the adapter (e.g. header.h)
– The thread library (e.g. thread.h)
– The implementation code of a thread-per-object
• The request demultiplexer can be replaced by
an object adapter. CORBA uses this approach.
Object Adapter
/* Definitions needed by caller of adapter and adapter */
#define TRUE
#define MAX_DATA 65536
/* Definition of general message format */
struct message {
long source
/* senders identity */
long object_id;
/* identifier for the requested object */
long method_id;
/* identifier for the requested method */
unsigned size;
/* total bytes in list of parameters */
char **data;
/* parameters as sequence of bytes */
};
/* General definition of operation to be called at skeleton of object */
typedef void (*METHOD_CALL)(unsigned, char* unsigned*, char**);
long register_object (METHOD_CALL call);
void unrigester_object (long object)id);
void invoke_adapter (message *request);
/* register an object */
/* unrigester an object */
/* call the adapter */
The header.h file used by the adapter and any
program that calls an adapter.
Object Adapter
typedef struct thread THREAD;
/* hidden definition of a thread */
thread *CREATE_THREAD (void (*body)(long tid), long thread_id);
/* Create a thread by giving a pointer to a function that defines the actual */
/* behavior of the thread, along with a thread identifier */
void get_msg (unsigned *size, char **data);
void put_msg(THREAD *receiver, unsigned size, char **data);
/* Calling get_msg blocks the thread until of a message has been put into its */
/* associated buffer. Putting a message in a thread's buffer is a nonblocking */
/* operation. */
The thread.h file used by the adapter for using threads.
Object Adapter
The main part of an
adapter that
implements a threadper-object policy.
Code Migration
• Reasons for migrating code
– Overall system performance can be improved if
processes are moved from heavily-loaded to lightlyloaded machines.
– Code migration makes sense to process data close to
where those data reside.
– Code migration exploits parallelism.
– Flexibility – dynamically configuring distributed
systems.
Code Migration
• Dynamically configuring distributed systems:
– The code is available to the client at the time the
client application is being developed.
– The code is downloaded when required.
• Advantages:
– Clients need not have all the software preinstalled.
– The client-server protocol and its implementation can
be changed as requested.
• Disadvantages: It is not secure to blindly trust the
downloaded code.
Reasons for Migrating Code
The principle of dynamically configuring a client to communicate to a server. The
client first fetches the necessary software, and then invokes the server.
Models for Code Migration
• Object components [Fugetta et al., 1998]
– Code segment contains the set of instructions.
– Data segment contains the data references such as
files, printers, devices, other processes, and more.
– Execution segment contains current execution state
of a process, consisting of private data, the stack,
and the programming counter.
• Weak mobility: Move only code and data
segment and start execution from the beginning
after migration:
– Relatively simple, especially if code is portable
– Example: Java applets.
Models for Code Migration
• Strong mobility: The execution segment can be
transferred as well.
– Migration: move the entire object from one machine to the
other.
– Cloning: simply start a clone, and set it in the same execution
state.
– Example: D’Agents
• In sender-initiated migration, the migration is
initiated at the machine where the code currently
resides or is being executed. Examples:
– Uploading code to the sever: The clients need to be
registered and authenticated at the server.
– Sending a search program across the Internet to a Web
database server to perform the queries at that server.
Models for Code Migration
• In receiver-initiated migration, the initiative for code
migration is taken by the target machine. Examples:
– Java applets
– Downloading code can often be done anonymously.
• The migrated code can be executed:
– At the target process
• For example, Java applets are downloaded and executed in the
browser’s address space.
• The advantage is no separate process is required. The drawback is the
target process needs to protect against malicious code.
– In a new separate process
• It has the resource-access problems.
Models for Code Migration
Alternatives for code migration.
Managing Local Resources
• Problem: The resource segment cannot be simply transferred
without change. An object uses local resources that may or may not
be available at the target site. Examples:
– Port: The migrated code gives up the port and requests a new one at the
destination.
– URL remains valid irrespective of the code migration.
• Object-to-resource binding [Fuggetta et al.]
– By identifier: The object requires a specific instance of a resource (e.g. a
URL, FTP server’s Internet address).
– By value: The object requires the value of a resource (e.g. standard libraries).
– By type: The object requires that only a type of resource is available (e.g. a
local device such a color monitor, a printer).
• Resource types
– Unattached: The resource can easily be moved along with the object (e.g. a
data file).
– Fastened: The resource can, in principle, be migrated but only at high cost
(e.g. local databases and Web site).
– Fixed: The resource cannot be migrated, such as local devices or
communication endpoint.
Migration and Local Resources
Resource-to machine binding
Process-toresource
binding
By identifier
By value
By type
Unattached
Fastened
Fixed
MV (or GR)
CP ( or MV, GR)
RB (or GR, CP)
GR (or MV)
GR (or CP)
RB (or GR, CP)
GR
GR
RB (or GR)
• Actions to be taken with respect to the references to
local resources when migrating code to another
machine.
–
–
–
–
MV: Move the resource
GR: establish a Global system-wide Reference
CP: Copy the value of the resource
RB: Rebind process to locally available resource
Managing Local Resources
• Scenario of binding by identifier with
unattached resource:
– When a process is bound to a resource by identifier
and the resource is unattached, it is best to move it
along with the migrating code.
– If the resource is shared by other processes, a
global reference can be established. But the cost of
the global reference might be high (Consider the
situation if the resource is a video stream).
Managing Local Resources
• Scenario of binding by identifier with fixed
resource:
– When migrating a process that is making use of a
local communication endpoint.
– Two possible solution:
• Set up a connection to the source machine after it has
migrated and has a proxy process at the target machine.
What happens if the source machine malfunctions?
• Change their global reference, and send messages to the
new communication endpoint at the target machine.
Managing Local Resources
• Scenario of binding by value:
– Unattached resource: copying the resource to the
new destination is better than a global reference.
– Fasten resource: Establishing a global reference is
better than copying runtime libraries.
– Fixed resource: A process assumes that memory
can be shared between processes. Establishing a
global reference needs to implement distributed
shared memory.
• Scenario of binding by type:
– The obvious solution is to rebind the process to a
locally available resource of the same type.
Migration in Heterogeneous Systems
• Main problem:
– The target machine may not be suitable to execute
the migrated code.
– The definition of processor/process/thread context is
highly dependent on local hardware, operating
system, and runtime system (e.g. platform-specific
data).
• For weak mobility it suffices to recompile the
source. For strong mobility the execution
segment is also migrated. The recompilation is
not enough.
Migration in Heterogeneous Systems
• Solution (migration stack):
– The migration stack is the copy of the program
stack maintained on the runtime system.
– Existing languages allow migration at specific
‘transferable’ points, such as just before a function
call.
• Solution (virtual machine): Make use of an
abstract machine that is implemented on
different platforms.
– Interpreted languages running on a virtual machine
(Java/JVM; scripting languages)
Migration in Heterogeneous Systems
3-15
The principle of maintaining a migration stack to support migration of
an execution segment in a heterogeneous environment
Example: D'Agents
• D’Agents formerly called Agent Tcl (Tool
Command Language), is a system that is built
around the concept of an agent. Refer to
http://agent.cs.dartmouth.edu/
• An agent in D’Agents is a program that can
migrate between different machines.
Programs can be written in an interpretable
language such as Tcl, Java, or Scheme.
D'Agents
• D'Agents provides support for
– Sender-initiated weak mobility (agent_submit
command)
– Strong mobility by process migration
(agent_jump command)
– Strong mobility by process cloning (agent_fork
command)
Overview of Code Migration in D'Agents
proc factorial n {
if ($n 1) { return 1; }
expr $n * [ factorial [expr $n – 1] ]
# fac(1) = 1
# fac(n) = n * fac(n – 1)
}
set number …
# tells which factorial to compute
set machine …
# identify the target machine
agent_submit $machine –procs factorial –vars number –script {factorial $number }
agent_receive …
# receive the results (left unspecified for simplicity)
• A simple example (send-initiated weak mobility) of a Tcl
agent in D'Agents submitting a script to a remote machine
(adapted from [gray.r95])
• agent_receive is blocked until the result is received.
Overview of Code Migration in D'Agents
all_users $machines
proc all_users machines {
set list ""
foreach m $machines {
agent_jump $m
set users [exec who]
append list $users
}
return $list
}
set machines …
set this_machine
# Create an initially empty list
# Consider all hosts in the set of given machines
# Jump to each host
# Execute the who command
# Append the results to the list
# Return the complete list when done
# Initialize the set of machines to jump to
# Set to the host that starts the agent
# Create a migrating agent by submitting the script to this machine, from where
# it will jump to all the others in $machines.
agent_submit $this_machine –procs all_users
-vars machines
-script { all_users $machines }
agent_receive …
•
•
#receive the results (left unspecified for simplicity)
An example (send-initiated strong mobility) of a Tcl agent in D'Agents migrating to
different machines where it executes the UNIX who command (adapted from
[gray.r95])
agent_jump allows the process to move to other machine.
D'Agents
• Organization: Each machine is built as a five-layered
system:
– TCP/IP and E-mail layer implements a common interface to
the communication facilities of the underlying network.
– Server layer is responsible for agent management,
authentication, and communication management between
agents.
– Agent Run Time System (Core) layer consists of a
language-independent core that supports the basic model of
agents such as starting and ending an agent.
– Language interpreter layer consists of the language
interpreter, a security module, an interface to the core layer, a
module to capture the state of a running agent.
– Agent layer: Each agent is executed by a separate process.
Implementation Issues
The architecture of the D'Agents system.
D'Agents
• The more difficult part in the implementation of
D’Agents, is capturing the state of a running agent and
shipping that state to another machine.
• There are four tables containing global definitions of
variables and scripts, and two stacks for keeping track
of the execution status.
• When an agent calls agent_jump, by which the agent
migrates to another machine.
– The complete state of the agent as just described is marshaled
into a series of bytes.
– The D’Agents server on the target machine subsequently
creates a new process to handle the marshaled data, which is
then unmarshals into the state when the agent called
agent_jump.
Implementation Issues
Status
Description
Global interpreter variables
Variables needed by the interpreter of an agent
Global system variables
Return codes, error codes, error strings, etc.
Global program variables
User-defined global variables in a program
Procedure definitions
Definitions of scripts to be executed by an agent
Stack of commands
Stack of commands currently being executed
Stack of call frames
Stack of activation records, one for each running
command
The parts comprising the state of an agent in D'Agents.
What is a Software Agent?
• Definition: An autonomous process capable
of reacting to and initiating changes in its
environment, and of performing a task in
collaboration with users and other (remote)
agents.
• The feature that makes an agent more than
just a process is its capability to
– act on its own and take initiative where
appropriate
– cooperate with other agents
Taxonomy of Agents
• It seems hard for researchers to reach agreement on a
single taxonomy:
– collaborative agent: collaborate with others in a multiagent
system.
• A multiagent system is a system in which agents seek to achieve
some common goal through collaboration.
• Example: Agents collaborate in setting up a meeting
– mobile agent: can move between machines
• Example: Agents which retrieve information distributed on the
Internet
– interface agent: assist users in the use of one or more
applications (usually with learning ability).
• Example: agents which seek to bring buyers an sellers together.
– information agent: manage information from physically
different sources
• Example: e-mail agent, mobile information agent.
Software Agents in Distributed Systems
Property
Common to
all agents?
Description
Autonomous
Yes
Can act on its own
Reactive
Yes
Responds timely to changes in its environment
Proactive
Yes
Initiates actions that affects its environment
Communicative
Yes
Can exchange information with users and other
agents
Continuous
No
Has a relatively long lifespan
Mobile
No
Can migrate from one site to another
Adaptive
No
Capable of learning
Some important properties by which different types of agents
can be distinguished.
Agent Technology
• The Foundation for Intelligent Physical Agent (FIPA)
is developing a general model for software agents
[FIPA, 1998b] (http://www.fipa.org/)
• In this model, agents are registered at, and operate
under the management of an agent platform:
– Management: Keeps track of where the agents on this
platform are.
• creating and deleting agents.
• mapping globally unique agent ID to a local communication
endpoint (port)
– Directory: Mapping of agent names and attributes to agent
IDs
– ACC: Agent Communication Channel, used to
communicate with other platforms
• Communication between ACCs on different platforms follows
Internet Inter-ORB Protocol (IIOP).
• Example: server in D'Agents
Agent Technology
The general model of an agent platform (adapted from [fipa98-mgt]).
Agent Language
• Communication between agents takes place
by means of an application-level
communication protocol, which is referred to
as an agent communication language
(ACL).
• ACL makes distinction between purpose and
content of a message.
Agent Language
• An ACL message can have a limited number
of purposes.
• A message consists of:
– a header
•
•
•
•
Identifier of the purpose of message,
Fields for identifying the sender and receiver,
A field to identify the language or encoding scheme,
A field to identify a standardized mapping of symbols
to their meaning. Such a mapping is called ontology.
– the actual content.
Agent Communication Languages
Message purpose
Description
Message Content
INFORM
Inform that a given proposition is true
Proposition
QUERY-IF
Query whether a given proposition is true
Proposition
QUERY-REF
Query for a give object
Expression
CFP
Ask for a proposal
Proposal specifics
PROPOSE
Provide a proposal
Proposal
ACCEPT-PROPOSAL
Tell that a given proposal is accepted
Proposal ID
REJECT-PROPOSAL
Tell that a given proposal is rejected
Proposal ID
REQUEST
Request that an action be performed
Action specification
SUBSCRIBE
Subscribe to an information source
Reference to
source
Examples of different message types in the FIPA ACL [fipa98-acl], giving the purpose
of a message, along with the description of the actual message content.
Agent Communication Languages
Field
Value
Purpose
INFORM
Sender
max@http://fanclub-beatrix.royalty-spotters.nl:7239
Receiver
elke@iiop://royalty-watcher.uk:5623
Language
Prolog
Ontology
genealogy
Content
female(beatrix),parent(beatrix,juliana,bernhard)
A simple example of a FIPA ACL message sent between two agents
using Prolog to express genealogy information.