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1.
This paper describes the issues that are involved in designing and implementing a large‐scale cooperative object database server for a collaborative virtual environment. The focus of the paper is about the way to handle the distributing factors and the communication model among nodes within a collaborative virtual environment. Within the system, all objects are decentralized and scattered among three tiers of object databases. By limiting the knowledge and refining the tasks for each server, the network and processor workload can be reduced. The objective of the system is to provide a virtual environment for distributed computing that is k‐fault tolerant and subject to expansion without the interruption of services. Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

2.
The increasing popularity of multi‐player online games is leading to the widespread use of large‐scale Distributed Virtual Environments (DVEs) nowadays. In these systems, peer‐to‐peer (P2P) architectures have been proposed as an efficient and scalable solution for supporting massively multi‐player applications. However, the main challenge for P2P architectures consists of providing each avatar with updated information about which other avatars are its neighbors. This problem is known as the awareness problem. In this paper, we propose a comparative study of the performance provided by those awareness methods that are supposed to fully solve the awareness problem. This study is performed using well‐known performance metrics in distributed systems. Moreover, while the evaluations shown in the literature are performed by executing P2P simulations on a single (sequential) computer, this paper evaluates the performance of the considered methods on actually distributed systems. The evaluation results show that only a single method actually provides full awareness to avatars. This method also provides the best performance results. Copyright © 2008 John Wiley & Sons, Ltd.  相似文献   

3.
A peer‐to‐peer (P2P) characterization model is proposed in this paper. The purposes of this model are (a) to describe through abstraction the behavior and capability of P2P computing independent of any specific application, and (b) to lead to a cost model of P2P computing. Our approach is based on abstracting the service driven nature of P2P computing separate and distinct from its implementation. This supports the first purpose. Next, we consider the integration of the two aspects. This supports the second purpose. A secondary contribution of our work is a cost model. The cost model is applied to indexing, discovery and resource utilization services. In addition, the characterization model and cost model are applied to a JXTA‐based P2P application. Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

4.
As peer‐to‐peer (P2P) file‐sharing systems revolve around cooperation, the design of upload incentives has been one of the most important topics in P2P research for more than a decade. Several deployed systems, such as private BitTorrent communities, successfully manage to foster cooperation by banning peers when their sharing ratio becomes too low. Interestingly, recent measurements have shown that such systems tend to have an oversupply instead of an undersupply of bandwidth designers that have been obsessed with since the dawn of P2P. In such systems, the ‘selfish peer’ problem is finally solved, but a new problem has arisen: because peers have to keep up their sharing ratios, they now have to compete to upload. In this paper, we explore this new problem and show how even highly cooperative peers might in the end not survive the upload competition. On the basis of recent measurements of over half a million peers in private P2P communities, we propose and analyze several algorithms for uploader selection under oversupply. Our algorithms enable sustained sharing ratio enforcement and are easy to implement in both existing and new systems. Overall, we offer an important design consideration for the new generation of P2P systems in which selfishness is no longer an issue. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

5.
Haoxue Ma  Tore Risch 《Software》2007,37(11):1193-1213
Timely and efficient information communication is a key factor in ensuring successful collaboration in engineering collaborative design. This work proposes a database approach to support information communication between distributed and autonomous CAD systems. It provides the designer with an easy and flexible way, a project‐based propagation meta‐table, to specify what parts of a CAD information model should be communicated to other collaborating designers. A CAD peer manager, containing a peer database that stores information to be exchanged with the other collaborators, wraps each participating CAD system. The peer manager identifies changes made to the CAD model by using stored procedures and active rules in the peer database that are automatically generated based on the propagation meta‐table. The identified updates are propagated in a timely manner to other peers via inter‐database message passing, thereby minimizing the volume of necessary information to be exchanged. Furthermore, remote peer designers can flexibly incorporate, filter, or delete received updates by using a propagation control interface, which is also used to issue user's commands to download the data from the CAD system to the peer database and lookup the received messages in the peer database. The approach is applicable on any CAD system having a CORBA interface and can also be applied to other kinds of object‐oriented interfaces. Copyright © 2007 John Wiley & Sons, Ltd.  相似文献   

6.
Distributed scene graphs are important in virtual reality, both in collaborative virtual environments and in cluster rendering. Modern scalable visualization systems have high local throughput, but collaborative virtual environments (VEs) over a wide‐area network (WAN) share data at much lower rates. This complicates the use of one scene graph across the whole application. Myriad is an extension of the Syzygy VR toolkit in which individual scene graphs form a peer‐to‐peer network. Myriad connections filter scene graph updates and create flexible relationships between nodes of the scene graph. Myriad's sharing is fine‐grained: the properties of individual scene graph nodes to share are dynamically specified (in C++ or Python). Myriad permits transient inconsistency, relaxing resource requirements in collaborative VEs. A test application, WorldWideCrowd, demonstrates collaborative prototyping of a 300‐avatar crowd animation viewed on two PC‐cluster displays and edited on low‐powered laptops, desktops, and over a WAN. We have further used our framework to facilitate collaborative educational experiences and as a vehicle for undergraduates to experiment with shared virtual worlds. Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

7.
In peer‐to‐peer lending, it is important to predict the repayment of the borrower to reduce the lender's financial loss. However, it is difficult to design a powerful feature extractor for predicting the repayment as user and transaction data continue to increase. Convolutional neural networks automatically extract useful features from big data, but they use only high‐level features; hence, it is difficult to capture a variety of representations. In this study, we propose a deep dense convolutional network for repayment prediction in social lending, which maintains the borrower's semantic information and obtains a good representation by automatically extracting important low‐ and high‐level features simultaneously. We predict the repayment of the borrower by learning discriminative features depending on the loan status. Experimental results on the Lending Club dataset show that our model is more effective than other methods. A fivefold cross‐validation is performed to run the experiments.  相似文献   

8.
In unstructured peer‐to‐peer (P2P) networks, two autonomous peer nodes can be connected if users in those nodes are interested in each other's data. Owing to the similarity between P2P networks and social networks, where peer nodes can be regarded as people and connections can be regarded as relationships, social strategies are useful for improving the performance of resource discovery by self‐organizing autonomous peers on unstructured P2P networks. In this paper, we present an efficient social‐like peer‐to‐peer (ESLP) method for resource discovery by mimicking different human behaviours in social networks. ESLP has been simulated in a dynamic environment with a growing number of peer nodes. From the simulation results and analysis, ESLP achieved better performance than current methods. Copyright © 2008 John Wiley & Sons, Ltd.  相似文献   

9.
Comparative evaluations of peer‐to‐peer protocols through simulations are a viable approach to judge the performance and costs of the individual protocols in large‐scale networks. In order to support this work, we present the peer‐to‐peer system simulator PeerfactSim.KOM, which we extended over the last years. PeerfactSim.KOM comes with an extensive layer model to support various facets and protocols of peer‐to‐peer networking. In this article, we describe PeerfactSim.KOM and show how it can be used for detailed measurements of large‐scale peer‐to‐peer networks. We enhanced PeerfactSim.KOM with a fine‐grained analyzer concept, with exhaustive automated measurements and gnuplot generators as well as a coordination control to evaluate sets of experiment setups in parallel. Thus, by configuring all experiments and protocols only once and starting the simulator, all desired measurements are performed, analyzed, evaluated, and combined, resulting in a holistic environment for the comparative evaluation of peer‐to‐peer systems. An immediate comparison of different configurations and overlays under different aspects is possible directly after the execution without any manual post‐processing. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

10.
Several classes of scientific and commercial applications require the execution of a large number of independent tasks. One highly successful and low‐cost mechanism for acquiring the necessary computing power for these applications is the ‘public‐resource computing’, or ‘desktop Grid’ paradigm, which exploits the computational power of private computers. So far, this paradigm has not been applied to data mining applications for two main reasons. First, it is not straightforward to decompose a data mining algorithm into truly independent sub‐tasks. Second, the large volume of the involved data makes it difficult to handle the communication costs of a parallel paradigm. This paper introduces a general framework for distributed data mining applications called Mining@home. In particular, we focus on one of the main data mining problems: the extraction of closed frequent itemsets from transactional databases. We show that it is possible to decompose this problem into independent tasks, which however need to share a large volume of the data. We thus introduce a data‐intensive computing network, which adopts a P2P topology based on super peers with caching capabilities, aiming to support the dissemination of large amounts of information. Finally, we evaluate the execution of a pattern extraction task on such network. Copyright © 2009 John Wiley & Sons, Ltd.  相似文献   

11.
In this paper, a distributed telematics peer‐to‐peer networking system is proposed to provide an efficient and feasible service discovery mechanism for mobile users. When mobile users travel on the road, they may request for some services from service providers to meet their demands. Mobile users in vehicles are assumed to go through a lot of regions, in which each region is associated with a region server. Related information of all service providers in a region is stored in its region server, and each region server is in charge of the service discovery requests from all vehicles located in its region. This paper focuses on the issues of developing a distributed peer‐to‐peer telematics service discovery networking system over the vehicular network environment for mobile users. To provide the communication mechanism for telematics service discovery among region server, mobile users, and service providers, the Telematics Service Markup Language is proposed. According to clients' demands, three types of query scenarios are proposed, which are (1) reference point based query, (2) continual query, and (3) route‐based query. Finally, we present usage examples and system implementation of distributed telematics peer‐to‐peer. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

12.
This paper presents Arcademis, a Java‐based framework for communication middleware development. Arcademis consists of a set of abstract classes, interfaces and concrete components that define the general architecture of middleware systems. Its main objective is to support the implementation of non‐monolithic and easily configurable middleware platforms. Arcademis can be used by middleware developers to deploy systems that meet the requirements of a particular network or technology. Instances of Arcademis can also be customized by distributed systems engineers to meet the requirements of a particular application. For example, new transport protocols, connection management policies, authentication algorithms or invocation semantics can be easily configured in middleware platforms derived from Arcademis. In order to illustrate the use of the framework, the paper describes the RME system, a middleware derived from Arcademis that adds a remote method invocation service to the CLDC configuration of Java 2 Micro Edition (J2ME). Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

13.
针对现有井下通信装备应急通信能力薄弱的问题,通过分析分布式通信技术在井下应用的要求以及比较目前4种分布式对等网络模型的各项性能,提出了一种结合SIP协议与全分布式对等网络技术的井下分布式对等通信技术方案,详细阐述了该方案的信令流程、主被叫呼叫处理、分布式交互机制与数据报文设计。测试结果表明,该方案是一种较好的井下终端脱网通信方案。  相似文献   

14.
We propose a deterministic fluid model to understand the trade‐offs in the design of peer‐assisted video‐on‐demand (VoD) services. There are three entities in this model: peers (or end users), seeders (altruistic users that own one or several complete video items), and cache servers that store and forward videos with a limited capacity. Peers join the network, download one or multiple concurrent video streams (possibly different video items), and abort the system when they wish. Peers are assumed to cooperate in a BitTorrent‐based fashion, governed by tit‐for‐tat and fair availability. The issue is to minimize the expected downloading times, choosing the set of video items that should be stored in each cache server. We first prove that the deterministic model is globally stable, and find closed expressions for the expected waiting times. Then, we introduce a combinatorial optimization problem (COP), whose nature is similar to the multiknapsack problem (where the items are videos, and knapsacks are related with the storage of cache servers). The problem turns out to be NP‐complete. Therefore, we heuristically address the problem following a GRASP (greedy randomized adaptive search procedure) methodology. Finally, we simulate the new caching methodology with real‐life traces taken from YouTube logs. The results suggest that the peer‐to‐peer philosophy is both stable and cost‐effective for on‐demand streaming purposes.  相似文献   

15.
A hard real‐time kernel is presented for distributed computer control systems (DCCS), highlighting a number of novel features, such as integrated scheduling of hard and soft real‐time tasks as well as tasks and resources; high‐performance time management supporting safe DCCS operation in a hard real‐time environment; synchronization and communication featuring event notification via vector semaphores and transparent communication through implicit (content‐oriented) message addressing. Conventional queues have been substituted by Boolean vectors and vector processing techniques throughout the kernel, resulting in efficient and highly deterministic behaviour, which is characterized by very low overhead and constant execution time of kernel operations, independent of the number of tasks involved. Copyright © 2001 John Wiley & Sons, Ltd.  相似文献   

16.
To achieve high data availability or reliability in an efficient manner, distributed storage systems must detect whether an observed node failure is permanent or transient, and if necessary, generate replicas to restore the desired level of replication. Given the unpredictability of network dynamics, however, distinguishing permanent and transient failures is extremely difficult. Though timeout‐based detectors can be used to avoid mistaking transient failures as permanent failures, it is unknown how the timeout values should be selected to achieve a better tradeoff between detection latency and accuracy. In this paper, we address this fundamental tradeoff from several perspectives. First, we explore the impact of different timeout values on maintenance cost by examining the probability of their false positives and false negatives. Second, we propose a self‐configurable failure detector called the Neutralizer based on the idea of counteracting false positives with false negatives. The Neutralizer could enable the system to maintain a desired replication level on average with the least amount of bandwidth. We conduct extensive simulations using real trace data from a widely deployed peer‐to‐peer system and synthetic traces based on PlanetLab and Microsoft PCs, showing a significant reduction in aggregate bandwidth usage after applying the Neutralizer (especially in an environment with a low average node availability). Overall, we demonstrate that the Neutralizer closely approximates the performance of a perfect ‘oracle’ detector in many cases. Copyright © 2008 John Wiley & Sons, Ltd.  相似文献   

17.
基于可信对等的分布式入侵检测通信框架设计   总被引:1,自引:0,他引:1  
为了提高分布式入侵检测的实时性和安全性,提出了一种可信对等的分布式入侵检测通信框架的模型.该模型借鉴了P2P和代理技术,不同网络节点中的入侵检测代理是对等的,它们之间通过共享检测信息进行整体协防.该模型还借鉴了安全通信技术,在网络中建立了一个认证服务器,不在同一网络节点的任何两个网络进程的通信必须通过该认证服务器,提高了入侵检测自身的安全性.设计实现了一个原型系统,原型系统的实验结果表明了该模型的正确性和可行性.  相似文献   

18.
Trust model plays an important role in ensuring the security of interactions in peer‐to‐peer (P2P) systems where a peer's trust evaluation depends on the interaction experience of its own and recommendation information from other peers. However, current trust models have limitations in solving not only the issues of time efficiency of direct interaction information but also the reliability and inconsistency of recommendation information. In this paper, we propose a Dempster‐Shafer evidence theory based trust model (ETTM) for P2P systems. The primary goal of ETTM is to be able to address information uncertainty and conflicting recommendation problems in a reputation‐based P2P environment. To make D‐S theory fits into P2P applications, we creatively revise the combination rules and achieve greatly improved results. To further improve the accuracy and performance, ETTM filters out noisy referrals if they are not compatible with most other evidence. In addition, a feedback‐based probabilistic searching algorithm is proposed to find the referrals with improved searching success rate and lowered network traffic. Experimental results show ETTM has a clear advantage in aggregating recommendation information. Moreover, ETTM is more robust and can generate a higher successful transaction rate than some other existing frameworks. Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   

19.
The last decade has seen a substantial increase in commodity computer and network performance, mainly as a result of faster hardware and more sophisticated software. Nevertheless, there are still problems, in the fields of science, engineering, and business, which cannot be effectively dealt with using the current generation of supercomputers. In fact, due to their size and complexity, these problems are often very numerically and/or data intensive and consequently require a variety ofheterogeneous resources that are not available on a single machine. A number of teams have conducted experimental studies on the cooperative use of geographically distributed resources unified to act as a single powerful computer. This new approach is known by several names, such as metacomputing, scalable computing, global computing, Internet computing, and more recently peer‐to‐peer or Grid computing. The early efforts in Grid computing started as a project to link supercomputing sites, but have now grown far beyond their original intent. In fact, many applications can benefit from the Grid infrastructure, including collaborative engineering, data exploration, high‐throughput computing, and of course distributed supercomputing. Moreover, due to the rapid growth of the Internet and Web, there has been a rising interest in Web‐based distributed computing, and many projects have been started and aim to exploit the Web as an infrastructure for running coarse‐grained distributed and parallel applications. In this context, the Web has the capability to be a platform for parallel and collaborative work as well as a key technology to create a pervasive and ubiquitous Grid‐based infrastructure. This paper aims to present the state‐of‐the‐art of Grid computing and attempts to survey the major international efforts in developing this emerging technology. Copyright © 2002 John Wiley & Sons, Ltd.  相似文献   

20.
This paper is concerned with the mean square node‐to‐node consensus tracking problem for multi‐agent systems with nonidentical nonlinear dynamics and directed topologies. The randomly occurred uncertainties in the sampling devices may result in stochastically varied sampling periods, which lead to the investigation of node‐to‐node consensus problem under stochastic sampling. By employing the input‐delay method and discontinuous Lyapunov functional approach, it arrives at some sufficient conditions under which the state of each follower can track that of the corresponding leader asymptotically in the mean square sense. Finally, some numerical simulations are provided to verify the effectiveness of the theoretical results. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

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