• Title/Summary/Keyword: Client/Server Method

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Web-Based Simulation under Distributed Environment (분산 환경하에서의 웹기반 시뮬레이션에 관한 연구)

  • 이영해
    • Journal of the Korea Society for Simulation
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    • v.7 no.2
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    • pp.79-90
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    • 1998
  • This paper introduces the concept of web-based simulation and suggests the structure of web-based simulation which reduces the simulation run time and performs simulations in efficient way under distributed environments. Since its introducing in 1996, web-based simulation has been studied only with a tool of applet, but in this paper a method of server applications for client applets will be used. In server application, server transfers objects requested by clients such as simulation engines, reports, files. After each client connects to web-server, and then server allocates simulation modules to connected clients. These work magnify the transferring applets from server and simulation models which were made by clients. This paper also processes a structure for managing efficiently web-based simulation under distributed environment and steps in which clients connect, model, simulate with distributed structure, and programs of proposed structure.

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The Remote Access Algorithm by Object Replication (객체 복제 기법에 의한 원격 접근 알고리즘)

  • Yun, Dong-Sik;Lee, Byeong-Gwan
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.3
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    • pp.799-807
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    • 2000
  • In this paper, object replication Client/server under distributed computing system is design and implementation. Today many end-users have a computer communication by using internet in the distributed system of client/server. If many users request services to a specific remote server, the server should have got a overhead for hat service processing, delayed the speed for replay, and bring a bottleneck in communication network. Therefore object replication method was proposed to solve this problems. The growth of internet works and distributed applications has increased the need for large scale replicated systems. However, existing replication protocols do not address scale and autonomy issues adequately. Further, current application protocol require consistency of different levels, and therefore should be the selection function of consistency in them, in order to have particular semantics of each level. In this paper, server overhead and bottleneck happening in remote procedure call be using server object replication. Therefore access transparency can be improved by sharing object duplicately. So it will Keep up with the consistency within the replicated objects.

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Design and Implementation of an ActiveX based Component For Efficient Generation of OPC Client (효율적인 OPC Client 생성을 위한 ActiveX 기반 컴포넌트의 설계 및 구현)

  • Sim Min-Suk;Yi Myeong-Jae;Kim Jong-Hwan
    • Journal of Institute of Control, Robotics and Systems
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    • v.11 no.11
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    • pp.970-976
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    • 2005
  • OPC has made it to improve the development of control and monitoring software. But it is difficult to understand COM/DCOM model that is a base technology of OPC and complex communication setting between OPC Server and OPC Client. Therefore, in this paper, we design and implement ActiveX based components that are enable to solve these problems. Implemented components provide a method for simple communication between OPC Sewer and OPC Client and a GUI environment for easy and fast setting of communication information. Also, they provide the architecture fur efficient management of OPC Server's data. By using implemented component, easy development and efficient maintenance of OPC Client can be supported.

A Study of Object Pooling Scheme for Efficient Online Gaming Server (효율적인 온라인 게임 서버를 위한 객체풀링 기법에 관한 연구)

  • Kim, Hye-Young;Ham, Dae-Hyeon;Kim, Moon-Seong
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.163-170
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    • 2009
  • There is a request from the client, we almost apply dynamic memory allocating method using Accept() of looping method; thus, there could be process of connecting synchronously lots of client in most of On-line gaming server engine. However, this kind of method causes on-line gaming server which need to support and process the clients, longer loading and bottle necking. Therefore we propose the object pooling scheme to minimize the memory fragmentation and the load of the initialization to the client using an AcceptEx() and static allocating method for an efficient gaming server of the On-line in this paper. We design and implement the gaming server applying to our proposed scheme. Also, we show efficiency of our proposed scheme by performance analysis in this paper.

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A Study on Implementation of On-Line Gaming Server applying an Object Polling Scheme (객체폴링기법을 적용한 온라인 게임서버의 구현에 관한 연구)

  • Kim, Hye-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.3
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    • pp.19-24
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    • 2009
  • When a dynamic method is applied at the time of occurrence of an client's connection request for most of the online gaming server engine, the gaming server is processing a session connection, it's initialization. Yet, such a method will cause a lot of loading and bottle-neck in the gaming server at the same time. Therefore we propose the object polling scheme to minimizes a memory fragmentation and loading of the initialization on the client using a static allocation method for an efficient On-lin gaming serverin this paper. We implement the gaming server applying to our proposed scheme, and we show an improvement in our proposed scheme by performance analysis in this paper.

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A Study on Development of Conversion Software for Controller Without OPC Stack to Communicate With OPC DA Client (OPC 스택이 없는 제어기와 OPC DA 클라이언트를 통신시키는 변환 소프트웨어 개발에 관한 연구)

  • Lee, Yong-Min;Lee, Seung-Ho
    • Journal of IKEEE
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    • v.19 no.3
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    • pp.319-326
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    • 2015
  • This paper proposes method about development of conversion software for controller without OPC stack to communicate with OPC DA client. The proposed method is composed of development of OPC server based on OPC DA standard protocol, development of GUI application can be checked the OPC tag and point informations, development of conversion module to convert from OPC protocol to open standard protocol. In the stage of development of OPC server based on OPC DA standard protocol, we develope server in the pc to transmit and receive datum through OPC DA protocol with OPC DA client. In the stage of evelopment of GUI application can be checked the OPC tag and point informations, run the OPC DA server and register to window system registry and check OPC tags, points, transmitting and receiving of data from serial communication. In the stage of development of conversion module to convert from OPC protocol to open standard protocol, convert from OPC tag data which has received from OPC DA client to protocol can be communicated with industrial controller using open standard protocol so that support to transmit and receive data. To evaluate the efficiency of the proposed software, we connected OPC DA server software and OPC client, and 5 sample industrial controller which use open standard protocol, as a result we got 96.98% average communication succeeding rate among entire transmitting and receiving packets. We also confirmed that successfully communicated between industrial building controller which uses modbus protocol and industrial OPC DA client using OPC DA conversion software proposed by this dissertation.

Internal Teleoperation of an Autonomous Mobile Robot (인터넷을 이용한 자율운행로봇의 원격운용)

  • 박태현;강근택;이원창
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.45-45
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    • 2000
  • This paper proposes a remote control system that combines computer network and an autonomous mobile robot. We control remotely an autonomous mobile robot with vision via the internet to guide it under unknown environments in the real time. The main feature of this system is that local operators need a World Wide Web browser and a computer connected to the internet communication network and so they can command the robot in a remote location through our Home Page. The hardware architecture of this system consists of an autonomous mobile robot, workstation, and local computers. The software architecture of this system includes the server part for communication between user and robot and the client part for the user interface and a robot control system. The server and client parts are developed using Java language which is suitable to internet application and supports multi-platform. Furthermore, this system offers an image compression method using motion JPEG concept which reduces large time delay that occurs in network during image transmission.

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An Implementation of Graphic Offloading Computing using GPU Virtualization based on API Remoting on a Server-based Software Service (서버 기반 SW 서비스에서 API 리모팅 기반의 GPU 가상화를 이용한 그래픽 분할 실행의 구현)

  • Choi, Won-Hyuk;Kim, Won-Young
    • Journal of Internet Computing and Services
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    • v.12 no.6
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    • pp.53-62
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    • 2011
  • In this paper, we introduce a method of graphic offloading computing using a GPU virtualization technology in order to provide high demanding software like 3D software as an on-line software service. When the offloading software is executed on server's software virtualization environment, its graphic works are processed on a client's GPU using GPU virtualization, while on the other its data works are processed on server's CPU. To do that, we propose a method of rendering graphics information on client side GPU using API Remoting method. Also, we show the better performance than server based rendering method when we serve offloading software which include dynamical 3D graphics that display images are frequently changed through on-line. Moreover, we describe a method to virtualize offloading software by a process level and manage client's configuration information in order to decrease server's load when we provide software service to multiple clients.

A Scheme for Push/Pull Buffer Management in the Multimedia Communication Environments (멀티미디어 통신 환경에서 Push/Pull 버퍼 관리 기법)

  • Jeong, Chan-Gyun;Lee, Seung-Ryong
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.2S
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    • pp.721-732
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    • 2000
  • Multimedia communication systems require not only high-performance computer hardwares and high-speed networks, but also a buffer management mechanism to process many data efficiently. Two buffer handling methods, Push and Pull, are commonly used. In the Push method, a server controls the flow of dat to a client, while in the Pull method, a client controls the flow of data from a server. Those buffering schemes can be applied to the data transfer between the packet receiving buffer, which receives media data from a network server, and media playout devices, which play the recived media data. However, the buffer management mechanism in client-sides mainly support either one of the Push or the Pull method. Consequently, they have some limitations to support various media playout devices. Futhermore, even though some of them support both methods, it is difficult to use since they can't provide a unified structure. To resolved these problems, in this paper, we propose an efficient and flexible Push/Pull buffer management mechanism at client-side. The proposed buffer management scheme supports both Push and Pull method to provide various media playout devices and to support buffering function to absorb network jitter. The proposed scheme can support the various media playback devices using a single buffer space which in consequence, saves memory space compared to the case that a client keeps tow types of buffers. Moreover, it facilitates the single buffer as a mechanism for the absorbing network jitter effectively and efficiently. The proposed scheme has been implemented in an existing multimedia communication system, so called ISSA (Integrated Streaming Service Architecture), and it shows a good performance result compared to the conventional buffering methods in multimedia communication environments.

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Secure and Efficient Client-side Deduplication for Cloud Storage (안전하고 효율적인 클라이언트 사이드 중복 제거 기술)

  • Park, Kyungsu;Eom, Ji Eun;Park, Jeongsu;Lee, Dong Hoon
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.1
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    • pp.83-94
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    • 2015
  • Deduplication, which is a technique of eliminating redundant data by storing only a single copy of each data, provides clients and a cloud server with efficiency for managing stored data. Since the data is saved in untrusted public cloud server, however, both invasion of data privacy and data loss can be occurred. Over recent years, although many studies have been proposed secure deduplication schemes, there still remains both the security problems causing serious damages and inefficiency. In this paper, we propose secure and efficient client-side deduplication with Key-server based on Bellare et. al's scheme and challenge-response method. Furthermore, we point out potential risks of client-side deduplication and show that our scheme is secure against various attacks and provides high efficiency for uploading big size of data.