• Title/Summary/Keyword: Multi-Server Application

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Analysis of Multi-thread Fool Utilization Scheme on the Apache Web Server (아파치 웹 서버에서의 다중 쓰레드 풀 활용 기법 분석)

  • Jeon Heung Seok;Lee Seung Won;Kang Hyun Kyu
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.1
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    • pp.21-28
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    • 2005
  • Web servers or web application servers, in general, adopt multi-thread model for efficient handling of many user requests. However, the multi -thread model always does not show the better performance than multi -process model. Sometimes, in a certain specific case, it can show worse performance than multi -process model. In this paper, to trace the cause of the decreased performance of multi -thread model, we experiment and analyze the performance of the multi-thread model by using two approaches. At first, we compare the performance of the multi-process model and multi-thread model for various application environments. Second, we observe the effects of variations of web server's dynamic directives, which are used to increase the flexibility of the web server for various system environments. For the experiments, we integrated a web client simulator, which was written by us, with the Apache 2.0 web server. This paper shows and analyze the results of the experiments.

An Efficient MMORPG Distributed Game Server (효율적인 MMORPG 분산 게임서버)

  • Jang, Su-Min;Yoo, Jae-Soo
    • The Journal of the Korea Contents Association
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    • v.7 no.1
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    • pp.32-39
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    • 2007
  • An important application domain for online services is an interactive, multi-player game. In recent, many increase of users that use on-line services through networks have caused a heavy load to the server. In this paper, we propose a MMORPG(Massively Multi-player Online Role Playing Game) distributed game server using flayer-Cell. Our method provides efficient solution of a MMORPG distributed game server for large numbers of users. It is shown through the experiments that our method outperforms existing methods in terms of memory utilization rate and processing speed.

Using OpenWRT-based Router to Build a Multi-function Web Server (OpenWRT기반의 유무선 공유기를 활용한 다기능 웹 서버 구축)

  • Ban, Tae-Hak;Ha, Seung-Eup;Min, Jun-Ki;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.4
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    • pp.833-838
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    • 2014
  • Recently the use router is to allow multiple computers by one IP can be connect to the Internet. Also, the PC or server in order to use a Web server or a print server, Web Hard, P2P should be settings. In this paper, we are building a multi-functional Web server that using a router supported OpenWRT based on network settings and firewall settings and a variety of services. A web server can be provided the Internet phone and secure multimedia service Web server router based OpenWRT may be provided through a mobile app and the PC application service.

An Implementation of Real Time Data Synchronization of Multiple Devices by Offline-first Strategy (오프라인 우선 정책에 의한 멀티 디바이스의 실시간 데이터 동기화 구현)

  • Lee, Dae-Myoung;Kim, Eun-hoo;Joo, Moon Gab
    • IEMEK Journal of Embedded Systems and Applications
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    • v.13 no.6
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    • pp.329-335
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    • 2018
  • Offline-first strategy is that it allows data to be saved while offline, and when connected online, data is synchronized to ensure that all devices have the same data. Multi-device is a term that shares data through synchronization on various platforms on Android, ios, etc. First, all of the data is stored in the local repository like SQLite and then on the server via HTTP communication. Then, the synchronization is completed by receiving the changed data from the server and storing it in the local repository at the time of the synchronization, and sending the changes to the server from the client. We proposed and implemented a database structure, APIs, and a illustrative application running on PC and Android phone.

An Implementation of Web-based Client/Server Architecture using Distributed Objects (분산 객체를 이용한 웹기반 클라이언트 / 서버 구조의 구현)

  • 박희창;이태공
    • Journal of the military operations research society of Korea
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    • v.23 no.2
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    • pp.25-44
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    • 1997
  • Internet users been rapidly increased due to the convenient GUI environment. Current Web-based HTTP/CGI client/server architecture has several problems such as the CGI bottleneck, no maintaince of state, and no load balancing. However, with Java and CORBA technologies called“Object Web technology”, we can solve them because Java is not only a mobile code but also a platform-independent code, and CORBA has ability to build distributed object and language-independent object model. The goal of “Object Web technology”is to create multivendor, multiOS, multilanguage“legoware”using objects. This paper implement“Book Search System”which is Web-based client/server architecture using distributed objects. Environments of this implementation are Hangul Windows NT(included IIS) server, Hangul Windows 95 client, Visigenic's VisiBroker for Java 1.2 which is a product of CORBA 2.0, HTTP protocol on TCP-IP-based, Sybase SQL Anywhere 5.0 database server, and the interface between application server and database is JDBC-ODBC bridge middleware.

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Design of network for data interaction between Robot Agents in Multi Agent Robot System (MARS) (Multi Agent Robot System(MARS)의 Robot Agent 간 정보교환을 위한 네트워크 프로그램 구현)

  • Ko, Kwang-Eun;Lee, Jeong-Soo;Jang, In-Hun;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.17 no.5
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    • pp.712-717
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    • 2007
  • Using home network system including home server, home service robot, a variety of device, it is generally known that application of Multi Agent System for performing variously distributed process that can be occur in home environment, is efficient method. In this system, it is intelligent service robot that a key of human interface and physical service offer Therefore, using application of established multi agent system, we can defined Multi Agent Robot System. In 'open' home environment, between all agent data interaction and cooperation are needed for Multi Agent System offer to user that more efficient service. For this, we focus our attention on define as agent that can autonomic drive and offer to user that physical service robots and, design, suggest the simulator can display that between robot agents communication or between other agents, like home server, and robot agents communication information to user interface.

Design of Network-based Game Using the GoF Design Patterns

  • Kim Jong-Soo;Kim Tai-Suk
    • Journal of Korea Multimedia Society
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    • v.9 no.6
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    • pp.742-749
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    • 2006
  • In the network-based game where it uses the Internet infrastructure, the implementation is possible with the various methods. Such Applications are developed in the multi-tired architecture. There are many cases for the server to be separated from the hardware or the software. In this case, a lot of applications make the distributed process possible and are made as the multi-tiered architecture to develop the reusability of the existing software module. Especially, it is mostly general to separate for the case of a database server to a new tier. One of the important points of multi-tiered server side applications is security and because of this, it is difficult to share the related data about the design skill. Using design patterns, it gives help in reusing the existing written-code for the design of the game that needs a lot of money and time. Design Patterns are related to the software reuse. For the development of more efficient games, if well-defined design patterns are provided to the developers, then it would make more easy advanced game API and make possible the framework for the game development based on the API Through the analysis of the general network-based game currently servicing in the Internet, in this paper, we discuss how to implement a business logic tier using database system among the server side architectures. The main objective of this article is to show an efficient APIs(Application Programming Interfaces) design method which can be used to manage the data that must be saved to the database system among the packets that client/server have to be exchange.

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MMORPG Distributed Game Server using 2Layer-Virtual Cell (2Layer-Virtual Cell 방식을 이용한 분산 MMORPG게임서버)

  • Jang, Su-Min;Park, Yong-Hoon;Yoo, Jae-Soo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.189-192
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    • 2006
  • An important application domain for online services is an interactive, multiplayer game. in recent, many increase of users that use on-line services through networks have caused a heavy load to the server. In this paper, we propose a MMORPG distributed game server using 2Layer-Virtual Cell. Our method provides more effective solution of MMORPG distributed game server for large numbers of users.

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Adaptive Application Component Mapping for Parallel Computation Offloading in Variable Environments

  • Fan, Wenhao;Liu, Yuan'an;Tang, Bihua
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.11
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    • pp.4347-4366
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    • 2015
  • Distinguished with traditional strategies which offload an application's computation to a single server, parallel computation offloading can promote the performance by simultaneously delivering the computation to multiple computing resources around the mobile terminal. However, due to the variability of communication and computation environments, static application component multi-partitioning algorithms are difficult to maintain the optimality of their solutions in time-varying scenarios, whereas, over-frequent algorithm executions triggered by changes of environments may bring excessive algorithm costs. To this end, an adaptive application component mapping algorithm for parallel computation offloading in variable environments is proposed in this paper, which aims at minimizing computation costs and inter-resource communication costs. It can provide the terminal a suitable solution for the current environment with a low incremental algorithm cost. We represent the application component multi-partitioning problem as a graph mapping model, then convert it into a pathfinding problem. A genetic algorithm enhanced by an elite-based immigrants mechanism is designed to obtain the solution adaptively, which can dynamically adjust the precision of the solution and boost the searching speed as transmission and processing speeds change. Simulation results demonstrate that our algorithm can promote the performance efficiently, and it is superior to the traditional approaches under variable environments to a large extent.

Application of Multi-Frontal Method in Collaborative Engineering Environment

  • Cho, Seong-Wook;Choi, Young;Lee, Gyu-Bong;Kwon, Ki-Eak
    • International Journal of CAD/CAM
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    • v.3 no.1_2
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    • pp.51-60
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    • 2003
  • The growth of the World Wide Web and the advances in high-speed network access have greatly changed existing CAD/CAE environment. The WWW has enabled us to share various distributed product data and to collaborate in the design process. An international standard for the product model data, STEP, and a standard for the distributed object technology, CORBA, are very important technological components for the interoperability in the advanced design and manufacturing environment. These two technologies provide background for the sharing of product data and the integration of applications on the network. This paper describes a distributed CAD/CAE environment that is integrated on the network by CORBA and product model data standard STEP. Several prototype application modules were implemented to verify the proposed concept and the test result is discussed. Finite element analysis server are further distributed into several frontal servers for the implementation of distributed parallel solution of finite element system equations. Distributed computation of analysis server is also implemented by using CORBA for the generalization of the proposed method.