Hook methods are of particular importance in the template method pattern where common code in an abstract class can be augmented by custom code in a subclass. In this case each hook method is defined in the abstract class with an empty implementation which then allows a different implementation to be supplied in each concrete subclass.
The components of a distributed system communicate and coordinate their actions by passing messages to one another in order to achieve a common goal. Three challenges of distributed systems are: maintaining concurrency of components, overcoming the lack of a global clock, and managing the independent failure of components. When a component of one system fails, the entire system does not fail. Examples of distributed systems vary from SOA-based systems to microservices to massively multiplayer online games to peer-to-peer applications. Distributed systems cost more than monolithic architectures, primarily due to increased needs for additional hardware, servers, gateways, firewalls, new subnets, proxies, and so on. Distributed systems can also suffer from fallacies of distributed computing. Conversely, a well-designed distributed system is more scalable, more durable, more changeable, and more fine-tuned than a monolithic application deployed on a single machine. According to Marc Brooker: "a system is scalable in the range where marginal cost of additional workload is nearly constant." Serverless technologies fit this definition but the total cost of ownership, and not just the infra cost must be considered.
Message passing in the context of Dynamic dispatch
In computer science, dynamic dispatch is the process of selecting which implementation of a polymorphic operation (method or function) to call at run time. It is commonly employed in, and considered a prime characteristic of, object-oriented programming (OOP) languages and systems.
Object-oriented systems model a problem as a set of interacting objects that enact operations referred to by name. Polymorphism is the phenomenon wherein somewhat interchangeable objects each expose an operation of the same name but possibly differing in behavior. As an example, a File object and a Database object both have a StoreRecord method that can be used to write a personnel record to storage. Their implementations differ. A program holds a reference to an object which may be either a File object or a Database object. Which one it is may have been determined by a run-time setting, and at this stage, the program may not know or care which. When the program calls StoreRecord on the object, something needs to choose which behavior gets enacted. If one thinks of OOP as sending messages to objects, then in this example the program sends a StoreRecord message to an object of unknown type, leaving it to the run-time support system to dispatch the message to the right object. The object enacts whichever behavior it implements.
Objective-C is a high-levelgeneral-purpose, object-orientedprogramming language that adds Smalltalk-style message passing (messaging) to the C programming language. Originally developed by Brad Cox and Tom Love in the early 1980s, it was selected by NeXT for its NeXTSTEPoperating system. Due to ApplemacOS’s direct lineage from NeXTSTEP, Objective-C was the standard language used, supported, and promoted by Apple for developing macOS and iOS applications (via their respective application programming interfaces (APIs), Cocoa and Cocoa Touch) from 1997, when Apple purchased NeXT, until the introduction of the Swift language in 2014.
Objective-C programs developed for non-Apple operating systems or that are not dependent on Apple's APIs may also be compiled for any platform supported by GNUGNU Compiler Collection (GCC) or LLVM/Clang.
Message passing in the context of Method (computer programming)
A method in object-oriented programming (OOP) is a procedure associated with an object, and generally also a message. An object consists of state data and behavior; these compose an interface, which specifies how the object may be used. A method is a behavior of an object parametrized by a user.
Data is represented as properties of the object, and behaviors are represented as methods. For example, a Window object could have methods such as open and close, while its state (whether it is open or closed at any given point in time) would be a property.