• Title/Summary/Keyword: Server

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A Framework for Developing IFC Server for Supporting Construction Product Life Cycle Management(CPLM) (CPLM 지원을 위한 OR-IFC 서버 개발 기초 연구)

  • Kang, Hoon-Sig;Lee, Ghang;Kim, Seon-Woo
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2008.04a
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    • pp.458-463
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    • 2008
  • An IFC Server is a database management system that stores data complying with a standard data format, called IFC, and keeps track of data transactions, modifications, and deletions. It plays a role as an information hub for storing and sharing information between various parties involved in construction projects. There have been several efforts to develop an IFC Server, however, they suffered from slow performance and long transaction time due to a complex mapping process between IFC files and relational database structures. In this study, we aim to develop an IFC Server using an object-relational database system. Since IFC has an object-flavored data structure, we expect to have a simpler and faster mapping process from IFC to the IFC Server. This paper reviews existing studies and describes the overall framework of the OR-IFC Server.

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A Design of General Communication Protocol for Online Game (온라인 게임을 위한 범용 통신 프로토콜 설계)

  • 두길수;정성종;안동언
    • Proceedings of the IEEK Conference
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    • 2001.06c
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    • pp.233-236
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    • 2001
  • When we execute a online game in the network, a lots of game informations and user informations are transfered between game server and game clients. This information has deferent data structure and communication protocol. So, game developers will be design the communication protocols and packet structures after analyze the game. And, they will be design the database for user management. It will be lots of overload to the game developers. From a user point of view, they must be register to each game server to use several games. It is a undesible operation for the game users. This problems are solved by using the communication server which operates commonly with several game servers. Game providers can get the benefit of multiple access of users and get freedom from user management. Game users can access the several games which connected to communication server by register the communication server only. In this paper we design the communication packet and propose a communication protocol which operates on the communication server described previous.

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Implementation of Real-Time Wireless Web Server Load Monitoring System

  • Park, Hong-Jin;Kwon, Chang-Hee
    • 한국디지털정책학회:학술대회논문집
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    • 2004.11a
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    • pp.211-219
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    • 2004
  • Due to rapid increases in Internet users, it becomes essential to provide well-established web services and monitor web server's load for the sake of reliable web server management. The existing web server load monitoring has been based on such cable methods as RPC, RMI, CORBA and etc. But it has the limitation in bringing information both anywhere and anytime over the Internet. This thesis is aimed to realize real-time wireless web server monitoring system based on Wireless Application Protocol (WAP). As any user can log on wirelessly to the Internet at any time through wireless terminals like PDA, the realization will make possible instant and real-time web server monitoring.

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Remote Monitoring and Motor Control Based on Multi-Platform (다중플랫폼 기반 영상감시 및 원격지 모터제어시스템 구현)

  • Choi, Seung-Dal;Jang, Gun-Ho;Kim, Seok-Min;Nam, Boo-Hee
    • Proceedings of the KIEE Conference
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    • 2004.11c
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    • pp.200-202
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    • 2004
  • This paper deals with the real-time monitoring and control system using PC, PDA(Win CE embedded device) and PCS(based BREW platform). The camera attached to the server captures the moving target, and the captured frame of color image is encoded in JPEG for image compression at the server. The client(PC, PDA, PCS) receives the image data from the remote server and the received image is decoded from decompression. We use the TCP/IP protocol to send the image frames. The client can control the position of the camera by sending the control command to the server. Two DC servo motors for the camera are controlled in any directions, up-down and left-right, by the controller which is communicating with the server via the serial communication to get the control command. In this way, on the client we can monitor the moving images at the server and also control the position of the camera.

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M/M/2 system with two customer classes and exclusive server (전용서버가 있는 이계층고객 M/M/2 대기모형)

  • Jung, Jae-Ho;Hur, Sun
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.25 no.5
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    • pp.31-38
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    • 2002
  • In this paper, we model a two-server queueing system with priority, to which we put a restriction on the number of servers for each customer class. customers are divided into two different classes. Class 1 customers have non-preemptive priority over class 2 customers. They are served by both servers when available but class 2 customers are served only by a designated server. We use a method of generating function depending on the state of servers. We find the generating function of the number of customers in queue, server utilization, mean queue length and mean waiting time for each class of customers.

The optimizing in fuzzy queueing system(Multi-server) (퍼지 대기행렬에 있어서 최적화(복수창구))

  • 이교원
    • Journal of the Korean Institute of Intelligent Systems
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    • v.10 no.2
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    • pp.168-174
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    • 2000
  • All the visiting customers makes a queue and then can be served at an unoccupied server, in the queueing system of multi-server. The customer and server, however, have a conflictive feeling of satisfaction at all times. To solve the problem, in this paper, it is proposed that new design method of server number to maximize the satisfaction level of customer and server by the hzzy concept which is applied to the queuing system.

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High Availability Web Server Cluster Using Self-healing Technique (자가 치유 기법을 이용한 고가용도 웹 서버 클러스터)

  • Chung, Ji Yung;Kim, Young Ro
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.5 no.1
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    • pp.23-32
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    • 2009
  • Although the web is becoming a widely accepted medium, it provides relatively poor performance and low availability. A cluster consists of a collection of interconnected stand-alone computers working together and provides a high-availability solution in application area such as web services or information systems. Web server clusters require a high-availability service with a proactive and practical fault management. However, as the system complexity grows, it is not easy to meet the requirement. Therefore, web server clusters must have self-fault management capability for meeting high-availability requirement. In this paper, we propose high availability web server clusters using self-healing technique with a minimal human intervention. Our experimental results show that a proposed method can be used to improve the availability of web server clusters.

Multi-Multicast Server for Video Conferencing on Information Super Highway (초고속 통신망에서 비디오 컨퍼런싱을 위한 다중 멀티캐스트 서버)

  • An, Sang-Jun;Lee, Seung-Ro;Han, Seon-Yeong
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.7
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    • pp.1858-1867
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    • 1996
  • This paper describes a platform for video conferencing on Information Super Highway. In this paper we de-sign a Multi-Multicast Server(MCS) and the platform. The platform uses Multi-MultiCast Server for multitasking IP Multicast data on IP over ATM. Based on Multicast Address Resolution Server (AMRS) which was proposed in this paper the platform maps from D class IP addresses to ATM addresses. MARS handles a recovery in case of MCS down. This paper also presents a solving mechanism for handling botteneck by using the MCS.

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Prediction-based Dynamic Thread Pool System for Massively Multi-player Online Game Server

  • Ju, Woo-Suk;Im, Choong-Jae
    • Journal of Korea Multimedia Society
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    • v.12 no.6
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    • pp.876-881
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    • 2009
  • Online game servers usually has been using the static thread pool system. But this system is not fit for huge online game server because the overhead is always up-and-down. Therefore, in this paper, we suggest the new algorithm for huge online game server. This algorithm is based on the prediction-based dynamic thread pool system. But it was developed for web servers and every 0.1 seconds the system prediction the needed numbers of threads and determine the thread pool size. Some experimental results show that the check time of 0.4 seconds is the best one for online game server and if the number of worker threads do not excess or lack to the given threshold then we do not predict and keep the current state. Otherwise we apply the prediction algorithm and change the number of threads. Some experimental results shows that this proposed algorithm reduce the overhead massively and make the performance of huge online game server improved in comparison to the static thread pool system.

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Adaptable Online Game Server Design

  • Seo, Jintaek
    • Journal of information and communication convergence engineering
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    • v.18 no.2
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    • pp.82-87
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    • 2020
  • This paper discusses how to design a game server that is scalable, adaptable, and re-buildable with components. Furthermore, it explains how various implementation issues were resolved. To support adaptability, the server comprises three layers: network, user, and database. To ensure independence between the layers, each layer was designed to communicate with each other only via message queues. In this architecture, each layer can have an arbitrary number of threads; thus, scalability is guaranteed for each layer. The network layer uses input/output completion ports(IOCP), which shows the best performance on the Windows platform, it can handle up to 5,000 simultaneous connections on a typical entry-level computer, despite being built with a single-threaded user layer. To completely separate the database from the game server, the SQL code was not directly embedded in the database layer.