Properties Expansion Languages (DSLs) - Do any exist? - properties

Here's my problem: We have N applications running in M different environments (qa/prod/etc.) with P servers per environment. Multiplied out, the number of unique configurations is in the hundreds. Each of these applications has a set of environment-specific properties (public hostname, listening port, max memory, etc.).
Multiplied out, there are thousands of properties to set. However, the actual rules that define what the properties ought to be are significantly simpler. For example, in production environments with two app instances per physical server, one app binds to port 8080 and the other to 8081.
Here's what I want: A language (DSL) with which I can specify the rules that dictate what the property settings ought to be. I'd like to avoid repeating myself. The language ought to be declarative. We're pretty Java-centric, but all I need do do is produce name/value pairs, so I'd hate to limit myself.
Does such a thing exist? I have found nothing.
I suppose I could use Drools or another rules engine, but that's awfully heavy for this purpose. Property files are the lowest common denominator. We can put them into war/ear files, use them to do template-based replacements during builds, etc. There are certainly more elegant ways to solve problems of this nature, but we're kind of stuck with our architectures, at least in the short term.

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Possible to share information between an add-on to an existing program and a standalone application? [duplicate]

I'm looking at building a Cocoa application on the Mac with a back-end daemon process (really just a mostly-headless Cocoa app, probably), along with 0 or more "client" applications running locally (although if possible I'd like to support remote clients as well; the remote clients would only ever be other Macs or iPhone OS devices).
The data being communicated will be fairly trivial, mostly just text and commands (which I guess can be represented as text anyway), and maybe the occasional small file (an image possibly).
I've looked at a few methods for doing this but I'm not sure which is "best" for the task at hand. Things I've considered:
Reading and writing to a file (…yes), very basic but not very scalable.
Pure sockets (I have no experience with sockets but I seem to think I can use them to send data locally and over a network. Though it seems cumbersome if doing everything in Cocoa
Distributed Objects: seems rather inelegant for a task like this
NSConnection: I can't really figure out what this class even does, but I've read of it in some IPC search results
I'm sure there are things I'm missing, but I was surprised to find a lack of resources on this topic.
I am currently looking into the same questions. For me the possibility of adding Windows clients later makes the situation more complicated; in your case the answer seems to be simpler.
About the options you have considered:
Control files: While it is possible to communicate via control files, you have to keep in mind that the files need to be communicated via a network file system among the machines involved. So the network file system serves as an abstraction of the actual network infrastructure, but does not offer the full power and flexibility the network normally has. Implementation: Practically, you will need to have at least two files for each pair of client/servers: a file the server uses to send a request to the client(s) and a file for the responses. If each process can communicate both ways, you need to duplicate this. Furthermore, both the client(s) and the server(s) work on a "pull" basis, i.e., they need to revisit the control files frequently and see if something new has been delivered.
The advantage of this solution is that it minimizes the need for learning new techniques. The big disadvantage is that it has huge demands on the program logic; a lot of things need to be taken care of by you (Will the files be written in one piece or can it happen that any party picks up inconsistent files? How frequently should checks be implemented? Do I need to worry about the file system, like caching, etc? Can I add encryption later without toying around with things outside of my program code? ...)
If portability was an issue (which, as far as I understood from your question is not the case) then this solution would be easy to port to different systems and even different programming languages. However, I don't know of any network files ystem for iPhone OS, but I am not familiar with this.
Sockets: The programming interface is certainly different; depending on your experience with socket programming it may mean that you have more work learning it first and debugging it later. Implementation: Practically, you will need a similar logic as before, i.e., client(s) and server(s) communicating via the network. A definite plus of this approach is that the processes can work on a "push" basis, i.e., they can listen on a socket until a message arrives which is superior to checking control files regularly. Network corruption and inconsistencies are also not your concern. Furthermore, you (may) have more control over the way the connections are established rather than relying on things outside of your program's control (again, this is important if you decide to add encryption later on).
The advantage is that a lot of things are taken off your shoulders that would bother an implementation in 1. The disadvantage is that you still need to change your program logic substantially in order to make sure that you send and receive the correct information (file types etc.).
In my experience portability (i.e., ease of transitioning to different systems and even programming languages) is very good since anything even remotely compatible to POSIX works.
[EDIT: In particular, as soon as you communicate binary numbers endianess becomes an issue and you have to take care of this problem manually - this is a common (!) special case of the "correct information" issue I mentioned above. It will bite you e.g. when you have a PowerPC talking to an Intel Mac. This special case disappears with the solution 3.+4. together will all of the other "correct information" issues.]
+4. Distributed objects: The NSProxy class cluster is used to implement distributed objects. NSConnection is responsible for setting up remote connections as a prerequisite for sending information around, so once you understand how to use this system, you also understand distributed objects. ;^)
The idea is that your high-level program logic does not need to be changed (i.e., your objects communicate via messages and receive results and the messages together with the return types are identical to what you are used to from your local implementation) without having to bother about the particulars of the network infrastructure. Well, at least in theory. Implementation: I am also working on this right now, so my understanding is still limited. As far as I understand, you do need to setup a certain structure, i.e., you still have to decide which processes (local and/or remote) can receive which messages; this is what NSConnection does. At this point, you implicitly define a client/server architecture, but you do not need to worry about the problems mentioned in 2.
There is an introduction with two explicit examples at the Gnustep project server; it illustrates how the technology works and is a good starting point for experimenting:
http://www.gnustep.org/resources/documentation/Developer/Base/ProgrammingManual/manual_7.html
Unfortunately, the disadvantages are a total loss of compatibility (although you will still do fine with the setup you mentioned of Macs and iPhone/iPad only) with other systems and loss of portability to other languages. Gnustep with Objective-C is at best code-compatible, but there is no way to communicate between Gnustep and Cocoa, see my edit to question number 2 here: CORBA on Mac OS X (Cocoa)
[EDIT: I just came across another piece of information that I was unaware of. While I have checked that NSProxy is available on the iPhone, I did not check whether the other parts of the distributed objects mechanism are. According to this link: http://www.cocoabuilder.com/archive/cocoa/224358-big-picture-relationships-between-nsconnection-nsinputstream-nsoutputstream-etc.html (search the page for the phrase "iPhone OS") they are not. This would exclude this solution if you demand to use iPhone/iPad at this moment.]
So to conclude, there is a trade-off between effort of learning (and implementing and debugging) new technologies on the one hand and hand-coding lower-level communication logic on the other. While the distributed object approach takes most load of your shoulders and incurs the smallest changes in program logic, it is the hardest to learn and also (unfortunately) the least portable.
Disclaimer: Distributed Objects are not available on iPhone.
Why do you find distributed objects inelegant? They sounds like a good match here:
transparent marshalling of fundamental types and Objective-C classes
it doesn't really matter wether clients are local or remote
not much additional work for Cocoa-based applications
The documentation might make it sound like more work then it actually is, but all you basically have to do is to use protocols cleanly and export, or respectively connect to, the servers root object.
The rest should happen automagically behind the scenes for you in the given scenario.
We are using ThoMoNetworking and it works fine and is fast to setup. Basically it allows you to send NSCoding compliant objects in the local network, but of course also works if client and server are on he same machine. As a wrapper around the foundation classes it takes care of pairing, reconnections, etc..

Matching a virtual machine design with its primary programming language

As background for a side project, I've been reading about different virtual machine designs, with the JVM of course getting the most press. I've also looked at BEAM (Erlang), GHC's RTS (kind of but not quite a VM) and some of the JavaScript implementations. Python also has a bytecode interpreter that I know exists, but have not read much about.
What I have not found is a good explanation of why particular virtual machine design choices are made for a particular language. I'm particularly interested in design choices that would fit with concurrent and/or very dynamic (Ruby, JavaScript, Lisp) languages.
Edit: In response to a comment asking for specificity here is an example. The JVM uses a stack machine rather then a register machine, which was very controversial when Java was first introduced. It turned out that the engineers who designed the JVM had done so intending platform portability, and converting a stack machine back into a register machine was easier and more efficient then overcoming an impedance mismatch where there were too many or too few registers virtual.
Here's another example: for Haskell, the paper to look at is Implementing lazy functional languages on stock hardware: the Spineless Tagless G-machine. This is very different from any other type of VM I know about. And in point of fact GHC (the premier implementation of Haskell) does not run live, but is used as an intermediate step in compilation. Peyton-Jones lists no less then 8 other virtual machines that didn't work. I would like to understand why some VM's succeed where other fail.
I'll answer your question from a different tack: what is a VM? A VM is just a specification for "interpreter" of a lower level language than the source language. Here I'm using the black box meaning of the word "interpreter". I don't care how a VM gets implemented (as a bytecode intepereter, a JIT compiler, whatever). When phrased that way, from a design point of view the VM isn't the interesting thing it's the low level language.
The ideal VM language will do two things. One, it will make it easy to compile the source language into it. And two it will also make it easy to interpret on the target platform(s) (where again the interpreter could be implemented very naively or could be some really sophisticated JIT like Hotspot or V8).
Obviously there's a tension between those two desirable properties, but they do more or less form two end points on a line through the design space of all possible VMs. (Or, perhaps some more complicated shape than a line because this isn't a flat Euclidean space, but you get the idea). If you build your VM language far outside of that line then it won't be very useful. That's what constrains VM design: putting it somewhere into that ideal line.
That line is also why high level VMs tend to be very language specific while low level VMs are more language agnostic but don't provide many services. A high level VM is by its nature close to the source language which makes it far from other, different source languages. A low level VM is by its nature close to the target platform thus close to the platform end of the ideal lines for many languages but that low level VM will also be pretty far from the "easy to compile to" end of the ideal line of most source languages.
Now, more broadly, conceptually any compiler can be seen as a series of transformations from the source language to intermediate forms that themselves can be seen as languages for VMs. VMs for the intermediate languages may never be built, but they could be. A compiler eventually emits the final form. And that final form will itself be a language for a VM. We might call that VM "JVM", "V8"...or we might call that VM "x86", "ARM", etc.
Hope that helps.
One of the techniques of deriving a VM is to just go down the compilation chain, transforming your source language into more and more low level intermediate languages. Once you spot a low level enough language suitable for a flat representation (i.e., the one which can be serialised into a sequence of "instructions"), this is pretty much your VM. And your VM interpreter or JIT compiler would just continue your transformations chain from the point you selected for a serialisation.
Some serialisation techniques are very common - e.g., using a pseudo-stack representation for expression trees (like in .NET CLR, which is not a "real" stack machine at all). Otherwise you may want to use an SSA-form for serialisation, as in LLVM, or simply a 3-address VM with an infinite number of registers (as in Dalvik). It does not really matter which way you take, since it is only a serialisation and it would be de-serialised later to carry on with your normal way of compilation.
It is a bit different story if you intend to interpret you VM code immediately instead of compiling it. There is no consensus currently in what kind of VMs are better suited for interpretation. Both stack- (or I'd dare to say, Forth-) based VMs and register-based had proven to be efficient.
I found this book to be helpful. It discusses many of the points you are asking about. (note I'm not in any way affiliated with Amazon, nor am I promoting Amazon; just was the easiest place to link from).
http://www.amazon.com/dp/1852339691/

how can we integrate two rails applications deployed within an intranet

Is RESTful services the only route for integrating any application with a rails applications including any other rails applications irrespective of whether it is in same network or not?
For integrating two applications how heavy is a RESTful service compared to the RMI based integration available in other technologies like Java EE?
Is there way to integrate two rails applications using any natively understood binary format which can avoid transformation to a different format ex: HTTP request.
The REST approach means simply that application A will make requests of application B (and potentially the other way around) using the HTTP protocol. The data send can be in whatever format you like, although JSON is the default today (and XML was the default yesterday, and even ... SOAP -- gaq!).
These days, the vast majority of external APIs are implemented this way -- Amazon, Google Maps, Yelp, etc, etc, etc. Why? Because the HTTP (or HTTPS) protocol is well understood and widely deployed. No special configuration is required and the same protocol that serves the application to regular people on web browsers works for other applications. Rails makes this brilliantly easy (if you go with the flow).
Java's RMI is a specific protocol (just as HTTP is). The advantage is that objects defined in A are available as instances in B (after a great deal of work in both). This really makes sense when you have a set of applications all designed up front to work together and whose main requirement is to be distributed across locations, servers, etc. RMI creates a tight binding between applications -- a change in one typically requires a change in the other. It's right for some kinds of applications.
But if you have, for example, two departments in a company who talk to each other, but don't want to be "bound at the hip", a REST interface provides a great deal of flexibility.
Your second question ("how heavy") is very difficult to answer. A company I worked for in 2001 had hundreds of servers all running an instance of a "worker" process -- they were all designed to queue their results to a "controller" process which would process the output and forward to another set servers designed to process and manage the data. In 2001, this was the right architecture because it was completely designed to work together -- persistent socket connections on a single subnet of our intranet running on a room full of servers. Now in 2012, that room full of servers is replaced by a few high-powered processors running 64-bit OS and addressing massive amounts of memory -- it's a whole new world. A doubling of performance in 2001 could save potentially millions of dollars of hardware, operational support, space and so on. In 2012, the most expensive thing is good developers! So "heavy" is really kind of irrelevant in all but the most compute-intensive operations these days. An HTTP request is light and simple.
Final question: natively understood binary format. Sure, if needed. In the end, any binary format that is sent over the wire between two servers needs to be serialized and de-serialized as a stream, and this is work, both for programmers and for machines. JSON is a text format, but one natively understood by JavaScript (JavaScript Object Notation) and has the distinct advantage of being human-readable. Given that most servers are set up to compress output automatically whether something is text or binary becomes kind of less relevant, at least as far as I/O and payload goes. Of course you can come up with any mutually understood format and send it over HTTP, but again, this is something that mattered a decade ago, and today is usually not an issue worth considering. Processors have been getting faster and faster, and memory cheaper (and bigger) -- so (as always) I/O (whether network or disk) is the typical bottleneck in modern applications.
If I were to re-design the application I mentioned from 2001 where hundreds of (today's) servers needed to communicate with (many) peer servers very specifically designed to interoperate, I might work to make sure that the serialize/deserialize process was as lightweight as possible (but only if it turned out to be a bottleneck). For me, being bound to any given platform or language is a non-starter -- the computing world is moving way to fast.
But in almost all realistic business applications today, keeping things simple, standard, and straightforward has both present and future benefits that make the need to worry obsessively about performance a thing of the past.
Hope this helps :-)

Ruminations on highly-scalable and modular distributed server side architectures

Mine is not really a question, it's more of a call for opinions - and perhaps this isn't even the right place to post it. Nevertheless, the community here is very informed, and there's no harm in trying...
I was thinking about ways to create a highly scalable and, above all, highly modular back-end architecture. For example, an entire back-end ecosystem for a large site that had the potential for future-proof evolution into a massive site.
This would entail a very high degree of separation of concerns, to the extent that not only could (say) the underling DB be replaced (ie from Oracle to MySQL) but the actual type of database could be replaced (ed SQL to KV, or vice versa).
I envision a situation where each sub-system exposes its own API within the back-end ecosystem. In this way, the API could remain constant, whilst the implementation could change (even radically) over time.
The system must be heterogeneous in that it's not tied to a specific language. It must be able to accommodate modules or entire sub-systems using different languages.
It then occurred to me that what I was imagining was simply the architecture of the web itself.
So here is my discussion point: apart from the overhead of using (mainly) text-based protocols is there any overriding reason why a complex back-end architecture should not be implemented in the manner I describe, or is there some strong rationale I'm missing for using communication protocols such as Twisted, AMQP, Thrift, etc?
UPDATE: Following a comment from #meagar, I should perhaps reformulate the question: are the clear advantages of using a very simple, flexible and well-understood architecture (ie all functionality exposed as a series RESTful APIs) enough to compensate the obvious performance hit incurred when using this architecture in a back-end context?
[code]the actual type of database could be replaced (ed SQL to KV, or vice versa).[/code]
And anyone who wrote a join between two tables will be sad. If you want the "ability" to switch to KV, then you should not expose an API richer than what KV can support.
The answer to your question depends on what it is you're trying to accomplish. You want to keep each module within reasonable reins. Use proper physical layering of code, use defined interfaces with side-effect contracts, use test cases for each success and failure case of each interface. That way, you can depend on things like "when user enters blah page, a user-blah fact is generated so that all registered fact listeners will be invoked." This allows you to extend the system without having direct calls from point A to point B, while still having some kind of control over widely disparate dependencies. (I hate code bases where you can't find-all to find all possible references to a symbol!)
However, the fact that we put lots of code and classes into a single system is because calling between systems is often very, very expensive. You want to think in terms of code modules making requests of each other where you can. The difference in timing between a function call and a REST call is something like one to a million (maybe you can get it as low as one to ten thousand, if you only count cycles, not wallclock time -- but I'm not so sure). Also, anything that goes on a wire in a datacenter may potentially suffer from packet loss, because there is no such thing as a 100% loss-free data center, no matter how hard you try. Packet loss means random latency spikes in the response time for your application.

How do you organize code in embedded projects?

Highly embedded (limited code and ram size) projects pose unique challenges for code organization.
I have seen quite a few projects with no organization at all. (Mostly by hardware engineers who, in my experience are not typically concerned with non-functional aspects of code.)
However, I have been trying to organize my code accordingly:
hardware specific (drivers, initialization)
application specific (not likely to be reused)
reusable, hardware independent
For each module I try to keep the purpose to one of these three types.
Due to limited size of embedded projects and the emphasis on performance, it is often keep this organization.
For some context, my current project is a limited DSP application on a MSP430 with 8k flash and 256 bytes ram.
I've written and maintained multiple embedded products (30+ and counting) on a variety of target micros, including MSP430's. The "rules of thumb" I have been most successful with are:
Try to modularize generic concepts as much as possible (e.g. separate driver code from application code). -- It makes for easier maintenance and reuse/porting of a project to another target micro in the future.
DO NOT start by worrying about optimized code at the very beginning. Try to solve the domain's problem first and optimize second. -- Your target micro can handle a lot more "stuff" than you might expect.
Work to ensure readability. Although most embedded projects seem to have short development-cycles, the projects often live longer than you might expect and another developer will undoubtedly have to work with your code.
I've worked on 8-bit PIC processors with similar limitations.
One restriction you don't have is how many comments you make or what you choose to name your methods, variables, etc.. Take advantage. Speed and size constraints do sometimes trump organization, but you can always explain.
Another tip is to break up a logical source file into even more pieces than you need, then bind them by #includeing them in a compilation unit. This allows you to have lots of reusable code (even one routine per file) but combine in whatever order you need. This is useful e.g. when trying to meet compilation unit size restrictions, or to pick and choose which common subroutines you need on the next project.
I try to organize it as if I had unlimited RAM and ROM, and it usually works out fine. As mentioned elsewhere, do not try to optimize it until you absolutely need to.
If you can get a pin-compatible processor that has more resources, it's better to get it working on that, concentrating on good structure and layout, then optimize for size later when you understand the code better.
Except under exceptional circumstances (see note), the organisation of your code will have no impact on the final product. (contents of the code are obviously a different matter)
So with that in mind you should organise your code as you would any other project.
With that said, the following are fairly typical:
If this is a processor that you've worked on before, or will be working on in the future, you will usually want to keep a dedicated hardware abstraction layer that can be shared between projects in the future. Typically this module would contain items like routines for managing any uarts, timers etc.
Usually it's reasonable to maintain a set of platform specific code for initialisation and setup that performs all of the configuration and initialisation up to the point where your executive takes over and runs your application. It will also include platform specific hal routines.
The executive/application is probably maintained as a separate module. All of the hardware specific code should be hidden in the hal (as mentioned above).
By splitting your code up like this you also have the option of compiling and running your application as a simulation, on a completely different platform, just by replacing the hardware specific code with routines that mimic the hardware.
This can be good for unit testing and debugging and algorithmic problems you might have.
Exceptional circumstances as might be imposed by unusual compiler restrictions. eg. I've come across some compilers that expect all interrupt service routines to be compiled within a single object file.
I've worked with some sensors like the Tmote Sky, I too have seen poor organization, and I have to admit i have contributed to it. Anyway I'd say that some confusion has to be, because loading too much modules or too much part of program will be (imho) resource killing too, so try to be aware of a threshold between organization and usability on the low resources.
Obviously this don't mean let caos begin, but for example try to get a look on the organization of the tinyOS source code and applications, it's an idea on what I'm trying to say.
Although it is a bit painful, one organization technique that is somewhat common with embedded C libraries is to split every single function and variable into a separate C source file, and then aggregate the resulting collection of O files into a library file.
The motivation for doing this is that for most normal linkers the unit of linkage is an object, for every object you either get the whole object or none of it. Since there is a 1-1 relationship between C files and object files, putting each symbol in it's own C file gives each one it's own object. This in turn lets the linker pull in only that subset of functions and variables that are actually used.
This sort of game doesn't help at all for headers they can happily be left as single files.