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1.
In this paper, we present the design, implementation, and performance analysis of Group-Aided Multicast (GAM), a scalable many-to-many reliable multicast transport protocol. It achieves high quality ACK trees while keeping the tree maintenance overhead reasonably low in the presence of dynamic group membership and route change. The proposed scheme is supported by a group configuration mechanism that organizes the members in a multicast session into multiple small groups and a tree configuration mechanism that maintains the logical trees according to the underlying multicast routing trees. With the two mechanisms, it builds a two-layer hierarchy of multi-level logical trees from which high-quality per-source ACK trees are generated. Simulation results show that the proposed protocol is more scalable than an existing protocol in terms of processing time for request/repair messages and recovery latency. 相似文献
2.
This paper presents a systematic study of the properties of a large number of Web sites hosted by a major ISP. To our knowledge,
ours is the first comprehensive study of a large server farm that contains thousands of commercial Web sites. We also perform
a simulation analysis to estimate potential performance benefits of content delivery networks (CDNs) for these Web sites,
and validate our analysis for several sites by replaying our trace through a real cache. We make several interesting observations
about the current usage of Web technologies and Web site performance characteristics. First, compared with previous client
workload studies, the Web server farm workload contains a much higher degree of uncacheable responses and responses that require
mandatory cache validations. A significant reason for this is that cookie use is prevalent among our population, especially
among more popular sites. We found an indication of widespread indiscriminate usage of cookies, which unnecessarily impedes
the use of many content delivery optimizations. We also found that most Web sites do not utilize the cache-control features
of the HTTP 1.1 protocol, resulting in suboptimal performance. Moreover, the implicit expiration time in client caches for
responses is strongly constrained by the maximum values allowed in the Squid proxy. Thus, supplying explicit expiration information
would significantly improve Web sites’ cacheability. Finally, our simulation results indicate that while most Web sites benefit
from the use of a CDN, the amount of the benefit varies widely among the sites, which underscores the need for workload analysis
tools.
Bent, Rabinovich, and Xiao performed this work while at AT&T Labs-Research. 相似文献
3.
We propose a visualization based approach for digital signature authentication. Using our method, the speed and pressure aspects of a digital signature process can be clearly and intuitively conveyed to the user for digital signature authentication. Our design takes into account both the expressiveness and aesthetics of the derived visual patterns. With the visual aid provided by our method, digital signatures can be authenticated with better accuracy than using existing methods—even novices can examine the authenticity of a digital signature in most situations using our method. To validate the effectiveness of our method, we conducted a comprehensive user study which confirms positively the advantages of our approach. Our method can be employed as a new security enhancement measure for a range of business and legal applications in reality which involve digital signature authorization and authentication. 相似文献
4.
Due to its high performance/cost ratio, a GPU cluster is an attractive platform for large scale general‐purpose computation and visualization applications. However, the programming model for high performance general‐purpose computation on GPU clusters remains a complex problem. In this paper, we introduce the Zippy frame‐work, a general and scalable solution to this problem. It abstracts the GPU cluster programming with a two‐level parallelism hierarchy and a non‐uniform memory access (NUMA) model. Zippy preserves the advantages of both message passing and shared‐memory models. It employs global arrays (GA) to simplify the communication, synchronization, and collaboration among multiple GPUs. Moreover, it exposes data locality to the programmer for optimal performance and scalability. We present three example applications developed with Zippy: sort‐last volume rendering, Marching Cubes isosurface extraction and rendering, and lattice Boltzmann flow simulation with online visualization. They demonstrate that Zippy can ease the development and integration of parallel visualization, graphics, and computation modules on a GPU cluster. 相似文献
5.
A. Bezerianos F. Chevalier P. Dragicevic N. Elmqvist J.D. Fekete 《Computer Graphics Forum》2010,29(3):863-872
Social networks collected by historians or sociologists typically have a large number of actors and edge attributes. Applying social network analysis (SNA) algorithms to these networks produces additional attributes such as degree, centrality, and clustering coefficients. Understanding the effects of this plethora of attributes is one of the main challenges of multivariate SNA. We present the design of GraphDice, a multivariate network visualization system for exploring the attribute space of edges and actors. GraphDice builds upon the ScatterDice system for its main multidimensional navigation paradigm, and extends it with novel mechanisms to support network exploration in general and SNA tasks in particular. Novel mechanisms include visualization of attributes of interval type and projection of numerical edge attributes to node attributes. We show how these extensions to the original ScatterDice system allow to support complex visual analysis tasks on networks with hundreds of actors and up to 30 attributes, while providing a simple and consistent interface for interacting with network data. 相似文献
6.
The number of mobile agents and total execution time are two factors used to represent the system overhead that must be considered as part of mobile agent planning (MAP) for distributed information retrieval. In addition to these two factors, the time constraints at the nodes of an information repository must also be taken into account when attempting to improve the quality of information retrieval. In previous studies, MAP approaches could not consider dynamic network conditions, e.g., variable network bandwidth and disconnection, such as are found in peer-to-peer (P2P) computing. For better performance, mobile agents that are more sensitive to network conditions must be used. In this paper, we propose a new MAP approach that we have named Timed Mobile Agent Planning (Tmap). The proposed approach minimizes the number of mobile agents and total execution time while keeping the turnaround time to a minimum, even if some nodes have a time constraint. It also considers dynamic network conditions to reflect the dynamic network condition more accurately. Moreover, we incorporate a security and fault-tolerance mechanism into the planning approach to better adapt it to real network environments. 相似文献
7.
D. Kravtsov O. Fryazinov V. Adzhiev A. Pasko P. Comninos 《Computer Graphics Forum》2010,29(1):128-140
In this paper, we address shape modelling problems, encountered in computer animation and computer games development that are difficult to solve just using polygonal meshes. Our approach is based on a hybrid-modelling concept that combines polygonal meshes with implicit surfaces. A hybrid model consists of an animated polygonal mesh and an approximation of this mesh by a convolution surface stand-in that is embedded within it or is attached to it. The motions of both objects are synchronised using a rigging skeleton. We model the interaction between an animated mesh object and a viscoelastic substance, which is normally represented in an implicit form. Our approach is aimed at achieving verisimilitude rather than physically based simulation. The adhesive behaviour of the viscous object is modelled using geometric blending operations on the corresponding implicit surfaces. Another application of this approach is the creation of metamorphosing implicit surface parts that are attached to an animated mesh. A prototype implementation of the proposed approach and several examples of modelling and animation with near real-time preview times are presented. 相似文献
8.
Saurabh Srivastava 《Information Processing Letters》2003,88(4):187-194
A k-core Ck of a tree T is subtree with exactly k leaves for k?nl, where nl the number of leaves in T, and minimizes the sum of the distances of all nodes from Ck. In this paper first we propose a distributed algorithm for constructing a rooted spanning tree of a dynamic graph such that root of the tree is located near the center of the graph. Then we provide a distributed algorithm for finding k-core of that spanning tree. The spanning tree is constructed in two stages. In the first stage, a forest of trees is generated. In the next stage these trees are connected to form a single rooted tree. An interesting aspect of the first stage of proposed spanning algorithm is that it implicitly constructs the (convex) hull of those nodes which are not already included in the spanning forest. The process is repeated till all non root nodes of the graph have chosen a unique parent. We implemented the algorithms for finding spanning tree and its k-core. A core can be quite useful for routing messages in a dynamic network consisting of a set of mobile devices. 相似文献
9.
M. Di Benedetto F. Ganovelli M. Balsa Rodriguez A. Jaspe Villanueva R. Scopigno E. Gobbetti 《Computer Graphics Forum》2014,33(2):459-468
We introduce a novel efficient technique for automatically transforming a generic renderable 3D scene into a simple graph representation named ExploreMaps, where nodes are nicely placed point of views, called probes, and arcs are smooth paths between neighboring probes. Each probe is associated with a panoramic image enriched with preferred viewing orientations, and each path with a panoramic video. Our GPU‐accelerated unattended construction pipeline distributes probes so as to guarantee coverage of the scene while accounting for perceptual criteria before finding smooth, good looking paths between neighboring probes. Images and videos are precomputed at construction time with off‐line photorealistic rendering engines, providing a convincing 3D visualization beyond the limits of current real‐time graphics techniques. At run‐time, the graph is exploited both for creating automatic scene indexes and movie previews of complex scenes and for supporting interactive exploration through a low‐DOF assisted navigation interface and the visual indexing of the scene provided by the selected viewpoints. Due to negligible CPU overhead and very limited use of GPU functionality, real‐time performance is achieved on emerging web‐based environments based on WebGL even on low‐powered mobile devices. 相似文献
10.
We define a generalized distance function on an unoriented 3D point set and describe how it may be used to reconstruct a surface approximating these points. This distance function is shown to be a Mahalanobis distance in a higher‐dimensional embedding space of the points, and the resulting reconstruction algorithm a natural extension of the classical Radial Basis Function (RBF) approach. Experimental results show the superiority of our reconstruction algorithm to RBF and other methods in a variety of practical scenarios. 相似文献
11.
Chris F. Kemerer 《Annals of Software Engineering》1995,1(1):1-22
A number of empirical studies have pointed to a link between software complexity and software maintenance performance. The primary purpose of this paper is to document what is known about this relationship, and to suggest some possible future avenues of research. In particular, a survey of the empirical literature in this area shows two broad areas of study: complexity metrics and comprehension. Much of the complexity metrics research has focused on modularity and structure metrics. The articles surveyed are summarized as to major differences and similarities in a set of detailed tables. The text is used to highlight major findings and differences, and a concluding remarks section provides a series of recommendations for future research. 相似文献
12.
In this paper, we consider scheduling of a multi-item single stage production-inventory system in the presence of uncertainty regarding demand patterns, production times and switchover times. For a given specification of base-stock levels of individual items and under (S − 1, S) requests for replenishment policy, a mathematical program to minimize long-run average system wide costs is formulated. We derive approximations for the first two moments of demand over lead time using residual service analysis of vacation queue models. Subsequently, we develop an approximate convex program for the original cost model and determine optimal production frequencies for individual types. Based on these relative frequencies, we determine a table size and devise an efficient heuristic to construct a tabular sequence in which individual items appear according to their respective absolute frequencies and items are positioned such that variance of their inter-visit times is minimized. A numerical study that demonstrates effectiveness of the proposed policy against cyclic policies is given. 相似文献
13.
We introduce “Crowd Sculpting”: a method to interactively design populated environments by using intuitive deformation gestures to drive both the spatial coverage and the temporal sequencing of a crowd motion. Our approach assembles large environments from sets of spatial elements which contain inter‐connectible, periodic crowd animations. Such a “Crowd Patches” approach allows us to avoid expensive and difficult‐to‐control simulations. It also overcomes the limitations of motion editing, that would result into animations delimited in space and time. Our novel methods allows the user to control the crowd patches layout in ways inspired by elastic shape sculpting: the user creates and tunes the desired populated environment through stretching, bending, cutting and merging gestures, applied either in space or time. Our examples demonstrate that our method allows the space‐time editing of very large populations and results into endless animation, while offering real‐time, intuitive control and maintaining animation quality. 相似文献
14.
Javier Povedano-Molina Jose M. Lopez-Vega Juan M. Lopez-Soler Antonio Corradi Luca Foschini 《Future Generation Computer Systems》2013,29(8):2041-2056
One of the most important features in Cloud environments is to know the status and the availability of the physical resources and services present in the current infrastructure. A full knowledge and control of the current status of those resources enables Cloud administrators to design better Cloud provisioning strategies and to avoid SLA violations. However, it is not easy to manage such information in a reliable and scalable way, especially when we consider Cloud environments used and shared by several tenants and when we need to harmonize their different monitoring needs at different Cloud software stack layers. To cope with these issues, we propose Distributed Architecture for Resource manaGement and mOnitoring in cloudS (DARGOS), a completely distributed and highly efficient Cloud monitoring architecture to disseminate resource monitoring information. DARGOS ensures an accurate measurement of physical and virtual resources in the Cloud keeping at the same time a low overhead. In addition, DARGOS is flexible and adaptable and allows defining and monitoring new metrics easily. The proposed monitoring architecture and related tools have been integrated into a real Cloud deployment based on the OpenStack platform: they are openly available for the research community and include a Web-based customizable Cloud monitoring console. We report experimental results to assess our architecture and quantitatively compare it with a selection of other Cloud monitoring systems similar to ours showing that DARGOS introduces a very limited and scalable monitoring overhead. 相似文献
15.
V.S.S. Yadavalli B. Sivakumar G. Arivarignan Olufemi Adetunji 《Computers & Industrial Engineering》2012
In this article, we study a continuous review retrial inventory system with a finite source of customers and identical multiple servers in parallel. The customers arrive according a quasi-random process. The customers demand unit item and the demanded items are delivered after performing some service the duration of which is distributed as exponential. The ordering policy is according to (s, S) policy. The lead times for the orders are assumed to have independent and identical exponential distributions. The arriving customer who finds all servers are busy or all items are in service, joins an orbit. These orbiting customer competes for service by sending out signals at random times until she finds a free server and at least one item is not in the service. The inter-retrial times are exponentially distributed with parameter depending on the number of customers in the orbit. The joint probability distribution of the number of customer in the orbit, the number of busy servers and the inventory level is obtained in the steady state case. The Laplace–Stieltjes transform of the waiting time distribution and the moments of the waiting time distribution are calculated. Various measures of stationary system performance are computed and the total expected cost per unit time is calculated. The results are illustrated numerically. 相似文献
16.
Kaleigh Smith Pierre-Edouard Landes Joëlle Thollot Karol Myszkowski 《Computer Graphics Forum》2008,27(2):193-200
This paper presents a quick and simple method for converting complex images and video to perceptually accurate greyscale versions. We use a two‐step approach first to globally assign grey values and determine colour ordering, then second, to locally enhance the greyscale to reproduce the original contrast. Our global mapping is image independent and incorporates the Helmholtz‐Kohlrausch colour appearance effect for predicting differences between isoluminant colours. Our multiscale local contrast enhancement reintroduces lost discontinuities only in regions that insufficiently represent original chromatic contrast. All operations are restricted so that they preserve the overall image appearance, lightness range and differences, colour ordering, and spatial details, resulting in perceptually accurate achromatic reproductions of the colour original. 相似文献
17.
For the case of unknown parameters that are subject to noise, a successive algorithm for identification of the discrete-time linear stochastic system was proposed. Special selection of a random instant of observation abortion in the least-squares method enabled determination of the theoretical boundary of the root-mean-square precision of the vector estimator which is inversely proportional to the procedure parameter defining its duration. The results of numerical modeling were presented. 相似文献
18.
Many origin‐destination datasets have become available in the recent years, e.g. flows of people, animals, money, material, or network traffic between pairs of locations, but appropriate techniques for their exploration still have to be developed. Especially, supporting the analysis of datasets with a temporal dimension remains a significant challenge. Many techniques for the exploration of spatio‐temporal data have been developed, but they prove to be only of limited use when applied to temporal origin‐destination datasets. We present Flowstrates , a new interactive visualization approach in which the origins and the destinations of the flows are displayed in two separate maps, and the changes over time of the flow magnitudes are represented in a separate heatmap view in the middle. This allows the users to perform spatial visual queries, focusing on different regions of interest for the origins and destinations, and to analyze the changes over time provided with the means of flow ordering, filtering and aggregation in the heatmap. In this paper, we discuss the challenges associated with the visualization of temporal origin‐destination data, introduce our solution, and present several usage scenarios showing how the tool we have developed supports them. 相似文献
19.
On the P-type and Newton-type ILC schemes for dynamic systems with non-affine-in-input factors 总被引:1,自引:0,他引:1
In this paper, P-type learning scheme and Newton-type learning scheme are proposed for quite general nonlinear dynamic systems with non-affine-in-input factors. Using the contraction mapping method, it is shown that both schemes can achieve asymptotic convergence along learning repetition horizon. In order to quantify and evaluate the learning performance, new indices—Q-factor and Q-order—are introduced in particular to evaluate the learning convergence speed. It is shown that the P-type iterative learning scheme has a linear convergence order with limited learning convergence speed under system uncertainties. On the other hand, if more of system information such as the input Jacobian is available, Newton-type iterative learning scheme, which is originated from numerical analysis, can greatly speed up the learning convergence speed. The effectiveness of the two learning control methods are demonstrated through a switched reluctance motor system. 相似文献
20.
Sabine Glesner 《Formal Aspects of Computing》2006,18(2):244-262
Even though computations on finite integer representations are as old as computers themselves, there is one problem that has
been inexcusably neglected: integer computations in programming languages do not operate on the ring of integer numbers but only on finite subsets of it. Changing the size of integer representations may change the results
of operations performed on them in unexpected ways. In particular, increasing the representation size of intermediate results
during computation may lead to incorrect final results. In this paper, we develop an algebraic foundation for integer arithmetic
under changing representation sizes and, in particular, a criterion for safely replacing one finite integer arithmetic by
another. This safety criterion has also been verified in the theorem prover Isabelle/HOL. Based on this formal development,
we not only reveal and explain an inconsistency in the Java Card integer arithmetic but also propose an optimization for Java
Card integer expressions and their safe transformation into Java Card bytecode. We also discuss the application of this safety
criterion to constant folding, a standard compiler optimization, for Java and C compilers.
Received August 2004
Revised January 2006
Accepted February 2006 by C. B. Jones 相似文献