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Implementing a server is not much more difficult than implementing a client The main differences are that you must know a few simple rules about the implementation of servants, how to raise exceptions, and how to create object references As for CORBA clients, much of the server-side code is boilerplate that you can write once and then forget about, so most of the effort in writing a server goes toward providing the application semantics rather than worrying about infrastructure concerns As with the client side, what may seem complex to you now soon becomes second nature The small amount of complexity that is added to your code by using an ORB is amply repaid by the advantages we mention in Section 88 Although this version of the CCS server is simple and lacks a number of features, it is easy to write a server that is more sophisticated without unduly complicating the source code How to achieve this is the topic of the next two chapters, which provide detailed discussion of the POA and object life cycle, respectively
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IT-SC book: Advanced CORBA Programming with C++
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11 The Portable Object Adapter
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This chapter explains the POA in detail After the introduction in Section 112, Section 113 provides a high-level overview of the POA In Section 114 we provide details of the various policies that you use to control POA behavior After that, we describe the process of creating POAs in Section 115 Section 116 defines servants and discusses how you implement them, and Section 117 explains how you create and activate CORBA objects using the POA Section 118 details operations that convert between object references, object identifiers, and servants In Section 119 we explain how to deactivate objects and reclaim servant resources We describe the control of the flow of requests into a POA in Section 1110 In Section 1111 we briefly depart from our presentation of the POA to discuss issues related to ORB-level request flow control and server shutdown Section 1112 explains POA activation, and we describe POA destruction in Section 1113 Finally, in Section 1114 we discuss certain combinations of POA policies along with the types of applications that they are best suited for
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112 Introduction
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We explain in 9 that the POA provides fundamental services such as object creation, servant registration, and request dispatching However, that chapter presents only those POA features needed to explain the server-side C++ mapping Specifically, it introduces only the Root POA, thereby allowing us to illustrate the most basic object creation and servant registration facilities Our examples in 9 do not even use all the features supplied by the Root POA, which itself provides only a small subset of all possible POA features The POA specification provides a full suite of features and services intended to allow developers to write scalable, high-performance server applications Because of this, the POA figures prominently in the ability of application developers to properly control the resources required for implementing CORBA objects and delivering requests to them Although server applications have a finite amount of memory, CPU power, and network connections available to them, they must appear to provide the best possible service to every client Thus, understanding POA features and the relationships between them and knowing when to use them are critical to making the trade-offs necessary for creating high-performance server applications
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113 POA Fundamentals
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In a server application, a POA is responsible for creating object references, activating objects, and dispatching requests made on objects to their respective servants It is in the POA that the world of CORBA objects intersects the world of programming language
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servants Therefore, the POA is involved in all aspects of an object's life cycle, from creation to destruction Naturally, an object does not exist until it has been created An object reference always results from creating a CORBA object Once created, an object can alternate between being activated and being deactivated While activated, the object is capable of receiving and carrying out requests To have requests delivered to it, the object must be incarnated, or given bodily form, by a servant The lifetimes of servants are completely separate from the lifetimes of CORBA objects A given object is incarnated by only a single servant at any given point in time, but over time, many servant instances can be created to incarnate a single CORBA object Eventually, each servant is etherealized to break the bond between it and its CORBA object (To distinguish between servant life cycles and CORBA object life cycles, remember that the terms incarnate and etherealize apply to servants, whereas create and destroy apply to CORBA objects) Finally, the CORBA object is destroyed, and it returns to the non-existent state Figure 111 shows the life cycle states of CORBA objects and their servants
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