2,518 research outputs found

    Mesmerizer: A Effective Tool for a Complete Peer-to-Peer Software Development Life-cycle

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    In this paper we present what are, in our experience, the best practices in Peer-To-Peer(P2P) application development and how we combined them in a middleware platform called Mesmerizer. We explain how simulation is an integral part of the development process and not just an assessment tool. We then present our component-based event-driven framework for P2P application development, which can be used to execute multiple instances of the same application in a strictly controlled manner over an emulated network layer for simulation/testing, or a single application in a concurrent environment for deployment purpose. We highlight modeling aspects that are of critical importance for designing and testing P2P applications, e.g. the emulation of Network Address Translation and bandwidth dynamics. We show how our simulator scales when emulating low-level bandwidth characteristics of thousands of concurrent peers while preserving a good degree of accuracy compared to a packet-level simulator

    Improving Large-Scale Network Traffic Simulation with Multi-Resolution Models

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    Simulating a large-scale network like the Internet is a challenging undertaking because of the sheer volume of its traffic. Packet-oriented representation provides high-fidelity details but is computationally expensive; fluid-oriented representation offers high simulation efficiency at the price of losing packet-level details. Multi-resolution modeling techniques exploit the advantages of both representations by integrating them in the same simulation framework. This dissertation presents solutions to the problems regarding the efficiency, accuracy, and scalability of the traffic simulation models in this framework. The ``ripple effect\u27\u27 is a well-known problem inherent in event-driven fluid-oriented traffic simulation, causing explosion of fluid rate changes. Integrating multi-resolution traffic representations requires estimating arrival rates of packet-oriented traffic, calculating the queueing delay upon a packet arrival, and computing packet loss rate under buffer overflow. Real time simulation of a large or ultra-large network demands efficient background traffic simulation. The dissertation includes a rate smoothing technique that provably mitigates the ``ripple effect\u27\u27, an accurate and efficient approach that integrates traffic models at multiple abstraction levels, a sequential algorithm that achieves real time simulation of the coarse-grained traffic in a network with 3 tier-1 ISP (Internet Service Provider) backbones using an ordinary PC, and a highly scalable parallel algorithm that simulates network traffic at coarse time scales

    Queue Dynamics With Window Flow Control

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    This paper develops a new model that describes the queueing process of a communication network when data sources use window flow control. The model takes into account the burstiness in sub-round-trip time (RTT) timescales and the instantaneous rate differences of a flow at different links. It is generic and independent of actual source flow control algorithms. Basic properties of the model and its relation to existing work are discussed. In particular, for a general network with multiple links, it is demonstrated that spatial interaction of oscillations allows queue instability to occur even when all flows have the same RTTs and maintain constant windows. The model is used to study the dynamics of delay-based congestion control algorithms. It is found that the ratios of RTTs are critical to the stability of such systems, and previously unknown modes of instability are identified. Packet-level simulations and testbed measurements are provided to verify the model and its predictions

    Parallel and Distributed Immersive Real-Time Simulation of Large-Scale Networks

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    Network emulation focusing on QoS-Oriented satellite communication

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    This chapter proposes network emulation basics and a complete case study of QoS-oriented Satellite Communication

    Discrete-Event Fluid Modeling of Background TCP Traffic

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    TCP is the most widely used transport layer protocol used in the internet today. A TCP session adapts the demands it places on the network to observations of bandwidth availability on the network. Because TCP is adaptive, any model of its behavior that aspires to be accurate must be influenced by other network traffic. This point is especially important in the context of using simulation to evaluate some new network algorithm of interest (e.g. reliable multi-cast) in an environment where the background traffic affects---and is affected by---its behavior. We need to generate background traffic efficiently in a way that captures the salient features of TCP, while the reference and background traffic representations interact with each other. This paper describes a fluid model of TCP and a switching model that has flows represented by fluids interacting with packet-oriented flows. We describe conditions under which a fluid model produces exactly the same behavior as a packet-oriented model, and we quantify the performance advantages of the approach both analytically and empirically. We observe that very significant speedups may be attained while keeping high accuracy

    The fluid flow approximation of the TCP vegas and reno congestion control mechanism

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    TCP congestion control algorithms have been design to improve Internet transmission performance and stability. In recent years the classic Tahoe/Reno/NewReno TCP congestion control, based on losses as congestion indicators, has been improved and many congestion control algorithms have been proposed. In this paper the performance of standard TCP NewReno algorithm is compared to the performance of TCP Vegas, which tries to avoid congestion by reducing the congestion window (CWND) size before packets are lost. The article uses fluid flow approximation to investigate the influence of the two above-mentioned TCP congestion control mechanisms on CWND evolution, packet loss probability, queue length and its variability. Obtained results show that TCP Vegas is a fair algorithm, however it has problems with the use of available bandwidth
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