q2K BHP
Black History Portal
THE BHP WIRE —
HIDDEN TRUTHS
What's New!
THE JOURNEY THROUGH TIME

Explore Black History

Explore the people, places, events, achievements, struggles and stories that shaped our journey.

✊🏾

Civil Rights

Movements, leaders, victories and the continuing fight for equality.

⚙️

Black Inventors

Innovation, patents, science, technology and world-changing contributions.

🏆

Sports

Pioneers, champions, Negro Leagues, records, activism and excellence.

♟️

People

Meet the people whose lives, choices and achievements shaped the journey.

📍

Places

Black towns, communities, institutions and places where history happened.

📜

Events

Moments that changed communities, movements, institutions and the nation.

Enter a person, place, event, or topic.
MY'STORY

The MOVE Fire

This is a personal recollection on the Move fire on May 13, 1985 Philadelphia police fired thousands of rounds at the MOVE house, city officials approved dropping an explosive device on the roof, the resulting fire was allowed to burn, 11 people—including five children—died, and 61 homes were destroyed. Philadelphia City Council later called it a “brutal attack carried out by the City of Philadelphia on its own citizens” and acknowledged that no individual faced criminal consequences for the bombing. One timeline correction worth preserving for the BHP record: the major previous MOVE-police confrontation was August 8, 1978, about seven years before the bombing, not a year or two earlier. Officer James Ramp was killed, other police and firefighters were wounded, nine MOVE members were later convicted, and television cameras recorded police beating Delbert Africa during his arrest. The 1985 MOVE Commission later specifically criticized city planners for failing to adequately use lessons from that 1978 confrontation. And that actually strengthens the point you’re making: 1985 did not happen without precedent or institutional memory. There had already been a deadly confrontation with MOVE, years of conflict, negotiations and police involvement before Osage Avenue.

MORE →
BLACK FACTS
The Truths They Never Taught You...

Shirley Chisholm — Unbought and Unbossed

In 1968 Shirley Chisholm became the first Black woman elected to the United States Congress. In 1972 she launched a campaign for the Democratic presidential nomination, breaking another political barrier.

MORE →
BHP gathered finds from its connected research sources. Showing the 4 strongest Black History matches.
← BACK TO RESULTS
Wikipedia

Message passing

In computer science, message passing is a technique for invoking behavior (i.e., running a program) on a computer. The invoking program sends a message to a process (which may be an actor or object) and relies on that process and its supporting infrastructure to then select and run some appropriate code. Message passing differs from conventional programming where a process, subroutine, or function is directly invoked by name. Message passing is key to some models of concurrency and object-oriented programming.

Message passing is ubiquitous in modern computer software.[citation needed] It is used as a way for the objects that make up a program to work with each other and as a means for objects and systems running on different computers (e.g., the Internet) to interact. Message passing may be implemented by various mechanisms, including channels.

Overview

[edit]

Message passing is a technique for invoking behavior (i.e., running a program) on a computer. In contrast to the traditional technique of calling a program by name, message passing uses an object model to distinguish the general function from the specific implementations. The invoking program sends a message and relies on the object to select and execute the appropriate code. The justifications for using an intermediate layer essentially falls into two categories: encapsulation and distribution.

Message passing is a core technique used for communication between processes, threads, objects, or nodes in both concurrent and distributed systems. It enables software components to exchange information without sharing memory, often using communication channels, buffers, or middleware to transport messages between senders and receivers. In some models, message passing can be implemented synchronously, where the sender waits for a reply, or asynchronously, where messages are queued for later processing.[1]

One application of message passing can be found in the domain of computer graphics. There are various complexities involved in manipulating graphic objects. For example, simply using the right formula to compute the area of an enclosed shape will vary depending on if the shape is a triangle, rectangle, ellipse, or circle. In traditional computer programming, this would result in long IF-THEN statements testing what sort of object the shape was and calling the appropriate code. The object-oriented way to handle this is to define a class called Shape with subclasses such as Rectangle and Ellipse (which, in turn, have subclasses Square and Circle) and then to simply send a message to any Shape asking it to compute its area. Each Shape object will then invoke the subclass's method with the formula appropriate for that kind of object.[2]

Distributed message passing provides developers with a layer of the architecture that provides common services to build systems made up of sub-systems that run on disparate computers in different locations and at different times. When a distributed object is sending a message, the messaging layer can take care of issues such as:

  • Finding the process using different operating systems and programming languages, at different locations from where the message originated.
  • Saving the message on a queue if the appropriate object to handle the message is not currently running and then invoking the message when the object is available. Also, storing the result if needed until the sending object is ready to receive it.
  • Controlling various transactional requirements for distributed transactions, e.g. atomicity, consistency, isolation, durability (ACID) testing the data.[3]

Synchronous versus asynchronous message passing

[edit]

Synchronous message passing

[edit]

Synchronous message passing occurs between objects that are running at the same time. It is used by object-oriented programming languages such as Java and Smalltalk.

Synchronous messaging is analogous to a synchronous function call; just as the function caller waits until the function completes, the sending process waits until the receiving process accepts the message.[4] This can make synchronous communication unworkable for some applications. For example, large, distributed systems may not perform well enough to be usable. Such large, distributed systems may need to operate while some of their subsystems are down for maintenance, etc.

Imagine a busy business office having 100 desktop computers that send emails to each other using synchronous message passing exclusively. One worker turning off their computer can cause the other 99 computers to freeze until the worker turns their computer back on to process a single email.

Asynchronous message passing

[edit]

Message passing systems can be broadly categorized based on how send and receive operations interact with executing processes. In synchronous message passing, the sending process may block until the receiver has accepted the message, ensuring tight coordination. In asynchronous models, the sender continues execution after sending a message, and messages are typically stored in a queue or buffer until the receiving process retrieves them.[5][AI-retrieved source]

With asynchronous message passing the receiving object can be down or busy when the requesting object sends the message. Continuing the function call analogy, it is like a function call that returns immediately, without waiting for the called function to complete. Messages are sent to a queue where they are stored until the receiving process requests them. The receiving process processes its messages and sends results to a queue for pickup by the original process (or some designated next process).[6]

Asynchronous messaging requires additional capabilities for storing and retransmitting data for systems that may not run concurrently, and are generally handled by an intermediary level of software (often called middleware); a common type being Message-oriented middleware (MOM).

The buffer required in asynchronous communication can cause problems when it is full. A decision has to be made whether to block the sender or whether to discard future messages. A blocked sender may lead to deadlock. If messages are dropped, communication is no longer reliable.

Hybrids

[edit]

Synchronous communication can be built on top of asynchronous communication by using a Synchronizer. For example, the α-Synchronizer works by ensuring that the sender always waits for an acknowledgement message from the receiver. The sender only sends the next message after the acknowledgement has been received. On the other hand, asynchronous communication can also be built on top of synchronous communication. For example, modern microkernels generally only provide a synchronous messaging primitive[citation needed] and asynchronous messaging can be implemented on top by using helper threads.

Distributed objects

[edit]

Message-passing systems use either distributed or local objects. With distributed objects the sender and receiver may be on different computers, running different operating systems, using different programming languages, etc. In this case the bus layer takes care of details about converting data from one system to another, sending and receiving data across the network, etc. The Remote Procedure Call (RPC) protocol in Unix was an early example of this. With this type of message passing it is not a requirement that sender nor receiver use object-oriented programming. Procedural language systems can be wrapped and treated as large grained objects capable of sending and receiving messages.[7]

Examples of systems that support distributed objects are: Emerald, ONC RPC, CORBA, Java RMI, DCOM, SOAP, .NET Remoting, CTOS, QNX Neutrino RTOS, OpenBinder and D-Bus. Distributed object systems have been called "shared nothing" systems because the message passing abstraction hides underlying state changes that may be used in the implementation of sending messages.

Distributed, or asynchronous, message-passing has additional overhead compared to calling a procedure. In message-passing, arguments must be copied to the new message. Some arguments can contain megabytes of data, all of which must be copied and transmitted to the receiving object.

Traditional procedure calls differ from message-passing in terms of memory usage, transfer time and locality. Arguments are passed to the receiver typically by general-purpose registers requiring no additional storage nor transfer time, or in a parameter list containing the arguments' addresses (a few bits). Address-passing is not possible for distributed systems since the systems use separate address spaces.

Web browsers and web servers are examples of processes that communicate by message-passing. A URL is an example of referencing a resource without exposing process internals.

A subroutine call or method invocation will not exit until the invoked computation has terminated. Asynchronous message-passing, by contrast, can result in a response arriving a significant time after the request message was sent.

A message-handler will, in general, process messages from more than one sender. This means its state can change for reasons unrelated to the behavior of a single sender or client process. This is in contrast to the typical behavior of an object upon which methods are being invoked: the latter is expected to remain in the same state between method invocations. In other words, the message-handler behaves analogously to a volatile object.

Mathematical models

[edit]

The prominent mathematical models of message passing are the Actor model and Pi calculus.[8][9] In mathematical terms a message is the single means to pass control to an object. If the object responds to the message, it has a method for that message.

Alan Kay has argued that message passing is more important than objects in OOP, and that objects themselves are often over-emphasized. The live distributed objects programming model builds upon this observation; it uses the concept of a distributed data flow to characterize the behavior of a complex distributed system in terms of message patterns, using high-level, functional-style specifications.[10]

Examples

[edit]

See also

[edit]

References

[edit]
  1. ^ Staff, Editorial. "Message Passing - Glossary". DevX. Retrieved 2026-01-03.
  2. ^ Goldberg, Adele; David Robson (1989). Smalltalk-80 The Language. Addison Wesley. pp. 5–16. ISBN 0-201-13688-0.
  3. ^ Orfali, Robert (1996). The Essential Client/Server Survival Guide. New York: Wiley Computer Publishing. pp. 1–22. ISBN 0-471-15325-7.
  4. ^ Gehani, N. H. (1990). "Message passing in concurrent C: Synchronous versus asynchronous". Software: Practice and Experience. 20 (6): 571–592. doi:10.1002/spe.4380200605. ISSN 1097-024X.
  5. ^ "2.3.3. Message Passing". d3s.mff.cuni.cz. Retrieved 2026-01-03.
  6. ^ Orfali, Robert (1996). The Essential Client/Server Survival Guide. New York: Wiley Computer Publishing. pp. 95–133. ISBN 0-471-15325-7.
  7. ^ Orfali, Robert (1996). The Essential Client/Server Survival Guide. New York: Wiley Computer Publishing. pp. 375–397. ISBN 0-471-15325-7.
  8. ^ Milner, Robin (Jan 1993). "Elements of interaction: Turing award lecture". Communications of the ACM. 36 (1): 78–89. doi:10.1145/151233.151240.
  9. ^ Hewitt, Carl; Bishop, Peter; Steiger, Richard (1973-08-20). "A universal modular ACTOR formalism for artificial intelligence". Proceedings of the 3rd International Joint Conference on Artificial Intelligence. IJCAI'73. San Francisco, CA, USA: Morgan Kaufmann Publishers Inc.: 235–245.
  10. ^ Kay, Alan. "prototypes vs classes was: Re: Sun's HotSpot". lists.squeakfoundation.org. Retrieved 2 January 2014.
  11. ^ "Using Message Passing to Transfer Data Between Threads - The Rust Programming Language". Rust-lang.org.

Further reading

[edit]
[edit]

Source: Wikipedia. Article content is retrieved live through the MediaWiki API.

No preview image
Wikipedia

Message passing

In computer science, message passing is a technique for invoking behavior (i.e., running a program) on a computer. The invoking program sends a message to a process (which may be an actor or object) and relies on that process and its supporting infrastructure to then select and run some appropriate code. Message passing differs from conventional programming where a process, subroutine, or function is directly invoked by name. Message passing is key to some models of concurrency and object-oriented programming. Message passing is ubiquitous in modern computer software. It is used as a way for the objects that make up a program to work with each other and as a means for objects and systems running on different computers (e.g., the Internet) to interact. Message passing may be implemented by various mechanisms, including channels.

MORE →
Wikipedia

Message passing in computer clusters

Message passing is an inherent element of all computer clusters. All computer clusters, ranging from homemade Beowulfs to some of the fastest supercomputers in the world, rely on message passing to coordinate the activities of the many nodes they encompass. Message passing in computer clusters built with commodity servers and switches is used by virtually every internet service. Recently, the use of computer clusters with more than one thousand nodes has been spreading. As the number of nodes in a cluster increases, the rapid growth in the complexity of the communication subsystem makes message passing delays over the interconnect a serious performance issue in the execution of parallel programs. Specific tools may be used to simulate, visualize and understand the performance of message passing on computer clusters. Before a large computer cluster is assembled, a trace-based simulator can use a small number of nodes to help predict the performance of message passing on larger configurations. Following test runs on a small number of nodes, the simulator reads the execution and message transfer log files and simulates the performance of the messaging subsystem when many more messages are exchanged between a much larger number of nodes.

MORE →
No preview image
Wikipedia

Message Passing Interface

The Message Passing Interface (MPI) is a portable message-passing standard designed to function on parallel computing architectures. The MPI standard defines the syntax and semantics of library routines that are useful to a wide range of users writing portable message-passing programs in C, C++, and Fortran. There are several open-source MPI implementations, which fostered the development of a parallel software industry, and encouraged development of portable and scalable large-scale parallel applications.

MORE →
No preview image
Wikipedia

Variational message passing

Variational message passing (VMP) is an approximate inference technique for continuous- or discrete-valued Bayesian networks, with conjugate-exponential parents, developed by John Winn. VMP was developed as a means of generalizing the approximate variational methods used by such techniques as latent Dirichlet allocation, and works by updating an approximate distribution at each node through messages in the node's Markov blanket.

MORE →
TOPIC OF THE DAY

Greenwood / Black Wall Street

Before the 1921 destruction of Tulsa’s Greenwood District, Black residents had created a remarkable center of business and community life. The district included stores, professional offices, entertainment venues and homes owned by Black citizens. Understanding Greenwood means learning what was built—not only what was burned.

MORE →
TRIVIA QUESTION OF THE DAY

Which Supreme Court case ruled state-sponsored public-school segregation unconstitutional?

Brown v. Board of Education in 1954.