• Title/Summary/Keyword: Client-Server

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OLAP Server에 독립적인 OLAP Client의 구현

  • 임상배;김경창;지원철
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1998.10a
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    • pp.361-364
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    • 1998
  • 정보기술의 발달과 경영패러다임의 변화로 데이터웨어하우스가 등장했다. 기존의 관계형 데이터베이스를 기반으로 하는 데이터웨어하우스에서는 사용자가 다양하고 복잡한 분석을 효율적으로 수행하기가 매우 어렵다. 따라서 새로운 데이터모델 즉 다차원 모델이 필요하게 되었다. OLAP(Online Analytical Processing)은 이런 다차원적인 기업 데이터를 사용자가 분석하고 Report 할 수 있게 만들고 관리하는 역할을 한다. 이러한 OLAP은 클라이언트/서버 구조를 가지는데 OLAP 제품별로 질의방법이나 보고방식들이 다르다. 따라서 최종 사용자는 다른 Client 툴을 사용할 경우 새로운 질의 방법과 보고방식을 익혀야한다. 그리고 커스텀화된 OLAP Client툴을 사용할 경우 Server가 바뀌면 사용할 수 없게 되는 단점이 있다. 이런 문제의 원인은 OLAP Client가 Server에 의존적이기 때문이다. 본 논문에서는 이러한 문제점을 해결하기 위해서 OLAP의 특성과 OLAP Client가 지녀야 하는 특성을 알아보고 이러한 요구사항에 맞는 OLAP Server에 의존적이지 않은 통합된 OLAP Client를 제시하고 실제 구현하였다.

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An Implementation of Application Service Providing : Transportation Information (운송정보시스템의 ASP 구현)

  • 이송희;박정희;허민희;김성수;한익주
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10c
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    • pp.292-294
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    • 2002
  • 정보시스템을 구축하기 위한 기술구조는 90년대 초까지의 호스트 중심의 기술구조에서 PC보급의 확대로 인해 Client/server 환경의 기술구조를 급격하게 발전시켜 왔다. 그러나 Client/server 구조는 사용이 간편하고 시스템 확장이 용이하다는 장점에도 불구하고 Client 관리에 큰 문제점이 나타났다. Client/server 관리의 문제점을 해결할 수 있는 대안으로 웹 환경의 인터넷/인트라넷 구조의 기술발전이 꾸준히 이루어졌으며, 현재는 Client/server와 같은 안정적인 OLTP(Online Transaction Processing)를 처리할 수 있는 수준까지 발전하였다. 본 논문에서 소개하는 운송정보시스템은 웹 환경의 인터넷/인트라넷을 이용한 시스템으로서, 중ㆍ소 운송업체와 자가 운송 사업자가 운송정보시스템을 구축하는데 있어서 초기 투자비용을 줄이고, 시스템의 유지 보수 및 확장이 용이한 ASP(Application Service Provider) 서비스를 효과적으로 제공한다. 이것은 차량의 위치정보를 통해 배차현황/출하차현황/도착현황/공차현황 등 물류 흐름을 파악하기 위한 운송 정보를 실시간으로 제공하고, 동종 유사 업체간의 표준화된 자료를 교환, 공유함으로써 효율적인 차량 관리가 가능하며, 물류비를 전감 할 수 있고, 작업의 효율성을 증대시켜 원활한 운송업무가 이루어지게 할 수 있을 것이다.

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Development of Automatic Dependent Surveillance System with Java on Web Environment (자바를 이용한 인터넷 웹 방식의 항공기 자동감시시스템의 개발)

  • Yoon, Chong-Ho
    • Journal of Advanced Navigation Technology
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    • v.3 no.2
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    • pp.132-138
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    • 1999
  • This paper describes the development of an automatic dependent surveillance system(ADS) with Java on Web environment. The ADS consists of a server module and a client one. The server module performs a database server for gathering GPS data from airplanes. It also dose an Web server function for sending Java applet to clients. The applet enables each client to obtain the current flight information from the server via the Internet without a special client software. This client-server based ADS with Java environment has several advantages over other systems. One is not to need for installing special client software on each client system. The other is its simplicity on system maintenance. The reason why it has simplicity is to require only server program modification including the applet without updating client software. After testing the ADS system with the flight information of a Mooney, we can show that the prototype system can be a candidate for developing commercial products.

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Real-time Audio Processing for TCP/IP in Server-Client Model (서버-클라이언트 모델에서의 TCP/IP 기반 실시간 음성 처리)

  • Lee, Hyung-ho;Jeong, Dae-young;Park, Kyung-tae;You, Byung-sek;Kim, Jeong-sig
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.619-621
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    • 2013
  • This paper is proposing a real-time audio processing system for TCP/IP with server-client. The server sends the audio data packet which is the same size each time while playing the audio data. And the client plays the received audio data from the server. In general, The receiving speed of audio data packet is faster than processing the audio data. So, the unstable playback is occurred when playing the received audio data at the moment. In order to overcome this problem, the double buffering method is proposed.

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Design and Implementation of Transfer Buffer Sharing Technique for Efficient Massive Data Transfer

  • Cho, Dae-Soo
    • Journal of information and communication convergence engineering
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    • v.6 no.3
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    • pp.327-330
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    • 2008
  • It is required that a server which communicates with various client simultaneously should have an efficient data transfer model. In Windows$^{(R)}$ environment, the server was generally developed based on IOCP model. Developing the IOCP model, the server generally has one data transfer buffer per client. If the server divides a larger data than the transfer buffer into several fragments, there used to be a problem in sending it to a client, because there is a conflict in a data transfer buffer. That is, CPU requests one data-fragment transfer, then it will request the next data-fragment transfer successively before completing the previous request, owing to the property of overlapped IO model. In this paper, we proposed the transfer buffer sharing technique to solve the conflicting problem. The experimental result shows that the performance of data transfer was enhanced by 39% maximally.

Development of Internet-Based Propeller Design System (인터넷 기반 프로펠러 설계 시스템 개발)

  • 이왕수;박범진;이창섭
    • Journal of the Society of Naval Architects of Korea
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    • v.40 no.6
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    • pp.69-79
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    • 2003
  • Existing large-scale complex programs usually reside In a single computer, and the user has to be physically in contact with the computer. With the wide spread use of the internet, the need to carry out the design and analysis tasks geographically away from the main computer is increasing. In this paper existing Windows-based propeller design and analysis package is separated into the server-client modules and the protocol program is developed to implement the communication between multi-client computers and a single server computer. A new protocol packet is designed to use the Windows socket and the server/client programs control the receive/send operations using the information transmitted in the packet. Test runs show that the remote user, connected to the server computer through the internet only, can perform the required tasks.

A Study on Network Game Based on Client/Server (클라이언트/서버 기반의 네트워크 게임 연구)

  • Byun, Young-Ki;Lee, Han-Kwon;Kim, Jong-Gyeum;Cho, Tae-Kyung
    • The Transactions of the Korean Institute of Electrical Engineers P
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    • v.55 no.2
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    • pp.73-77
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    • 2006
  • A server is simply a computer that is running software that enables it to serve specific requests from other computers, called 'clients.' Distributed systems are considered by some to be the 'next wave' of computing. A collection of probably heterogeneous distribution systems is transparent to the user so that the system appears as one local machine. This paper is going to search about whole of Client/Server distributed systems environment through network game. This paper presents game by one example of network game. The ladder game uses JAVA and embody to do random every time using Random function and remainder operation repeatedly. Analyze execution principle of network game through this tame and investigate about Client/Server's distributed environment through this.

Mechanism for Efficient Use of Server's Resource on the Web

  • Rhee, Yoon-Jung;Park, Nam-Sup;Kim, Tai-Yoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.04a
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    • pp.507-510
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    • 2001
  • HTTP/1.1 standard reduces latencies and overhead from closing and re-establishing connections by supporting persistent connections as a default, which encourage multiple transfers of objects over one connection. HTTP/1.1, however, does not define explicitly connection-closing time but specifies a certain fixed holding time model. This model may induce wasting server's resource when server maintains conn ection with the idle-state client that requests no data for a certain time. This paper proposes the mechanism of a heuristic connection management supported by the client-side under persistent HTTP, in addition to HTTP/1.1's fixed holding time model on server-side. The client exploits the tag information within transferred HTML page so that decides connection-closing time. As a result, the mechanism allows server to use server's resource more efficiently without server's efforts.

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Multi Server Password Authenticated Key Exchange Using Attribute-Based Encryption (속성 기반 암호화 방식을 이용한 다중 서버 패스워드 인증 키 교환)

  • Park, Minkyung;Cho, Eunsang;Kwon, Ted Taekyoung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.8
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    • pp.1597-1605
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    • 2015
  • Password authenticated key exchange (PAKE) is a protocol that a client stores its password to a server, authenticates itself using its password and shares a session key with the server. In multi-server PAKE, a client splits its password and stores them to several servers separately. Unless all the servers are compromised, client's password will not be disclosed in the multi-server setting. In attribute-based encryption (ABE), a sender encrypts a message M using a set of attributes and then a receiver decrypts it using the same set of attributes. In this paper, we introduce multi-server PAKE protocol that utilizes a set of attributes of ABE as a client's password. In the protocol, the client and servers do not need to create additional public/private key pairs because the password is used as a set of public keys. Also, the client and the servers exchange only one round-trip message per server. The protocol is secure against dictionary attacks. We prove our system is secure in a proposed threat model. Finally we show feasibility through evaluating the execution time of the protocol.

Asymmetric distributed multi server architecture for efficient method of client connection process at online game servers (온라인게임 서버에서의 효율적인 클라이언트 접속 처리를 위한 비대칭 분산형 다중 서버 구조)

  • Hwang Doh-Yeun;Lee Nam-Jae;Kwak Hoon-Sung
    • The KIPS Transactions:PartB
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    • v.12B no.4 s.100
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    • pp.459-464
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    • 2005
  • The online game system could be largely divided into two parts: servers and clients. Clients accesses to a game server and analyzes the packets transmitted from a server. A game server manages users information and database. U a game server allows a new client to access the server to execute a game, it should accept the access request of the new client maintaining the online connection of the existing users. In this paper, we compare Process method and Thread method within the multiple jobs process methods of a server. Then we propose an asymmetric distributed multi server architecture that is adequate to asymmetric distributed architecture that is widely applied to most game servers. The proposed asymmetric distributed multi server architecture includes login server, game server, communication server and database server to perform its own feature independently. Comparing its other architectures, it shows better performance economically and technically. Especially it improves the stability and expandability of a server.