• Title/Summary/Keyword: Multi-tier Application

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A SURVEY OF QUALITY OF SERVICE IN MULTI-TIER WEB APPLICATIONS

  • Ghetas, Mohamed;Yong, Chan Huah;Sumari, Putra
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.1
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    • pp.238-256
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    • 2016
  • Modern web services have been broadly deployed on the Internet. Most of these services use multi-tier architecture for flexible scaling and software reusability. However, managing the performance of multi-tier web services under dynamic and unpredictable workload, and different resource demands in each tier is a critical problem for a service provider. When offering quality of service assurance with least resource usage costs, web service providers should adopt self-adaptive resource provisioning in each tier. Recently, a number of rule- and model-based approaches have been designed for dynamic resource management in virtualized data centers. This survey investigates the challenges of resource provisioning and provides a competing assessment on the existing approaches. After the evaluation of their benefits and drawbacks, the new research direction to improve the efficiency of resource management and recommendations are introduced.

A Multi-Tier Application Architecture Independented on Database Schema (데이터베이스 도식에 비 의존적인 다 계층 어플리케이션 구조)

  • 박병석;한영태;민덕기
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.04b
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    • pp.66-68
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    • 2000
  • 기업의 전사적인 자원 관리(ERP)의 필요성이 급증하면서 이에 따른 광범위한 데이터베이스 관리의 중요성이 점차 부각되고 있다. 이러한 이유로 말미암아 데이터베이스의 확장 즉, Schema의 변화에 따른 데이터 베이스 접근을 위한 응용프로그램으로써 Multi-Tier 구조가 제시된 바 있다. 그러나 또 다른 시스템에 적용하는 경우 데이터베이스의 접근을 제 변경해야 하는 등, 여전히 많은 문제점이 드러나고 있다. 본 고에서는 이러한 문제점을 해결하기 위한 방법으로써 데이터 베이스의 Schema에 독립적으로 접근할 수 있는 새로운 Multi-Tier 구조를 제시한다.

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Response Time Simulation for 2-tier and 3-tier C/S System (2-계층과 3-계층 C/S 시스템의 응답시간 시뮬레이션)

  • Kim Yong-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.9 no.3
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    • pp.45-53
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    • 2004
  • The fact that the end-user response time could become unacceptable in the 2-tier C/S system has been well known to C/S system developers. But inexperienced new developers who want to provide mobile solutions using PDA sometimes do not realize the ominous consequences of the 2-tier C/S systems. Except for the easy of development. the 2-tier C/S system has many weak points like in application deployment, security, scalability, application reuse, heterogeneous DBMS support, availability. and response time. This paper analyzes the response time in the 2-tier and 3-tier C/S systems through simulation. Although the problem space is confined to the 2 and 3 tiers, the result could be equally applied to any multi-tier systems.

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A Framework for Developing Distributed Application with Web-Tier Object Modeling (웹계층 오브젝트 모델링을 통한 분산 애플리케이션 개발 프레임웍크)

  • Cheon, Sang-Ho;Kwon, Ki-Hyeon;Choi, Hyung-Jin
    • The KIPS Transactions:PartD
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    • v.11D no.5
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    • pp.1143-1148
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    • 2004
  • To develop multi-tier model or distributed architecture based distributed application needs to consider various aspects such as division of role between web-designer and software developer, defining entity and its usage, database connection and transaction processing etc. This paper presents DONSL(Data Server of Non SQL-Query) architecture that provides solution to above aspects through web-tier object modeling. This is the architecture that guarantees the transaction processing and performance between web-tier and DBMS through simplified usage of query logic property. This new conceptual framework also solves enterprise site implementation problems simplifying tier, and removing DAO(Data Access Object) and entity.

A Tier-Based Duty-Cycling Scheme for Forest Monitoring

  • Zhang, Fuquan;Gao, Deming;Joe, In-Whee
    • Journal of Information Processing Systems
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    • v.13 no.5
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    • pp.1320-1330
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    • 2017
  • Wireless sensor networks for forest monitoring are typically deployed in fields in which manual intervention cannot be easily accessed. An interesting approach to extending the lifetime of sensor nodes is the use of energy harvested from the environment. Design constraints are application-dependent and based on the monitored environment in which the energy harvesting takes place. To reduce energy consumption, we designed a power management scheme that combines dynamic duty cycle scheduling at the network layer to plan node duty time. The dynamic duty cycle scheduling is realized based on a tier structure in which the network is concentrically organized around the sink node. In addition, the multi-paths preserved in the tier structure can be used to deliver residual packets when a path failure occurs. Experimental results show that the proposed method has a better performance.

Game Design of Online Sutda using 3-Tier Structure

  • An, Syungog;An, Sung-Ho;Jung, Jinyoung;Kim, Soo-Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.9
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    • pp.55-60
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    • 2015
  • This paper introduces a program structure that minimizes the client's business logic by reducing the client's specifications as a way of minimizing the limitations of online game platforms. The objective of this thesis is to design an online game that is based on a 3-tier client/server structure, and thus using this 3-tier structure to ultimately create an online Sutda game that anyone can enjoy. The progression of newly released games is highly based on the mobile market and the number of online games being launched is decreasing. As the mobile game market grows, more and more multi-platform games are being developed and target platforms within online games are greatly diversifying. Through these situations, this thesis minimizes the client's business logic through a 3-tier structure of application-middleware-database, and also proposes an online game client/server that allows three or more users to participate simultaneously through the server.

Partial Offloading System of Multi-branch Structures in Fog/Edge Computing Environment (FEC 환경에서 다중 분기구조의 부분 오프로딩 시스템)

  • Lee, YonSik;Ding, Wei;Nam, KwangWoo;Jang, MinSeok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.10
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    • pp.1551-1558
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    • 2022
  • We propose a two-tier cooperative computing system comprised of a mobile device and an edge server for partial offloading of multi-branch structures in Fog/Edge Computing environments in this paper. The proposed system includes an algorithm for splitting up application service processing by using reconstructive linearization techniques for multi-branch structures, as well as an optimal collaboration algorithm based on partial offloading between mobile device and edge server. Furthermore, we formulate computation offloading and CNN layer scheduling as latency minimization problems and simulate the effectiveness of the proposed system. As a result of the experiment, the proposed algorithm is suitable for both DAG and chain topology, adapts well to different network conditions, and provides efficient task processing strategies and processing time when compared to local or edge-only executions. Furthermore, the proposed system can be used to conduct research on the optimization of the model for the optimal execution of application services on mobile devices and the efficient distribution of edge resource workloads.

Development of Multi-protocol Controller based on Embedded Linux and Its Application to BAS (임베디드 리눅스 기반의 다중 프로토콜 제어기 개발 및 빌딩자동화시스템과의 연동 적용)

  • 김현기;신은철;최병욱
    • Journal of Institute of Control, Robotics and Systems
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    • v.10 no.5
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    • pp.428-433
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    • 2004
  • In this paper, we developed a multi-protocol controller based on SoC and embedded Linux and applied it to integrate with BAS in a unified TCP/IP socket communication. The multi-protocol controller integrates control networks of RS-485 and LonWorks devices to BAS. The system consists of three-tier architecture, such as a BAS, a multi-protocol converter, and control devices. By using UML, we modeled the system architecture. In order to show the feasibility of system architecture, it was applied to a small BAS system. The experimental results show that the multi-protocol controller using embedded Linux is flexible and effective way to develop a building control system.

Design of an Application Framework for Information Systems Development - Aiming at Reuse and Architectural Simplicity - (정보시스템 개발을 위한 애플리케이션 프레임웍의 설계 - 재사용과 구조적 단순화를 목적으로 -)

  • Park, Kwang-Ho
    • Asia pacific journal of information systems
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    • v.8 no.1
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    • pp.87-102
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    • 1998
  • Typical multi-tier client/server architecture includes various and complex objects scattered around the network. Those objects must be clearly identified and designed. Then, their interface must be well-defined so that the integration can be done without major difficulties. This paper presents an application framework to increase reuse and to accomplish architectural simplicity in information systems development. Each component of the architecture is identified and designed. The proposed architecture of the application framework provides the fundamental structure for developing individual functions of an information system. Resulting architectural simplicity achieves effective and efficient maintenance throughout the lifecycle of the information systems. Although the framework aims at the reuse within a project, the productivity of information systems development across projects will be greatly improved eventually. Cases are discussed to evaluate the practicality of the architecture presented.

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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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