Дисертації з теми "Client-server architectures"

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1

Abdul-Fatah, Istabrak N. "Performance of CORBA-based client-server architectures." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp04/mq22114.pdf.

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2

Chowdhury, Evan. "Application Development Using Client-Server Technology." Fogler Library, University of Maine, 2004. http://www.library.umaine.edu/theses/pdf/ChowdhuryE2004.pdf.

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3

Slaydon, Samuel L. "Assessing server fault tolerance and disaster recovery implementation in thin client architectures." Thesis, Monterey, Calif. : Naval Postgraduate School, 2007. http://bosun.nps.edu/uhtbin/hyperion-image.exe/07Sep%5FSlaydon.pdf.

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Анотація:
Thesis (M.S. in Information Technology Management)--Naval Postgraduate School, September 2007.
Thesis Advisor(s): Brinkley, Douglas. "September 2007." Description based on title screen as viewed on October 26, 2007. Includes bibliographical references (p. 45-46). Also available in print.
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4

Kivistö, K. (Kari). "A third generation object-oriented process model:roles and architectures in focus." Doctoral thesis, University of Oulu, 2000. http://urn.fi/urn:isbn:9514258371.

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Abstract This thesis examines and evaluates the Object-Oriented Client/Server (OOCS) model, a process model that can be used when IT organizations develop object-oriented client/server applications. In particular, it defines the roles in the development team and combines them into the process model. Furthermore, the model focuses on the client/server architecture, considering it explicitly. The model has been under construction for several years and it has been tested in a number of industrial projects. Feedback from practice has thus been an important source when the model has been evolving into its current form. Another source for evolution has been other process models and technical progress in this field. This thesis reveals the theoretical and practical aspects that have influenced the model's characteristics and developmnt. The object-oriented paradigm has been the driving force when creating the OOCS model. The first object-oriented development models were, however, both inadequate and contradictory to each other. The OOCS model utilizes the best practices from these early models. The model also defines artifacts to be delivered in each phase. The artifacts are synchronized with the Unified Modeling Language (UML), a new standard modeling notation. From the very beginning the OOCS model has included a strong client/server viewpoint, which is not stated so clearly in other object-oriented models. A three-tier division of the application (presentation, business logic, data management) can be found in each phase. This division has become crucial in recent years, when applications have been built on distributed architecture. The team-based roles included in the model are based on the work of a few other researchers, although this topic has not gained the importance it should have had. Namely, it is people that develop the application and their involvement in the process should be stated explicitly. The roles of the developers are closely connected to the OOCS process model via the concept of activities included in the model. The roles concentrate mainly on project members, but company-level aspects have also been considered. This thesis summarizes the work carried out in the last five years. It shows how the model has evolved in practice and how other models have contributed to it. The team-based OOCS model is in use in some IT organizations. The cases presented in this thesis illustrate how to adapt the model into specific organizational needs.
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5

Akin, Ramis O'Brien Frederick P. "Analysis of Java distributed architectures in designing and implementing a client/server database system /." Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1998. http://handle.dtic.mil/100.2/ADA347186.

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6

Akin, Ramis, and Frederick P. O'Brien. "Analysis of Java distributed architectures in designing and implementing a client/server database system." Thesis, Monterey, California. Naval Postgraduate School, 1998. http://hdl.handle.net/10945/7929.

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Анотація:
Approved for public release; distribution is unlimited
Having timely and accurate information is essential for effective management practices and optimization of limited resources. Information is scattered throughout organizations and must be easily accessible. A new solution is needed for effective and efficient management of data in today's distributed client/server environment. Java is destined to become a language for distributed computing. Java Development Kit (JDK) comes with a broad range of classes for network and database programming. Java Database Connectivity (JDBC) is one such class for providing client/server database access. There are many different approaches in using JDBC, ranging from low level socket programming, to a more abstract middleware approach. This thesis will analyze three different approaches: Sockets, Remote Method Invocation (RMI) and Commercial Middleware servers. Among the three approaches this thesis examined, database access through RMI is the most viable approach because it uses an effective distributed object model. RMI abstracts the communication interface to the level of a procedure call. Instead of working directly with sockets, programmers can invoke a remote procedure as if it resided locally
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7

Judge, Paul Q. "Security and protection architectures for large-scale content distribution." Diss., Georgia Institute of Technology, 2002. http://hdl.handle.net/1853/9217.

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8

Winn, Joshua D. "Integration of Massive Multiplayer Online Role-Playing Games Client-Server Architectures with Collaborative Multi-User Engineering CAx Tools." BYU ScholarsArchive, 2012. https://scholarsarchive.byu.edu/etd/6209.

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This research presents a new method for integrating client server architectures that are used for the development of Massive Online Role Playing Games (MMORPG) into multi-user engineering software tools. The new method creates a new architecture named CAx Connect by changing the client-pull-server communication pipeline to a server-push-client communication pipeline, effectively reducing the amount of bandwidth consumed and allowing these tools to utilize multiple server processors for complex calculations. This method was used on the new NX Connect multi-user CAx prototype developed at BYU. The new method provides a road map to further implement this architecture and its services into additional multi-user CAx tools. To demonstrate the effectiveness of this technology, a prototype architecture was built to provide a front end service, a message relay service, and a database insertion service, which were integrated into the current architecture. The front end service provides load balancing of clients, while the feature administration service passes messages throughout the architecture. The database insertion service inserts features passed from the NX Connect client into the database. The results show that this architecture is more efficient and that a scalable architecture was created, successfully demonstrating the integration of this architecture with multi-user CAx tools.
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9

Mather, Jonathan, and Nancy Shaw. "RANGE SAFETY CASE STUDY: WESTERN RANGE CENTRALIZED TELEMETRY PROCESSING SYSTEM (WR CTPS), A LARGE DISTRIBUTED GROUND SYSTEM." International Foundation for Telemetering, 2007. http://hdl.handle.net/10150/604505.

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Анотація:
ITC/USA 2007 Conference Proceedings / The Forty-Third Annual International Telemetering Conference and Technical Exhibition / October 22-25, 2007 / Riviera Hotel & Convention Center, Las Vegas, Nevada
This paper presents a case study of the Western Range Centralized Telemetry Processing Subsystem (WR CTPS). This system was developed by Lockheed Martin Integrated Systems and Global Services and L-3 Communications Telemetry-West as part of the Range Standardization and Automation (RSA) IIA program. Requirements included real-time simultaneous acquisition of 16 PCM streams at rates of up to 30M bits per second; real-time processing; and data display on workstations connected over a gigabit Ethernet network. This system is designed for range safety and needs to be fault-tolerant while maintaining 100 percent data availability in the event of a single failure during an operation. The development of such a system demanded a rigorous Systems Engineering approach to ensure the successful upgrade and deployment onto the range infrastructure. This case study provides an overview of the system technical requirements and its architecture. The summary presents challenges encountered during the development and lessons learned while meeting them.
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10

Коломієць, Ольга Вікторівна. "Телеграм-бот для класифікації зображень твердих побутових відходів". Магістерська робота, Хмельницький національний університет, 2020. http://elar.khnu.km.ua/jspui/handle/123456789/9374.

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Анотація:
Дипломна робота магістра присвячена розробленню інформаційної системи для класифікації твердих побутових відходів. У роботі спроектовано та розроблено класифікатор зображень твердих побутових відходів з використанням згорткових нейронних мереж. Вперше використано інтерфейс програмного забезпечення Телеграм для реалізації системи класифікації таких зображень.
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11

Tang, Jia. "An agent-based peer-to-peer grid computing architecture." Access electronically, 2005. http://www.library.uow.edu.au/adt-NWU/public/adt-NWU20060508.151716/index.html.

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12

Lee, Min-Wei. "Vacation system." CSUSB ScholarWorks, 2005. https://scholarworks.lib.csusb.edu/etd-project/2829.

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The purpose of this project was to explore the use of Web services to solve enterprise computing problems. XML-based Web services allow complex information systems to be subdivided. In order to explore this architectural paradigm, two systems were built: an employee records sytem, and a vacation system.
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13

Wijegunaratne, Indrajit Kitsiri. "Management of information systems in a client/server environment : an architecture for client/server applications." Thesis, University of London, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.307521.

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14

Voruganti, Kaladhar. "An adaptive hybrid server architecture for client-server object database management systems." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/NQ60355.pdf.

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15

Krupina, Olga. "NeuroSim: neural simulation system with a client server architecture." [S.l. : s.n.], 2005. http://www.diss.fu-berlin.de/2005/173/index.html.

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16

Brockett, Douglas M., and Nancy J. Aramaki. "A Software Architecture for Client-Server Telemetry Data Analysis." International Foundation for Telemetering, 1994. http://hdl.handle.net/10150/611646.

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Анотація:
International Telemetering Conference Proceedings / October 17-20, 1994 / Town & Country Hotel and Conference Center, San Diego, California
An increasing need among telemetry data analysts for new mechanisms for efficient access to high-speed data in distributed environments has led BBN to develop a new architecture for data analysis. The data sets of concern can be from either real-time or post-test sources. This architecture consists of an expandable suite of tools based upon a data distribution software "backbone" which allows the interchange of high volume data streams among server processes and client workstations. One benefit of this architecture is that it allows one to assemble software systems from a set of off-the-shelf, interoperable software modules. This modularity and interoperability allows these systems to be configurable and customizable, while requiring little applications programming by the system integrator.
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17

Lehmann, Heiko. "Client, server based statistical computing." Doctoral thesis, [S.l. : s.n.], 2004. http://deposit.ddb.de/cgi-bin/dokserv?idn=972652175.

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18

Abdullah, Miran Taha. "Smart Client-Server Protocol and Architecture for Adaptive Multimedia Streaming." Doctoral thesis, Universitat Politècnica de València, 2018. http://hdl.handle.net/10251/103324.

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Анотація:
En los últimos años, el consumo de servicios multimedia ha aumentado y se prevé que esta tendencia continúe en un futuro próximo, convirtiendo el tema de la evaluación de la Calidad de la Experiencia (QoE) en un tema muy importante para valorar el servicio de los proveedores. En este sentido, la optimización de la QoE recibe cada vez más atención ya que las soluciones actuales no han tenido en cuenta, la adaptación, la viabilidad, la rentabi-lidad y la fiabilidad. La presente memoria se centra en la caracterización, diseño, desarrollo y evaluación de diferentes aplicaciones multimedia, con el fin de optimizar la QoE. Por tanto, este trabajo investiga la influencia que la infraestructura de redes, las características de los videos y los terminales de los usuarios, presentan en la QoE de los servicios multimedia actuales en Internet. Esta tesis se basa en la investigación exhaustiva de la evaluación subjetiva y objetiva de QoE en redes heterogéneas. Los desafíos y cuestiones relacionados con el estado de la técnica y se discuten en esta disertación. En la primera fase, diseñamos una metodología de prueba para evaluar la QoE en la transmisión de video en directo y a través de plataformas de video bajo demanda en redes Wi-Fi y celulares. A partir de esta fase inicial, propondremos los problemas a investigar y las preguntas para resolver a lo largo de esta disertación. Nuestra metodología hace uso de métricas subjetivas y objetivas para evaluar la QoE percibida por los usuarios finales. Se realiza un conjunto de experimentos en laboratorio donde nuestra metodología de pruebas es aplicada. Los resultados obtenidos se recopilan y analizan para extraer las relaciones entre la Calidad de servicio (QoS) y QoE. A partir de estos resultados, se propone un mapeo de QoS-QoE que permite predecir la QoE. En la siguiente fase de la investigación, desarrollamos los algoritmos de optimización de QoE basados en la administración del sistema de red para redes Wi-Fi y celulares. Los algoritmos usan los parámetros clave que se tuvieron en cuenta para la evaluación de QoE. El objetivo de estos algorit-mos es proporcionar un sistema de gestión flexible para las redes con el ob-jetivo de lograr un equilibrio controlado entre la maximización de QoE y la eficiencia del uso de los recursos. Por último, se diseña el banco de pruebas del sistema para evaluar el rendimiento de las aplicaciones de servicios multimedia genéricos en los diferentes entornos de prueba. El banco de pruebas del sistema se basa en el enfoque de virtualización; usa los recursos compartidos de un hardware fí-sico para virtualizar todos los componentes. El banco de pruebas virtualiza-do proporciona funciones de red virtualizadas para diferentes escenarios, como Internet (las redes de distribución de contenido - CDNs) y redes inalámbricas. Por lo tanto, se adoptan protocolos livianos y mecanismos ágiles en el sistema, para proporcionar un mejor servicio a los usuarios fina-les. Los resultados de QoE son proporcionados a los proveedores de servi-cios de acuerdo con los parámetros que se definen en el proceso de la eva-luación. Como resultado hemos obtenido un sistema que presenta un servi-cio rentable como una forma factible para la evaluación de la prueba.
In recent years, multimedia services consumption has increased and it is expected that this trend will continue in the near future, becoming the evaluation of Quality of Experience (QoE) as a very important issue for assessing the quality of providers' services. In this sense, the optimization of the QoE is progressively receiving much attention considering that current solutions are not based on the adaptation, feasibility, cost-effectiveness, and reliability. The present dissertation is focused on the characterization, design, development and evaluation of different multimedia applications aimed to optimize the QoE. Therefore, this work investigates the influence that the networks infrastructure, the videos' characteristics and the users' terminals present on QoE of the current Internet multimedia services. The work is based on a comprehensive research of subjective and objective assessments in heterogeneous networks. Challenges and research questions related to the state of the art are discussed in this dissertation. In the first phase of this dissertation, we design a test methodology for assessing QoE of live video streaming and video on demand platforms to be transmitted over Wi-Fi and cellular networks. From this initial step, we will propound the related research issues and questions to solve this dissertation. Our methodology considers the use of subjective and objective metrics to evaluate the QoE perceived by end-users. A set of laboratory experiments is conducted where our proposed methodology is applied. The obtained results are gathered and analyzed to extract the relations between Quality of Service (QoS) and QoE. From the results, we propose a QoS-QoE mapping which allows predicting QoE. In the next phase of the research, we develop QoE-optimization algorithms based on network system management for Wi-Fi and cellular networks. The algorithms use the key parameters that were taken into account for QoE assessment. The goal of these algorithms is to provide a flexible management system for the networks in order to achieve the desirable trade-off between QoE maximization and resource usage efficiency. Lastly, the system testbed is designed in order to evaluate the performance of generic multimedia services applications for the different environments under test. The system testbed is based on virtualization approach; it uses the shared resources of a physical hardware to virtualize all components. The virtualized testbed provides virtualized network functions for the different scenarios such as the Internet (Content Delivery Networks - CDNs) and wireless networks. Therefore, lightweight protocols and agile mechanisms are adopted in the system to provide enhanced service to end-users. The QoE results are reported to the service providers according to the parameters defined in the evaluation process. As a result, we have obtained a cost-effective system, which is considered as a feasible way for test evaluation.
En els últims anys, el consum de serveis multimèdia ha augmentat i es preveu que aquesta tendència continue en un futur pròxim, convertitnt el tema de l'avaluació de la Qualitat d'Experiència (QoE) una tasca molt im-portant per a valorar el servei dels proveïdors. En aquest sentit, l'optimització de la QoE rep cada vegada més atenció degut a que les solucions actuals no tenen en compte, l'adaptació, la viabilitat, el rendiment i la fiabilitat. La present memòria se centra en la caracterització, disseny, desenvolupament i avaluació de diferents aplicacions multimèdia, amb la finalitat d'optimitzar la QoE. Per tant, aquest treball investiga la influència que la infraestructura de les xarxes, les característiques dels videos i els terminals dels usuaris tenen sobre la QoE dels serveis multimèdia actuals d'Iinternet. Aquesta tesi es basa en una recerca exhaustiva de l'avaluació subjectiva i objectiva de QoE en xarxes heterogènies. Els desafiaments i preguntes relacionats amb l'estat de la tècnica es discuteixen en aquesta dissertació. En la primera fase, dissenyem la metodologia de prova per a avaluar la QoE de transmissió de video en directe i de plataformes de video baix demanda en xarxes Wi-Fi i cel·lulars. A partir d'aquest primer pas, proposem els problemes de recerca relacionats i les preguntes a resoldre a través d'a-questa tesi. La nostra metodologia fa ús de mètriques subjectives i objecti-ves per a avaluar la QoE dels usuaris finals. Es realitzen un conjunt d'expe-riments en laboratori on s'aplica la nostra metodología. Els resultats obtin-guts es recopilen i analitzen per a extraure les relacions entre la QoS i la QoE. A partir d'aquests resultats, esproposa un mapatge de QoS-QoE que ens permetrà predir la QoE. En la següent fase de la recerca, desenvolupem els algoritmes d'optimi-tzació de la QoE per a l'administració de xarxes Wi-Fi i cel·lulars. Els algo-ritmes utilitzen els paràmetres clau que es van tenir en compte per a l'ava-luació de QoE. L'objectiu d'aquests algoritmes és proporcionar un sistema de gestió flexible per ales xarxes que permetrá aconseguir un equilibri con-trolat entre la maximització de la QoE i l'us eficient dels recursos. Finalment, el banc de proves del sistema està dissenyat per a avaluar el rendiment de les aplicacions de serveis multimèdia genèrics en els diferents entorns de prova. El banc de proves del sistema es basa en l'enfocament de virtualització; usa els recursos compartits d'un equip físic que virtualitza tots els components. El banc de proves virtualitzat proporciona les funcions de xarxa virtualitzades per a diferents escenaris, com Internet (les xarxes de distribució de continguts - CDNs) i xarxes sense fils. Per tant, s'adopten protocols lleugers i mecanismes àgils en el sistema per a proporcionar un millor servei als usuaris finals. Els resultats de QoE son proporcionats als proveïdors de serveis d'acord amb els paràmetres que es defineixen en el procés de l'avaluació. Com a resultat, hem obtés un sistema que presenta un servei rendible i com a viable per a l'avaluació de la prova.
Abdullah, MT. (2018). Smart Client-Server Protocol and Architecture for Adaptive Multimedia Streaming [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/103324
TESIS
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19

Johansson, Simon, and Hugo Andersson. "Chicago : A multiplayer card game based on Client – Server architecture." Thesis, Karlstads universitet, Institutionen för matematik och datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-28071.

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20

Maneikis, Andrius. "Distribution On Load Tap Changer Control Using IEC61850 Client/Server Architecture." Thesis, KTH, Skolan för elektro- och systemteknik (EES), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-193673.

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Анотація:
Distributed generation is transforming the power system grid to decentralized system where separate units like wind power generators or solar panel shall coexist and operate in tandem in order to supplement each other and make one extensive system as a whole so called smart grid. It is utmost important to have a control ability over such units not only on a field level but on a system level as well. To be able to communicate with numerous devices and maintain interoperability universal standard is a must. Therefore, one of the core standards relevant to smart grids is IEC 61850 – Power Utility Automation which comes into assistance and tackles aforementioned challenges. This project uses IEC61850 architecture to implement client/server windows applications for on-load tap changer remote control. The proposed solution and designed applications are tested together with a real time simulator where simple power system is modelled to emulate the system response to control signals in a real time. In this way, the implemented applications can be tried and assessed as if performing in real environment. Consequently, a user of the client application is able to remotely control voltage on the power transformer's secondary side and manipulate the switching equipment simulated in the model.
Distribuerad generation håller på att förändra transmissionsnätet till decentraliserat system där separata enheter som vindkraftverk eller solpanel skall samexistera och fungera tillsammans för att komplettera varandra och att göra ett omfattande system som helhet så kallade smarta elnät. Det är ytterst viktigt att ha en kontroll förmåga över sådana enheter inte bara på ett fältnivå utan även på systemnivå. För att kunna kommunicera med många enheter och bibehålla interoperabiliten som universell standard är ett måste. En av de grundläggande normer som är relevanta för smarta nät är IEC 61850 - Skydd & Automation, som kommer in i bistånd och möter ovan nämnda utmaningar. Detta projekt använder IEC61850-struktur för att implementera klient/server windows applikation för lindningskopplarens fjärrkontroll. Den föreslagna lösningen och utformade applikationer testas tillsammans med en realtidssimulator där enkelt kraftsystem modelleras för att emulera systemets svar på de givna styrsignalerna i realtid. På detta sätt kan de implementerade programmen prövas och bedömas hur de utföras i verklig miljö. Följaktligen kan användare av klientapplikationen fjärrstyra spänningen på transformatorns sekundärsida och manipulera ställverk som simuleras i modellen.
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21

Jones, James R. "A Client-Server Architecture for Collection of Game-based Learning Data." Thesis, Virginia Tech, 2015. http://hdl.handle.net/10919/51229.

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Анотація:
Advances in information technology are driving massive improvement to the education industry. The ubiquity of mobile devices has triggered a shift in the delivery of educational content. More lessons in a wide range of subjects are being disseminated by allowing students to access digital materials through mobile devices. One of the key materials is digital-based educational games. These games merge education with digital games to maximize engagement while somewhat obfuscating the learning process. The effectiveness is generally measured by assessments, either after or during gameplay, in the form of quizzes, data dumps, and/or manual analyses. Valuable gameplay information lost during the student's play sessions. This gameplay data provides educators and researchers with specific gameplay actions students perform in order to arrive at a solution, not just the correctness of the solution. This problem illustrates a need for a tool, enabling educators and players to quickly analyze gameplay data. in conjunction with correctness in an unobtrusive manner while the student is playing the game. This thesis describes a client-server software architecture that enables the collection of game-based data during gameplay. We created a collection of web services that enables games to transmit game-data for analysis. Additionally, the web application provides players with a portal to login and view various visualization of the captured data. Lastly, we created a game called "Taffy Town", a mathematics-based game that requires the player to manipulate taffy pieces in order to solve various fractions. Taffy Town transmits students' taffy transformations along with correctness to the web application. Students are able to view several dynamically created visualizations from the data sent by Taffy Town. Researchers are able to log in to the web application and see the same visualizations, however, aggregated across all Taffy Town players. This end-to-end mapping of problems, actions, and results will enable researchers, pedagogists, and teachers to improve the effectiveness of educational games.
Master of Science
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22

Partridge, Michael Jonathan. "Developing a Client/Server Architecture for a Mobile AR Urban Design Application." Thesis, University of Canterbury. HITLabNZ, 2013. http://hdl.handle.net/10092/8434.

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Анотація:
This thesis describes research into developing a client/server ar- chitecture for a mobile Augmented Reality (AR) application. Following the earthquakes that have rocked Christchurch the city is now changed forever. CityViewAR is an existing mobile AR application designed to show how the city used to look before the earthquakes. In CityViewAR 3D virtual building models are overlaid onto video captured by a smartphone camera. However the current version of CityViewAR only allows users to browse information stored on the mobile device. In this research the author extends the CityViewAR application to a client-server model so that anyone can upload models and annotations to a server and have this information viewable on any smartphone running the application. In this thesis we describe related work on AR browser architectures, the system we developed, a user evaluation of the prototype system and directions for future work.
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23

Lee, Matthew W. (Matthew William) 1978. "Chatscape : a behavior-enhanced chat built on a versatile client-server architecture." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/86675.

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24

Gui, Feng. "Development of a New Client-Server Architecture for Context Aware Mobile Computing." FIU Digital Commons, 2009. http://digitalcommons.fiu.edu/etd/202.

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This dissertation studies the context-aware application with its proposed algorithms at client side. The required context-aware infrastructure is discussed in depth to illustrate that such an infrastructure collects the mobile user’s context information, registers service providers, derives mobile user’s current context, distributes user context among context-aware applications, and provides tailored services. The approach proposed tries to strike a balance between the context server and mobile devices. The context acquisition is centralized at the server to ensure the usability of context information among mobile devices, while context reasoning remains at the application level. Hence, a centralized context acquisition and distributed context reasoning are viewed as a better solution overall. The context-aware search application is designed and implemented at the server side. A new algorithm is proposed to take into consideration the user context profiles. By promoting feedback on the dynamics of the system, any prior user selection is now saved for further analysis such that it may contribute to help the results of a subsequent search. On the basis of these developments at the server side, various solutions are consequently provided at the client side. A proxy software-based component is set up for the purpose of data collection. This research endorses the belief that the proxy at the client side should contain the context reasoning component. Implementation of such a component provides credence to this belief in that the context applications are able to derive the user context profiles. Furthermore, a context cache scheme is implemented to manage the cache on the client device in order to minimize processing requirements and other resources (bandwidth, CPU cycle, power). Java and MySQL platforms are used to implement the proposed architecture and to test scenarios derived from user’s daily activities. To meet the practical demands required of a testing environment without the impositions of a heavy cost for establishing such a comprehensive infrastructure, a software simulation using a free Yahoo search API is provided as a means to evaluate the effectiveness of the design approach in a most realistic way. The integration of Yahoo search engine into the context-aware architecture design proves how context aware application can meet user demands for tailored services and products in and around the user’s environment. The test results show that the overall design is highly effective,providing new features and enriching the mobile user’s experience through a broad scope of potential applications.
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25

Løtvedt, Pia. "Implementation of visualizations using a server-client architecture : Effects on performance measurements." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166993.

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Анотація:
Visualizing large datasets poses challenges in terms of how to create visualization applications with good performance. Due to the amount of data, transfer speed and processing speed may lead to waiting times that cause users to abandon the application. It is therefore important to select methods and techniques that can handle the data in as efficient a way as possible. The aim of this study was to investigate if a server-client architecture had better performance in a visualization web application than a purely client-side architecture in terms of selected performance metrics and network load, and whether the selection of implementation language and tools affected the performance of the server-client architecture implementation. To answer these questions, a visualization application was implemented in three different ways: a purely client-side implementation, a server-client implementation using Node.js for the server, and a server-client implementation using Flask for the server. The results showed that the purely client-side architecture suffered from a very long page loading time and high network load but was able to process data quickly in response to user actions in the application. The server-client architecture implementations could load the page faster, but responding to requests took longer, whereas the amount of data transferred was much lower. Furthermore, the server-client architecture implemented with a Node.js server performed better on all metrics than the application implemented with a Flask server. Overall, when taking all measurements into consideration, the Node.js server architecture may be the best choice among the three when working with a large dataset, although the longer response time compared to the purely client-side architecture may cause the application to seem less responsive.
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26

Ward, Michael Patrick. "A transputer based scalable data acquisition system." Thesis, University of Liverpool, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.318280.

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27

Hartwich, Christoph. "A middleware architecture for transactional, object-oriented applications." [S.l. : s.n.], 2003. http://www.diss.fu-berlin.de/2004/40/index.html.

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28

Ellbäck, Mattias. "A Dynamic Implementation Independent Web Service Framework for Client-Server Architecture : A Web Service Framework Proposal for Utopiapeople." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-36196.

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This thesis presents a solution proposal as a framework for making the company Utopiapeople’s service automatic with the possibility to extend this service to a large system such as a complete online project management system. The presented framework makes it possible to create a big system and make it to communicate with several different client devices that are developed on different platforms like Android, Iphone, Blackberry, web browser, etc. The aim of this framework is to make the system compatible with today’s client platforms and the future platforms. The  communication between the clients and the server system is via different web service technologies for example REST, RPC, SOAP, etc. The framework is constructed in such way that it is possible to add web service technologies when it is required without any or very small alterations to the server system. The framework is constructed in this way make the server system compatible with the future client platforms. A proof of concept implementation is presented to show the function of the framework and that it works. The server system is written in PHP 5. The two clients; Android that is written with Java communicates via the XML-RPC web service technology and a Flex application that is written with Action Script 4 communicates via the AMF-RPC web service technology.
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29

Jayanthi, Praveena. "Scalable Proxy Architecture for Mobile and Peer-to-Peer Networks." Digital Archive @ GSU, 2006. http://digitalarchive.gsu.edu/cs_theses/34.

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The growth of wireless telecommunications has stipulated the interest for anywhere-anytime computing. The synergy between networking and mobility will engender new collaborative applications with mobile devices on heterogeneous platforms. One such middleware is “SYSTEM ON MOBILE DEVICES”, SYD developed by the Yamacraw Embedded Systems research team. This type of middleware is an opening step towards Peer-to-Peer mobile networks. This project envisioned collaborative applications among mobile devices and PDAs were used as servers. This thesis studies various existing architectures in mobile computing and their scalability issues. We also proposed new scalable flexible thick client proxy system FTCPS, an architecture suitable for mobile Peer-to-Peer networks. Our empirical study showed that FTCPS has low response time compared to other architectures.
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30

Jardine, Jared L. "The Hybrid Game Architecture: Distributing Bandwidth for MMOGs While Maintaining Central Control." Diss., CLICK HERE for online access, 2008. http://contentdm.lib.byu.edu/ETD/image/etd2654.pdf.

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31

Croucher, Darren Armstrong. "A hybrid peer-to-peer middleware plugin for an existing client/server massively multiplayer online game." Thesis, Stellenbosch : Stellenbosch University, 2014. http://hdl.handle.net/10019.1/86254.

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Thesis (MEng)--Stellenbosch University, 2014.
ENGLISH ABSTRACT: Massively Multiplayer Online Games are large virtual worlds co-inhabited by players over the Internet. As up to thousands of players can be simultaneously connected to the game, the server and network architectures are required to scale e ciently. The traditional client/server model results in a heavy nancial burden for operation of the server. Various alternative architectures have been proposed as a replacement for the traditional model, but the adoption of these alternatives are slow as they present their own set of challenges. The proposed hybrid system is based on many di erent architectures and peer-topeer concepts that were reviewed in the literature. It aims to provide a compromise for existing, commercially successful MMOGs to introduce peer-to-peer components into their systems with no requirement of modi cation to their server or client software. With the system's design presented, the middleware software is implemented and deployed in a real, controlled environment alongside an Ultima Online game server and its clients. The movement game mechanic was distributed amongst the peers while the others remained the responsiblity of the server. A number of performance experiments are performed to measure the e ects of the modi ed system over the original client/server system on bandwidth, latency, and hardware impact. The results revealed an increase in the server bandwidth usage by 35%, slave bandwidth usage by 17% and supernode bandwiwdth usage by 3111%. The latencies of distributed server mechanics were reduced by up to 94%, while the non-distributed latencies were increased by up to 6000%. These results suggested that a system with absolutely no modi cation to the server is unlikely to provide the desired bene ts. However, with 2 minor modi cations to the server, the middleware is able to reduce both server load and player latencies. The server bandwidth can be reduced by 39%, while the supernode's bandwidth is increased only by 1296%. The distributed latencies maintain their reduction while non-distributed latencies remain unchanged from the C/S system.
AFRIKAANSE OPSOMMING: Massiewe Multispeler Aanlyn Speletjies (MMAS) is groot virtuele w^erelde op die Internet wat bewoon word deur spelers. Aangesien duisende spelers gelyktydig kan inskakel op die speletjie word daar verwag van die bediener en netwerk argitektuur om e ektief te skaleer om die groot hoeveelhede spelers te kan hanteer. Die traditionele kli ent/bediener model lei tot 'n groot nansi ele las vir die operateur van die bediener. Verskeie alternatiewe argitekture is al voorgestel om die tradisionele model te vervang, maar die aanvaarding en in gebruik neem van hierdie alternatiewe (soos eweknie-netwerke) is 'n stadige proses met sy eie stel uitdagings. Die voorgestelde hibriede stelsel is gebaseer op baie verskillende argitektuur- en eweknie konsepte wat in die literatuur oorweeg is. Die doel is om 'n kompromie vir bestaande komersieel suksesvolle MMASs te verskaf om eweknie komponente te implementeer sonder om die die bediener- of kli ent sagteware aan te pas. Met hierdie stelsel se ontwerp word die middelware sagteware ge mplementeer en gebruik in 'n regte, dog gekontroleerde omgewing, tesame met 'n Ultima Online bediener en sy kli ente. Die beweging speletjie meganisme word versprei onder die eweknie netwerk en die ander meganismes bly die verantwoordelikheid van die bediener. 'n Aantal eksperimente is ingespan om die e ek van die hibriede stelsel te meet op die oorspronklike kli ent/bediener stelsel, in terme van bandwydte, vertraging en impak op hardeware. Die resultate toon 'n toename van 35% in bediener-, 17% in slaaf-, en 3111% in supernodus bandwydte gebruik. Die vertraging van verspreide bediener meganismes neem af met tot 94%, terwyl onverspreide vertragings toeneem met tot 6000%. Hierdie resultate wys dat 'n stelsel wat geen aanpassing maak aan die bediener sagteware onwaarskynlik die gewenste voordele sal lewer. Deur egter 2 klein aanpassings toe te laat tot die bediener, is dit moontlik vir die hibriede stelsel om data las van die bediener en die speler se vertraging te verminder. Die bediener bandwydte kan met 39% verminder word, terwyl die supernodus bandwydte slegs met 1296% toeneem. Die verpreide vertragings handhaaf hul vermindering, terwyl die onverspreide vertragings onveranderd bly van die C/S stelsel.
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32

Claesén, Daniel. "MCapture; An Application Suite for Streaming Audio over Networks." Thesis, Linköping University, Department of Computer and Information Science, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-4387.

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The purpose of this thesis is to develop software to stream input and output audio from a large number of computers in a network to one specific computer in the same network. This computer will save the audio to disk. The audio that is to be saved will consist mostly of spoken communication. The saved audio is to be used in a framework for modeling and visualization.

There are three major problems involved in designing a software to fill this purpose: recording both input and output audio at the same time, efficiently receiving multiple audio-streams at once and designing an interface where finding and organizing the computers to record audio from is easy.

The software developed to solve these problems consists of two parts; a server and a client. The server captures the input (microphone) and output (speaker) audio from a computer. To capture the output and input audio simultaneously an external application named Virtual Audio Cable (VAC) is used. The client connects to multiple servers and receives the captured audio. Each one of the client’s server-connections is handled by its own thread. To make it easy to find available servers an Automatic Server Discovery System has been developed. To simplify the organization of the servers they are displayed in a tree-view specifically designed for this purpose.

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33

Sankaranarayanan, Ganesh. "Virtual coupling schemes for position coherency in networked haptic virtual environments /." Thesis, Connect to this title online; UW restricted, 2007. http://hdl.handle.net/1773/5929.

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34

Tao, Congwu. "A Cloud-based Software System for online Multimedia Examinations." Thesis, Virginia Tech, 2016. http://hdl.handle.net/10919/64974.

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Анотація:
With the advancement in information technology, online assessments are getting more attention and online examinations are regarded as important parts of online learning. Online examinations can be easily taken by remote students, help the students get exam results quickly and save their time; online examinations also aid instructors in collecting students' exam answers and generating the exam reports effectively. In addition, online examinations can help reduce cost and save trees for our world. Multimedia elements like images, graphics, video and audio have been widely integrated into online learning environments. They not only help instructors design more engaging online learning content, but also help provide more interactive and pleasant learning experience for learners. However, integrating multimedia elements into online examination systems is rarely reported. Multimedia elements generally consume amounts of computing resources in a separated software system running on a single computer. "Software-as-a-Service (SaaS)" has become a new software paradigm and cloud-based software systems are becoming more attractive due to their dynamic scalability and effective usage of computing resources. Yet, how to effectively integrate multimedia elements into a cloud-based software system for online examinations is not significantly investigated. Although a variety of online-assessment tools have been developed, few of them adopt the "Software-as-a-Service (SaaS)" paradigm and most of them focus on the assessment in a specific domain or an application area with short of multimedia elements. There is a lack of a comprehensive software solution for online multimedia examinations. This thesis tries to utilize the "Software-as-a-Service (SaaS)" paradigm, design and develop a cloud-bAsed softwaRe systEm for oNline multimediA examinationS (ARENAS), and explore a comprehensive software solution for the online assessment field. ARENAS employs a multi-tiered client-server architecture and includes five subsystem modules: user module, question repository module, exam module, exam report module and configuration module. The developed cloud-based software system can present online questions with multimedia elements, and also support a myriad of question types, flexible accounts to the exam-takers, randomized question order in an online exam, flexible grading mechanisms, and analytical exam reports. For instructors, the developed system can help design more engaging online questions; for exam-takers, the developed system can help provide more user-friendly experience; for other educators and researchers, the design and development processes of ARENAS can be taken as a reference to designing and developing other large-scale cloud-based educational software systems.
Master of Science
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35

Krym, David. "Návrh a realizace síťové aplikace pro audit a monitorování počítačů." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2014. http://www.nusl.cz/ntk/nusl-224680.

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This diploma thesis deals with design and implementation of a network application for monitoring of computers for a chosen company. The application allows administrators to automate the gathering of hardware and software information. The purpose of the application is also to monitor hardware values, such as processor temperature or harddisk free space. The design uses client-server architecture. Three applications were created: server, client and graphical management console.
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36

Myers, David S. "An Extensible Component-Based Architecture for Web-Based Simulation Using Standards-Based Web Browsers." Thesis, Virginia Tech, 2004. http://hdl.handle.net/10919/10123.

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Web-based simulation (WBS) systems offer tradeoffs between user interactivity and hardware requirements striking to seek a balance between the differing concerns. Server-based systems offer little interactivity or concurrent visualization capabilities, while client-based systems have increased hardware requirements asking the user to provide high-end workstations. Concurrent visualization of simulation output proves execution intensive, or unusable in some situations. Creating an execution efficient and user friendly WBS system greatly improves user experience while gaining all of the benefits inherent in a web-based system such as high accessibility and ease of maintenance. In order to provide a usable concurrent visualization WBS this thesis developed the Web-Based Queuing System Simulation System (WebQS3). WebQS3 splits the responsibilities of simulation execution and simulation visualization into a client-server environment; the client is responsible for the visualization display and server is responsible for simulation execution. The system differs from many previous WBS systems in that the client-side application is developed using web-standard technologies such as HTTP, XML, SVG, and ECMAScript instead relying on Java Applets and associated technologies. Using web-standards as the foundation of the client agent opens the visualization and model construction functionality to any user that accesses the application using a web browser while also making the application more scalable in terms of user load. Implementing the client with web-standards also included the development of an asynchronous client-server communication protocol as opposed to traditional synchronous communication protocols used by Java WBS systems. The asynchronous protocol demonstrates similar or better execution performance than similar synchronous communication protocols in most quality characteristics. By creating a WBS system using web-standards implemented in most modern web browsers any user may visit the WebQS3 site and have simulation tools available for use. Providing simulation services on the web makes eases the creation of simulation models my making the tools to readily available while facilitating information sharing and collaboration over the web. The WebQS3 system serves as a model to drive research in WBS systems away from proprietary Java technologies to web standards for front-end visualization technologies.
Master of Science
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37

Costa, Celso Maciel da. "Environnement d'exécution parallèle : conception et architecture." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 1993. http://hdl.handle.net/10183/18239.

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L'objectif de cette thèse est l'étude d'un environnement d'exécution pour machines parallèles sans mémoire commune. Elle comprend la définition d'un modèle de programme parallèle, basé sur l'échange de message offrant une forme restreinte de mémoire partagée. La communication est indirecte, via des portes; les processus utilisent les barrières pour la synchronisation. Les entités du système. processus, portes et barrières, sont créées dynamiquement, et placées sur un processeur quelconque du réseau de processeurs de façon explicite. Nous proposons une implantation de ce modèle comme la mise en oeuvre systématique d'une architecture client/serveur. Cette implantation a été efféctuée sur une machine Supemode. La base est un Micro Noyau Parallèle, où le composant principal est un mécanisme d'appel de procédure à distance minimal.
This thesis describes an execution environment for parallel machines without shared memory. A parallel programming model based on message passing, with a special shared memory. In this model, process communication occurs indirectly, via ports, and the processes use barriers for synchronization. All the entities of the system, such as processes, ports and barriers, are created dynamically and loaded on any processor of the network of processors. The implementation architecture of our model is a systematic realization of the client/server model. An implementation is proposed in a Supernode parallel machine as a parallel micro kernel. The principal parallel micro kernel component is a minimal remote procedure call mechanism.
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38

Yeung, Kai-ho Mark. "Non-cooperative peer-to-peer media streaming game theoretic analysis and algorithms /." Click to view the E-thesis via HKUTO, 2007. http://sunzi.lib.hku.hk/hkuto/record/B38976122.

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39

Yeung, Kai-ho Mark, and 楊啟豪. "Non-cooperative peer-to-peer media streaming: game theoretic analysis and algorithms." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2007. http://hub.hku.hk/bib/B38976122.

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40

Chen, Xiaowei. "Measurement, analysis and improvement of BitTorrent Darknets." HKBU Institutional Repository, 2013. http://repository.hkbu.edu.hk/etd_ra/1545.

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41

Elton, James. "A novel platform incorporating multiple forms of communication to support applications in a mobile environment." Thesis, Loughborough University, 2014. https://dspace.lboro.ac.uk/2134/14278.

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This thesis discusses the creation of a novel platform that incorporates multiple communication methods, including SMS, email and web-based technologies, for interacting with users of mobile communication devices. The platform utilises people in a mobile environment to solve a range of different application problems, where each problem is a separate and distinct scenario type with unique objectives. There are existing applications available that interact with users of mobile communication devices to provide a service, such as regular weather updates to the users. Other applications have been designed to manage and coordinate the users to perform tasks within a mobile environment, such as performing field studies for scientific purposes. However, the existing applications are designed for only one specific scenario, with the design and implementation solely focused on solving the objectives of that scenario. Each component of these applications needs to be developed from scratch in order to cater for the application s requirements. There is currently no integrated communications platform that offers a framework for supporting a range of different scenario types. The new platform, entitled the Connected-Mobile Platform, aims to support the rapid development and implementation of new scenarios. This platform is composed of a framework of generic components that enable the active running of multiple scenarios concurrently, with the ability to tailor to the requirements of new scenarios as they arise via a structured process. The platform facilitates a means to coordinate its users in order to tackle the objectives of a scenario. The thesis investigates several system architectures to determine an appropriate architectural design for constructing the proposed platform. The platform has a generic framework, based on a client-server architecture, to facilitate the inclusion of a multitude of scenarios. A scenario represents a problem or an event, whereby the platform can utilise and interact with users of mobile communication devices to attempt to solve the objectives of the scenario. Three mobile communication methods are supported; the Short Message Service, electronic mail and web-forms via the mobile internet. Users are able to select and switch between the different methods. The thesis describes the platform s tailored communication structure for scenarios and autonomous analysis of messages. The thesis discusses case studies of two different scenarios to evaluate the platform s facilities for rapid scenario development. The Diet Diary scenario, which is for individual users, aims to manage a user s daily calorie intake to help them reach their desired weight goal. The focus is on the platform s functionality for analysing and responding to messages autonomously. The Missing Persons scenario, which utilises multiple users, involves tracking and locating people who have been reported missing. The focus is on the platform s functionality for coordinating the multiple users, through the creation of assignments, in order to distribute the scenario objectives. The thesis concludes by highlighting the novel features of the platform and identifying opportunities for future work.
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42

Sun, Guili. "XML-Based Agent Scripts and Inference Mechanisms." Thesis, University of North Texas, 2003. https://digital.library.unt.edu/ark:/67531/metadc4288/.

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Natural language understanding has been a persistent challenge to researchers in various computer science fields, in a number of applications ranging from user support systems to entertainment and online teaching. A long term goal of the Artificial Intelligence field is to implement mechanisms that enable computers to emulate human dialogue. The recently developed ALICEbots, virtual agents with underlying AIML scripts, by A.L.I.C.E. foundation, use AIML scripts - a subset of XML - as the underlying pattern database for question answering. Their goal is to enable pattern-based, stimulus-response knowledge content to be served, received and processed over the Web, or offline, in the manner similar to HTML and XML. In this thesis, we describe a system that converts the AIML scripts to Prolog clauses and reuses them as part of a knowledge processor. The inference mechanism developed in this thesis is able to successfully match the input pattern with our clauses database even if words are missing. We also emulate the pattern deduction algorithm of the original logic deduction mechanism. Our rules, compatible with Semantic Web standards, bring structure to the meaningful content of Web pages and support interactive content retrieval using natural language.
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43

Chughtai, Fawad. "A Java Toolkit for Distributed Evaluation of Hypergeometric Series." Thesis, University of Waterloo, 2004. http://hdl.handle.net/10012/1074.

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Анотація:
Hypergoemetric Series are very important in mathematics and come up regularly when dealing with the precise definitions of constants such as e, π and Apery's constant ς(3). The evaluation of such series to high precision is traditionally done with multiple divisions, multiplications and factorials, which all takes a long time to compute, especially when the computation is done on a single machine. The interest lies in performing this computation in parallel and in a distributed fashion. In this thesis, we present a simple distributed toolkit for doing such computations by splitting the problem into smaller sub-problems, solving these sub-problems in parallel on distributed machines and then combining the result at the end. Our toolkit takes care of all the networking for the user; connectivity, dropped connections, management of the Clients and the Server. All the user has to provide is the definition of the problem; how to split the problem into sub-problems, how to solve the sub-problems and finally how to combine the sub-problems and produce a result. The toolkit records timings for computation as well as for communication. What is different about our application is that all the code is written in Java (which is completely machine independent) and all the Clients are Java Applets. This means that having a web browser in enough to take part in the computation when it is distributed over the internet. We are almost guaranteed that every computer on the internet has a web browser. The Java Plug-in (if unavailable) can easily be downloaded from Sun's web site. We present a comparison between Java's native BigInteger library and an FFT based Integer Library written by R. Howell of University of Kansas. This study is important since we are doing computations with very large integers. To test our system, we evaluate e to different number of digits of precision and show that our system truly works and is easy for anyone to use.
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44

Andersson, Sara. "Data Processing and Collection in Distributed Systems." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-85313.

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Анотація:
Distributed systems can be seen in a variety of applications that is in use today. Tritech provides several systems that to some extent consist of distributed systems of nodes. These nodes collect data and the data have to be processed. A problem that often appears when designing these systems, is deciding where the data should be processed, i.e., which architecture is the most suitable one for the system. Decide the architecture for these systems are not simple, especially since it changes rather quickly due to the development in these areas. The thesis aims to perform a study regarding which factors affect the choice of architecture in a distributed system and how these factors relate to each other. To be able to analyze which factors do affect the choice of architecture and to what extent, a simulator was implemented. The simulator received information about the factors as input, and return one or several architecture configurations as output. By performing qualitative interviews, the input factors to the simulator were chosen. The factors that were analyzed in the thesis was: security, storage, working memory, size of data, number of nodes, data processing per data set, robust communication, battery consumption, and cost. From the qualitative interviews as well as from the prestudy five architecture configuration was chosen. The chosen architectures were: thin-client server, thick-client server, three-tier client-server, peer-to-peer, and cloud computing. The simulator was validated regarding the three given use cases: agriculture, the train industry, and industrial Internet of Things. The validation consisted of five existing projects from Tritech. From the results of the validation, the simulator produced correct results for three of the five projects. By using the simulator results, it could be seen which factors affect the choice of architecture more than others and are hard to provide in the same architecture since they are conflicting factors. The conflicting factors were security together with working memory and robust communication. The factor working memory together with battery consumption also showed to be conflicting factors and is hard to provide within the same architecture. Therefore, according to the simulator, it can be seen that the factors that affect the choice of architecture were working memory, battery consumption, security, and robust communication. By using the results of the simulator, a decision matrix was designed whose purpose was to facilitate the choice of architecture. The evaluation of the decision matrix consisted of four projects from Tritech including the three given use cases: agriculture, the train industry, and industrial Internet of Things. The evaluation of the decision matrix showed that the two architectures that received the most points, one of the architectures were used in the validated project.
Distribuerade system kan ses i en mängd olika applikationer som används idag. Tritech jobbar med flera produkter som till viss del består av distribuerade system av noder. Det dessa system har gemensamt är att noderna samlar in data och denna data kommer på ett eller ett annat sätt behöva bearbetas. En fråga som ofta behövs besvaras vid uppsättning av arkitekturen för sådana projekt är huruvida datan ska bearbetas, d.v.s. vilken arkitektkonfiguration som är mest lämplig för systemet. Att ta dessa beslut har visat sig inte alltid vara helt simpelt, och det ändrar sig relativt snabbt med den utvecklingen som sker på dessa områden. Denna uppsats syftar till att utföra en studie om vilka faktorer som påverkar valet av arkitektur för ett distribuerat system samt hur dessa faktorer förhåller sig mot varandra. För att kunna analysera vilka faktorer som påverkar valet av arkitektur och i vilken utsträckning, implementerades en simulator. Simulatorn tog faktorerna som input och returnerade en eller flera arkitekturkonfigurationer som output. Genom att utföra kvalitativa intervjuer valdes faktorerna till simulatorn. Faktorerna som analyserades i denna uppsats var: säkerhet, lagring, arbetsminne, storlek på data, antal noder, databearbetning per datamängd, robust kommunikation, batteriförbrukning och kostnad. Från de kvalitativa intervjuerna och från förstudien valdes även fem stycken arkitekturkonfigurationer. De valda arkitekturerna var: thin-client server, thick-client server, three-tier client-server, peer-to-peer, och cloud computing. Simulatorn validerades inom de tre givna användarfallen: lantbruk, tågindustri och industriell IoT. Valideringen bestod av fem befintliga projekt från Tritech. Från resultatet av valideringen producerade simulatorn korrekta resultat för tre av de fem projekten. Utifrån simulatorns resultat, kunde det ses vilka faktorer som påverkade mer vid valet av arkitektur och är svåra att kombinera i en och samma arkitekturkonfiguration. Dessa faktorer var säkerhet tillsammans med arbetsminne och robust kommunikation. Samt arbetsminne tillsammans med batteriförbrukning visade sig också vara faktorer som var svåra att kombinera i samma arkitektkonfiguration. Därför, enligt simulatorn, kan det ses att de faktorer som påverkar valet av arkitektur var arbetsminne, batteriförbrukning, säkerhet och robust kommunikation. Genom att använda simulatorns resultat utformades en beslutsmatris vars syfte var att underlätta valet av arkitektur. Utvärderingen av beslutsmatrisen bestod av fyra projekt från Tritech som inkluderade de tre givna användarfallen: lantbruk, tågindustrin och industriell IoT. Resultatet från utvärderingen av beslutsmatrisen visade att de två arkitekturerna som fick flest poäng, var en av arkitekturerna den som användes i det validerade projektet
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45

Harrison, William. "Malleability, obliviousness and aspects for broadcast service attachment." Universität Potsdam, 2010. http://opus.kobv.de/ubp/volltexte/2010/4138/.

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An important characteristic of Service-Oriented Architectures is that clients do not depend on the service implementation's internal assignment of methods to objects. It is perhaps the most important technical characteristic that differentiates them from more common object-oriented solutions. This characteristic makes clients and services malleable, allowing them to be rearranged at run-time as circumstances change. That improvement in malleability is impaired by requiring clients to direct service requests to particular services. Ideally, the clients are totally oblivious to the service structure, as they are to aspect structure in aspect-oriented software. Removing knowledge of a method implementation's location, whether in object or service, requires re-defining the boundary line between programming language and middleware, making clearer specification of dependence on protocols, and bringing the transaction-like concept of failure scopes into language semantics as well. This paper explores consequences and advantages of a transition from object-request brokering to service-request brokering, including the potential to improve our ability to write more parallel software.
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46

Freeman, Robert Steven. "Neutral Parametric Canonical Form for 2D and 3D Wireframe CAD Geometry." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/5688.

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The challenge of interoperability is to retain model integrity when different software applications exchange and interpret model data. Transferring CAD data between heterogeneous CAD systems is a challenge because of differences in feature representation. A study by the National Institute for Standards and Technology (NIST) performed in 1999 made a conservative estimate that inadequate interoperability in the automotive industry costs them $1 billion per year. One critical part of eliminating the high costs due to poor interoperability is a neutral format between heterogeneous CAD systems. An effective neutral CAD format should include a current-state data store, be associative, include the union of CAD features across an arbitrary number of CAD systems, maintain design history, maintain referential integrity, and support multi-user collaboration. This research has focused on extending an existing synchronous collaborative CAD software tool to allow for a neutral, current-state data store. This has been accomplished by creating a Neutral Parametric Canonical Form (NPCF) which defines the neutral data structure for many basic CAD features to enable translation between heterogeneous CAD systems. The initial architecture developed begins to define a new standard for storing CAD features neutrally. The NPCF's for many features have been implemented in a multi-user interoperability program and work between NX and CATIA CAD systems. The 2D point, 2D line, 2D arc, 2D circle, 2D spline, 3D point, extrude, and revolve NPCF's will be specifically defined. Complex models have successfully been modeled and exchanged in real time and have validated the NPCF approach. Multiple users can be in the same part at the same time in different CAD systems and create and update models in real time.
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47

Ekstrom, Joseph Clark. "Local URL Resolution Protocol." Diss., CLICK HERE for online access, 2006. http://contentdm.lib.byu.edu/ETD/image/etd1436.pdf.

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48

Jones, Richard B. "Requirements analysis and architectural design of a web-based integrated weapons of mass destruction toolset." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Jun%5FJones%5FRichard.pdf.

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49

Staves, Daniel Robert. "Associative CAD References in the Neutral Parametric Canonical Form." BYU ScholarsArchive, 2016. https://scholarsarchive.byu.edu/etd/6222.

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Анотація:
Due to the multiplicity of computer-aided engineering applications present in industry today, interoperability between programs has become increasingly important. A survey conducted among top engineering companies found that 82% of respondents reported using 3 or more CAD formats during the design process. A 1999 study by the National Institute for Standards and Technology (NIST) estimated that inadequate interoperability between the OEM and its suppliers cost the US automotive industry over $1 billion per year, with the majority spent fixing data after translations. The Neutral Parametric Canonical Form (NPCF) prototype standard developed by the NSF Center for e-Design, BYU Site offers a solution to the translation problem by storing feature data in a CAD-neutral format to offer higher-fidelity parametric transfer between CAD systems. This research has focused on expanding the definitions of the NPCF to enforce data integrity and to support associativity between features to preserved design intent through the neutralization process. The NPCF data structure schema was defined to support associativity while maintaining data integrity. Neutral definitions of new features was added including multiple types of coordinate systems, planes and axes. Previously defined neutral features were expanded to support new functionality and the software architecture was redefined to support new CAD systems. Complex models have successfully been created and exchanged by multiple people in real-time to validated the approach of preserving associativity and support for a new CAD system, PTC Creo, was added.
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50

Казарян, Артем Геннадійович. "Методи та засоби управління системою «розумного» будинку з використанням хмарних обчислень". Diss., Національний університет "Львівська політехніка", 2021. https://ena.lpnu.ua/handle/ntb/56680.

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