• Title/Summary/Keyword: message synchronization

Search Result 106, Processing Time 0.025 seconds

Model Checking of Concurrent Object-Oriented Systems (병렬 객체지향 시스템의 검증)

  • Cho, Seung-Mo;Kim, Young-Gon;Bae, Doo-Hwan;Byun, Sung-Won;Kim, Sang-Taek
    • Journal of KIISE:Software and Applications
    • /
    • v.27 no.1
    • /
    • pp.1-12
    • /
    • 2000
  • Model checking is a formal verification technique which checks the consistency between a requirement specification and a behavior model of the system by explorating the state space of the model. We apply model checking to the formal verification of the concurrent object-oriented system, using an existing model checker SPIN which has been successful in verifying concurrent systems. First, we propose an Actor-based modeling language, called APromela, by extending the modeling language Promela which is a modeling language supported in SPIN. APromela supports not only all the primitives of Promela, but additional primitives needed to model concurrent object-oriented systems, such as class definition, object instantiation, message send, and synchronization.Second, we provide translation rules for mapping APromela's such modeling primitives to Promela's. As an application of APromela, we suggest a verification method for UML models. By giving an example of specification, translation, and verification, we also demonstrate the applicability of our proposed approach, and discuss the limitations and further research issues.

  • PDF

Design of 8K Broadcasting System based on MMT over Heterogeneous Networks

  • Sohn, Yejin;Cho, Minju;Paik, Jongho
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.11 no.8
    • /
    • pp.4077-4091
    • /
    • 2017
  • This paper presents the design of a broadcasting scenario and system for an 8K-resolution content. Due to an 8K content is four times larger than the 4K content in terms of size, many technologies such as content acquisition, video coding, and transmission are required to deal with it. Therefore, high-quality video and audio for 8K (ultra-high definition television) service is not possible to be transmitted only using the current terrestrial broadcasting system. The proposed broadcasting system divides the 8K content into four 4K contents by area, and each area is hierarchically encoded by Scalable High-efficiency Video Coding (SHVC) into three layers: L0, L1, and L2. Every part of the 8K video content divided into areas and hierarchy is independently treated. These parts are transmitted over heterogeneous networks such as digital broadcasting and broadband networks after going through several processes of generating signal messages, encapsulation, and packetization based on MPEG media transport. We propose three methods of generating streams at the sending entity to merge the divided streams into the original content at the receiving entity. First, we design the composition information, which defines the presentation structure for displays. Second, a descriptor for content synchronization is included in the signal message. Finally, we define the rules for generating "packet_id" among the packet header fields and design the transmission scheduler to acquire the divided streams quickly. We implement the 8K broadcasting system by adapting the proposed methods and show that the 8K-resolution contents are stably received and serviced with a low delay.

Development Migration Agent Server for Seamless Virtual Environment (Seamless 가상 환경을 위한 Migration Agent 서버 개발)

  • Won, Donghyun;An, Dongun;Chung, Seungjong
    • KIPS Transactions on Computer and Communication Systems
    • /
    • v.5 no.9
    • /
    • pp.223-228
    • /
    • 2016
  • Nowadays users of Virtual Environment are want to play with thousands of players in an evolving virtual world at the same time over the internet. So, the load of this kind of Virtual Environments is heavier than that of any other precedents. One of load balancing methods is map-partition to divide the load of entire system which is vulnerable to delay message between clients and servers. In this paper, we propose a Migration Agent application server architecture using to help migration of player character between field servers and to reduce response time between clients and field servers. Migration Agent is reduce Player Character's responds time as Cache Server, if Player Character move to another Field Server, Player Character need the synchronization process in the DBMS approach, to minimize response time by reducing the period for cross - Player Character Field Server to perform the role. Field Server by placing them in form of a stack existing form of grid, for load concentrated on a specific server.

A Study on the Linkage Method between Emergency Simulation Model and Other Models (비상대비 시뮬레이션 모델의 타 모델 연동방안 연구)

  • Bang, Sang-Ho;Lee, Seung-Lyong
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.11
    • /
    • pp.301-313
    • /
    • 2020
  • This study is a study on the interlocking method between emergency preparedness simulation model and military exercise war game model. The national emergency preparedness government exercises are being carried out by a message exercise and technology development for simulation models is being carried out to create a situation similar to the actual practice. In order to create a situation similar to the actual war, the military situation must be reflected and to do so, a link with the military exercise war game model is needed. The military exercise war game model applies HLA/RTI, which is a standardized interlocking method for various models such as Taegeuk JOS, and it is necessary to apply HLA/RTI linkage method to link with these military exercise war game models. In addition, since the emergency preparedness simulation model requires limited information such as enemy location and enemy attack situation on major facilities in the military exercise model, a method of interlocking that can select and link information is required. Therefore, in this study, the interlocking interface design plan is presented in order to selectively link the interlocking method and information between the emergency preparedness simulation model and the military exercise war game model. The main functions of interlocking interface include federation synchronization, storage and recovery, object management service, time management, and data filtering functions.

The DEVS-based Detailed Implementation Method of the Command and Fire Control System for the Underwater Vehicle DEVS-HLA Simulation in the Engagement Level (교전급 수중운동체 DEVS-HLA 시뮬레이션을 위한 전술통제체계의 DEVS 기반 상세 구현 방법)

  • Son, Myeong-Jo;Cha, Ju-Hwan;Kim, Tae-Wan;Lee, Kyu-Yeul;Nah, Young-In
    • Journal of the Society of Naval Architects of Korea
    • /
    • v.47 no.4
    • /
    • pp.628-645
    • /
    • 2010
  • To perform the engagement level simulation between the underwater vehicle model and the surface model those are constituted with various systems/ sub-systems, we implemented four different federates as a federation according to the IEEE 1516 HLA (High Level Architecture) protocol that is the international standard in the distributed simulation. Those are CFCS (Command and Fire Control System) federate, motion federate, external entities (torpedos, countermeasure and surfaceship) federate, and visualization federate that interacts with OSG (Open Scene Graph)-based visualization rendering module. In this paper, we present the detailed method about the model constitution for discrete event simulation in the distributed environment. For the sake of this purpose, we introduce the DEVS (Discrete Event System Specification)-HLA-based modeling method of the CFCS federate that reflects not only the interations between models, but also commands from user and tactics manager that is separated from the model. The CFCS federate makes decisions in various missions such as the normal diving, the barrier misision, the target motion analysis, the torpedo launch, and the torpedo evasion. In the perspective of DEVS modeling, the CFCS federate is the coupled model that has the tactical data process model, command model and fire control model as an atomic model. The message passing and time synchronization with other three federates are settled by the $m\ddot{a}k$ RTI (Runtime Infrastructure) that supports IEEE 1516. In this paper, we provides the detailed modeling method of the complicated model that has hierarchical relationship such as the CFCS system in the submarine and that satisfies both of DEVS modeling method for the discrete event simulation and HLA modeling method for the distributed simulation.

Concurrency Control Using the Update Graph in Replicated Database Systems (중복 데이터베이스 시스템에서 갱신그래프를 이용한 동시성제어)

  • Choe, Hui-Yeong;Lee, Gwi-Sang;Hwang, Bu-Hyeon
    • The KIPS Transactions:PartD
    • /
    • v.9D no.4
    • /
    • pp.587-602
    • /
    • 2002
  • Replicated database system was emerged to resolve the problem of reduction of the availability and the reliability due to the communication failures and site errors generated at centralized database system. But if update transactions are many occurred, the update is equally executed for all replicated data. Therefore, there are many problems the same thing a message overhead generated by synchronization and the reduce of concurrency happened because of delaying the transaction. In this paper, I propose a new concurrency control algorithm for enhancing the degree of parallelism of the transaction in fully replicated database designed to improve the availability and the reliability. To improve the system performance in the replicated database should be performed the last operations in the submitted site of transactions and be independently executed update-only transactions composed of write-only transactions in all sites. I propose concurrency control method to maintain the consistency of the replicated database and reflect the result of update-only transactions in all sites. The superiority of the proposed method has been tested from the respondence and withdrawal rate. The results confirm the superiority of the proposed technique over classical correlation based method.