In simple terms the working of a doblet is a follows:
- Somewhere a new doblet would be created (either in a personal
chat-application or on a dedicated doblet-server).
- A user would see the new doblet and request a connection with
it.
- The users chat-application would download the GUI part of this
doblet and run it, providing a nice user interface (i.e. giving th
I envision users handling these distributed object as easy as other
(computer based) objects.
Users will be able to drag and drop new objects in their workspace /
chatroom / browser.
Other users will be able to connect to such object (or the objects
will even pop-up, when added to an existing "room"), and interact with
such objects with an simple GUI.
It shouldn't matter if such objects are new to the user, the system
would just download the necessary code, when neeeded.
The term doblet cam from the observation that such a
Distributed OBject was truly distributed in the sense
that the object itself was distributed over multiple computers,
especially that each workstation had it's own (graphical)
user-interface part of the object, next to one-or-more server parts.
This is a different perception (although technically the difference
isn't that clear-cut), than the common view on distributed objects
(e.g. CORBA, DCOM and RMI), where the objects/components aren't
distributed over many computers, but only accessable
remotely from other computers while being located on just one computer.
- Yahoo Games
- netmeeting
- The palace
- icuii
- cuseeme
- jabber
- various 3D avatar worlds
- many simple, (often java-based) small chat environments,
web-based or stand-alone
- klaverjas