• Title/Summary/Keyword: Server Design

Search Result 2,030, Processing Time 0.027 seconds

A Design of the Active Web Server Supporting Synchronous Collaboration in the Web-Based Group Collaboration Systems (웹 기반 그룹 협동 시스템에서 동기화된 협동을 지원하기 위한 능동형 웹 서버 설계)

  • 허순영;배경일
    • Proceedings of the Korea Database Society Conference
    • /
    • 1999.06a
    • /
    • pp.95-102
    • /
    • 1999
  • The web-based group collaborative systems are emerging as enterprise-wide information systems. Since data in group collaborative systems are apt to be shared among multiple concurrent users and modified simutaneously by them, the web-based group collaborative systems must support synchronous collaboration in order to provide users with synchronized and consistent views of shared data. This Paper proposes an active web server which can facilitate synchronous collaboration in web-based group collaborative systems. To accomplish such a goal, the active web server manages dependency relationships between shared data and web browsers referencing them and actively propagates changing details of the shared data to all web browsers referencing them. And, this paper examines usefullness and effectiveness of the active web server to apply it to the ball-bearing design example of concurrent engineering design systems. The prototype system of the active web server is developed on a commercial Object-oriented Database Management System (ODBMS) called OBJECTSTORE using the C++ programming language.

  • PDF

A Design of the Active Web Server Supporting Synchronous Collaboration in the Web-Based Group Collaboration Systems (웹 기반 그룹 협동 시스템에서 동기화된 협동을 지원하기 위한 능동형 웹 서버 설계)

  • 허순영;배경일
    • Proceedings of the Korea Inteligent Information System Society Conference
    • /
    • 1999.03a
    • /
    • pp.95-102
    • /
    • 1999
  • The web-based group collaborative systems are emerging as enterprise-wide information systems. Since data in group collaborative systems are apt to be shared among multiple concurrent users and modified simutaneously by them, the web-based group collaborative systems must support synchronous collaboration in order to provide users with synchronized and consistent views of shared data. This paper proposes an active web server which can facilitate synchronous collaboration in web-based group collaborative systems. To accomplish such a goal, the active web server manages dependency relationships between shared data and web browsers referencing them and actively propagates changing details of the shared data to all web browsers referencing them. And, this paper examines usefullness and effectiveness of the active web server to apply it to the ball-bearing design example of concurrent engineering design systems. The prototype system of the active web server is developed on a commercial Object-oriented Database Management System (ODBMS) called OBJECTSTORE using the C++ programming language.

  • PDF

A Study on the design of operations system for managing the mobile communication network (이동통신망 관리용 운용시스템 설계에 관한 연구)

  • 하기종
    • Journal of the Korea Society for Simulation
    • /
    • v.6 no.2
    • /
    • pp.71-79
    • /
    • 1997
  • In this paper, operations system was designed for the centralization of data processing of various state information from the facilities of mobile communication network. And the system performance experimental system module was measured and analyzed from the designed experimental system module. The configuration of system design was presented with the centralized type to monite and control the facilities of mobile communication network in the central office. The communication process design of the internal system was implemented with the resource of message queue having a excellent transmission ability for processing of a great quantity of information in the inter-process communication among communication resources of UNIX system. The process with a server function from the internal communication processes was constructed with a single server or a double server according to the quantity of operations and implemented with the policy of the presented server. And then, we have measured performance elements in accordance with the change of input parameters from the designed experimental module : response time, waiting time, buffer length, the maximum quantity existing in message queue. And from these results, we have compared and analyzed the system state each server algorithm according to performance variations.

  • PDF

Design and Implementation of the EEIS Considering the Load of DB Server

  • Kim, Chang-Geun;Park, Byeong-Jin;Tack, Han-Ho
    • International Journal of Fuzzy Logic and Intelligent Systems
    • /
    • v.3 no.1
    • /
    • pp.37-43
    • /
    • 2003
  • Current Internet system of the entrance exam information to the university that is depending on searching key to solve the overloaded problem in the network and DB server or other tools to support HTML edit, haven't satisfied user's wants by supplying uniformed searching system. So this thesis will establish EEIS(Entrance Examination Information System) to prevent database overload phenomena when many users request a great amount of data at the same time and improve the decrease of speed and overload problem in DB server. EEIS playa role of bridge between outside client and DB server by placing VVS(Virtual View Server) between web server and DB server. By that method this system give users several usefulness in convenience and variety by supplying realtime data searching function to user. EEIS also give inner system manager more efficiency and speed in control the management system by solving those problem. This system is design and implementation to satisfy user's desire and give them more convenience and bring up the confidence of university that adopt this system at the end.

Adaptable Online Game Server Design

  • Seo, Jintaek
    • Journal of information and communication convergence engineering
    • /
    • v.18 no.2
    • /
    • pp.82-87
    • /
    • 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.

A Study on the Implementation of a Hardware Design Library Server (하드웨어 설계 라이브러리 서버의 구현에 관한 연구)

  • 최익성;이영희;황선영
    • Journal of the Korean Institute of Telematics and Electronics A
    • /
    • v.30A no.12
    • /
    • pp.125-134
    • /
    • 1993
  • This paper describes the design and implementation of a CAD object management system for the design library in VHDL design environment. For the efficient manipulation of design objects, the library is managed independently of the underlaid CAD system. Management and revision of design objects can be performed by a batch script of server commands or through the user interaction in the X/MOTIF graphic environment. Through the library server, design management tasks can be efficiently performed, such as configuration of design objects, version control, and management of attributes and methods for versions. Experimental results show that the proposed system is a viable tool for the management of design data in VHDL design environment.

  • PDF

DESIGN AND IMPLEMENTATION OF TELEMATICS SERVER TEST FRAMEWORK

  • Lee, Jun-Wook;Hong, Sang-Gi;Park, Jong-Hyun
    • Proceedings of the KSRS Conference
    • /
    • 2005.10a
    • /
    • pp.329-332
    • /
    • 2005
  • In order to provide the reliable service and contents to telematics service user, any service server must be tested and verified before launching its service in sufficient. In this paper, we proposed a test framework for telematics server. The proposed framework includes conformance test of server, interoperability test between telematics service server and telematics terminal. The framework proposed the concept and test model for two categories of testing.

  • PDF

Design and Implementation of a Distributed-Object Based Web Server System (분산객체기반 Web서버 시스템의 설계 및 구현)

  • 황호찬;김광수;박규석
    • Proceedings of the Korea Multimedia Society Conference
    • /
    • 2000.11a
    • /
    • pp.31-36
    • /
    • 2000
  • 인터넷의 서비스개선으로 사용자의 수는 기하급수적으로 늘어나고 있으며, 이러한 경향에 발맞추어 홈페이지의 수도 날로 늘어가고 있는 추세이다. 홈페이지를 만드는데 있어서 필수적인 것이 바로 Web Server라고 한 수 있으며, 현재 Web Server에 대한 연구가 계속되고 있는 추세이다. 본 논문에서는 현재 사용되고 있는 Web Server보다 좀더 개선된 Server 시스템을 제안하였으며, 이 Server 시스템은 OS에 독립적일 뿐만 아니라 사용자에 대한 서비스 시간과 사용 자원을 줄일 수 있다.

  • PDF

Design of Network-based Game Using the GoF Design Patterns

  • Kim Jong-Soo;Kim Tai-Suk
    • Journal of Korea Multimedia Society
    • /
    • v.9 no.6
    • /
    • pp.742-749
    • /
    • 2006
  • In the network-based game where it uses the Internet infrastructure, the implementation is possible with the various methods. Such Applications are developed in the multi-tired architecture. There are many cases for the server to be separated from the hardware or the software. In this case, a lot of applications make the distributed process possible and are made as the multi-tiered architecture to develop the reusability of the existing software module. Especially, it is mostly general to separate for the case of a database server to a new tier. One of the important points of multi-tiered server side applications is security and because of this, it is difficult to share the related data about the design skill. Using design patterns, it gives help in reusing the existing written-code for the design of the game that needs a lot of money and time. Design Patterns are related to the software reuse. For the development of more efficient games, if well-defined design patterns are provided to the developers, then it would make more easy advanced game API and make possible the framework for the game development based on the API Through the analysis of the general network-based game currently servicing in the Internet, in this paper, we discuss how to implement a business logic tier using database system among the server side architectures. The main objective of this article is to show an efficient APIs(Application Programming Interfaces) design method which can be used to manage the data that must be saved to the database system among the packets that client/server have to be exchange.

  • PDF

Design and Implementation of Fusion Map Server for Web Mapping (웹 매핑을 위한 융합 맵서버의 설계 및 구현)

  • Ban, Chae-Hoon;Lee, Hye-Jin;Hong, Bong-Hee
    • Journal of Korea Spatial Information System Society
    • /
    • v.6 no.1 s.11
    • /
    • pp.87-100
    • /
    • 2004
  • When spatial data which a user requests are stored various data servers in web mapping environment, it is necessary to access one more map servers to gain data and then integrate them. This paper designs and implements a fusion map server for web mapping. The proposed fusion map server has three characteristics. First, it has customizing metadata which reflect various user's requests. Second, it provides fusion services which integrate spatial and non-spatial data. Last, it uses the dynamic liking method to support the fusion services efficiently. We design and implement a publisher client, a map server and a fusion map server for proposed map server.

  • PDF