<?xml version="1.0" encoding="utf-8"?>
<feed xmlns="http://www.w3.org/2005/Atom">
	<id>tag:www.nabble.com,2006:forum-2520</id>
	<title>Nabble - Massiv</title>
	<updated>2006-12-21T09:03:41Z</updated>
	<link rel="self" type="application/atom+xml" href="http://www.nabble.com/Massiv-f2520.xml" />
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	<subtitle type="html">The Massiv is a distributed game middleware whose purpose is to simplify the development of distributed persistent massively multiplayer online games. Massiv home is &lt;a href=&quot;http://forge.objectweb.org/projects/massiv/&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;.</subtitle>
	
<entry>
	<id>tag:www.nabble.com,2006:post-8013203</id>
	<title>IMPORTANT INFORMATION - Transition from ObjectWeb to OW2</title>
	<published>2006-12-21T09:03:41Z</published>
	<updated>2006-12-21T09:03:41Z</updated>
	<author>
		<name>Francois Letellier</name>
	</author>
	<content type="html">IMPORTANT INFORMATION ENCLOSED  PLEASE READ CAREFULLY
&lt;br&gt;&lt;br&gt;&lt;br&gt;Dear ObjectWeb members and partners,
&lt;br&gt;&lt;br&gt;ObjectWeb is about to undergo the biggest evolution since its foundation as
&lt;br&gt;a consortium in 2002 by Bull, France Telecom and INRIA.
&lt;br&gt;&lt;br&gt;&lt;br&gt;* ObjectWeb: Success and Evolution
&lt;br&gt;&lt;br&gt;The ObjectWeb story started somewhere around Grenoble in the Alp
&lt;br&gt;mountains in the late 90's and now spans the whole planet with active
&lt;br&gt;participation of members from several European countries to China to the
&lt;br&gt;United States to Brazil. Over the last 5 years, our community experienced
&lt;br&gt;tremendous growth, now counting over 70 corporate members, over 700
&lt;br&gt;committers, thousands of individual members and contributors from many
&lt;br&gt;countries in all continents. Our middleware code base counts over a hundred
&lt;br&gt;projects for a total of tens of million lines of open source code.
&lt;br&gt;&lt;br&gt;This phase of growth brought new opportunities and new challenges. In order
&lt;br&gt;to better address them, the Board of Directors decided in early 2005 to start
&lt;br&gt;a task force with the mission of evaluating possible scenarios and
&lt;br&gt;implementing the most suitable of them. This mission code-named
&lt;br&gt;ObjectWeb v2 has been successful due to major commitment of
&lt;br&gt;ObjectWebs community. As a result, it was decided to make the transition
&lt;br&gt;from the current organization, namely a consortium hosted by INRIA, to a full-
&lt;br&gt;fledged, non-profit independent legal entity. This new entity, whose bylaws
&lt;br&gt;have been approved by ObjectWeb's Board of Directors, will be incepted in
&lt;br&gt;January 2007 under the French law as a non-profit association headquartered
&lt;br&gt;in Brussels, Belgium.
&lt;br&gt;&lt;br&gt;&lt;br&gt;* Creation of OW2: a Nonprofit Legal Entity
&lt;br&gt;&lt;br&gt;The new organization is registered under the name OW2 Consortium or OW2
&lt;br&gt;for short. This new name is the result of ObjectWeb and OrientWare joining
&lt;br&gt;their forces to build a global and powerful 
&lt;br&gt;alliance. After extensive consultation
&lt;br&gt;of the community, its rules of operation have been defined on the following
&lt;br&gt;principles:
&lt;br&gt;&lt;br&gt;- enhanced commitment from the members through three levels of membership:
&lt;br&gt;&amp;nbsp; &amp;nbsp;Strategic, Corporate and Individual
&lt;br&gt;- deliberate market awareness with the underlying rationale to bridge the gap
&lt;br&gt;&amp;nbsp; &amp;nbsp;between enterprise developers and users
&lt;br&gt;- a refined governance model promoting increased participation from the
&lt;br&gt;&amp;nbsp; &amp;nbsp;community, with three councils addressing technology, ecosystem
&lt;br&gt;&amp;nbsp; &amp;nbsp;development and operations
&lt;br&gt;- possibilities to create local chapters so as to facilitate international
&lt;br&gt;&amp;nbsp; &amp;nbsp;development in a decentralized way
&lt;br&gt;&lt;br&gt;&lt;br&gt;* In Practice: What to Expect, What Actions to Take
&lt;br&gt;&lt;br&gt;The ObjectWeb consortium agreement is ending on December 31, 2006. OW2
&lt;br&gt;Consortium is starting on January 1, 2007. Current members are warmly invited
&lt;br&gt;to join OW2 but memberships will not be automatically transferred. For this
&lt;br&gt;reason, it is very important that ObjectWeb members take the necessary actions
&lt;br&gt;to join the OW2 Consortium. Strategic and corporate members joining OW2 in
&lt;br&gt;the first quarter of year 2007, be them former 
&lt;br&gt;ObjectWeb members or not, will be
&lt;br&gt;deemed Co-Founders of the association.
&lt;br&gt;&lt;br&gt;Joining OW2 will most likely require the 
&lt;br&gt;involvement of your legal department. All
&lt;br&gt;necessary legal documents will be available online shortly and additional
&lt;br&gt;information is available on request. As CEO of the association, Cedric Thomas
&lt;br&gt;will lead the operations and be your main contact 
&lt;br&gt;for all practical information.
&lt;br&gt;&lt;br&gt;No personal information will be transferred from ObjectWeb to OW2 without the
&lt;br&gt;explicit consent of the user. A simplified 
&lt;br&gt;procedure will be put in place so that
&lt;br&gt;registered members and users of the ObjectWeb 
&lt;br&gt;online facility can opt-in to have
&lt;br&gt;their personal information transferred to the 
&lt;br&gt;association. Details are to be sent on
&lt;br&gt;all ObjectWeb mailing lists shortly.
&lt;br&gt;&lt;br&gt;&amp;nbsp;From now on, new membership and new project submission will no longer be
&lt;br&gt;accepted by ObjectWeb. However in the short term the ObjectWeb web site and
&lt;br&gt;Forge will be kept up and running, so project and 
&lt;br&gt;community activities be carried
&lt;br&gt;on without interruption.
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;We want to thank you all for having made OW2 Consortium possible. We are
&lt;br&gt;now counting on you to make it an even better 
&lt;br&gt;place for great projects. We invite
&lt;br&gt;you all, developers, researchers, open source 
&lt;br&gt;enthusiasts from over the world, to
&lt;br&gt;participate in this new and exciting endeavor. 
&lt;br&gt;Last but not least, we would like to
&lt;br&gt;take advantage of this message to present you our most sincere season's
&lt;br&gt;greetings and wish you the best for year 2007. And long live OW2!
&lt;br&gt;&lt;br&gt;With warmest regards,
&lt;br&gt;&lt;br&gt;&lt;br&gt;On behalf of the Board of Directors,
&lt;br&gt;&lt;br&gt;Jean Pierre Laisné  ObjectWeb Chairman
&lt;br&gt;François Letellier  ObjectWeb Executive Director
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;François LETELLIER
&lt;br&gt;INRIA Rhône-Alpes - ObjectWeb Project Director
&lt;br&gt;email: francois.letellier at inria.fr - cell: +33 
&lt;br&gt;(0)6 84 64 00 24 - Skype: francois.letellier
&lt;br&gt;blog: &lt;a href=&quot;http://os3g.blogspot.com/&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://os3g.blogspot.com/&lt;/a&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br /&gt;&lt;br&gt;--
&lt;br&gt;You receive this message as a subscriber of the &lt;a href=&quot;http://www.nabble.com/user/SendEmail.jtp?type=post&amp;post=8013203&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;massiv-users@...&lt;/a&gt; mailing list.
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&lt;br&gt;ObjectWeb mailing lists service home page: &lt;a href=&quot;http://www.objectweb.org/wws&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://www.objectweb.org/wws&lt;/a&gt;&lt;br&gt;&lt;p&gt;From forum: &lt;a href=&quot;http://www.nabble.com/Massiv---Users-f2522.html&quot; embed=&quot;fixTarget[2522]&quot; target=&quot;_top&quot; &gt;Massiv - Users&lt;/a&gt;&lt;/p&gt;</content>
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</entry>

<entry>
	<id>tag:www.nabble.com,2006:post-8013201</id>
	<title>IMPORTANT INFORMATION - Transition from ObjectWeb to OW2</title>
	<published>2006-12-21T09:03:41Z</published>
	<updated>2006-12-21T09:03:41Z</updated>
	<author>
		<name>Francois Letellier</name>
	</author>
	<content type="html">IMPORTANT INFORMATION ENCLOSED  PLEASE READ CAREFULLY
&lt;br&gt;&lt;br&gt;&lt;br&gt;Dear ObjectWeb members and partners,
&lt;br&gt;&lt;br&gt;ObjectWeb is about to undergo the biggest evolution since its foundation as
&lt;br&gt;a consortium in 2002 by Bull, France Telecom and INRIA.
&lt;br&gt;&lt;br&gt;&lt;br&gt;* ObjectWeb: Success and Evolution
&lt;br&gt;&lt;br&gt;The ObjectWeb story started somewhere around Grenoble in the Alp
&lt;br&gt;mountains in the late 90's and now spans the whole planet with active
&lt;br&gt;participation of members from several European countries to China to the
&lt;br&gt;United States to Brazil. Over the last 5 years, our community experienced
&lt;br&gt;tremendous growth, now counting over 70 corporate members, over 700
&lt;br&gt;committers, thousands of individual members and contributors from many
&lt;br&gt;countries in all continents. Our middleware code base counts over a hundred
&lt;br&gt;projects for a total of tens of million lines of open source code.
&lt;br&gt;&lt;br&gt;This phase of growth brought new opportunities and new challenges. In order
&lt;br&gt;to better address them, the Board of Directors decided in early 2005 to start
&lt;br&gt;a task force with the mission of evaluating possible scenarios and
&lt;br&gt;implementing the most suitable of them. This mission code-named
&lt;br&gt;ObjectWeb v2 has been successful due to major commitment of
&lt;br&gt;ObjectWebs community. As a result, it was decided to make the transition
&lt;br&gt;from the current organization, namely a consortium hosted by INRIA, to a full-
&lt;br&gt;fledged, non-profit independent legal entity. This new entity, whose bylaws
&lt;br&gt;have been approved by ObjectWeb's Board of Directors, will be incepted in
&lt;br&gt;January 2007 under the French law as a non-profit association headquartered
&lt;br&gt;in Brussels, Belgium.
&lt;br&gt;&lt;br&gt;&lt;br&gt;* Creation of OW2: a Nonprofit Legal Entity
&lt;br&gt;&lt;br&gt;The new organization is registered under the name OW2 Consortium or OW2
&lt;br&gt;for short. This new name is the result of ObjectWeb and OrientWare joining
&lt;br&gt;their forces to build a global and powerful 
&lt;br&gt;alliance. After extensive consultation
&lt;br&gt;of the community, its rules of operation have been defined on the following
&lt;br&gt;principles:
&lt;br&gt;&lt;br&gt;- enhanced commitment from the members through three levels of membership:
&lt;br&gt;&amp;nbsp; &amp;nbsp;Strategic, Corporate and Individual
&lt;br&gt;- deliberate market awareness with the underlying rationale to bridge the gap
&lt;br&gt;&amp;nbsp; &amp;nbsp;between enterprise developers and users
&lt;br&gt;- a refined governance model promoting increased participation from the
&lt;br&gt;&amp;nbsp; &amp;nbsp;community, with three councils addressing technology, ecosystem
&lt;br&gt;&amp;nbsp; &amp;nbsp;development and operations
&lt;br&gt;- possibilities to create local chapters so as to facilitate international
&lt;br&gt;&amp;nbsp; &amp;nbsp;development in a decentralized way
&lt;br&gt;&lt;br&gt;&lt;br&gt;* In Practice: What to Expect, What Actions to Take
&lt;br&gt;&lt;br&gt;The ObjectWeb consortium agreement is ending on December 31, 2006. OW2
&lt;br&gt;Consortium is starting on January 1, 2007. Current members are warmly invited
&lt;br&gt;to join OW2 but memberships will not be automatically transferred. For this
&lt;br&gt;reason, it is very important that ObjectWeb members take the necessary actions
&lt;br&gt;to join the OW2 Consortium. Strategic and corporate members joining OW2 in
&lt;br&gt;the first quarter of year 2007, be them former 
&lt;br&gt;ObjectWeb members or not, will be
&lt;br&gt;deemed Co-Founders of the association.
&lt;br&gt;&lt;br&gt;Joining OW2 will most likely require the 
&lt;br&gt;involvement of your legal department. All
&lt;br&gt;necessary legal documents will be available online shortly and additional
&lt;br&gt;information is available on request. As CEO of the association, Cedric Thomas
&lt;br&gt;will lead the operations and be your main contact 
&lt;br&gt;for all practical information.
&lt;br&gt;&lt;br&gt;No personal information will be transferred from ObjectWeb to OW2 without the
&lt;br&gt;explicit consent of the user. A simplified 
&lt;br&gt;procedure will be put in place so that
&lt;br&gt;registered members and users of the ObjectWeb 
&lt;br&gt;online facility can opt-in to have
&lt;br&gt;their personal information transferred to the 
&lt;br&gt;association. Details are to be sent on
&lt;br&gt;all ObjectWeb mailing lists shortly.
&lt;br&gt;&lt;br&gt;&amp;nbsp;From now on, new membership and new project submission will no longer be
&lt;br&gt;accepted by ObjectWeb. However in the short term the ObjectWeb web site and
&lt;br&gt;Forge will be kept up and running, so project and 
&lt;br&gt;community activities be carried
&lt;br&gt;on without interruption.
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;We want to thank you all for having made OW2 Consortium possible. We are
&lt;br&gt;now counting on you to make it an even better 
&lt;br&gt;place for great projects. We invite
&lt;br&gt;you all, developers, researchers, open source 
&lt;br&gt;enthusiasts from over the world, to
&lt;br&gt;participate in this new and exciting endeavor. 
&lt;br&gt;Last but not least, we would like to
&lt;br&gt;take advantage of this message to present you our most sincere season's
&lt;br&gt;greetings and wish you the best for year 2007. And long live OW2!
&lt;br&gt;&lt;br&gt;With warmest regards,
&lt;br&gt;&lt;br&gt;&lt;br&gt;On behalf of the Board of Directors,
&lt;br&gt;&lt;br&gt;Jean Pierre Laisné  ObjectWeb Chairman
&lt;br&gt;François Letellier  ObjectWeb Executive Director
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;François LETELLIER
&lt;br&gt;INRIA Rhône-Alpes - ObjectWeb Project Director
&lt;br&gt;email: francois.letellier at inria.fr - cell: +33 
&lt;br&gt;(0)6 84 64 00 24 - Skype: francois.letellier
&lt;br&gt;blog: &lt;a href=&quot;http://os3g.blogspot.com/&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://os3g.blogspot.com/&lt;/a&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br /&gt;&lt;br&gt;--
&lt;br&gt;You receive this message as a subscriber of the &lt;a href=&quot;http://www.nabble.com/user/SendEmail.jtp?type=post&amp;post=8013201&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;massiv-dev@...&lt;/a&gt; mailing list.
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&lt;br&gt;ObjectWeb mailing lists service home page: &lt;a href=&quot;http://www.objectweb.org/wws&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://www.objectweb.org/wws&lt;/a&gt;&lt;br&gt;&lt;p&gt;From forum: &lt;a href=&quot;http://www.nabble.com/Massiv---Dev-f2521.html&quot; embed=&quot;fixTarget[2521]&quot; target=&quot;_top&quot; &gt;Massiv - Dev&lt;/a&gt;&lt;/p&gt;</content>
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</entry>

<entry>
	<id>tag:www.nabble.com,2006:post-6799938</id>
	<title>Re: Background Informations about Massiv</title>
	<published>2006-10-13T11:07:46Z</published>
	<updated>2006-10-13T11:07:46Z</updated>
	<author>
		<name>Marek Vondrak</name>
	</author>
	<content type="html">Hello Jens,
&lt;br&gt;&lt;br&gt;&amp;gt; Hopefully I can still reach somebody responsible for the Massiv Project
&lt;br&gt;&amp;gt; with this email, because I am
&lt;br&gt;&amp;gt; interested in some background informations about the project or even better
&lt;br&gt;&amp;gt; the tool itself. I already checked the internet and of course your website
&lt;br&gt;&amp;gt; as the open middelware site, too
&lt;br&gt;&lt;br&gt;I am one of the former Massiv developers and can possibly answer some of your 
&lt;br&gt;questions.
&lt;br&gt;&lt;br&gt;&amp;gt; What I am looking for is for example some science papers or some articles
&lt;br&gt;&amp;gt; published in various magazines.
&lt;br&gt;&lt;br&gt;I do not think there are any or at least I am not aware of them. Certainly no 
&lt;br&gt;one from the original team has written any. There are some technical 
&lt;br&gt;materials in the documentation folder in the Massiv sources, but they are 
&lt;br&gt;written mostly in Czech.
&lt;br&gt;&lt;br&gt;&amp;gt; The informations I need are like
&lt;br&gt;&amp;gt; - How do you get the idea for the project?
&lt;br&gt;&lt;br&gt;We formulated our basic goals (to develop a distributed game engine), looked 
&lt;br&gt;at other competing projects and technologies to find out what ideas could be 
&lt;br&gt;stolen or what could be done better and planned the rough sketch of the 
&lt;br&gt;project. The initial phase of planning (2000-2001) took us something like 1 
&lt;br&gt;year, but we were not working much hard. We were considering many different 
&lt;br&gt;technologies, such as distributed transactions, distributed memory and 
&lt;br&gt;scripting languages but finally decided to program the whole thing in C++ and 
&lt;br&gt;base the model on distributed objects and the proposed object model. 
&lt;br&gt;&lt;br&gt;Before we started coding anything (2001) we had already known what the object 
&lt;br&gt;model would look like, that the objects would be able to migrate and 
&lt;br&gt;replicate, the migration would be used for message passing (event 
&lt;br&gt;scheduling), the objects could be grouped to migration and replication 
&lt;br&gt;groups, knew the policy for assigning object identifications and developed 
&lt;br&gt;the archivation protocol and the consistency rules. However what was not 
&lt;br&gt;known at that point were the implementation aspects of certain concepts, such 
&lt;br&gt;as how the membership of objects to migration/replication groups would be 
&lt;br&gt;exactly defined (later on, we decided that this would be driven by object 
&lt;br&gt;references), how object properties would be defined and implemented, etc.
&lt;br&gt;&lt;br&gt;We started coding the common &amp;quot;neutral&amp;quot; things like logger, statuses and 
&lt;br&gt;network first (2001) and further developed our plans for the implementation 
&lt;br&gt;of the object model. Then (2002) we started working on objects, properties 
&lt;br&gt;and pointers, decided to implement garbage collector and migration protocol. 
&lt;br&gt;During this phase we had not had any IDL language at all and had to 
&lt;br&gt;describe &amp;quot;managed&amp;quot; classes programatically by calling various register-like 
&lt;br&gt;API on objects. This was really bothersome and so a simple IDL language + 
&lt;br&gt;compiler, considered as a temporary solution, were developed to test object 
&lt;br&gt;migration when the migration protocol was finished at the end of 2002 (object 
&lt;br&gt;archivation was done by that time too). In 2003, the ideas of incremental 
&lt;br&gt;object replication protocol were finalized and Stepan started working on it. 
&lt;br&gt;A brand new IDL language and compiler were implemented in the meantime to 
&lt;br&gt;overcome the limitations of the temporary IDL language and the work on the 
&lt;br&gt;demo application began. The rest of 2003 was devoted to the development of 
&lt;br&gt;the demo, fixing bugs in the core (mostly replication, archivation &amp; related) 
&lt;br&gt;and preparing for the release.
&lt;br&gt;&lt;br&gt;In 2004 we fixed the remaining bugs, finished the Demo application, prepared 
&lt;br&gt;the graphics and submitted the project for approval.
&lt;br&gt;&lt;br&gt;&amp;gt; - How was the respond of the project?
&lt;br&gt;&lt;br&gt;I think there were quite a lot of people interested in using Massiv in their 
&lt;br&gt;projects but the learning curve is somewhat steep. That means you have got to 
&lt;br&gt;learn a lot of things regarding the model before you can actually start 
&lt;br&gt;coding anything or have something up and running. However, once you got past 
&lt;br&gt;that point, it should be quite easy to use Massiv. Our goal was to integrate 
&lt;br&gt;the model with C++ as much as possible and automate most of the things so 
&lt;br&gt;that it would be easy to use and it would be used in the way it is natural 
&lt;br&gt;for C++ programmers (remember how the mapping of CORBA to C++ looks like? It 
&lt;br&gt;is completely unusable). This justifies certain implementation aspects, such 
&lt;br&gt;as the use of garbage collector, etc.
&lt;br&gt;&lt;br&gt;Since the project is complex, it requires a fairly solid knowledge of the C++ 
&lt;br&gt;language, including the paradigms of STL, certain programming skills and the 
&lt;br&gt;knowledge of distributed systems paradigms. It certainly can not be used by &amp;nbsp;
&lt;br&gt;novices. However we believe that if one is experienced enough to write an own 
&lt;br&gt;network-based game engine, such an individual is capable of understanding how 
&lt;br&gt;the problems that they have to face in their game engine are abstracted in 
&lt;br&gt;Massiv and how easily they can be solved by using our framework.
&lt;br&gt;&lt;br&gt;&amp;gt; - Does anybody still work on the tool?
&lt;br&gt;&lt;br&gt;Unfortunatelly no. It would be nice if we could find new 
&lt;br&gt;maintainers/developers.
&lt;br&gt;&lt;br&gt;There were some problems regarding the compilation of Massiv under newer C++ 
&lt;br&gt;compilers in the past two years. Until now, the project could not be compiled 
&lt;br&gt;on anything better than MSVC 7.0 (.NET 2002) or GCC 3.2 and relied on an 
&lt;br&gt;ancient unsupported version of the CryptoPP library that was used for 
&lt;br&gt;cryptography. 
&lt;br&gt;&lt;br&gt;These compilers are outdated and it might be one of the reasons why we do not 
&lt;br&gt;have such a big publicity as we wished to have. I am now working with Stepan 
&lt;br&gt;on bringing the project up to date with the C++ standards so that it could be 
&lt;br&gt;compiled at least by MSVC 7.1 and 8 as well as GCC 3.4.4 and 4.x or newer and 
&lt;br&gt;so that it would work with the most recent version of CryptoPP. This work is 
&lt;br&gt;mostly done, the only thing that remains to be done is to verify the 
&lt;br&gt;compilation under GCC 4.x.
&lt;br&gt;&lt;br&gt;-- Marek
&lt;br&gt;&lt;br&gt;&lt;br /&gt;&lt;br&gt;--
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<entry>
	<id>tag:www.nabble.com,2006:post-6792910</id>
	<title>Background Informations about Massiv</title>
	<published>2006-10-13T03:44:36Z</published>
	<updated>2006-10-13T03:44:36Z</updated>
	<author>
		<name>Jens Michel</name>
	</author>
	<content type="html">Good day, 
&lt;br&gt;&lt;br&gt;my name is Jens Michel, and I am studying Information Systems at the
&lt;br&gt;University of Muenster in Germany. 
&lt;br&gt;In the frame of the informatik seminar with the theme &amp;quot;Shared Realtime
&lt;br&gt;Systems&amp;quot; it is my task to analyze the 
&lt;br&gt;Massiv Tool. 
&lt;br&gt;&lt;br&gt;Hopefully I can still reach somebody responsible for the Massiv Project with
&lt;br&gt;this email, because I am 
&lt;br&gt;interested in some background informations about the project or even better
&lt;br&gt;the tool itself. I already checked the internet and of course your website
&lt;br&gt;as the open middelware site, too. 
&lt;br&gt;&lt;br&gt;What I am looking for is for example some science papers or some articles
&lt;br&gt;published in various magazines. 
&lt;br&gt;&lt;br&gt;The informations I need are like 
&lt;br&gt;- How do you get the idea for the project? 
&lt;br&gt;- How was the respond of the project? 
&lt;br&gt;- Does anybody still work on the tool? 
&lt;br&gt;&lt;br&gt;It would be great if you could help me. 
&lt;br&gt;&lt;br&gt;Regards &amp;nbsp; 
&lt;br&gt;_________________________________________
&lt;br&gt;Jens Michel
&lt;br&gt;ICQ#: 137676825
&lt;br&gt;Mobile: +49 (0)176 21243408
&lt;br&gt;Phone: +49 (0)251 838 10611
&lt;br&gt;&lt;br&gt;_________________________________________
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br /&gt;&lt;br&gt;--
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<entry>
	<id>tag:www.nabble.com,2006:post-700966</id>
	<title>Re: Fwd: implementing object system with CORBA</title>
	<published>2005-08-24T10:19:53Z</published>
	<updated>2005-08-24T10:19:53Z</updated>
	<author>
		<name>Marek Vondrak</name>
	</author>
	<content type="html">&amp;gt;Massiv core features seems promising. What's its status now? Is it
&lt;br&gt;&amp;gt;still under development by others than David Li?
&lt;br&gt;&lt;br&gt;Nobody is working on the project as far as I know. I can not speak for the
&lt;br&gt;David Li's team but haven't seen anything from him yet.
&lt;br&gt;-- Markoid
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br /&gt;&lt;br&gt;--
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<entry>
	<id>tag:www.nabble.com,2006:post-676904</id>
	<title>Re: Fwd: implementing object system with CORBA</title>
	<published>2005-08-21T19:20:10Z</published>
	<updated>2005-08-21T19:20:10Z</updated>
	<author>
		<name>Derek-4</name>
	</author>
	<content type="html">Hi, Marek:
&lt;br&gt;&lt;br&gt;I see it. Thank you for your comments.
&lt;br&gt;&lt;br&gt;Massiv core features seems promising. What's its status now? Is it
&lt;br&gt;still under development by others than David Li?
&lt;br&gt;&lt;br&gt;Regards
&lt;br&gt;Derek
&lt;br&gt;&lt;br&gt;On 8/22/05, Marek Vondrak &amp;lt;&lt;a href=&quot;http://www.nabble.com/user/SendEmail.jtp?type=post&amp;post=676904&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;markoid@...&lt;/a&gt;&amp;gt; wrote:
&lt;br&gt;&lt;div class='shrinkable-quote'&gt;&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; ----------------------------------------------------------------------------
&lt;br&gt;&amp;gt; ----
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Hello.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; The primary reason is that it was our school assignment to write such a
&lt;br&gt;&amp;gt; system. The other reasons are that we do not find CORBA suitable for the
&lt;br&gt;&amp;gt; development of massively multiplayer games. If you know CORBA I believe you
&lt;br&gt;&amp;gt; will agree with the following arguments. Basically, what a MMO developer
&lt;br&gt;&amp;gt; wants, is not a RPC only system like CORBA or DCOM, but requires at least
&lt;br&gt;&amp;gt; some support for object state serialization and replication, so that the
&lt;br&gt;&amp;gt; simulation could be presented to clients. Support for consistent simulation
&lt;br&gt;&amp;gt; archivation is required on the server side. Not any of these requirements
&lt;br&gt;&amp;gt; can be fulfilled with basic CORBA, because ORB cores do know nothing about
&lt;br&gt;&amp;gt; CORBA object structures but their interfaces (except for so called CORBA
&lt;br&gt;&amp;gt; value types, in other words ORBs can not serialize objects, can not access
&lt;br&gt;&amp;gt; their attributes, etc. but can only call object methods through published
&lt;br&gt;&amp;gt; interfaces). Also since MMO game components are usually written in a single
&lt;br&gt;&amp;gt; language (mostly C++), it is highly encouraged to use that middleware that
&lt;br&gt;&amp;gt; integrates with that particular language as much as possible so that
&lt;br&gt;&amp;gt; programmers are not forced to write akward (unnatural) code. CORBA, on the
&lt;br&gt;&amp;gt; other side, is a multilanguage middleware and is &amp;quot;mapped&amp;quot; to multiple
&lt;br&gt;&amp;gt; languages (OMG standard defines how CORBA objects described by IDL have to
&lt;br&gt;&amp;gt; be coded in that particular language). I reckon you would agree with me that
&lt;br&gt;&amp;gt; CORBA mapping to C++ is _horrible_ and unusable.
&lt;br&gt;&amp;gt; But enough. If you are still not convinced, try comparing the list of
&lt;br&gt;&amp;gt; features supported by CORBA and Massiv side by side and try to answer to the
&lt;br&gt;&amp;gt; following questions &amp;quot;Do I really need to use this CORBA feature in my MMO
&lt;br&gt;&amp;gt; game?&amp;quot;, &amp;quot;Is it useful to have Massiv core do this thing for me
&lt;br&gt;&amp;gt; automatically?&amp;quot;, &amp;quot;Can this Massiv feature be ever supported by ORB core or
&lt;br&gt;&amp;gt; do I have to implement it myself on the application level?&amp;quot;. Maybe you
&lt;br&gt;&amp;gt; should look at the sources of the Demo (the &amp;quot;managed&amp;quot; part, say
&lt;br&gt;&amp;gt; src/demo/lib/server) to see how a MMO game can be written in Massiv and what
&lt;br&gt;&amp;gt; (little) differences there would be if the game was written as a single
&lt;br&gt;&amp;gt; stand-alone (not distributed) application.
&lt;br&gt;&amp;gt; However to be faithful I have to say that most people failed building the
&lt;br&gt;&amp;gt; demo application if anything or were discouraged from using Massiv due to
&lt;br&gt;&amp;gt; its complexity. As it is with all middlewares I have seen, one has to get
&lt;br&gt;&amp;gt; acquainted with the guts of the middleware in order to write even the
&lt;br&gt;&amp;gt; tiniest &amp;quot;hello world&amp;quot; application on top of it. Usually, the initialization
&lt;br&gt;&amp;gt; part is the most complex one and requires the knowledge of the whole system.
&lt;br&gt;&amp;gt; However I still believe that Massiv might be useful for those people how are
&lt;br&gt;&amp;gt; fluent in modern C++, are qualified enough to write a simple network-based
&lt;br&gt;&amp;gt; game without the use of a network middleware and can understand how the
&lt;br&gt;&amp;gt; principles used in their network game are abstracted in Massiv.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; -- Markoid
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt;
&lt;/div&gt;&lt;/div&gt;&lt;br /&gt;&lt;br&gt;--
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<entry>
	<id>tag:www.nabble.com,2006:post-676332</id>
	<title>Re: Fwd: implementing object system with CORBA</title>
	<published>2005-08-21T16:29:20Z</published>
	<updated>2005-08-21T16:29:20Z</updated>
	<author>
		<name>Marek Vondrak</name>
	</author>
	<content type="html">&lt;br&gt;&lt;br&gt;Hi,
&lt;br&gt;&lt;br&gt;How about implementing the massiv managed object system with CORBA in
&lt;br&gt;the first place? I mean why the massiv developers chose to design
&lt;br&gt;their own? Thanks
&lt;br&gt;&lt;br&gt;Derek
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;----------------------------------------------------------------------------
&lt;br&gt;----
&lt;br&gt;&lt;br&gt;Hello.
&lt;br&gt;&lt;br&gt;The primary reason is that it was our school assignment to write such a
&lt;br&gt;system. The other reasons are that we do not find CORBA suitable for the
&lt;br&gt;development of massively multiplayer games. If you know CORBA I believe you
&lt;br&gt;will agree with the following arguments. Basically, what a MMO developer
&lt;br&gt;wants, is not a RPC only system like CORBA or DCOM, but requires at least
&lt;br&gt;some support for object state serialization and replication, so that the
&lt;br&gt;simulation could be presented to clients. Support for consistent simulation
&lt;br&gt;archivation is required on the server side. Not any of these requirements
&lt;br&gt;can be fulfilled with basic CORBA, because ORB cores do know nothing about
&lt;br&gt;CORBA object structures but their interfaces (except for so called CORBA
&lt;br&gt;value types, in other words ORBs can not serialize objects, can not access
&lt;br&gt;their attributes, etc. but can only call object methods through published
&lt;br&gt;interfaces). Also since MMO game components are usually written in a single
&lt;br&gt;language (mostly C++), it is highly encouraged to use that middleware that
&lt;br&gt;integrates with that particular language as much as possible so that
&lt;br&gt;programmers are not forced to write akward (unnatural) code. CORBA, on the
&lt;br&gt;other side, is a multilanguage middleware and is &amp;quot;mapped&amp;quot; to multiple
&lt;br&gt;languages (OMG standard defines how CORBA objects described by IDL have to
&lt;br&gt;be coded in that particular language). I reckon you would agree with me that
&lt;br&gt;CORBA mapping to C++ is _horrible_ and unusable.
&lt;br&gt;But enough. If you are still not convinced, try comparing the list of
&lt;br&gt;features supported by CORBA and Massiv side by side and try to answer to the
&lt;br&gt;following questions &amp;quot;Do I really need to use this CORBA feature in my MMO
&lt;br&gt;game?&amp;quot;, &amp;quot;Is it useful to have Massiv core do this thing for me
&lt;br&gt;automatically?&amp;quot;, &amp;quot;Can this Massiv feature be ever supported by ORB core or
&lt;br&gt;do I have to implement it myself on the application level?&amp;quot;. Maybe you
&lt;br&gt;should look at the sources of the Demo (the &amp;quot;managed&amp;quot; part, say
&lt;br&gt;src/demo/lib/server) to see how a MMO game can be written in Massiv and what
&lt;br&gt;(little) differences there would be if the game was written as a single
&lt;br&gt;stand-alone (not distributed) application.
&lt;br&gt;However to be faithful I have to say that most people failed building the
&lt;br&gt;demo application if anything or were discouraged from using Massiv due to
&lt;br&gt;its complexity. As it is with all middlewares I have seen, one has to get
&lt;br&gt;acquainted with the guts of the middleware in order to write even the
&lt;br&gt;tiniest &amp;quot;hello world&amp;quot; application on top of it. Usually, the initialization
&lt;br&gt;part is the most complex one and requires the knowledge of the whole system.
&lt;br&gt;However I still believe that Massiv might be useful for those people how are
&lt;br&gt;fluent in modern C++, are qualified enough to write a simple network-based
&lt;br&gt;game without the use of a network middleware and can understand how the
&lt;br&gt;principles used in their network game are abstracted in Massiv.
&lt;br&gt;&lt;br&gt;-- Markoid
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br /&gt;&lt;br&gt;--
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<entry>
	<id>tag:www.nabble.com,2006:post-634006</id>
	<title>Fwd: implementing object system with CORBA</title>
	<published>2005-08-15T21:23:44Z</published>
	<updated>2005-08-15T21:23:44Z</updated>
	<author>
		<name>Derek-4</name>
	</author>
	<content type="html">---------- Forwarded message ----------
&lt;br&gt;From: Derek &amp;lt;&lt;a href=&quot;http://www.nabble.com/user/SendEmail.jtp?type=post&amp;post=634006&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;pc1500@...&lt;/a&gt;&amp;gt;
&lt;br&gt;Date: Aug 16, 2005 11:20 AM
&lt;br&gt;Subject: implementing object system with CORBA
&lt;br&gt;To: &lt;a href=&quot;http://www.nabble.com/user/SendEmail.jtp?type=post&amp;post=634006&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;massiv-devel@...&lt;/a&gt;
&lt;br&gt;&lt;br&gt;&lt;br&gt;Hi,
&lt;br&gt;&lt;br&gt;How about implementing the massiv managed object system with CORBA in
&lt;br&gt;the first place? I mean why the massiv developers chose to design
&lt;br&gt;their own? Thanks
&lt;br&gt;&lt;br&gt;Derek
&lt;br&gt;&lt;br&gt;&lt;br /&gt;&lt;br&gt;--
&lt;br&gt;You receive this message as a subscriber of the &lt;a href=&quot;http://www.nabble.com/user/SendEmail.jtp?type=post&amp;post=634006&amp;i=2&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;massiv-dev@...&lt;/a&gt; mailing list.
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