8,152 research outputs found

    Partially ordered distributed computations on asynchronous point-to-point networks

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    Asynchronous executions of a distributed algorithm differ from each other due to the nondeterminism in the order in which the messages exchanged are handled. In many situations of interest, the asynchronous executions induced by restricting nondeterminism are more efficient, in an application-specific sense, than the others. In this work, we define partially ordered executions of a distributed algorithm as the executions satisfying some restricted orders of their actions in two different frameworks, those of the so-called event- and pulse-driven computations. The aim of these restrictions is to characterize asynchronous executions that are likely to be more efficient for some important classes of applications. Also, an asynchronous algorithm that ensures the occurrence of partially ordered executions is given for each case. Two of the applications that we believe may benefit from the restricted nondeterminism are backtrack search, in the event-driven case, and iterative algorithms for systems of linear equations, in the pulse-driven case

    The Role of Structural Reflection in Distributed Virtual Reality

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    The emergence of collaborative virtual world applications that run over the Internet has presented Virtual Reality (VR) application designers with new challenges. In an environment where the public internet streams multimedia data and is constantly under pressure to deliver over widely heterogeneous user-platforms, there has been a growing need that distributed virtual world applications be aware of and adapt to frequent variations in their context of execution. In this paper, we argue that in contrast to research efforts targeted at improvement of scalability, persistence and responsiveness capabilities, much less attempts have been aimed at addressing the flexibility, maintainability and extensibility requirements in contemporary Distributed VR applications. We propose the use of structural reflection as an approach that not only addresses these requirements but also offers added value in the form of providing a framework for scalability, persistence and responsiveness that is itself flexible, maintainable and extensible

    VCube-PS: A Causal Broadcast Topic-based Publish/Subscribe System

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    In this work we present VCube-PS, a topic-based Publish/Subscribe system built on the top of a virtual hypercube-like topology. Membership information and published messages are broadcast to subscribers (members) of a topic group over dynamically built spanning trees rooted at the publisher. For a given topic, the delivery of published messages respects the causal order. VCube-PS was implemented on the PeerSim simulator, and experiments are reported including a comparison with the traditional Publish/Subscribe approach that employs a single rooted static spanning-tree for message distribution. Results confirm the efficiency of VCube-PS in terms of scalability, latency, number and size of messages.Comment: Improved text and performance evaluation. Added proof for the algorithms (Section 3.4

    Survey on the Event Orderings Semantics Used for Distributed System

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    Event ordering in distributed system (DS) is disputable and proactive subject in DS particularly with the emergence of multimedia synchronization. According to the literature, different type of event ordering is used for different DS mode such as asynchronous or synchronous. Recently, there are several novel implementation of these types introduced to fulfill the demand for establishing a certain order according to a specific criterion in DS with lighter complexity.Comment: 9 page

    Total order in opportunistic networks

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    Opportunistic network applications are usually assumed to work only with unordered immutable messages, like photos, videos, or music files, while applications that depend on ordered or mutable messages, like chat or shared contents editing applications, are ignored. In this paper, we examine how total ordering can be achieved in an opportunistic network. By leveraging on existing dissemination and causal order algorithms, we propose a commutative replicated data type algorithm on the basis of Logoot for achieving total order without using tombstones in opportunistic networks where message delivery is not guaranteed by the routing layer. Our algorithm is designed to use the nature of the opportunistic network to reduce the metadata size compared to the original Logoot, and even to achieve in some cases higher hit rates compared to the dissemination algorithms when no order is enforced. Finally, we present the results of the experiments for the new algorithm by using an opportunistic network emulator, mobility traces, and Wikipedia pages.Peer ReviewedPostprint (author's final draft

    Specification architecture

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    Scalability approaches for causal multicast: a survey

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    The final publication is available at Springer via http://dx.doi.org/10.1007/s00607-015-0479-0Many distributed services need to be scalable: internet search, electronic commerce, e-government... In order to achieve scalability, high availability and fault tolerance, such applications rely on replicated components. Because of the dynamics of growth and volatility of customer markets, applications need to be hosted by adaptive, highly scalable systems. In particular, the scalability of the reliable multicast mechanisms used for supporting the consistency of replicas is of crucial importance. Reliable multicast might propagate updates in a pre-determined order (e.g., FIFO, total or causal). Since total order needs more communication rounds than causal order, the latter appears to be the preferable candidate for achieving multicast scalability, although the consistency guarantees based on causal order are weaker than those of total order. This paper provides a historical survey of different scalability approaches for reliable causal multicast protocols.This work was supported by European Regional Development Fund (FEDER) and Ministerio de Economia y Competitividad (MINECO) under research Grant TIN2012-37719-C03-01.Juan MarĂ­n, RD.; Decker, H.; ArmendĂĄriz ĂĂ±igo, JE.; Bernabeu AubĂĄn, JM.; Muñoz EscoĂ­, FD. (2016). Scalability approaches for causal multicast: a survey. Computing. 98(9):923-947. https://doi.org/10.1007/s00607-015-0479-0S923947989Adly N, Nagi M (1995) Maintaining causal order in large scale distributed systems using a logical hierarchy. In: IASTED Intnl Conf on Appl Inform, pp 214–219Aguilera MK, Chen W, Toueg S (1997) Heartbeat: a timeout-free failure detector for quiescent reliable communication. In: 11th Intnl Wshop on Distrib Alg (WDAG), SaarbrĂŒcken, pp 126–140Almeida JB, Almeida PS, Baquero C (2004) Bounded version vectors. 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    Multimedia Multicast Transport Service for

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    Reliability carries different meanings for different applications. For example, in a replicated database setting, reliability means that messages are never lost, and that messages arrive in the same order at all sites. In order to guarantee this reliability property, it is acceptable to sacrifice real-time message delivery: some messages may be greatly delayed, and at certain periods message transmission may even be blocked. While this is perfectly acceptable behavior for a reliable database application, this behavior is intolerable for a reliable video server. For a continuous MPEG video player [20, 19], reliability means real-time message delivery, at a certain bandwidth; It is acceptable for some messages to be lost, as long as the available bandwidth complies with certain predetermined stochastic assumptions. Introducing database style reliability (i.e. message recovery and order constraints) may violate these assumptions, rendering the MPEG decoding algorithm incorrect. Many CSCW groupware and multimedia applications require quality of service multicast for most of their messages, and may greatly benefit from reliable multicast for a small portion of “critical ” messages. Furthermore, such applications often need to be fault-tolerant, and need to support smooth reconfiguration when parties join or leave

    On Consistency and Network Latency in Distributed Interactive Applications: A Survey—Part I

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    This paper is the first part of a two-part paper that documents a detailed survey of the research carried out on consistency and latency in distributed interactive applications (DIAs) in recent decades. Part I reviews the terminology associated with DIAs and offers definitions for consistency and latency. Related issues such as jitter and fidelity are also discussed. Furthermore, the various consistency maintenance mechanisms that researchers have used to improve consistency and reduce latency effects are considered. These mechanisms are grouped into one of three categories, namely time management, Information management and system architectural management. This paper presents the techniques associated with the time management category. Examples of such mechanisms include time warp, lock step synchronisation and predictive time management. The remaining two categories are presented in part two of the survey
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