148,907 research outputs found

    Building Interactive Distributed Applications in C++ with The Programmers\u27 Playground

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    The objective of The Programmers\u27 Playground, described in this manual, is to provide a development environment and underlying support for end-user construction of distributed multimedia applications from reusable self-describing software components. Playground provides a set of software tools and a methodology for simplifying the design and construction of applications that interact with each other and with people in a distributed computer system. This manual explains how to write interactive distributed applications using Playground. The only background necessary to get started is an understanding of basic data structures and control constructs in C++. If you already know C++, then with the tools provided by Playground, you will be able to write distributed applications without learning a new programming language and without needing to learn about how communication works in a distributed system

    Recent developments of MidiShare

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    International audienceMidiShare is a real-time multi-tasks musical operating system first presented at the ICMC 89. Based on a client/server model, MidiShare offers fast and accurate real-time performances, multi-platform support, powerful inter-application communications, while considerably simplifying the development of complex real-time musical applications. MidiShare has been used by our institution for internal developments for more than 7 years. It was awarded by the Apple Trophy 89 and the Paris-Cité 90 prize. Today, it is evolving toward a distributed multi-platform environment. The poster session will present and demonstrate its recent developments: the MidiShare environment, the developer's kit and documentation, multi-platform development issues, libraries, Ethernet support, compatibility with other systems and third parties applications

    Prototyping Virtual Data Technologies in ATLAS Data Challenge 1 Production

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    For efficiency of the large production tasks distributed worldwide, it is essential to provide shared production management tools comprised of integratable and interoperable services. To enhance the ATLAS DC1 production toolkit, we introduced and tested a Virtual Data services component. For each major data transformation step identified in the ATLAS data processing pipeline (event generation, detector simulation, background pile-up and digitization, etc) the Virtual Data Cookbook (VDC) catalogue encapsulates the specific data transformation knowledge and the validated parameters settings that must be provided before the data transformation invocation. To provide for local-remote transparency during DC1 production, the VDC database server delivered in a controlled way both the validated production parameters and the templated production recipes for thousands of the event generation and detector simulation jobs around the world, simplifying the production management solutions.Comment: Talk from the 2003 Computing in High Energy and Nuclear Physics (CHEP03), La Jolla, Ca, USA, March 2003, 5 pages, 3 figures, pdf. PSN TUCP01

    Analysis and control of complex collaborative design systems

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    This paper presents a novel method for modelling the complexity of collaborative design systems based on its analysis and proposes a solution to reducing complexity and improving performance of such systems. The interaction and interfacing properties among many components of a complex design system are analysed from different viewpoints and then a complexity model for collaborative design is established accordingly. In order to simplify complexity and improve performance of collaborative design, a general solution of decomposing a whole system into sub-systems and using unified interface mechanism between them has been proposed. This proposed solution has been tested with a case study. It has been shown that the proposed solution is meaningful and practical

    Communications software performance prediction

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    Software development can be costly and it is important that confidence in a software system be established as early as possible in the design process. Where the software supports communication services, it is essential that the resultant system will operate within certain performance constraints (e.g. response time). This paper gives an overview of work in progress on a collaborative project sponsored by BT which aims to offer performance predictions at an early stage in the software design process. The Permabase architecture enables object-oriented software designs to be combined with descriptions of the network configuration and workload as a basis for the input to a simulation model which can predict aspects of the performance of the system. The prototype implementation of the architecture uses a combination of linked design and simulation tools

    Middleware for Wireless Sensor Networks: An Outlook

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    In modern distributed computing, applications are rarely built directly atop operating system facilities, e.g., sockets. Higher-level middleware abstractions and systems are often employed to simplify the programmer’s chore or to achieve interoperability. In contrast, real-world wireless sensor network (WSN) applications are almost always developed by relying directly on the operating system. Why is this the case? Does it make sense to include a middleware layer in the design of WSNs? And, if so, is it the same kind of software system as in traditional distributed computing? What are the fundamental concepts, reasonable assumptions, and key criteria guiding its design? What are the main open research challenges, and the potential pitfalls? Most importantly, is it worth pursuing research in this field? This paper provides a (biased) answer to these and other research questions, preceded by a brief account on the state of the art in the field
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