CST(7)-Client/Server Building Block

In the computer analogy, architecture helps us to determine the structure and shape of client/server systems we can build to meet various ...

In the computer analogy, architecture helps us to determine the structure and shape of client/server systems we can build to meet various needs. The model presented in this section is really a game of putting together things with building blocks. The three building blocks are a client, a server and the slash (/) that ties client to the server.
The following section explains how the building blocks are arranged in four situations:
  1. Client/Server for tiny shops and nomadic tribes
  2. Client/Server for small shops and departments.
  3. Client/Server for intergalactic enterprises
  4. Client/Server for post scarcity world.
Client/Server for tiny shops and nomadic tribes:

It is a building block implementation that runs the client, the middleware software and most of the business services on the same machine. It is the suggested implementation for one-person shops, home offices and mobile users with well-endowed laptops.

Vendors can easily package client and server portion of an application on the same machine. Vendors can easily package single user version and multi user version of a client/server application. The only requirement is to use an operating system that is robust enough to run both the client and server sides of the application. In all the cases, the business critical client/server application runs on one machine and does some occasional communications with outside servers to exchange data, refresh database etc.,

Client/Server for Small shops and Departments:

This is the classic Ethernet client/server building block implementation and is used in small shops, departments and branch offices. It consists of multiple clients talking to a local server.

The single server nature of the model tends to keep the middleware simple. The client only needs to look into its configuration file to find its server name. Security is implemented at the machine level and network is also easy to administer.

Departmental servers will continue to be popular because they provide tremendous amount of user autonomy and control. A departmental server typically addresses the needs of the local clients first. With fiber optics and ATM it is very hard to find the performance difference between the local departmental server and the global enterprise server.

Client/Server for Intergalactic Enterprises:

It is the multi server building block implementation of client/server. The server presents a single system image to the client. They can be spread out throughout the enterprise but they can be made to look like they are part of the desktop.

The client/server enterprise model addresses the needs of establishments with a mix of heterogeneous servers. One of the great things about the client/server model is that it is upwardly scalable. When more processing power is needed for various intergalactic functions, more servers can be added or the existing server machine can be traded up for the latest generation of superserver machine. Servers can be partitioned on the basis of the function they provide, the resource they control, or the database they own. In addition, there can be replicate servers for fault tolerance or to boost an application’s performance.

Intergalactic client/server is the driving force behind the middleware standards such as distributed objects and the internet.

Client/server for a post-scarcity world:

Every machine is both a client and a full-function server. This plentiful environment is referred as the post-scarcity world. A typical post scarcity machine may be a 2000$ cellular notebook powered by a 200 MHz Pentium and loaded with 100 Mbytes of RAM and 100 Gbytes or more of disk space. Because every machine is a full function server, it will run at the minimum a file server, database server, TP monitor and a web server, all connected via an ORB. This is in addition to all the client software and middleware.
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