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ShoX is a scalable simulator for wireless networks written in Java. It is easy to install, configure and use, so that reliable and expressive scientific results can be gathered in a short time. Documentation: http://sourceforge.net/apps/mediawiki/shox
proJMS is a library for Processing that allows the easy usage of JMS. It allows to publish and consume JMS messages and to create peer to peer communication between processing applications in a network.
Refer to the wiki for installation and usage instructions.
RedDwarf is a horizontally scalable application server for low latency apps such as online games, virtual worlds, and social networking applications. It is the official community fork for Project Darkstar, previously sponsored by Sun Microsystems.
Grid computing for java using free-gigaspaces and Spring. It features basic workflow patterns for fan, step and join/syncronise. There is support for batching and and an administration is provided through JMX. Apps are POJO based.
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JDSF is a distributed synchronization framework that provides a global locking mechanism for javaapps. JDSF enable developers to synchronize methods between JVMs, across multiple java applications, in the same way synchronized works within a single JVM.
LiveScreen makes it possible to publish GUI screenshots that users can interact with. Unlike other remote desktop solutions, no special client is required. Web browsers can act as clients without employing helper apps, plugins or Java.
Boiler-plate code for bootstrapping CORBA 2.5+ applications. The goal is to create a set of cooperative services and components needed by CORBA apps. Essentially, a pre-fabricated CORBA infrastructure that facilitates component based software engineering
This program receives SNMP traps, converts them to CORBA structured events, and pushes them to a CORBA Notification service. This program incorporates JacORB, Java SNMP, log4j, and Wrapper (for installing javaapps as NT services).
This project is a lightweight framework for Smart Proxies and Interceptors in RMI. Simple to use, only requires modifications to server side code. Good for implementing security, logging, client-side caching, QoS in distributed apps.
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Powerful platform for creating networked multiplayer 3D games. The system includes specifications for a client engine and 2 protocols. Demo apps: mud/moo proxy, tetris. Currently uses OpenGL, VRML, java, tcl. Client/server architecture for security.