Cycles and knots in directed graphs are problems that can be associated with deadlocks in database and communication systems. Many algorithms to detect cycles and knots in directed graphs were proposed. Boukerche and ...
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ISBN:
(纸本)0769518532
Cycles and knots in directed graphs are problems that can be associated with deadlocks in database and communication systems. Many algorithms to detect cycles and knots in directed graphs were proposed. Boukerche and Tropper have proposed a distributed algorithm that solve the problem in a efficient away. Their algorithm has a message complexity of 2m vs. (at least) 4m for the Chandy and Misra algorithm, where in is the number of links in the graph, and requires 0 (n log n) bits of memory, where n is the number of nodes. We have implemented Boukerche and Tropper's algorithm according to the construction of processes of the CSP model. Our implementation was done. using JCSP, an implementation of CSP for Java, and the results are presented.
Many simulations and other applications need to interact seamlessly with distributed data resources. The Agent-Based Environment for Linking simulations (ABELS) allows the formation of a dynamic "data and simulat...
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ISBN:
(纸本)0769518532
Many simulations and other applications need to interact seamlessly with distributed data resources. The Agent-Based Environment for Linking simulations (ABELS) allows the formation of a dynamic "data and simulation cloud" that links a heterogeneous collection of networked resources. ABELS consists of three major types of components: user entities that serve as data producers and/or consumers, a brokering system for organizing and linking the various participants, and generic local agents that connect simulations and data resources to the cloud of participants. This paper presents the design of the distributed brokering system, which is implemented using Java and Sun Microsystems' Jini technology.
The High Level Architecture allows simulation components Of various hypes to be joined together into a federation to create a common virtual environment. However with the increased complexity of simulations, not all u...
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ISBN:
(纸本)0769518532
The High Level Architecture allows simulation components Of various hypes to be joined together into a federation to create a common virtual environment. However with the increased complexity of simulations, not all user requirements can be satisfied by a flat federation. The requirement of selective information hiding naturally suggests a Hierarchical Federations Architecture (HFA) where federations are organized into hierarchies so that a federation appears as a federate in an upper level federation. In order to provide reusability and interoperability at the federation level, a federation should be able to participate in different super-federations without requiring code modification. In this paper we present an approach to automatically construct the HFA. We describe the information that must be provided by the participating user federations and how this is used to construct the Universal Object Model (UOM) used by the super-FOMs (the FOMs of super-federations). We show how the structure for selective information hiding is generated from the user information and how gateway federates are automatically constructed to support super-FOM independence.
In this paper a not, model for communication in MANETs will be presented. Instead of omnidirectional transmissions, as assumed in most papers and all existing systems, the members are allowed to submit data in a fixed...
ISBN:
(纸本)0769514448
In this paper a not, model for communication in MANETs will be presented. Instead of omnidirectional transmissions, as assumed in most papers and all existing systems, the members are allowed to submit data in a fixed number of different directions (sector subdivision) and to adjust the transmission power in each sector separately. A simulation environment (simulation Environment for Ad Hoc Networks, SAHNE) will be presented that allows simulation of communication strategies in MANETs that use sector subdivision, and simulation results will be shown where communication paths are selected via hop-minimization or geometric spanner properties. SAHNE is based on C++ and common libraries, which ensures that it can be used on many different platforms. The experiments show the influence of different parameters in realistic scenarios, and using geometric routing seemed to be better than using hop-minimization.
A technique called updateable simulations is proposed to reduce the time to complete multiple executions of a discrete event simulation program. This technique updates the results of a prior simulation run rather than...
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This paper introduces a novel distributed computing environment designed as a simulation tool for the analysis of large and disaggregated data flows. Our research is based on a mapping between a large scale system, in...
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ISBN:
(纸本)9781581135916
This paper introduces a novel distributed computing environment designed as a simulation tool for the analysis of large and disaggregated data flows. Our research is based on a mapping between a large scale system, in which the interest of study is the modelling of disaggregated data flows, and a distributed computing environment, both being modelled as a graph. This distributed computing environment is a middleware that supports management and migration of computing objects. Its dynamic properties replicate the behaviour of large data flows, i.e., entities travelling between the different nodes of a graph. It also supports distribution and processing of objects at the appropriate level of granularity: the nodes of the computing graph. Such a property gives a high level of flexibility and scalability to the system, computing objects being distributed and processed at the local middleware level. The potential of our middleware is illustrated by a case study that simulates large passenger flows between the halls of an airport terminal.
We describe a novel approach to scalability and efficiency of parallel network simulation that partitions the networks into domains and simulation time into intervals. Each domain is simulated independently of and con...
This paper presents a scalable architecture for supporting large-scale interactive Internet games. In order to support a large number of participants and to divide the workload, the virtual world is divided into parti...
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There are many mapping schemes proposed in previous research on parallel proxy servers. The operations of these schemes are mainly, URL-based, and therefore cannot fully benefit from the new persistent connection feat...
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ISBN:
(纸本)0769515886
There are many mapping schemes proposed in previous research on parallel proxy servers. The operations of these schemes are mainly, URL-based, and therefore cannot fully benefit from the new persistent connection feature of HTTP/1.1. In this paper, we propose a site-based mapping scheme that forwards all requests targeting on the same web site to the same proxy server. The scheme then allows the proxy to use a single persistent connection to serve many client requests. The major advantage of the scheme is the reduction in the number of connection establish in en is. This reduction can save network bandwidth and reduce the user-experienced latency. simulation results show that the proposed site-based scheme reduces 40%-70% of the connection setups and teardowns when compared to a traditional URL-based mapping scheme.
The proceedings contain 20 papers. The topics discussed include: a load management system for running HLA-based distributedsimulations over the grid;PERFOSIM: a performance evaluation tool for HLA distributed simulat...
ISBN:
(纸本)0769518532
The proceedings contain 20 papers. The topics discussed include: a load management system for running HLA-based distributedsimulations over the grid;PERFOSIM: a performance evaluation tool for HLA distributedsimulations;bridging the HLA: problems and solutions;a next-generation internet federation object model for the HLA;automatic construction of hierarchical federations architecture;trade-offs in overhead vs. effectiveness of causality inconsistency tracking for preemptive rollback in optimistic simulation;performance evaluation of real time schedulers for a multicomputer;performance trade-off in distributedsimulation;using a software architecture description language to model the architecture and run-time performance of a federate;and software design for implementation of the selectively reliable multicast protocol.
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