• Title/Summary/Keyword: Server Scalability

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Client-Server System for Manufacturing Devices (생산장비의 Client-Server화 연구)

  • Kim, Sun-Ho;Kim, Dong-Hoon;Lim, Ju-Taik
    • IE interfaces
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    • v.12 no.2
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    • pp.329-336
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    • 1999
  • Job efficiency and productivity of a manufacturing system with frequent job schedule changes are affected by performance of information system between job order planners anti manufacturing device operators. This paper describes implementation of concurrent information system which can active identify machine status and dispatch job orders to operators in a machine shop. Client and server environment for various machinery is implemented using OSI based network between shop floor control system and manufacturing devices. Portability and scalability are among many characteristics of the implemented system. The developed client and server system is expected to realize high productivity for manufacturing device.

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Reduction Method of Network Bandwidth Requirement for the Scalability of Multiplayer Game Server Systems (멀티플레이어 게임 서버 시스템의 규모조정을 위한 통신 대역폭 요건 감소 기법)

  • Kim, Jinhwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.29-37
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    • 2013
  • Multiplayer games typically organized based on a client-server(CS) or peer-to-peer(PP) architecture. The CS architecture is not scalable with the number of players due to a large bandwidth requirement at the server. The PP architecture, on the other hand, introduces significant overhead for the players, as each player needs to check the consistency between its local state and the state of all other players. We then propose a method that combines the merits of CS and PP. In this method, players exchange updates with lower priority in a peer-to-peer manner but communicate directly with a central server for the other updates. As a result, the proposed method has a lower network bandwidth requirement than the server of a CS architecture and the server bandwidth bottleneck is removed. For another important issue about multiplayer games, this method always maintains state consistency among players correctly. The performance of this method is evaluated through extensive simulation experiments and analysis.

The Clustering Method Of Central Control System In New Distribution Automation System (배전자동화시스템 중앙제어장치 이중화 적용방안)

  • Cho, Nam-Hun;Ha, Bok-Nam;Lee, Jung-Ho;Lim, Seong-Il
    • Proceedings of the KIEE Conference
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    • 1999.07c
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    • pp.1120-1122
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    • 1999
  • This paper introduces a clustering for Central Control System in New Distribution Automation System. There are three primary benefits to use clustering: improved availability, easier manageability and more cost-effective scalability. Availability: Clustering can automatically detect the failure of an application or server and quickly restart it on a surviving server. Clients only experience a momentary pause in service. Manageability: Clustering lets administrators quickly inspect the status of all cluster resources and easily move workload around onto different servers within a cluster. Scalability: Applications can use the Clustering services through the MSCS Application Programming Interface(API) to do dynamic load balancing and scale across multiple servers within a cluster.

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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.

A Method of Efficient Conference Event Package Processing in Distributed Conference Environment (분산형 컨퍼런스 환경에서의 효율적인 컨퍼런스 이벤트 패키지 처리 방식)

  • Jang, Choon-Seo;Jo, Hyun-Gyu;Lee, Ky-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.7
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    • pp.199-205
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    • 2008
  • The centralized conference model has advantage of conference management and control. however it's scalability has been limited as performance degrades largely with increasing number of conference users. So new distributed conference models which improve scalability of centralized conference model have been suggested recently. In the distributed conference model. as conference users exceed a predefined maximum number, a new conference server is added to the conference dynamically. In this paper, We have proposed a new method which increases efficiency of conference event package processing that primary conference server should charge in the distributed conference environment. The primary conference server exchanges informations with each secondary conference servers and conference users by using conference event package. And from the conference information database it selects SIP(Session Initiation Protocol) UA(User Agent) which will share notification to the conference users, and transfers lists to each conference servers. The conference servers make the selected UAs share processing of conference event package, so loads of SIP signal processing decrease, and improve scalability of distributed conference model. The performance of our proposed model is evaluated by experiments.

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An Extension of DONet Protocol to Support Private Networks (사설망을 지원하는 확장된 DONet 프로토콜)

  • Lee, Moon-Soo;Han, Sung-Min;Park, Sung-Yong
    • Journal of KIISE:Information Networking
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    • v.35 no.4
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    • pp.268-281
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    • 2008
  • It is difficult to construct streaming services based on the overlay networks without any loss of scalability. DONet is one of the most representative streaming overlay network protocols without managing any specific structure. Since DONet does not support the nodes on private networks, it can be considered that the performance of the overlay is not the best. Hole Punching is one of the famous techniques participating the nodes on private networks to streaming overlay networks by using a rendezvous server. However, using only a single rendezvous server cannot be suggested in P2P environment, because it can cause problems in terms of scalability and so on. In this paper, we propose DONet-p, an extension of DONet with Distributed Hole Punching techniques. It supports the nodes on private networks without toss of scalability. The experimental results show the better performance and scalability than DONet with a minimum overhead for additional control messages.

Video Player for Online SVC Stream in Android Platform (안드로이드 플랫폼에서 온라인 SVC 스트림을 재생하는 비디오 재생기의 설계 및 구현)

  • Hwang, Ki-Tae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.1
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    • pp.157-164
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    • 2012
  • This paper introduces an implementation of SVC player which runs on Android platform and can play SVC video stream on line from SVC video server. SVC(Scalable Video Coding) is a scalable video encoding technique which supports three scalability such as temporal scalability, spatial scalability, and quality scalability. To implement the SVC player on Android, we implemented a SVC decoder using JSVM open source written in C/C++ as a native part on Android and developed Android UI in Java. Also we built an SVC encoding system off line and an SVC streaming server to conduct on-line SVC streaming experiments. Finally, after we installed the SVC player developed in this paper on Motoroi mobile phone, we evaluated and analyzed on-line streaming performance of the SVC player. The result showed that the player worked well and it had no jitter in streaming with the size of QCIF and 10fps from a fully encoded SVC video source.

Performance and Scalability of OpenMP Programs on Chip-MultiThreading Server (칩 멀티쓰레딩 서버에서 OpenMP 프로그램의 성능과 확장성)

  • Lee Myung-Ho;Kim Yong-Kyu
    • The KIPS Transactions:PartA
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    • v.13A no.2 s.99
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    • pp.137-146
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    • 2006
  • Shared Memory Multiprocessor (SMP) systems adopting Chip-level MultiThreading (CMT) technology are becoming mainstream servers in commercial applications and High Performance Computining (HPC) applications as well. OpenMP has become the standard paradigm to parallelize applications for SMP mostly because of its ease of use. As the demand for more computing power in HPC applications is growing rapidly, obtaining high performance and scalability for these applications parallelized using OpenMP API's will become more important. In this paper, we study the performance and scalability of HPC applications parallelized using OpenMP, SPEC OMPL (standard OpenMP benchmark suite), on the Sun Fire E25K server which adopts CMT technology. We also study the effect of CMT on SPEC OMPL.

DOC: A Distributed Object Caching System for Information Infrastructure (분산 환경에서의 객체 캐슁)

  • 이태희;심준호;이상구
    • Proceedings of the CALSEC Conference
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    • 2003.09a
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    • pp.249-254
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    • 2003
  • Object caching is a desirable feature to improve the both scalability and performance of distributed application systems for information infrastructure, the information management system leveraging the power of network computing. However, in order to exploit such benefits, we claim that the following problems: cache server placement, cache replacement, and cache synchronization, should be considered when designing any object cache system. We are under developing DOC: a Distributed Object Caching, as a part of building our information infrastructures. In this paper, we show how each problem is inter-related, and focus to highlight how we handle cache server deployment problem

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Preference-Based Segment Buffer Replacement in Cluster VOD Servers (클러스터 VOD서버에서 선호도 기반 세그먼트 버퍼 대체 기법)

  • Seo, Dong-Mahn;Lee, Joa-Hyoung;Bang, Cheol-Seok;Lim, Dong-Sun;Jung, In-Bum;Kim, Yoon
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.11
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    • pp.797-809
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    • 2006
  • To support the QoS streams for large scale clients, the internal resources of VOD servers should be utilized based on the characteristics of the streaming media service. Among the various resources in the server, the main memory is used for the buffer space to the media data loaded from the disks and the buffer hit ratio has a great impact upon the server performance. However, if the buffer data with high hit ratio are replaced for the new media data as a result of the number of clients and the required movie titles are increased, the negative impact on the scalability of server performance is occurred. To address this problem, the buffer replacement policy considers the intrinsic characteristics of the streaming media such as the sequential access to large volume data and the highly disproportionate preference to specific movies. In this paper, the preference-based segment buffer replacement policy is proposed in the cluster-based VOD server to exploit the characteristics of the streaming media. Since the proposed method reflects both the temporal locality by the clients' preference and the spatial locality by the sequential access to media data, the buffer hit ratio would be improved as compared to the existing buffer replacement policy. The enhanced buffer hit ratio causes the fact that the performance scalability of the cluster-based VOD server is linearly improved as the number of cluster nodes is increased.