• Title/Summary/Keyword: Concurrent server

Search Result 76, Processing Time 0.03 seconds

Scheduling of Concurrent Transactions in Broadcasting Environment

  • Al-Qerem, Ahmad;Hamarsheh, Ala;Al-Lahham, Yaser A.;Eleyat, Mujahed
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.12 no.4
    • /
    • pp.1655-1673
    • /
    • 2018
  • Mobile computing environment is subject to the constraints of bounded network bandwidth, frequently encountered disconnections, insufficient battery power, and system asymmetry. To meet these constraints and to gain high scalability, data broadcasting has been proposed on data transmission techniques. However, updates made to the database in any broadcast cycle are deferred to the next cycle in order to appear to mobile clients with lower data currency. The main goal of this paper is to enhance the transaction performance processing and database currency. The main approach involves decomposing the main broadcast cycle into a number of sub-cycles, where data items are broadcasted as they were originally sequenced in the main cycle while appearing in the most current versions. A concurrency control method AOCCRBSC is proposed to cope well with the cycle decomposition. The proposed method exploits predeclaration and adapts the AOCCRB method by customizing prefetching, back-off, and partial backward and forward validation techniques. As a result, more than one of the conflicting transactions is allowed to commit at the server in the same broadcast cycle which empowers the processing of both update and read-only transactions and improves data currency.

Performance Analysis of an Hybrid Switching System for Optical Networks (광 네트워크를 위한 Hybrid 스위칭 시스템의 성능 분석)

  • ;Bartek Wydrowski;Moshe Zukerman;;Chuan Heng Foh
    • Journal of the Institute of Electronics Engineers of Korea TC
    • /
    • v.40 no.10
    • /
    • pp.16-23
    • /
    • 2003
  • In this paper, we propose a new optical hybrid switching system that takes advantage of both Optical Burst Switching (OBS) and Optical Circuit Switching (OCS) technologies. This system classifies incoming IP traffic flows into short-lived and long-lived flows for hybrid switching. For performance analysis, we model the system as a single server queue in a Markovian environment. The burst generation process is assumed to follow a two-state Markov Modulated Poisson Process (MMPP), and the service rate fluctuates based on the number of concurrent OCS sessions. Results of the mean delay and queue size for OBS bursts are derived.

A Comparison of 20 and 3D MMORPG's Traffic (2D와 3D에 기반한 MMORPG 트래픽간의 특성 비교)

  • Kim, Jae-Cheol;Kwon, Tae-Kyoung;Choi, Yang-Hee
    • Journal of Information Technology Services
    • /
    • v.7 no.2
    • /
    • pp.137-148
    • /
    • 2008
  • This paper measures and compares the traffic of a series of Massively Multi-player On-line Role Playing Game (MMORPG). The purpose of this analysis is to characterize the MMORPG traffic and compare the traffic characteristics of those games caused by the game structure difference between 2D and 3D environment. The target game is 'Lineage I' and 'Lineage II' which represent world's largest MMORPGs in terms of the number of concurrent users. We collect about 280 giga bytes and 1 tera bytes of packet headers, respectively. We compare packet size, packet inter-arrival time and bandwidth usage of these two games. The MMORPG traffic consists of two kinds of packets: client-generated upstream packets and server-generated downstream packets. We observe that the upstream packet size of payload has grown from 9 bytes to 19 bytes, while the average payload size of downstream packets has grown from 37 bytes to 318 bytes. This asymmetry of growing rate is caused by 3D game structure. Packet inter-arrival time becomes shorter from average 2 milliseconds to 58 microseconds. Bandwidth consumption per client has grown from 4 kbps to 20 kbps. We find that there is a linear relationship between the number of users and the bandwidth usage in both case.

Design of the Java-based Call Control System for CTI(Computer Telephony Integration) Service (컴퓨터 통합형 전화서비스를 위한 Java 기반의 호제어 시스템 설계)

  • 유창열;복혁규;최재원
    • Journal of the Korea Society of Computer and Information
    • /
    • v.8 no.1
    • /
    • pp.97-102
    • /
    • 2003
  • In this paper it Is to suggest that beyond the Previous communication concept of exchange, transmission mounting. and terminal , the call control system function should be added to the call control exchange server, to make an external telephone call available through the internet by connecting the interior line and the Internet. The function evaluation of call control system is found to become stable when the callers are 10 rather than 20 above, as a result of the more than ten times repeated concurrent calls. Furthermore, the evaluation shows that the program responds Quickly within a second, even when there are more than 100 callers as well as secures a stable system operation and mutual inter-feasibility due to a fast connectivity and a superb function.

  • PDF

MECHA: Multithreaded and Efficient Cryptographic Hardware Access (MECHA: 다중 스레드 및 효율적인 암호화 하드웨어 액세스)

  • Pratama Derry;Laksmono Agus Mahardika Ari;Iqbal Muhammad;Howon Kim
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2023.05a
    • /
    • pp.339-341
    • /
    • 2023
  • This paper presents a multithread and efficient cryptographic hardware access (MECHA) for efficient and fast cryptographic operations that eliminates the need for context switching. Utilizing a UNIX domain socket, MECHA manages multiple requests from multiple applications simultaneously, resulting in faster processing and improved efficiency. We comprise several key components, including the Server thread, Client thread, Transceiver thread, and a pair of Sender and Receiver queues. MECHA design is portable and can be used with any communication protocol, with experimental results demonstrating a 83% increase in the speed of concurrent cryptographic requests compared to conventional interface design. MECHA architecture has significant potential in the field of secure communication applications ranging from cloud computing to the IoT, offering a faster and more efficient solution for managing multiple cryptographic operation requests concurrently.

Access Frequency Based Selective Buffer Cache Management Strategy For Multimedia News Data (접근 요청 빈도에 기반한 멀티미디어 뉴스 데이터의 선별적 버퍼 캐쉬 관리 전략)

  • Park, Yong-Un;Seo, Won-Il;Jeong, Gi-Dong
    • The Transactions of the Korea Information Processing Society
    • /
    • v.6 no.9
    • /
    • pp.2524-2532
    • /
    • 1999
  • In this paper, we present a new buffer pool management scheme designed for video type news objects to build a cost-effective News On Demand storage server for serving users requests beyond the limitation of disk bandwidth. In a News On Demand Server where many of users request for video type news objects have to be serviced keeping their playback deadline, the maximum numbers of concurrent users are limited by the maximum disk bandwidth the server provides. With our proposed buffer cache management scheme, a requested data is checked to see whether or not it is worthy of caching by checking its average arrival interval and current disk traffic density. Subsequently, only granted news objects are permitted to get into the buffer pool, where buffer allocation is made not on the block basis but on the object basis. We evaluated the performance of our proposed caching algorithm through simulation. As a result of the simulation, we show that by using this caching scheme to support users requests for real time news data, compared with serving those requests only by disks, 30% of extra requests are served without additional cost increase.

  • PDF

Implementation and Performance Evaluation of the Wireless Transaction Protocol Using UML/SDL (UML과 SDL을 이용한 무선 트랜잭션 프로토콜의 구현과 성능 평가)

  • 정호원;임경식
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.27 no.11C
    • /
    • pp.1064-1073
    • /
    • 2002
  • In this paper, we design and implement the Wireless Transaction Protocol (WTP) proposed by the Wireless Application Protocol (WAP) forum using a protocol development tool, SDL Development Tool (SDT). And we conduct a comparative performance evaluation of the WTP implementation with other three implementations that are based on different implementation models respectively: the server model, the coroutine model, and the activity-thread model. To implement WTP, we first use Unified Modeling Language (UML) for analyzing the protocol requirement and defining the protocol engine architecture. Next, we use Software Development Language (SDL) to design the protocol engine in details and then generate the WTP implementation automatically with the aid of SDT The code size of the WTP implementation generated by SDT is 62% larger than the other three implementations. However, its throughput and system response time for transaction processing is almost equal to the other three implementations when the number of concurrent clients is less than 3,000. If more than 5,000 concurrent clients tries, the transaction success rate abruptly decreases to 10% and system response time increases to 1,500㎳, due to the increased protocol processing time. But, it comes from the fact that the load overwhelms the capacity of the PC resource used in this experimentation.

Recovery Schemes for Spatial Data Update Transactions in Client-Server Computing Environments (클라이언트-서버 환경에서 공간 데이터의 변경 트랜잭션을 위한 회복 기법)

  • 박재관;최진오;홍봉희
    • Journal of KIISE:Databases
    • /
    • v.30 no.1
    • /
    • pp.64-79
    • /
    • 2003
  • In client-server computing environments, update transactions of spatial data have the following characteristics. First, a transaction to update maps needs interactive work, and therefore it nay take a long time to finish. Second, a long transaction should be allowed to read the dirty data to enhance parallelism of executing concurrent transactions. when %he transaction is rolled back, it should guarantee the cascading rollback of all of the dependent transactions. Finally, two spatial objects may have a weak dependency constraint, called the spatial relationship, based on geometric topology. The existing recovery approaches cannot be directly applied to this environment, due to the high rollback cost and the overhead of cascading rollbacks. Furthermore, the previous approaches cannot guarantee the data integrity because the spatial relationship, which is a new consistency constraint of spatial data, is not considered. This paper presents new recovery schemes for update transactions of spatial data. To guarantee the data integrity, this paper defines recovery dependency as a rendition of cascading rollbacks. The partial-rollback is alto suggested to solve the problem of high rollback cost. The recovery schemes proposed in this paper can remove the unnecessary cascading rollbacks by using undo-delta, partial -redo and partial-undo. Finally, the schemes are performed to ensure the correctness.

Implementation and Performance Analysis of the Group Communication Using CORBA-ORB, JAVA-RMI and Socket (CORBA-ORB, JAVA-RMI, 소켓을 이용한 그룹 통신의 구현 및 성능 분석)

  • 한윤기;구용완
    • Journal of Internet Computing and Services
    • /
    • v.3 no.1
    • /
    • pp.81-90
    • /
    • 2002
  • Large-scale distributed applications based on Internet and client/server applications have to deal with series of problems. Load balancing, unpredictable communication delays, and networking failures can be the example of the series of problems. Therefore. sophisticated applications such as teleconferencing, video-on-demand, and concurrent software engineering require an abstracted group communication, CORBA does not address these paradigms adequately. It mainly deals with point-to-point communication and does not support the development of reliable applications that include predictable behavior in distributed systems. In this paper, we present our design, implementation and performance analysis of the group communication using the CORBA-ORB. JAVA-RML and Socket based on distributed computing Performance analysis will be estimated latency-lime according to object increment, in case of group communication using ORB of CORBA the average is 14.5172msec, in case of group communication using RMI of Java the average is 21.4085msec, in case of group communication using socket the average is becoming 18.0714msec. Each group communication using multicast and UDP can be estimated 0.2735msec and 0.2157msec. The performance of the CORBA-ORB group communication is increased because of the increased object by the result of this research. This study can be applied to the fault-tolerant client/server system, group-ware. text retrieval system, and financial information systems.

  • PDF

Update Protocols for Web-Based GIS Applications (웹 기반 GIS 응용을 위한 변경 프로토콜)

  • An, Seong-U;Seo, Yeong-Deok;Kim, Jin-Deok;Hong, Bong-Hui
    • Journal of KIISE:Databases
    • /
    • v.29 no.4
    • /
    • pp.321-333
    • /
    • 2002
  • As web-based services are becoming more and more popular, concurrent updates of spatial data should be possible in the web-based environments in order to use the various services. Web-based GIS applications are characterized by large quantity of data providing and these data should be continuously updated according to various user's requirements. Faced with such an enormous data providing system, it is inefficient for a server to do all of the works of updating spatial data requested by clients. Besides, the HTTP protocol used in the web environment is established under the assumption of 'Connectionless'and 'Stateless'. Lots of problems may occur if the scheme of transaction processing based on the LAN environment is directly applied to the web environment. Especially for long transactions of updating spatial data, it is very difficult to control the concurrency among clients and to keep the consistency of the server data. This paper proposes a solution of keeping consistency during updating directly spatial data in the client-side by resolving the Dormancy Region Lock problem caused by the 'Connectionless'and 'Stateless'feature of the HTTP protocol. The RX(Region-eXclusive) lock and the periodically sending of ALIVE_CLIENTi messages can solve this problem. The protocol designed here is verified as effective enough through implementing in the main memory spatial database system, called CyberMap.