version 1.3, 2000/01/04 09:14:14 |
version 1.8, 2000/01/16 03:15:49 |
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% $OpenXM: OpenXM/doc/issac2000/session-management.tex,v 1.2 2000/01/02 07:32:12 takayama Exp $ |
% $OpenXM: OpenXM/doc/issac2000/session-management.tex,v 1.7 2000/01/15 03:46:27 noro Exp $ |
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\section{Session Management} |
\section{Session Management} |
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\label{secsession} |
%MEMO: key words: |
%MEMO: key words: |
%Security (ssh PAM), initial negotiation of byte order, |
%Security (ssh PAM), initial negotiation of byte order, |
%mathcap, interruption, debugging window, etc. |
%mathcap, interruption, debugging window, etc. |
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In this section we show the realization of control integration in |
In this section we explain our control integration in |
OpenXM. In OpenXM it is assumed that various clients and servers |
OpenXM. We assume that various clients and servers |
establish connections dynamically and communicate to each |
establish connections dynamically and communicate to each |
other. Therefore it is necessary to unify the communication interface |
other. Therefore it is necessary to give a dynamical and unified |
and the method of communication establishment. Besides, interruption |
method to start servers and to establish connections. |
of an execution and debugging are common operations when we use |
In addition to that, interruption of an exections and debugging |
programming systems. OpenXM provides a method to realize them for |
supports are necessary for intaractive distributed computation. |
distributed computation. |
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\subsection{Interface of servers} |
%\subsection{Interface of servers} |
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% |
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%A server has additional I/O streams for exchanging data between |
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%a client and itself other than ones for diagnostic |
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%messages. As the streams are for binary data, |
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%the byte order conversion is necessary when a |
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%client and a server have different byte orders. It is determined by |
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%exchanging the preferable byte order of each peer. If the preference |
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%does not coincide with each other, |
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%then the network byte order is used. |
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%This implies that all servers and clients should be able to |
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%handle the network byte |
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%order. Nevertheless it is necessary to negotiate the byte order to |
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%skip the byte order conversion because its cost is often dominant over |
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%fast networks. |
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A server has the following I/O streams at its startup. The numbers |
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indicate stream descriptors. |
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\begin{description} |
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\item{\bf 1} standard output |
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\item{\bf 2} standard error |
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\item{\bf 3} input from a client |
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\item{\bf 4} output to a client |
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\end{description} |
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A server reads data from the stream {\bf 3} and writes results to the |
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stream {\bf 4}. The streams {\bf 1} and {\bf 2} are provided for |
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diagnostic messages from the server. As {\bf 3} and {\bf 4} are |
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streams for binary data, the byte order conversion is necessary when a |
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client and a server have different byte orders. There are several |
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methods to treat it and we adopted the following scheme. |
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\begin{itemize} |
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\item A server writes 1 byte representing the preferable byte order. |
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\item After reading the byte, a client writes 1 byte representing the |
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preferable byte order. |
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\item On each side, if the preference coicides with each other then |
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the byte order is used. Otherwise the network byte order is used. |
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\end{itemize} |
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This implies that all servers and clients can handle the network byte |
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order. Nevertheless it is necessary to negotiate the byte order to |
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skip the byte order conversion because its cost is often dominant over |
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fast networks. |
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\subsection{Invocation of servers} |
\subsection{Invocation of servers} |
\label{launcher} |
\label{launcher} |
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In general it is complicated to establish a connection over TCP/IP. |
An application called {\it launcher} is provided to start servers |
On the other hand a server itself does not have any function to |
and to establish connections as follows. |
make a connection. In order to fill this gap an application called |
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{\bf launcher} is provided. A connection is established by using |
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the launcher as follows. |
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\begin{enumerate} |
\begin{enumerate} |
\item A launcher is invoked from a client or by hand. |
\item A launcher is invoked from a client. |
When the launcher is invoked, a port number for TCP/IP connection |
When the launcher is invoked, the client |
and the name of a server should be informed. |
informs the launcher of a port number for TCP/IP connection |
\item The launcher and the client establish a conection with the |
and the name of a server. |
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\item The launcher and the client establish a connection with the |
specified port number. |
specified port number. |
\item The launcher create a process and execute the server after |
\item The launcher creates a process and executes the server after |
setting the streams {\bf 3} and {\bf 4} appropriately. |
setting the data channel appropriately. |
An application to display messages written to the streams {\bf 1} and |
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{\bf 2} may be invoked if necessary. |
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\end{enumerate} |
\end{enumerate} |
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Though the above is all the task as a launcher, the launcher process |
After finishing the above task as a launcher, the launcher process |
acts as a control server and controls the server process created by |
acts as a control server and controls the server process created by |
itself. As for a control server see Section \ref{control}. |
itself. As for a control server see Section \ref{control}. |
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As the data channel is used to exchange binary data, |
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the byte order conversion is necessary when a |
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client and a server have different byte orders. It is determined by |
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exchanging the preferable byte order of each peer. If the preference |
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does not coincide with each other, |
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then the network byte order is used. |
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This implies that all servers and clients should be able to |
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handle the network byte |
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order. Nevertheless it is necessary to negotiate the byte order to |
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skip the byte order conversion because its cost is often dominant over |
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fast networks. |
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\subsection{Control server} |
\subsection{Control server} |
\label{control} |
\label{control} |
When we use a mathematical software, an execution time or necessary |
In OpenXM we adopted the following simple and robust method to |
storage is often unknown in advance. Therefore it is desirable |
control servers. |
to be able to abort an execution and to start another execution. |
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On a usual session on UNIX it is done by an interruption from a keyboard. |
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Internally it is realized by an exeption processing initiated by |
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a {\bf signal}, but it is not easy to send a signal to a server. |
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Especially if a server and a client run on different machines, |
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the client cannot send a signal to the server directly. |
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Though Some operating systems provide facilities to attach |
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signals such as {\tt SIGIO} and {\tt SIGURG} to a stream data, they are |
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system dependent and lack robustness. |
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On OpenXM we adopted the following simple and robust method. |
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An OpenXM server has logically two I/O channels: one for exchanging |
An OpenXM server has logically two I/O channels: one for exchanging |
data for computations and the other for controling computations. The |
data for computations and the other for controlling computations. The |
control channel is used to send commands to control execution on the |
control channel is used to send commands to control execution on the |
server. There are several ways of implementing the control channel. |
server. The launcher introduced in Section \ref{launcher} |
Among them it is common to use the launcher introduced in Section |
is used as a control process. We call such a process a {\it |
\ref{launcher} as a control process. We call such a process a {\bf |
control server}. In contrast, we call a server for computation an {\it |
control server}. In contrast, we call a server for computation an {\bf |
engine}. As the control server and the engine runs on the |
engine}. In this case the control server and the engine runs on the |
same machine, it is easy to manipulate the engine, especially to |
same machine and it is easy to maniputalate the engine, especially to |
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send a signal from the control server. A control server is also an |
send a signal from the control server. A control server is also an |
OpenXM stackmachine and the following {\tt SM} commands are provided. |
OpenXM stack machine and it accepts {\tt SM\_control\_*} commands |
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to send signals to a server or to terminate a server. |
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\begin{description} |
\subsection{Resetting a server} |
\item {\tt SM\_control\_reset\_connection} |
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It requests a control server to send the {\tt SIGUSR1} signal. |
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\item {\tt SM\_control\_kill} |
A client can send a signal to an engine by using the control channel |
It requests a control server to terminate an engine. |
at any time. However, I/O operations are usually buffered, |
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which may cause troubles without care for remaining data in |
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the buffers. To reset a server safely the following are required. |
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\item {\tt SM\_control\_intr} |
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It requests a control server to send the {\tt SIGINT} signal. |
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\end{description} |
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\subsection{Resetting a connection} |
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By using the control channel a client can send a signal to an engine |
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at any time. However, I/O operations are usually buffered and several |
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additional operations on buffers after sending a signal is necessary |
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to reset connections safely. Here a safe resetting means the |
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following: |
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\begin{enumerate} |
\begin{enumerate} |
\item A sending of an {\tt OX} message must be completed. |
\item A sending of an {\tt OX} message must be completed. |
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Line 133 after restarting a server. |
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Line 103 after restarting a server. |
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\end{enumerate} |
\end{enumerate} |
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{\tt SM\_control\_reset\_connection} is an {\tt SM} command to |
{\tt SM\_control\_reset\_connection} is an {\tt SM} command to |
initiate a safe resetting of a connection. We show the action of |
initiate a safe resetting of a server. We show the action of |
a server and a client from the initiation to the completion of |
a server and a client from the initiation to the completion of |
a resetting. |
a resetting. |
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\noindent |
\centerline{\fbox{client}} |
\fbox{client} |
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\begin{enumerate} |
\begin{enumerate} |
\item The client sends {\tt SM\_control\_reset\_connection} to the |
\item The client sends {\tt SM\_control\_reset\_connection} to the |
control server. |
control server. The control server sends {\tt SIGUSR1} to the engine. |
\item The client enters the resetting state. it skips all {\tt |
\item The client enters the resetting state. It skips all {\tt |
OX} messages from the engine until it recieves {\tt OX\_SYNC\_BALL}. |
OX} messages from the engine until it receives {\tt OX\_SYNC\_BALL}. |
\item After receiving {\tt OX\_SYNC\_BALL} the client sends |
\item After receiving {\tt OX\_SYNC\_BALL} the client sends |
{\tt OX\_SYNC\_BALL} to the engine and returns to the usual state. |
{\tt OX\_SYNC\_BALL} to the engine and returns to the usual state. |
\end{enumerate} |
\end{enumerate} |
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\noindent |
\centerline{\fbox{engine}} |
\fbox{engine} |
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\begin{enumerate} |
\begin{enumerate} |
\item After receiving {\tt SIGUSR1} from the control server, |
\item After receiving {\tt SIGUSR1} from the control server, |
the engine enters the resetting state. |
the engine enters the resetting state. |
\item If an {\tt OX} message is being sent or received, then |
\item The engine sends {\tt OX\_SYNC\_BALL} to the client. |
the engine completes it. This does not block because |
We note that the operation does not block because |
the client reads and skips {\tt OX} messages soon after sending |
the client reads and skips {\tt OX} messages soon after sending |
{\tt SM\_control\_reset\_connection}. |
{\tt SM\_control\_reset\_connection}. |
\item The engine sends {\tt OX\_SYNC\_BALL} to the client. |
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\item The engine skips all {\tt OX} messages from the engine until it |
\item The engine skips all {\tt OX} messages from the engine until it |
recieves {\tt OX\_SYNC\_BALL}. |
receives {\tt OX\_SYNC\_BALL}. |
\item After receiving {\tt OX\_SYNC\_BALL} the engine returns to the |
\item After receiving {\tt OX\_SYNC\_BALL} the engine returns to the |
usual state. |
usual state. |
\end{enumerate} |
\end{enumerate} |
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{\tt OX\_SYNC\_BALL} means an end mark of the data remaining in the |
{\tt OX\_SYNC\_BALL} is used to mark the end of data remaining in the |
I/O streams. After reading it it is assured that the stream is empty |
I/O streams. After reading it, it is assured that each stream is empty |
and that a request from a client correctly corresponds to the response |
and that the subsequent request from a client correctly |
from the server. For a safe resetting, it is important that the |
corresponds to the response from the server. |
following actions are executed always in that order. |
We note that we don't have to associate {\tt OX\_SYNC\_BALL} with |
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any special action to be executed by the server because it is |
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assured that the peer is in the resetting state when one has received |
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{\tt OX\_SYNC\_BALL}. |
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\begin{enumerate} |
\subsection{Debugging supports} |
\item A signal is sent to an engine by a request from a client. |
Debugging is not easy for distributed computations. |
\item The engine sends {\tt OX\_SYNC\_BALL} to the client. |
If servers are executed on X window system, then the control server can |
\item The client sends {\tt OX\_SYNC\_BALL} to the engine after |
attach an {\tt xterm} to the standard outputs of the engine to display |
receiving {\tt OX\_SYNC\_BALL}. |
diagnostic messages from the engine. |
\end{enumerate} |
Furthermore, if the engine provides an interface to input commands, |
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then debugging of user defined programs will be |
This assures that the peer is in the resetting state when one receives |
possible on the engine. For example {\tt ox\_asir}, which is |
{\tt OX\_SYNC\_BALL}. By this fact we don't have to associate it with |
the OpenXM server of {\tt Risa/Asir}, can pop up a window to input |
any special action to be executed by the server. Especially it can be |
debug commands and the debugging similar to that on usual terminals is possible. |
ignored if processes are in the usual state. If the above order is not |
One can also send {\tt SIGINT} by using {\tt SM\_control\_to\_debug\_mode} |
preserved, then both {\tt SM\_control\_reset\_connection} and {\tt |
and it provides a similar functionality to entering the debugging |
OX\_SYNC\_BALL} must initiate an engine into entering the resetting |
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state, and it makes the resetting scheme complicated and it may |
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introduce unexpected bugs. For example, if a client sends {\tt |
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OX\_SYNC\_BALL} without waiting {\tt OX\_SYNC\_BALL} from the engine, |
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then it is possible that the engine recieves it before the arrival of |
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the signal. We note that we really encountered serious bugs caused |
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by such an inappropriate protocol before reaching the final specicication. |
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\subsection{Debugging} |
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An OpenXM server may allow definition and execution of functions |
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written in the user language proper to the server. To help debugging |
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such functions on the server, various supports are possible. If |
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servers are executed on X window system, then the control server can |
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attach an {\tt xterm} to the standard outputs of the engine, which |
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makes it possible to display messages from the engine. Furthermore, if |
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the engine provides an inteface to input commands which directly |
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controls the engine, then debugging of user define programs will be |
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possible. For example {\tt Risa/Asir} provides a function {\tt |
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debug()} to debug user defined functions. {\tt ox\_asir}, which is |
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the OpenXM server of {\tt Risa/Asir}, pops up a window to input |
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debug commands when {\tt debug()} is executed on the server. |
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As the responses to the commands are displayed on the {\tt xterm}, |
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the debugging similar to that on usual terminals is possible. |
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Moreover one can send {\tt SIGINT} by using {\tt SM\_control\_intr} |
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and it provides a similar functinality to entering the debugging |
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mode from a keyboard interruption. |
mode from a keyboard interruption. |