10,094 research outputs found

    A responsive client architecture with local object behavior deployment

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    Information Systems with a large user base require thin client technology due to deployment issues. Configuration and version management, added to maintenance cost are major players on this decision. However, heavy traffic loads and network latency impose severe penalties on users. A candidate solution to this problem must optimize users ergonomics whilst keeping maintenance costs low. In a straightforward approach, client architectures should provide web deployable local processing facilities. This paper describes an architecture based on the MVC paradigm capable of porting portions of the system to client executable scripts. Required entities are encapsulated in XML carriers and exchanged on demand between client and server side systems. Numerous user interactions are executed on the client side, relieving the network and improving responsivity. This solution not only enhances ergonomics but is also highly scalabled, delegating tasks to the greater number of client machines, whereas focusing server activity on more relevant operations

    Analysis domain model for shared virtual environments

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    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model

    Revisiting Actor Programming in C++

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    The actor model of computation has gained significant popularity over the last decade. Its high level of abstraction makes it appealing for concurrent applications in parallel and distributed systems. However, designing a real-world actor framework that subsumes full scalability, strong reliability, and high resource efficiency requires many conceptual and algorithmic additives to the original model. In this paper, we report on designing and building CAF, the "C++ Actor Framework". CAF targets at providing a concurrent and distributed native environment for scaling up to very large, high-performance applications, and equally well down to small constrained systems. We present the key specifications and design concepts---in particular a message-transparent architecture, type-safe message interfaces, and pattern matching facilities---that make native actors a viable approach for many robust, elastic, and highly distributed developments. We demonstrate the feasibility of CAF in three scenarios: first for elastic, upscaling environments, second for including heterogeneous hardware like GPGPUs, and third for distributed runtime systems. Extensive performance evaluations indicate ideal runtime behaviour for up to 64 cores at very low memory footprint, or in the presence of GPUs. In these tests, CAF continuously outperforms the competing actor environments Erlang, Charm++, SalsaLite, Scala, ActorFoundry, and even the OpenMPI.Comment: 33 page

    Analysis and operational challenges of dynamic ride sharing demand responsive transportation models

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    There is a wide body of evidence that suggests sustainable mobility is not only a technological question, but that automotive technology will be a part of the solution in becoming a necessary albeit insufficient condition. Sufficiency is emerging as a paradigm shift from car ownership to vehicle usage, which is a consequence of socio-economic changes. Information and Communication Technologies (ICT) now make it possible for a user to access a mobility service to go anywhere at any time. Among the many emerging mobility services, Multiple Passenger Ridesharing and its variants look the most promising. However, challenges arise in implementing these systems while accounting specifically for time dependencies and time windows that reflect users’ needs, specifically in terms of real-time fleet dispatching and dynamic route calculation. On the other hand, we must consider the feasibility and impact analysis of the many factors influencing the behavior of the system – as, for example, service demand, the size of the service fleet, the capacity of the shared vehicles and whether the time window requirements are soft or tight. This paper analyzes - a Decision Support System that computes solutions with ad hoc heuristics applied to variants of Pick Up and Delivery Problems with Time Windows, as well as to Feasibility and Profitability criteria rooted in Dynamic Insertion Heuristics. To evaluate the applications, a Simulation Framework is proposed. It is based on a microscopic simulation model that emulates real-time traffic conditions and a real traffic information system. It also interacts with the Decision Support System by feeding it with the required data for making decisions in the simulation that emulate the behavior of the shared fleet. The proposed simulation framework has been implemented in a model of Barcelona’s Central Business District. The obtained results prove the potential feasibility of the mobility concept.Postprint (published version
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