• Title/Summary/Keyword: server performance

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A Design Problem of a Two-Stage Cyclic Queueing Network (두 단계로 구성된 순환대기네트워크의 설계)

  • Kim Sung-Chul
    • Journal of the Korean Operations Research and Management Science Society
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    • v.31 no.1
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    • pp.1-13
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    • 2006
  • In this paper we consider a design problem of a cyclic queueing network with two stages, each with a local buffer of limited capacity. Based on the theory of reversibility and product-form solution, we derive the throughput function of the network as a key performance measure to maximize. Two cases are considered. In case each stage consists of a single server, an optimal allocation policy of a given buffer capacity and work load between stages as well as the optimal number of customers is identified by exploiting the properties of the throughput function. In case each stage consists of multiple servers, the optimal policy developed for the single server case doesn't hold any more and an algorithm is developed to allocate with a small number of computations a given number of servers, buffer capacity as well as total work load and the total number of customers. The differences of the optimal policies between two cases and the implications of the results are also discussed. The results can be applied to support the design of certain manufacturing and computer/communication systems.

Implementation and Performance Evaluation for a Wire/Wireless Game Server (유무선 동시지원 게임 서버의 구현 및 성능분석)

  • 김용빈;신동규;신동일
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10c
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    • pp.694-696
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    • 2003
  • 최근 온라인 게임은 많은 호황을 누리고 있다. 현재는 PC 기반의 온라인 게임이 주류를 이루고 있지만 무선 단말기를 통하여 온라인 게임을 즐기는 사람들이 급증하는 추세이다. 기존의 온라인 게임서버의 구조를 살펴보면 각각의 게임의 환경에 맞게 서버를 설계하여 많은 시간과 자원의 낭비를 초래하게 된다. 유사한 Network Game을 지원하기 위해 헤더 영역과 Data영역을 분리 시켜 보다 유사한 게임들은 동일한 게임서버를 통하여 지원을 가능하게 하여 효율적인 게임서버를 운영할 수 있을 것 이다. 따라서 본 논문에서는 유선과 무선상에서의 Network delay를 고려한 유뮤선 네트워크를 동시에 지원하는 Game Server및 미들웨어를 구현하고 구현된 Game Server의 성능분석을 통해 본 논문에서 제안한 게임서버의 분산처리 성능을 평가하였다.

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A performance and delay analysis of TDM scheduling algorithm for client/server traffic in WDM passive star networks (WDM 수동 성형망의 클라이언트/서버 트래픽을 위한 TDM 스케쥴링 알고리즘 성능 및 지연 분석)

  • 신용식
    • Proceedings of the Korea Society for Simulation Conference
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    • 1998.10a
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    • pp.6-6
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    • 1998
  • 본 논문에서는 WDM(Wavelength Division Multiplexing) 수동 성형망(Passive Star Network)에서 클라이언트/서버 트래픽을 위한 효율적인 TDM(Time Division Multiplexing) 스케쥴링 알고리즘을 소개하고 알고리즘의 성능분석 및 단대단 트래픽의 지연분석 결과를 소개한다. 클라이언트/서버 트래픽은 서버 노드와 클라이언트간의 송, 수신 트래픽 양이 클라이언트 노드간의 트래픽 양에 비해 상대적으로 크기 때문에 TT-FR 시스템의 TDM 시스템 기반으로 클라이언트/서버 트래픽의 특성을 효율적으로 이용하는 새로운 TDM 스케쥴링 방법으로 STFA(Server Traffic Frist Assignment) 알고리즘을 제시하고 성능 분석결과를 나타낸다. STFA 알고리즘은 서버 노드의 송신 및 수신에 각각 하나씩의 파장을 먼저 할당함으로써 클라이언트 노드는 송, 수신 모두를 위해 파장 조정이 요구되는 방법이다. STFA 알고리즘이 TT-FR 시스템의 TDM 스케쥴링 방법보다 짧은 프레임 길이를 제공함을 정적인(STatic) 트래픽 수요에 대해 보였으며 동적인(Dynamic) 트래픽 수요에 대해 단대단 트래픽의 지연분석 결과를 나타내었다. 이를 위해 다양한 시뮬레이션을 수행하였다.

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Client Rendering Method for Desktop Virtualization Services

  • Jang, Su Min;Choi, Won Hyuk;Kim, Won Young
    • ETRI Journal
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    • v.35 no.2
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    • pp.348-351
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    • 2013
  • Cloud computing has recently become a significant technology trend in the IT field. Among the related technologies, desktop virtualization has been applied to various commercial applications since it provides many advantages, such as lower maintenance and operation costs and higher utilization. However, the existing solutions offer a very limited performance for 3D graphics applications. Therefore, we propose a novel method in which rendering commands are not executed at the host server but rather are delivered to the client through the network and are executed by the client's graphics device. This method prominently reduces server overhead and makes it possible to provide a stable service at low cost. The results of various experiments prove that the proposed method outperforms all existing solutions.

Real-Time Storage and Retrieval Techniques for Continuous Media Storage Server (연속미디어 저장 서버에서의 실시간 저장 및 검색 기법)

  • CheolSu Lim
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.32B no.11
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    • pp.1365-1373
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    • 1995
  • In this paper, we address the issues related to storage and retrieval of continuous media (CM)data we face in designing multimedia on-demand (MOD) storage servers. To support the two orthogonal factors of MOD server design, i.e., storage and retrieval of CM data, this paper discusses the techniques of disk layout, disk striping and real-time disk scheduling, which are integrated as a combined solution to the high- performance MOD storage subsystem. The proposed clustered striping technique enables either a multiple-disk or a parallel system to guarantee a continuous retrieval of CM data at the bandwidth required to support user playback rate by avoiding the formation of I/O bottlenecks.

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JXTA based P2P communication in MANET Networks (MANET 네트워크에서의 JXTA 기반의 P2P 통신)

  • Jeong Wang-Boo;Suh Hyun-Gon;Kim Ki-Hyung;Sohn Young-Ho
    • Proceedings of the Korea Society for Simulation Conference
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    • 2005.05a
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    • pp.139-143
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    • 2005
  • The P2P is a network environment supporting data exchange which is directly connected peers without limit of existing server-client and intervening central server for resource or offered service with each peer. JXTA is a representative of P2P system. JXTA is a typical distributed computing model that proposed by Sun Microsystems. JXTA that doesn't require centralized services or resources is adaptable in extreme changes of network organization. MANET(Mobile Ad Hoc Network) is a representative wireless network that is composed of mobile nodes without infrastructure. So MANET establishes the path for the communication of each peers and maintains the newest routing information by exchanging routing information. In this paper, we propose a technique of JXTAMAUET which implements JXTA which is the P2P network system from the wireless network which is becoming the foundation of ubiquitous computing. For the performance evaluation of the JXTAMANET, we use simulation.

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Smart Power Management Using RTOS-based Uninterruptable Generator Supply

  • Lee, Chulju;Kang, Kyungtae;Noh, Dong Kun
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.6
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    • pp.1-7
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    • 2016
  • An uninterruptible power supply (UPS) allows small companies and domestic users to cope with power outages; but existing designs lack flexibility of control and require expensive battery maintenance, with a cost proportional to the outage compensation time. We combine a compact synchronous generator with a battery, with 10% of the capacity that would otherwise be required, to obtain a UPS with reduced maintenance costs for the same performance. Any UPS must respond immediately to a power loss, and our uninterruptible generator supply (UGS) is therefore built around real-time scheduling of its internal operations; this also makes it suitable for integration into the industrial gateway. The UGS is based on a real-time operating system, with an integrated wireless module providing connectivity to a web server, for monitoring and management, which can be performed remotely on a mobile device.

Control Models for Queueing Systems Using Stochastic Petri Nets (추계적 페트리 네트를 이용한 대기시스템의 제어모형)

  • Lee, Kwang-Sik;Lee, Hyo-Seong
    • IE interfaces
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    • v.8 no.2
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    • pp.161-169
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    • 1995
  • In this paper, a threshold policy is considered for the Markovian queueing system with server vacations. The threshold policy considered in this paper has the following form: "when the number of customers present in the system increases to N, the server is turned on and serves customers until the system becomes empty". In this paper, we show how the finite capacity or finite population queueing system under a threshold policy can be modeled by the stochastic Petri net. The performance evaluation of the model is carried out using the software called "SPNP". Some examples are also presented in which it is shown that how the optimal threshold policies can be obtained under a linear cost structure.

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Design of Multi-protocol IED for Networked Control System of Multi-Induction Motor in Industrial Fields

  • Hong, Won-Pyo
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.26 no.10
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    • pp.60-71
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    • 2012
  • This paper proposes a new design and implementation of multi-protocol IED for networked control system of multi-induction motor in industrial fields. The experimental multi-induction motor based multi-protocol IED of Modbus/LonTalks/TCP/IP module is designed and fabricated. This article addresses issues in architecture of LonWorks/Ethernet sever, embedded processors architecture for converting Modbus protocol to LonTalks protocol, integrating preconfigured software, and Internet technologies. It is also verified that the multi-induction motor control and monitoring system using LonWorks/Ethernet server have available, interoperable, reliable performance characteristics from the experimental results, especially, the seamless integration of TCP/IP networks with control networks allows access to any control point from anywhere. Thus, the results provide available technical data for remote distributed motor control system of industrial field or building microgrid with LonWorks BAS.

Design of Web eased Distance Education System using Sever Push technology (푸시기술을 이용한 웹기반 원격강의 시스템 설계에 관한 연구)

  • 이양원
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 1999.11a
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    • pp.340-343
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    • 1999
  • In this paper, we developed the cyber campus which is a internet based virtual education system. This system is designed by using the client/server architecture and server push mechanism. The basic design tool is mini SQL and PERL for design and implementation. Developed system is tested on the site of Honam university(cybercam.honam.ac.kr) and confirmed its performance. This tool will be very useful as a distance education method for every school and educational agency under the internet environment.

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