• Title/Summary/Keyword: Distributed Server

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A Reliability Improvement Technique of DNS Services Based on Anycast (Anycast 기술을 통한 신뢰적 향상 기법의 DNS 서비스에 관한 연구)

  • Kim, Bo Seung;Kim, Jeong Jai;Kim, Kyung Min;Park, Chan Kil;Shin, Yong Tae
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.4
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    • pp.95-105
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    • 2010
  • DNS(Domain Name System) is a huge distributed database that converts host name to IP address. We are expecting the importance of DNS is more increased because many Internet application services appear according to the continuous increase of Internet users and nearly all the Internet application services use DNS. To prevent the interruption of DNS service, DNS server is configured with primary DNS server and a secondary DNS server which takes the place of primary DNS server in case of the service interruption. But this scheme is difficult for providing DNS service constantly in case of DDoS attack, which brings about much network load or network problems in DNS server group. Therefore, This paper proposed the scheme to locally distribute load of DNS server, and the use of address system to group the distributed DNS servers. Also, it proposed the authentication scheme of the correspondent server in case the server is changed in DNS server group having grouping address. In this paper, it is shown that the prosed scheme guarantees the improved service reliability with maintaining the present service performance through the evaluation. Through this, we can expect the high improved DNS service can be provided in the Internet environment in the future.

A Management method of Load Balancing among Game Servers based on Distributed Server System Using Map Balance Server (분산형 서버 구조 기반 Map 밸런스 서버를 이용한 게임 서버 간 부하 관리 방법)

  • Kim, Soon-Gohn;Lee, Nam-Jae;Yang, Seung-Weon
    • Journal of Advanced Navigation Technology
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    • v.15 no.6
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    • pp.1034-1041
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    • 2011
  • Generally, In distributed online game server system, game maps are processed separately by means of dividing into several unit blocks. But the keeping normal distribution of user in game map is very difficult because preferences of game users are not same according to individual user's private character. For this reason, if the huge number of users concentrate on particular region of same game map at once, the game server exceed their threshold so that the system can be getting down. Conversely, the efficiency of system goes down considerably because the game server must perform map processing continuously even under user_empty situation. To solve this problem, in this paper, we propose a Map management method to control relatively normal distribution of users in game maps using Map Balance Server. In suggested model, we can reduce the load of game servers by means of turn off the game map processing temporary when a server is under user_empty situation. we also can maximize server performance by means of redistribution of map processing load among servers.

Design and Implementation of Distributed File Transfer Server (파일 공유를 위한 분산 파일 서버 설계 및 구현)

  • 박주영;고석주;강신각
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2002.11a
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    • pp.614-618
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    • 2002
  • Although there are a lot of file sharing mechanisms in the Internet such as NFS and P2P, FTP is one of the most common mechanisms used until now. In this paper, we propose a more enhanced file sharing mechanism, the Distributed File Server (DFS) method. The most remarkable feature of DFS is that it can be simply adopted in the current Internet FTP services by locating a DFS node between existing FTP servers and clients without changing any existing file transfer environment. To verify the proposed mechanism we implemented a DFS prototype on RedHat 7.2 system and we finally show that it can reduce the file storage problem caused by big-sized multimedia data.

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Design and Implementation of Client-Server Model on Virtual Real-time Interactive Distributed Simulation Environment Using Web (웹을 이용한 가상 실시간 상호작용 분산 시뮬레이션 환경엣 클라이언트-서버 모델의 설계 및 구현)

  • Jeong, Jin-Rip;U, Yeong-Je;Jeong, Chang-Seong
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.1
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    • pp.57-65
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    • 1999
  • The simulation which is larger scale, complex and interactive with clients treat a lot of messages. It can be thinking more efficient distributed simulation than sequential one. The training simulation with multi-users is geographically distributed, and required high cost to operate and maintain system as increasing user requirements. The adaptation of web technology to the simulation can be a way to solves it without cost added. But dynamic web environment can causes causality error of events. This paper is concerned with client-server model, which supports interaction between distributed simulation server and web browser, and it is implemented by Java distributed object model. the result have shown that the distributed simulation is performed correctly on dynamic environment.

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A Virtual Manufacturing System the Integration of Process Planning and Scheduling (공정계획 및 일정계획 통합을 위한 가상 생산 시스템)

  • Park, Ji-Hyung;Yum, Ki-Won
    • Journal of the Korean Society for Precision Engineering
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    • v.16 no.1 s.94
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    • pp.161-166
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    • 1999
  • Virtual Manufacturing System(VMS) is a computer model that represents the precise and whole structure of manufacturing systems and simulates their physical and logical behavior in operation. In this paper, a real time simulation for the virtual factory is proposed to integrate a process planning with scheduling under distributed environments. In order to communicate the information under distributed environments, we use a server/client concept using socket program and internet.

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Implementation of text to speech terminal system by distributed database (데이터베이스 분산을 통한 소용량 문자-음성 합성 단말기 구현)

  • 김영길;박창현;양윤기
    • Proceedings of the IEEK Conference
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    • 2003.07e
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    • pp.2431-2434
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    • 2003
  • In this research, our goal is to realize Korean Distribute TTS system with server/client function in wireless network. The speech databases and some routines of TTS system is stuck with the server which has strong functions and we made Korean speech databases and accomplished research about DB which is suitable for distributed TTS. We designed a terminal has the minimum setting which operate this TTS and designed proper protocol so we will check action of Distributed TTS.

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The Implementation Methodology of Client-Server Architecture for Distributed Measurement System (분산 계측 시스템을 위한 클라이언-서버 아키텍쳐 구현 방안)

  • Song, Min-Gyu;Byun, Do-Young;Je, Do-Heung;Kim, Kwang-Dong;Roh, Duk-Gyoo;Oh, Se-Jin;Lee, Bo-Ahn
    • Proceedings of the KIEE Conference
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    • 2004.11c
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    • pp.441-443
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    • 2004
  • With the rapid development of the Internet over the recent years, in conjunction with the transmission protocol TCP/IP and the latest version of hypertext(HTML) facilities, new opportunities have come into existence for the use of the network for the remote control of experiments and the other practical systems in engineering education. Using graphical software environments in client-server systems, remote control and monitoring system can be easily designed. Client-server systems have some general advantages when compared with simple Remote-Access Systems. In this paper we present a client-server architecture for the distributed measurement system of instrumentation over the Internet. The proposed solution allows multi-user, multi-instruments sessions to be obtained by means of a queuing process and provides instrument lock capability. Client applications can be easily developed by using conventional high-level programming languages or well-assessed virtual instrumentation frameworks.

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Presentation Planning for Distributed VoD Systems (분산 VoD 시스템을 위한 프리젠테이션 플래닝)

  • Hwang, In-Jun;Byeon, Gwang-Jun
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.2S
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    • pp.577-593
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    • 2000
  • A distributed video-on-demand (VoD) system is one where collection of video data is located at dispersed sites across a computer network. In a single site environment, a local video server retrieves video data from its local storage device. However, in the setting of a distributed VoD system, when a customer requests a movie from the local server, the server may need to interact with other servers located across the network. In this paper, we present three types of presentation plans that a local server must construct in order to satisfy the customer request. Informally speaking, a presentation plan is a temporally synchronized detailed sequence of steps that the local server must perform for presenting the requested movie to the customer. This involves obtaining commitments from other video servers, obtaining commitments from the network service provider, as well as making commitments of local resources, within the limitations of available bandwidth, available buffer, and customer data consumption rates. Furthermore, for evaluating the goodness of a presentation plan, we introduce two measures of optimality for presentation plans: minimizing wait time for a customer, and minimizing access bandwidth is used. We develop algorithms to compute optimal presentation plans for all three types, and carry out extensive experiments to compare their performance. We have also mathematically proved certain results for the presentation plans that had previously been verified experimentally in the literature.

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Design of A Distributed Server System for Supporting Enormous Users Using Blocks (블록을 이용한 대규모 사용자 지원 분산 서버 시스템 설계)

  • Kim, Soon-Gohn
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.559-565
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    • 2011
  • In this paper, I propose a distributed game server system which has flexibility of enormous game character's processing in MMORPG using block scheme. I proposed game servers in distributed system grouped with zone which charge of each map, and the game servers in this zone divide game map into several unit blocks and process distributing blocks to game servers according to its performance. I proposed distributed game server system using block scheme can add/drop game map to/from easily through block process method in game and communication servers. Therefore, my proposed system can enormous character processing and add user created game map to existed game map easily in the future as well. Also, my scheme increases the system utilization and upgrades system stability by dynamic distribution of game map according to the number of characters and performance of servers.

MODELLING THE PERFORMANCE OF A CLIENT/SERVER DATABASE SYSTEM

  • Lee, Hui-Seok
    • Proceedings of the Korea Database Society Conference
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    • 1994.09a
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    • pp.49-69
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    • 1994
  • A client/server system has become the computing architecture for the business organization which seeks competitive edges. Technically, a client/server system places application processing close to the user and thus increases performance. This paper's two primary goals are (i) to present a performance model for client/server database systems and (ii) to demonstrate analytically the effectiveness of client/server computing in comparison with other computing architectures via an illustrative example. The model is most likely to be used as a practical performance guide for client/server computing.

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