• Title/Summary/Keyword: Client-Server

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Implementation and Test of RELAY Module for Multiple SNS Channels (다중 SNS 채널을 위한 RELAY 모듈의 구현 및 실험)

  • Ahn, Heui-Hak;Lee, Dae-Sik
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.362-369
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    • 2018
  • In this paper, we propose a procedure to multiple SNS channels automatic streaming through multiple output channels including the output channel of an external streaming server. The multiple SNS channels automatic streaming server includes an output management module for controlling the transmission of video contents to RELAY module that establish two or more output channels. In this paper, we experimented by separate with HD and FHD video using RELAY module in multiple SNS channel automatic streaming. In stream modules using RELAY module of HD video, when the publisher client and the player client and the RELAY module are 1 channel, the occupancy rate of CPU is 0.6% and the occupancy rate of heap memory is 0.3%(20 Mbyte). When the publisher client and the player client and the RELAY module are 183 channels, the occupancy rate of CPU is 99.9% and the occupancy rate of heap memory is 45.8%(3.7Gbyte). Therefore, the paper is not limited to the size of the streaming server by extending the output channel from which the video is transmitted to the output channel of the external streaming server. And a process of allocating an output channel of an external streaming server to an output channel through which an video is transmitted can be easily performed, so that an efficient output channel management can be performed even when a plurality of videos are transmitted.

Mobile DB Service of P2P Environment (P2P 환경에서 모바일 데이터베이스 서비스)

  • Kim, Dong-Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.2 no.1
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    • pp.46-51
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    • 2007
  • The file sharing method from P2P environments with client/server method to be different price does not use an expensive server from radio environment not to be, uses only the client computers and dispersed the joint ownership and a management of data. Human occurs from the client/server method which uses the server of large dosage with like this reason, will be able to minimize the waste of the waste of the material resources. Also valence increasing number of days rock operation of the user provides their benefit of etc. their result comes to be high. Like this is caused by with reason and the many people have an interest in P2P, also currently footlights the researches whice use P2P even in the mobile relation field which is receiving actively, is advanced.

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Path Finding with Minimum Speed Dynamic Heuristic (최저 속력 동적 휴리스틱을 이용한 경로탐색)

  • Moon, Dae-Jin;Cho, Dae-Soo
    • Journal of Korea Spatial Information System Society
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    • v.10 no.2
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    • pp.35-48
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    • 2008
  • In this paper, we propose a Dynamic Heuristic to reduce the number of node accesses and improve quality of path in the client-based navigation service. The Dynamic Heuristic is to use heuristic data from server that is calculated with traffic data. The server-based navigation service provides a path searched on server and transmits it to client, but we propose that server only provide heuristic data to client. The proposed client searches a path with heuristic transmitted data from server. We present a new algorithm for using Dynamic Heuristic in the path-finding. The algorithm bases Grid Based Path-Finding, and has minimum speed data of edges in grid. It removes several grids whose minimum speed is less than limited speed.

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A Study on Design of a Distributed Game Server System (분산 게임 서버 시스템 설계에 관한 연구)

  • 배재환
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.28 no.12B
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    • pp.1060-1065
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    • 2003
  • As the Internet continues to grow, network games are widely spreaded. For most network games, many users' meet on a server causes a heavy load to the sewer, which in turn brings inconvenience to the user. Moreover, it demands increased expense to the service provider for deploying additional servers. In this paper, we propose a hybrid distributed system for network games. In our proposed system, a client is independents of the server and exchanges information directly with other clients. The client depends on servers only for the update information. The proposed methodology classifies messages according to the characteristics of information that the message handles and applies either client-to-server and pear-to-pear communication for processing messages which increases the efficiency of systems.

Mobile Client-Server System for Realtime Continuous Query of Moving Objects (이동 객체의 실시간 연속 질의를 위한 모바일 클라이언트-서버 시스템)

  • Joo, Hae-Jong;Park, young-Bae;Choi, Chang-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.6 s.44
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    • pp.289-298
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    • 2006
  • Many researches are going on with regard to issues and problems related to mobile database systems, which are caused by the weak connectivity of wireless networks, the mobility and the portability of mobile clients. Mobile computing satisfies user's demands for convenience and performance to use information at any time and in any place, but it has many problems to be solved in the aspect of data management. The purpose of our study is to design Mobile Continuous Query Processing System(MCQPS) to solve problems related to database hoarding, the maintenance of shared data consistency and the optimization of logging, which are caused by the weak connectivity and disconnection of wireless networks inherent in mobile database systems under mobile client server environments. We proved the superiority of the proposed MCQPS by comparing its performance to the C I S(Client-Intercept-Slaver) model. In Addition, we experiment on proposed index structure and methodology in various methods.

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Design and Implementation of Remote Procedure Call Resource Service System based on the XML Considering the Request Delegation between the Servers (서버 간 요청 위임을 고려한 XML 기반 RPC 자원 서비스 시스템 설계 및 구현)

  • 김정희;곽호영
    • Journal of Korea Multimedia Society
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    • v.6 no.6
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    • pp.1100-1110
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    • 2003
  • Design and implementation of remote procedure cail (RPC) resource service system based on the XML considering the request delegation between the servers are described for the resource application and efficient processing of distributed environment. For this purpose, the request information about several server, which would be used by client, is encoded into XML document based on XML-DOM and transferred to server. Server classifies the client requests using objects which can deal with the XMLL-DOM. For the request delegation between the servers, server saves the request result of client in XMLL-DOM structure without replying it immediately, and makes the client request delegated to another server in XML-DOM's request information. In addition, the resource repository are managed for resource transparency of distributed environment. As a result, resource application and processing efficiency are improved by reduction of response time caused by integration of RPC and XML-RPC services and request delegation between the servers. Extension of asynchronous and average blocking time of client were reduced and information of resource which can be used by client was offered.

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Mechanism for Fairness Service of Web Server

  • Rhee, Yoon-Jung;Park, Nam-Sup;Hyun, Eun-Sil;Kim, Jeong-Beom;Lee, Young-Ji;Yun, Ma-Ru;Hyeok Kang;Kim, Young-Jun;Kim, Tai-Yoon
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.04a
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    • pp.355-357
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    • 2001
  • HTTP/1.1 standard reduces latencies and overhead from closing and re-establishing connections by supporting persistent connections as a default, which encourage multiple transfers of objects over one connection. HTTP/1.1, however, does not define explicitly connection-closing time but specifies a certain fixed holding time model. This model may induce wasting server’s resource when server maintains connection with the idle-state client that requests no data for a certain time. This paper proposes the mechanism of a heuristic connection management supported by the client-side under persistent HTTP, in addition to HTTP/1.1’s fixed holding time model on server-side. The client exploits the tag information within transferred HTML page so that decides connection-closing time. As a result, the mechanism allows server to use server’s resource more efficiently without server’s efforts.

A Study On The Development Of a Home Networking System Using An Embedded Linux Board (임베디드 리눅스 보드를 이용한 홈 네트워킹 시스템 구현에 관한 연구)

  • Lee, Heon-Joo;Lee, Jong-Su;Choi, Kyung-Sam
    • Proceedings of the KIEE Conference
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    • 2003.11c
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    • pp.592-595
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    • 2003
  • In this paper, we have designed a Home Networking System using an embedded linux board. The system based on the World-Wide-Web is composed of three parts - a Server, a Client and a Simulator. The Home Networking Server is built in an embedded board using an embedded linux kernel. A web-server and Home Networking Server Seryice Demon programming with a Jaya-Language is included in the board. Clients can connect to the server board using a web-browser in the desktop computer, PDA or any other machines which include a web-browser. For this purpose, we made the client program using a Java-Applet. So, the clients who connect to the server for the control of the applications, download the class-file and execute the client-program in the web-browser. So, the clients don't need any other programs to control the applications from a remote place. The size of server board is very small (86.3$\times$74mm), which makes it very useful not only for the Home-Networking-System but also in many other fields, e.g., embedded robot control system, etc. Using an embedded board instead of a desktop computer is good for a simple network environment and it occupies only a small space to make the system.

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Design of Elevation Data Transmission Method for Mobile Vector GIS

  • Choi, Jin-Oh
    • Journal of information and communication convergence engineering
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    • v.7 no.1
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    • pp.41-45
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    • 2009
  • In mobile GIS environments, a client needs to receive the isogram data with a topographical map from a server, if the mobile client wants to display map with elevation information. Because the elevation data size is normally quite large, the client will suffer some problems to receive the elevation data from server. The main reason is a resource limitation of the mobile devices. To overcome these problems, this paper proposes new data structures and algorithms. They are designed for efficient transmission of contour data to a client. Because of the contour data are generated as a vector style from elevation information stored at a server, the proposed algorithms are focused to minimize the transmission data volume and time.

클라이언트/서버 시스템의 정보시스템 효율성에 미치는 영향에 관한 연구

  • Kim, Myoung-Jong;Park, Ho-Sung;Han, In-Goo
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1996.10a
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    • pp.235-238
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    • 1996
  • In recently, the influence of client-server systems on organizations and how to estimates the efficiency or productivity of organizations and departments has come to be more concerned by many researchers. Especially, information systems(IS) of the financial institutions are greatly used than any other industries. Therefore, the efficiency of IS departments in financial institutions is relatively important. The overall objectives of this research are to estimate the effects of client-server systems and to evaluate whether the client-serve systems really improve the efficiency of information system. The research method used in this research is DEA(Data Envelopment Analysis) estimation method which based on linear programming is used for the efficiency of managerial organizations and other nonprofit organizations. The results of this research showed that the efficiency of IS department was promoted after implementation of client-server systems.

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