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2. Program Description
The Distributed Graphics Laboratory (DGL) has been designed and
implemented according to the requirements stated in section 1.5. This
chapter describes the laboratory's functionality in detail as well as
how it is used. The implemented functions are explained and
demonstrated with examples. However, before we start the tour through
the laboratory, a few terms should be explained:
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User: The user can access the distributed graphics
laboratory from anywhere on the Internet. A user is identified by a
unique user name and a password. Users are further categorized into
standard users and super users. Standard users are not allowed to
modify objects created by other users. Super users however, can access
and modify any object. In addition, certain administrative operations
are executable by super users only. An administrator must create an
account before a user can access the laboratory. How this is done is
explained in the Installation Guide (see Appendix A).
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Session: The distributed graphics laboratory manages a
shared space, which is divided into sessions. Each session represents a
conference or meeting. It is possible to create a new and empty session
at any time, which can then be attended by further users. Sessions stay
alive even if all session members leave the session. That makes it
possible for the group of users to take a recess and to continue the
session later. It is also possible for instructors to prepare material
within the session that can be accessed and studied by students later.
The instructor does not have to be present in the session at this time.
If the session is not needed anymore, it can be terminated by a super
user or by the creator of the session.
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Shared Objects: Each session consists of numerous shared
objects, which are commonly accessible to every user. There are
different types of shared objects, such as images, drawings, annotations
and the group discussion2.1. The shared objects follow the concept of WYSIWIS2.2. That means that every user sees the
same set of identical objects. If one user changes an object, then this
object is updated and redisplayed for all other users.
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Client: The client is an application through which a user
can access the distributed graphics laboratory. There are two
versions of clients. The user can either use a Java client applet embedded in a web page or a stand-alone Java
application. The functionality of both versions is identical. If the
laboratory should be included in a web-based system, the applet version
is recommended. When this is not the case, the stand-alone version
should be used because it is faster than the applet version.
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Server: The server, the heart of the system, manages the
distributed laboratory. Every client is connected to the server over
the network in order to gain access to a shared session. The
communication and interaction between clients is tunneled through the
server.
Next: 2.1 Login Procedure
Up: No Title
Previous: 1.5 A Synchronous Distributed
Norbert Harrer
1999-11-03