• Title/Summary/Keyword: 네트워크 프로그래밍

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An XML-based Message Definition System for Massively Multiplayer Online Games (대규모 온라인 게임을 위한 XML 기반의 메시지 정의 시스템)

  • Piao, Xue-Feng;Oh, Sam-Kweon
    • The KIPS Transactions:PartD
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    • v.11D no.4
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    • pp.901-906
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    • 2004
  • Client- server interaction in a massive multi-player online role-playing game(MMORPG) is usually made via network-message Passing. Since the game contents and elements in such MMORPGs are consistently evolved, messages need to be added, deleted, or modified accordingly. Therefore, game programmers are repeatedly required to write new programs or at least modify existing programs. The XML-based message definition system introduced in this paper facilitates the addition and modification of messages for game interaction ; it not only allows programmers to save a considerable amount of time for modifying existing messages or adding new messages but also relieves them of a serious burden of programming bugs. In addition, this system can be used for general client-server applications.

Design and Implementation of Dual-Mode SDR Modem Platform (듀얼모드 SDR 모뎀 플랫폼의 설계 및 구현)

  • Yun, Yu-Suk;Choi, Seung-Won
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.33 no.4A
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    • pp.387-393
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    • 2008
  • In this paper, we present an SDR (Software Defined Radio) handset modem platform which supports communication systems such as HSDPA (High Speed Downlink Packet Access), and WiBro (Wireless Broadband Portable Internet). The proposed SDR platform employs DSPs (Digital Signal Processors), FPGAs (Field Programmable Gate Arrays), and microprocessors in such a way that the various communication functions like HSDPA and WiBro can be programmed and downloaded to the hardware platform. The proposed SDR platform can be used for functional verification of the physical layers of the mobile handset system in the mobile communication network. We first demonstrate the receiving structure of the physical layer of the HSDPA and WiBro system. Then, the hardware implementation of the proposed SDR platform is shown with functions and optimized signal flows required at each mode. Finally, the link performance of each mode operating on the proposed SDR platform is presented through the internal loopback tests with the test vectors. The experimental performance has been compared with the computer simulation results.

Data Sharing Architecture for an Effective Implementation of Underwater Robot S/W Framework (효과적인 수중로봇 S/W 프레임웍 구현을 위한 데이터 공유구조)

  • Jeong, Soon-Yong;Choi, Hyun-Taek
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.48 no.2
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    • pp.1-8
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    • 2011
  • An underwater robot S/W framework consists of various sub-modules such as sensory data processing module, thruster control module, cognition module and behavior control module. Performance of a robot is determined by not only the efficiency of algorithms used but also effectiveness of their implementations. One most important factor of the effective implementation is the efficiency of data sharing module, as it transmits signals and data between the sub-modules and thus is directly related to the cycles of sensing and control The ideal data sharing module enables immediate access to any data source irrespective of system configurations. In reality, however, there are lots of obstacles including limitation of processing capacity of source modules, delay over network, and scheduling latency of operating systems. The paper proposes a new data sharing architecture and programming models to effectively handle such obstacles in implementation of underwater S/W framework on a small scale distributed computing system.

Open Services Environment capabilities for NGN Application (NGN 응용을 위한 개방형 서비스 환경 기능)

  • Lee, Won-Suk;Lee, Seung-Yun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.685-688
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    • 2008
  • A Next Generation Network (NGN) is a packet-based network able to provide services including Telecommunication Services and able to make use of multiple broadband, QoS-enabled transport technologies and in which service-related functions are independent from underlying transport-related technologies. It offers unrestricted access by users to different service providers. It supports generalized mobility which will allow consistent and ubiquitous provision of services to users in this paper. we describe the trend of standardization activity related with open services environment capabilities which had been finally approved at September 2008 in ITU-T. ITU-T SG13 is responsible for studies relating to the architecture, evolution and convergence of next generation networks including frameworks and functional architectures, signalling requirements for NGN.

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Software Development Education through Developing a usable Multiplayer Online Game (다중 사용자 온라인 게임 개발을 통한 소프트웨어 개발 교육)

  • Yoon, Ilmi;Ng, Gary;Kwon, Oh Young
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.4 no.2
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    • pp.38-45
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    • 2012
  • Building a game has been used as effective and attractive way of teaching computer science. Building a usable Multi-player Game is requires important aspects of technology, teamwork and software engineering principles. The whole class was structured in to several teams and students needed to join one or two teams. Each team presented their progress, discussed future milestones and troubleshoots, updated documents for clearer communication and utilized SVN(Subversion) throughout the semester. Unlike usual class setting, all students worked collaboratively together like one company to achieve the goal. In one semester, students started from concept design and completed a working Multiplayer Online Game called "deBugger" (Fall 2009), and "World of Balance" (Fall 2011), while learning game design, 3D graphics, Game Engine, Server-client architecture, Game Protocol, network programming, database, Software Engineering principles, and large application development as a team project.

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FGPA Design and SoC Implementation for Wireless PAN Applications (무선 PAN 응용을 위한 FPGA 설계 및 SoC)

  • Kim, Young-Sung;Kim, Sun-Hee;Hong, Dae-Ki
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.2
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    • pp.462-469
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    • 2008
  • In this paper, we design the FPGA (Field-Programmable Gate Array) of the KOINONIA WPAN (Wireless Personal Area Network), and implement the SoC (System on Chip). We use the redundant bits to make a constant-amplitude in a modulator part. Additionally, the SNR (Signal to Noise Ratio) performance of the demodulator is improved by using the redundant bits in decoding steps. The four-million FPGA of the KOINONIA WPAN can be operated at 44MHz frequency. The PER (Packet Error Rate) of the designed FPGA with RF (Radio Frequency) module is below 1% at the -86dB MIPLS (Minimum Input Power Level Sensitivity), and the SNR is about 13dB. The SoC is implemented by using Hynix 0.25um CMOS (Complementary Metal Oxide Semiconductor) process. The size of the SoC is $6.52mm{\times}6.92mm$.

An Adaptive Approximation Method for the Interconnecting Highways Problem in Geographic Information Systems (지리정보시스템에서 고속도로 연결 문제의 가변적 근사기법)

  • Kim, Joon-Mo;Hwang, Byung-Yeon
    • Journal of Korea Spatial Information System Society
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    • v.7 no.2 s.14
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    • pp.57-66
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    • 2005
  • The Interconnecting Highways problem is an abstract of many practical Layout Design problems in the areas of VLSI design, the optical and wired network design, and the planning for the road constructions. For the road constructions, the shortest-length road layouts that interconnect existing positions will provide many more economic benefits than others. That is, finding new road layouts to interconnect existing roads and cities over a wide area is an important issue. This paper addresses an approximation scheme that finds near optimal road layouts for the Interconnecting Highways problem which is NP-hard. As long as computational resources are provided, the near optimality can be acquired asymptotically. This implies that the result of the scheme can be regarded as the optimal solution for the problem in practice. While other approximation schemes can be made for the problem, this proposed scheme provides a big merit that the algorithm designed by this scheme fits well to given problem instances.

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Design and Implementation of Distributed Object Framework Supporting Audio/Video Streaming (오디오/비디오 스트리밍을 지원하는 분산 객체 프레임 워크 설계 및 구현)

  • Ban, Deok-Hun;Kim, Dong-Seong;Park, Yeon-Sang;Lee, Heon-Ju
    • Journal of KIISE:Computing Practices and Letters
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    • v.5 no.4
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    • pp.440-448
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    • 1999
  • 본 논문은 객체지향형 분산처리 환경 하에서 오디오나 비디오 등과 같은 실시간(real-time) 스트림(stream) 데이타를 처리하는 데 필요한 소프트웨어 기반구조를 설계하고 구현한 내용을 기술한다. 본 논문에서 제시한 DAViS(Distributed Object Framework supporting Audio/Video Streaming)는, 오디오/비디오 데이타의 처리와 관련된 여러 소프트웨어 구성요소들을 분산객체로 추상화하고, 그 객체들간의 제어정보 교환경로와 오디오/비디오 데이타 전송경로를 서로 분리하여 처리한다. 분산응용프로그램 작성자는 DAViS에서 제공하는 서비스들을 이용하여, 기존의 분산프로그래밍 환경이 제공하는 것과 동일한 수준에서 오디오/비디오 데이타에 대한 처리를 표현할 수 있다. DAViS는, 새로운 형식의 오디오/비디오 데이타를 처리하는 부분을 손쉽게 통합하고, 하부 네트워크의 전송기술이나 컴퓨터시스템 관련 기술의 진보를 신속하고 자연스럽게 수용할 수 있도록 하는 유연한 구조를 가지고 있다. Abstract This paper describes the design and implementation of software framework which supports the processing of real-time stream data like audio and video in distributed object-oriented computing environment. DAViS(Distributed Object Framework supporting Audio/Video Streaming), proposed in this paper, abstracts software components concerning the processing of audio/video data as distributed objects and separates the transmission path of data between them from that of control information. Based on DAViS, distributed applications can be written in the same abstract level as is provided by the existing distributed environment in handling audio/video data. DAViS has a flexible internal structure enough to easily incorporate new types of audio/video data and to rapidly accommodate the progress of underlying network and computer system technology with very little modifications.

Multihop Connection Establishment Algorithms in Wavelength-Routed Optical Networks (파장분할다중화방식 전광통신망에서 다중홉 연결 알고리즘)

  • 김상완;서승우
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.25 no.7A
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    • pp.951-958
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    • 2000
  • In wavelength-routed all-optical networks, signals are transmitted on a direct optical path, or a lightpath, in a single-hop manner without opto-electronic/electro-optic(OE/EO) conversion at intermediate nodes. However, due to the physical constraints of optical elements such as ASE noise and crosstalk signals can be degraded un a long path. To establish a connection under such impairments, the optical signal may need to be regenerated at intermediate nodes, dividing a lightpath into two or more fragments. However, since signal regeneration at intermediate nodes requires additional network resources, the selection of these nodes should be made carefully to minimize blocking of other lightpaths. In this paper, we deal with the problem of establishing a lightpath in a multihop manner under physical constraints. We provide both minimal-cost and heuristic algorithms for locating signal regeneration nodes(SRNs). For a minimal-cost algorithm, we formulate the problem using dynamic programming(DP) such that blocking of other lightpaths due to the lack of transmitters/receivers(TXs/RXs) and wavelengths is minimized throughout the network.

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Integrated Structural Design Operation by Process Decomposition and Parallelization (프로세스 분할 병행에 의한 통합 구조설계 운용)

  • Hwang, Jin-Ha;Park, Jong-Hoi
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.21 no.1
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    • pp.113-124
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    • 2008
  • Distributed operation of overall structural design process, by which product optimization and process parallelization are simultaneously implemented, is presented in this paper. The database-interacted hybrid method, which selectively takes the accustomed procedure of the conventional method in the framework of the optimal design, is utilized here. The staged application of design constraints reduces the computational burden for large complex optimization problems. Two kinds of numeric and graphic processes are simultaneously implemented by concurrent engineering approach in the distributed environment of PC networks. The former is based on finite element optimization method and the latter is represented by AutoCAD using AutoLISP programming language. Numerical computation and database interaction on servers and graphic works on independent clients are communicated through message passing. The numerical experiments for some steel truss models show the validity and usability of the method. This study has sufficient adaptability and expandability, in that it is based on general methodologies and industry standard platforms.