55,594 research outputs found

    SPAWN: Service Provision in Ad-hoc Wireless Networks

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    The increasing ubiquity of wireless mobile computing platforms has opened up the potential for unprecedented levels of communication, coordination and collaboration among mobile computing devices, most of which will occur in an ad hoc, on-demand manner. This paper describes SPAWN, a middleware supporting service provision in ad-hoc wireless networks. The aim of SPAWN is to provide the software resources on mobile devices that facilitate electronic collaboration. This is achieved by applying the principles of service oriented computing (SOC), an emerging paradigm that has seen success in wired settings. SPAWN is an adaptation and extension of the Jini model of SOC to ad-hoc networks. The key contributions of SPAWN are (1) a completely decentralized service advertisement and request system that is geared towards handling the unpredictability and dynamism of mobile ad-hoc networks, (2) an automated code management system that can fetch, use and dispose of binaries on an on-demand basis, (3) a mechanism supporting the logical mobility of services, (4) an upgrade mechanism to extend the life cycle of services, and (5) a lightweight security model that secures all interactions, which is essential in an open environment. We discuss the software architecture, a Java implementation, sample applications and an empirical evaluation of the system

    The SATIN component system - a metamodel for engineering adaptable mobile systems

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    Mobile computing devices, such as personal digital assistants and mobile phones, are becoming increasingly popular, smaller, and more capable. We argue that mobile systems should be able to adapt to changing requirements and execution environments. Adaptation requires the ability-to reconfigure the deployed code base on a mobile device. Such reconfiguration is considerably simplified if mobile applications are component-oriented rather than monolithic blocks of code. We present the SATIN (system adaptation targeting integrated networks) component metamodel, a lightweight local component metamodel that offers the flexible use of logical mobility primitives to reconfigure the software system by dynamically transferring code. The metamodel is implemented in the SATIN middleware system, a component-based mobile computing middleware that uses the mobility primitives defined in the metamodel to reconfigure both itself and applications that it hosts. We demonstrate the suitability of SATIN in terms of lightweightedness, flexibility, and reusability for the creation of adaptable mobile systems by using it to implement, port, and evaluate a number of existing and new applications, including an active network platform developed for satellite communication at the European space agency. These applications exhibit different aspects of adaptation and demonstrate the flexibility of the approach and the advantages gaine

    Towards a mobile computing middleware: a synergy of reflection and mobile code techniques

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    The increasing popularity of wireless devices, such as mobile phones, personal digital assistants, watches and the like. is enabling new classes of applications that present challenging problems to designers. Applications have to be aware of, and adapt to, frequent variations in the context of execution, such as fluctuating network bandwidth, decreasing batten, power, changes in location or device capabilities, and so on. In this paper, we argue that middleware solutions for wired distributed systems cannot be used in a mobile setting, as the principle of transparency that has driven their design runs counter to the new degrees of awareness imposed by mobility: We propose a synergy of reflection and code mobility as a means for middleware to give applications the desired level of flexibility to react to changes happening in the environment, including those that have not necessarily been foreseen by middleware designers. We ruse the sharing and processing of images as an application scenario to highlight the advantages of our approach

    Forum Session at the First International Conference on Service Oriented Computing (ICSOC03)

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    The First International Conference on Service Oriented Computing (ICSOC) was held in Trento, December 15-18, 2003. The focus of the conference ---Service Oriented Computing (SOC)--- is the new emerging paradigm for distributed computing and e-business processing that has evolved from object-oriented and component computing to enable building agile networks of collaborating business applications distributed within and across organizational boundaries. Of the 181 papers submitted to the ICSOC conference, 10 were selected for the forum session which took place on December the 16th, 2003. The papers were chosen based on their technical quality, originality, relevance to SOC and for their nature of being best suited for a poster presentation or a demonstration. This technical report contains the 10 papers presented during the forum session at the ICSOC conference. In particular, the last two papers in the report ere submitted as industrial papers

    TANGO: Transparent heterogeneous hardware Architecture deployment for eNergy Gain in Operation

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    The paper is concerned with the issue of how software systems actually use Heterogeneous Parallel Architectures (HPAs), with the goal of optimizing power consumption on these resources. It argues the need for novel methods and tools to support software developers aiming to optimise power consumption resulting from designing, developing, deploying and running software on HPAs, while maintaining other quality aspects of software to adequate and agreed levels. To do so, a reference architecture to support energy efficiency at application construction, deployment, and operation is discussed, as well as its implementation and evaluation plans.Comment: Part of the Program Transformation for Programmability in Heterogeneous Architectures (PROHA) workshop, Barcelona, Spain, 12th March 2016, 7 pages, LaTeX, 3 PNG figure

    A Framework for Evaluating Model-Driven Self-adaptive Software Systems

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    In the last few years, Model Driven Development (MDD), Component-based Software Development (CBSD), and context-oriented software have become interesting alternatives for the design and construction of self-adaptive software systems. In general, the ultimate goal of these technologies is to be able to reduce development costs and effort, while improving the modularity, flexibility, adaptability, and reliability of software systems. An analysis of these technologies shows them all to include the principle of the separation of concerns, and their further integration is a key factor to obtaining high-quality and self-adaptable software systems. Each technology identifies different concerns and deals with them separately in order to specify the design of the self-adaptive applications, and, at the same time, support software with adaptability and context-awareness. This research studies the development methodologies that employ the principles of model-driven development in building self-adaptive software systems. To this aim, this article proposes an evaluation framework for analysing and evaluating the features of model-driven approaches and their ability to support software with self-adaptability and dependability in highly dynamic contextual environment. Such evaluation framework can facilitate the software developers on selecting a development methodology that suits their software requirements and reduces the development effort of building self-adaptive software systems. This study highlights the major drawbacks of the propped model-driven approaches in the related works, and emphasise on considering the volatile aspects of self-adaptive software in the analysis, design and implementation phases of the development methodologies. In addition, we argue that the development methodologies should leave the selection of modelling languages and modelling tools to the software developers.Comment: model-driven architecture, COP, AOP, component composition, self-adaptive application, context oriented software developmen

    Report from GI-Dagstuhl Seminar 16394: Software Performance Engineering in the DevOps World

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    This report documents the program and the outcomes of GI-Dagstuhl Seminar 16394 "Software Performance Engineering in the DevOps World". The seminar addressed the problem of performance-aware DevOps. Both, DevOps and performance engineering have been growing trends over the past one to two years, in no small part due to the rise in importance of identifying performance anomalies in the operations (Ops) of cloud and big data systems and feeding these back to the development (Dev). However, so far, the research community has treated software engineering, performance engineering, and cloud computing mostly as individual research areas. We aimed to identify cross-community collaboration, and to set the path for long-lasting collaborations towards performance-aware DevOps. The main goal of the seminar was to bring together young researchers (PhD students in a later stage of their PhD, as well as PostDocs or Junior Professors) in the areas of (i) software engineering, (ii) performance engineering, and (iii) cloud computing and big data to present their current research projects, to exchange experience and expertise, to discuss research challenges, and to develop ideas for future collaborations

    Domino: exploring mobile collaborative software adaptation

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    Social Proximity Applications (SPAs) are a promising new area for ubicomp software that exploits the everyday changes in the proximity of mobile users. While a number of applications facilitate simple file sharing between co–present users, this paper explores opportunities for recommending and sharing software between users. We describe an architecture that allows the recommendation of new system components from systems with similar histories of use. Software components and usage histories are exchanged between mobile users who are in proximity with each other. We apply this architecture in a mobile strategy game in which players adapt and upgrade their game using components from other players, progressing through the game through sharing tools and history. More broadly, we discuss the general application of this technique as well as the security and privacy challenges to such an approach
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