SlideShare ist ein Scribd-Unternehmen logo
1 von 40
DISTRIBUTED SYSTEMS
IN
“REAL LIFE APPLICATIONS”
CONTENTS
• Applications of Distributed Systems
1. Distributed Rendering in Computer
Graphics
2. Peer-To-Peer Networks
3. Massively Multiplayer Online Gaming
APPLICATIONS OF
DISTRIBUTED SYSTEMS
• Telecommunication networks:
Telephone networks and cellular networks
Computer networks such as the Internet
Wireless sensor networks
Routing algorithms
• Network applications:
World wide web and peer-to-peer networks
Massively multiplayer online games and virtual reality communities
Distributed databases and distributed database management systems
Network file systems
• Real-time process control:
Aircraft control systems
Industrial control systems
• Parallel computation:
Scientific computing, including cluster computing and grid computing
Distributed rendering in computer graphics
Part I
DISTRIBUTED RENDERING
IN
COMPUTER GRAPHICS
DISTRIBUTED RENDERING
• Basic concepts of parallel rendering in
computer graphics
• The importance of parallel rendering
• Different types of rendering parallelism
• Algorithms in parallel rendering
INTRODUCTION
• What is Rendering and Parallel / distributed
rendering?
• For complex objects or high quality images, the
rendering process requires massive computational
resources. For example, the rendering of medical
visualization and some CAD applications may need
millions or billions of floating-point and integer
operations for each image.
• To obtain the required computing power, the only
practical solution is to exploit multiple processing
units to speed up the rendering process. This
technology is known as parallel rendering
RENDERING FUNCTIONS
• The rendering process can be divided into
a number of distinct functions:
• 1) Geometry processing: modeling
transformation.
• 2) Rasterization: scan-conversion, shading,
TYPES OF PARALLELISM
1. Functional
2. Data
3. Temporal
FUNCTIONAL PARALLELISM
• Functions are applied in series to individual data items.
• Functions are assigned to different processing units; once a
processing unit completes its work on a data item, it sends the data
item to the next unit and receives a new item from its upstream
neighbor.
• The functional parallelism is suitable for polygon and surface
rendering applications. We feed the 3D geometric objects into the
beginning of the pipeline, and retrieve the final pixel values from the
end of pipeline.
DATA PARALLELISM
• Data parallelism focuses on distributing the data across different
processing units
• The graphics data are divided into a number of streams; multiple
data items can then be processed simultaneously on different
processing units, and the results are merged to create the final
image
TEMPORAL PARALLELISM
• Temporal parallelism usually adopted by animation
applications. In this kind of applications, a large number
of images are generated for subsequent playback;
parallelism is obtained by decomposing the overall
rendering task in the time domain; and processors are
assigned a number of frames to render, along with the
data needed to produce those frames.
PARALLEL RENDERING –
A SORTING PROBLEM
• As stated In the stage of rasterization, each processor is
assigned a portion of the pixel calculations. The
rendering can be considered as determining how each
object affects each pixel. Since the modeling and viewing
transformations are arbitrary, an object can fall anywhere
on the screen. Therefore we can view rendering as a
sorting problem, i.e. sorting objects to the screen
THREE GROUPS OF ALGORITHM
1. Sort-First
2. Sort-Middle
3. Sort-Last
SORT-FIRST
SORT-MIDDLE
SORT-LAST
CONCLUSION
• Although parallel rendering techniques have
been successfully employed in many
applications; challenges still remain to improve
the scalability, load balancing, communication,
and image composition of these algorithms and
produce higher performance.
Part II
PEER-TO-PEER NETWORKS
INTRODUCTION
• A peer-to-peer (P2P) network is a type of
decentralized and distributed network
architecture in which individual nodes in the
network (called "peers") act as both suppliers
and consumers of resources, in contrast to the
centralized client–server model where client
nodes request access to resources provided by
central servers.
CURRENT APPLICATIONS OF P2P
• File-sharing networks
• Communications
• Content delivery
• Streaming media
PEER-TO-PEER FILE SHARING
• Peer-to-peer file sharing is the distribution and
sharing of digital documents and computer files
using the technology of peer-to-peer (P2P)
networking.
• P2P file sharing allows users to access media files
such as books, music, movies, and games using a
specialized P2P software program that searches for
other connected computers on a P2P network and
locates the desired content. The nodes (peers) of
such networks are end-user computer systems that
are interconnected via the Internet.
THE BITTORRENT PROTOCOL
• BitTorrent is a protocol that enables fast downloading
of large files using minimum Internet Bandwidth. It
costs nothing to use and includes no spyware or pop-
up advertising.
• Unlike other download methods, BitTorrent maximizes
transfer speed by gathering pieces of the file you want
and downloading these pieces simultaneously from
people who already have them. This process makes
popular and very large files, such as videos and
television programs, download much faster than is
possible with other protocols.
TRADITIONAL CLIENT-SERVER
DOWNLOADING
• You open a Web page and click a link to download a file
to your computer.
• The Web browser software on your computer (the client)
tells the server (a central computer that holds the Web
page and the file you want to download) to transfer a
copy of the file to your computer.
• The transfer is handled by a protocol (a set of rules), such
as FTP (File Transfer Protocol) or HTTP (HyperText
Transfer Protocol).
ADVANCED P2P DOWNLOADING
ADVANTAGES
• Fault tolerance
• Performance
• Cost efficiency
FUTURE SCOPE
• Academic Study Material in Schools and
Colleges
• E-papers
• Free-to-Air Radio channel services
• Large software updates and other general
data files
• Global availability of private data
Part III
MASSIVELY MULTIPLAYER
ONLINE GAMING
INTRODUCTION
• Previously, Client/server communication architecture was used for
gaming.
• This architecture has the advantage that a single authority orders
events, resolves conflicts in the simulation, acts as a central
repository for data, and is easy to secure.
• First, it introduces delay because messages between players are
always forwarded through the server. Second, traffic at the server
increases with the number of players, creating localized congestion1.
Third, the size of the virtual world and the quantity the data it
contains is limited by the storage capacity of the server.
A distributed architecture for MMOGs has the potential
to overcome these problems.
• Players can send messages directly to each other, thereby reducing
delay and eliminating localized congestion. The storage capacity
created by combining the storage resources of all players can easily
exceed that of a single server. Furthermore, the ability to execute
thousands of remote processes in parallel on user machines
provides unparalleled computational power for MMOGs
Distributed architecture has several fundamental
and challenging problems that must be overcome:
• Authenticating players and granting access rights to the
game.
• Maintaining consistency, ordering events, and
propagating events to intended recipients
• Providing tamper-resistant storage of characters and
game state
• Scheduling computations across the players
• Providing responsiveness to interactive elements of the
game
• Ensuring the architecture is cheat-proof by preventing
players from taking advantage of the architecture itself in
order to cheat.
PROTOCOLS
1st protocol – MiMaze Protocol
Uses multicast , problem of cheat
2nd protocol - Lockstep protocol
Lockstep protocol
• The lockstep protocol is a partial solution to the look-ahead cheating problem
in peer-to-peer architecture multiplayer games, in which a cheating client delays his
own actions to await the messages of other players.
• To avoid this method of cheating, the lockstep protocol requires each player to first
announce a "commitment”
• Drawback:
• As all players must wait for all commitments to arrive before sending their actions, the
game progresses as slowly as the player with the highest latency.
• Overcome: asynchronous lockstep protocol
• Lockstep is a major advance in communication protocols for distributed games
because it is provably secure against several cheats. Unfortunately, time progresses in
the lockstep protocol at the speed of the slowest player.
• Unfortunately , cannot meet the bounded time requirements necessary for games.
KNUTSSON
• The virtual world is divided into regions, and players in each region form a group.
Each region maps to a multicast group through Scribe so that updates from the
players are multicast to the group. Consistency is achieved through the use of
coordinators. Every object in the game is assigned to a coordinator; therefore, any
updates to an object must be sent to the coordinator who resolves any consistency
problems. Fault tolerance is achieved through replication.
PEER TO PEER GAME
ARCHITECTURE
We divide the architecture into four main components:
Authentication, Communications, Storage, and Computation.
First, the authentication component is responsible for controlling
access to the game. The communication component determines how
players send messages to each other and the storage component
provides long-term storage of world state.
Last, the computation component schedules computations
across the player base.
AUTHENTICATION
The challenging problems with distributed authentication are security and
scalability
We use hash table : provides unique ID WITH NAME AND expiration date
To help with scalability, once the pairs are generated, they are stored on a DHT
by the player or server.
The advantage of using a DHT is that as the number of players increase, the
storage capacity increases.
COMMUNICATION COMPONENT
A distributed communication architecture has the possibility of supporting millions of players.
client/server architectures, all communications must be sent to the server before being sent to
players, introducing additional delay. Distributed communication allows players to send
messages directly to each other, creating a more responsive game.
Consistency is required if players are from different regions if error arises they wont be able to
play together.
Dividing communication between zones. As the players inc. we divide the zones into virtual
world to peer to peer groups.
To organize the peer-to-peer networks into a hierarchy of groups, we use distributed election
protocols to elect one or more leaders to act as nodes in the hierarchy. The nodes assist in
event propagation and group location. To help build the hierarchy of groups, we propose using
a DHT to map unique zone IDs to the list of nodes in a given zone.
TO provide consistency and event ordering using a new protocol called NEO . NEO ensures low
latency and also prevents cheating
STORAGE
• TWO TYPES:
1. Ephemeral Data
• Data which is ephemeral is simply stored on the DHT, indexed by its
geographical area in the virtual world. Players that enter an area, query the
DHT for all ephemeral data.
1. .
2. Permanent Data
• This allows the player to make sure the data is always available when they
are online, but provides a backup in case their local data becomes
corrupted.
COMPUTATION COMPONENT
• The server in a client/server architecture typically does
not have enough power to simulate complex interactions
between players and the artificial intelligence (AI) behind
monsters and other non-player characters.
FUTURE SCOPE
• Currently available for expert users only.
Can be extended to novice users.
• Scope for cost reduction in terms of
hardware and resources.
• Maximum no. of players is currently
limited.
THANKS.

Weitere ähnliche Inhalte

Was ist angesagt?

Physical and Logical Clocks
Physical and Logical ClocksPhysical and Logical Clocks
Physical and Logical ClocksDilum Bandara
 
CS8791 Cloud Computing - Question Bank
CS8791 Cloud Computing - Question BankCS8791 Cloud Computing - Question Bank
CS8791 Cloud Computing - Question Bankpkaviya
 
System models in distributed system
System models in distributed systemSystem models in distributed system
System models in distributed systemishapadhy
 
Applications of Distributed Systems
Applications of Distributed SystemsApplications of Distributed Systems
Applications of Distributed Systemssandra sukarieh
 
Lamport’s algorithm for mutual exclusion
Lamport’s algorithm for mutual exclusionLamport’s algorithm for mutual exclusion
Lamport’s algorithm for mutual exclusionNeelamani Samal
 
2. Distributed Systems Hardware & Software concepts
2. Distributed Systems Hardware & Software concepts2. Distributed Systems Hardware & Software concepts
2. Distributed Systems Hardware & Software conceptsPrajakta Rane
 
Distributed transaction
Distributed transactionDistributed transaction
Distributed transactionMohitKothari26
 
Vision of cloud computing
Vision of cloud computingVision of cloud computing
Vision of cloud computinggaurav jain
 
Multimedia system, Architecture & Databases
Multimedia system, Architecture & DatabasesMultimedia system, Architecture & Databases
Multimedia system, Architecture & DatabasesHarshita Ved
 
distributed shared memory
 distributed shared memory distributed shared memory
distributed shared memoryAshish Kumar
 
Leaky Bucket & Tocken Bucket - Traffic shaping
Leaky Bucket & Tocken Bucket - Traffic shapingLeaky Bucket & Tocken Bucket - Traffic shaping
Leaky Bucket & Tocken Bucket - Traffic shapingVimal Dewangan
 
Middleware and Middleware in distributed application
Middleware and Middleware in distributed applicationMiddleware and Middleware in distributed application
Middleware and Middleware in distributed applicationRishikese MR
 
SLA Agreement, types and Life Cycle
SLA Agreement, types and Life Cycle SLA Agreement, types and Life Cycle
SLA Agreement, types and Life Cycle Dr Neelesh Jain
 
Distributed operating system
Distributed operating systemDistributed operating system
Distributed operating systemudaya khanal
 

Was ist angesagt? (20)

Physical and Logical Clocks
Physical and Logical ClocksPhysical and Logical Clocks
Physical and Logical Clocks
 
Trends in distributed systems
Trends in distributed systemsTrends in distributed systems
Trends in distributed systems
 
CS8791 Cloud Computing - Question Bank
CS8791 Cloud Computing - Question BankCS8791 Cloud Computing - Question Bank
CS8791 Cloud Computing - Question Bank
 
Naming in Distributed System
Naming in Distributed SystemNaming in Distributed System
Naming in Distributed System
 
Cloud Computing Architecture
Cloud Computing ArchitectureCloud Computing Architecture
Cloud Computing Architecture
 
System models in distributed system
System models in distributed systemSystem models in distributed system
System models in distributed system
 
Applications of Distributed Systems
Applications of Distributed SystemsApplications of Distributed Systems
Applications of Distributed Systems
 
Lamport’s algorithm for mutual exclusion
Lamport’s algorithm for mutual exclusionLamport’s algorithm for mutual exclusion
Lamport’s algorithm for mutual exclusion
 
2. Distributed Systems Hardware & Software concepts
2. Distributed Systems Hardware & Software concepts2. Distributed Systems Hardware & Software concepts
2. Distributed Systems Hardware & Software concepts
 
Unit 1
Unit 1Unit 1
Unit 1
 
Comet Cloud
Comet CloudComet Cloud
Comet Cloud
 
Distributed transaction
Distributed transactionDistributed transaction
Distributed transaction
 
Vision of cloud computing
Vision of cloud computingVision of cloud computing
Vision of cloud computing
 
Multimedia system, Architecture & Databases
Multimedia system, Architecture & DatabasesMultimedia system, Architecture & Databases
Multimedia system, Architecture & Databases
 
Underlying principles of parallel and distributed computing
Underlying principles of parallel and distributed computingUnderlying principles of parallel and distributed computing
Underlying principles of parallel and distributed computing
 
distributed shared memory
 distributed shared memory distributed shared memory
distributed shared memory
 
Leaky Bucket & Tocken Bucket - Traffic shaping
Leaky Bucket & Tocken Bucket - Traffic shapingLeaky Bucket & Tocken Bucket - Traffic shaping
Leaky Bucket & Tocken Bucket - Traffic shaping
 
Middleware and Middleware in distributed application
Middleware and Middleware in distributed applicationMiddleware and Middleware in distributed application
Middleware and Middleware in distributed application
 
SLA Agreement, types and Life Cycle
SLA Agreement, types and Life Cycle SLA Agreement, types and Life Cycle
SLA Agreement, types and Life Cycle
 
Distributed operating system
Distributed operating systemDistributed operating system
Distributed operating system
 

Ähnlich wie Distributed Systems Real Life Applications

Sonali Bank Network Design Project Report
Sonali Bank Network Design Project ReportSonali Bank Network Design Project Report
Sonali Bank Network Design Project ReportHasibul Islam Nirob
 
Cloud Gaming - A Green Solution to Massive Multiplayer Online Games
Cloud Gaming - A Green Solution to Massive Multiplayer Online Games Cloud Gaming - A Green Solution to Massive Multiplayer Online Games
Cloud Gaming - A Green Solution to Massive Multiplayer Online Games Suhas Urs
 
CCS335 - Cloud architecture model and infrastructure
CCS335 - Cloud architecture model and infrastructureCCS335 - Cloud architecture model and infrastructure
CCS335 - Cloud architecture model and infrastructureNiviV4
 
CCS335 – CLOUD COMPUTING.pptx
CCS335 – CLOUD COMPUTING.pptxCCS335 – CLOUD COMPUTING.pptx
CCS335 – CLOUD COMPUTING.pptxNiviV4
 
Distributed Computing system
Distributed Computing system Distributed Computing system
Distributed Computing system Sarvesh Meena
 
Probabilistic Approach to Provisioning of ITV - Amos K.
Probabilistic Approach to Provisioning of ITV - Amos K.Probabilistic Approach to Provisioning of ITV - Amos K.
Probabilistic Approach to Provisioning of ITV - Amos K.Amos Kohn
 
Probabilistic Approach to Provisioning of ITV - By Amos_Kohn
Probabilistic Approach to Provisioning of ITV - By Amos_KohnProbabilistic Approach to Provisioning of ITV - By Amos_Kohn
Probabilistic Approach to Provisioning of ITV - By Amos_KohnAmos Kohn
 
02 Models of Distribution Systems.pdf
02 Models of Distribution Systems.pdf02 Models of Distribution Systems.pdf
02 Models of Distribution Systems.pdfRobeliaJoyVillaruz
 
Multimedia System Architecture details.pptx
Multimedia System Architecture details.pptxMultimedia System Architecture details.pptx
Multimedia System Architecture details.pptxNaveenaKarthik3
 
PeerToPeerComputing (1)
PeerToPeerComputing (1)PeerToPeerComputing (1)
PeerToPeerComputing (1)MurtazaB
 
Network traffic adaptation for cloud games
Network traffic adaptation for cloud gamesNetwork traffic adaptation for cloud games
Network traffic adaptation for cloud gamesijccsa
 
Unit 1 web technology uptu slide
Unit 1 web technology uptu slideUnit 1 web technology uptu slide
Unit 1 web technology uptu slideAbhishek Kesharwani
 
Video streaming
Video streamingVideo streaming
Video streamingVideoguy
 
CS8603_Notes_003-1_edubuzz360.pdf
CS8603_Notes_003-1_edubuzz360.pdfCS8603_Notes_003-1_edubuzz360.pdf
CS8603_Notes_003-1_edubuzz360.pdfKishaKiddo
 
Instrumenting the real-time web: Node.js in production
Instrumenting the real-time web: Node.js in productionInstrumenting the real-time web: Node.js in production
Instrumenting the real-time web: Node.js in productionbcantrill
 
Networkprotocolstructurescope 130719081246-phpapp01
Networkprotocolstructurescope 130719081246-phpapp01Networkprotocolstructurescope 130719081246-phpapp01
Networkprotocolstructurescope 130719081246-phpapp01Gaurav Goyal
 
Network protocol structure scope
Network protocol structure scopeNetwork protocol structure scope
Network protocol structure scopeSanat Maharjan
 

Ähnlich wie Distributed Systems Real Life Applications (20)

Sonali Bank Network Design Project Report
Sonali Bank Network Design Project ReportSonali Bank Network Design Project Report
Sonali Bank Network Design Project Report
 
Cloud Gaming - A Green Solution to Massive Multiplayer Online Games
Cloud Gaming - A Green Solution to Massive Multiplayer Online Games Cloud Gaming - A Green Solution to Massive Multiplayer Online Games
Cloud Gaming - A Green Solution to Massive Multiplayer Online Games
 
CCS335 - Cloud architecture model and infrastructure
CCS335 - Cloud architecture model and infrastructureCCS335 - Cloud architecture model and infrastructure
CCS335 - Cloud architecture model and infrastructure
 
COMPUTER NW2 (1).pptx
COMPUTER NW2 (1).pptxCOMPUTER NW2 (1).pptx
COMPUTER NW2 (1).pptx
 
CCS335 – CLOUD COMPUTING.pptx
CCS335 – CLOUD COMPUTING.pptxCCS335 – CLOUD COMPUTING.pptx
CCS335 – CLOUD COMPUTING.pptx
 
Distributed Computing system
Distributed Computing system Distributed Computing system
Distributed Computing system
 
Probabilistic Approach to Provisioning of ITV - Amos K.
Probabilistic Approach to Provisioning of ITV - Amos K.Probabilistic Approach to Provisioning of ITV - Amos K.
Probabilistic Approach to Provisioning of ITV - Amos K.
 
Probabilistic Approach to Provisioning of ITV - By Amos_Kohn
Probabilistic Approach to Provisioning of ITV - By Amos_KohnProbabilistic Approach to Provisioning of ITV - By Amos_Kohn
Probabilistic Approach to Provisioning of ITV - By Amos_Kohn
 
02 Models of Distribution Systems.pdf
02 Models of Distribution Systems.pdf02 Models of Distribution Systems.pdf
02 Models of Distribution Systems.pdf
 
INT_Ch17.pptx
INT_Ch17.pptxINT_Ch17.pptx
INT_Ch17.pptx
 
Multimedia System Architecture details.pptx
Multimedia System Architecture details.pptxMultimedia System Architecture details.pptx
Multimedia System Architecture details.pptx
 
PeerToPeerComputing (1)
PeerToPeerComputing (1)PeerToPeerComputing (1)
PeerToPeerComputing (1)
 
CCUnit1.pdf
CCUnit1.pdfCCUnit1.pdf
CCUnit1.pdf
 
Network traffic adaptation for cloud games
Network traffic adaptation for cloud gamesNetwork traffic adaptation for cloud games
Network traffic adaptation for cloud games
 
Unit 1 web technology uptu slide
Unit 1 web technology uptu slideUnit 1 web technology uptu slide
Unit 1 web technology uptu slide
 
Video streaming
Video streamingVideo streaming
Video streaming
 
CS8603_Notes_003-1_edubuzz360.pdf
CS8603_Notes_003-1_edubuzz360.pdfCS8603_Notes_003-1_edubuzz360.pdf
CS8603_Notes_003-1_edubuzz360.pdf
 
Instrumenting the real-time web: Node.js in production
Instrumenting the real-time web: Node.js in productionInstrumenting the real-time web: Node.js in production
Instrumenting the real-time web: Node.js in production
 
Networkprotocolstructurescope 130719081246-phpapp01
Networkprotocolstructurescope 130719081246-phpapp01Networkprotocolstructurescope 130719081246-phpapp01
Networkprotocolstructurescope 130719081246-phpapp01
 
Network protocol structure scope
Network protocol structure scopeNetwork protocol structure scope
Network protocol structure scope
 

Kürzlich hochgeladen

Climate Change Impacts on Terrestrial and Aquatic Ecosystems.pptx
Climate Change Impacts on Terrestrial and Aquatic Ecosystems.pptxClimate Change Impacts on Terrestrial and Aquatic Ecosystems.pptx
Climate Change Impacts on Terrestrial and Aquatic Ecosystems.pptxDiariAli
 
CURRENT SCENARIO OF POULTRY PRODUCTION IN INDIA
CURRENT SCENARIO OF POULTRY PRODUCTION IN INDIACURRENT SCENARIO OF POULTRY PRODUCTION IN INDIA
CURRENT SCENARIO OF POULTRY PRODUCTION IN INDIADr. TATHAGAT KHOBRAGADE
 
Module for Grade 9 for Asynchronous/Distance learning
Module for Grade 9 for Asynchronous/Distance learningModule for Grade 9 for Asynchronous/Distance learning
Module for Grade 9 for Asynchronous/Distance learninglevieagacer
 
GBSN - Microbiology (Unit 1)
GBSN - Microbiology (Unit 1)GBSN - Microbiology (Unit 1)
GBSN - Microbiology (Unit 1)Areesha Ahmad
 
Bhiwandi Bhiwandi ❤CALL GIRL 7870993772 ❤CALL GIRLS ESCORT SERVICE In Bhiwan...
Bhiwandi Bhiwandi ❤CALL GIRL 7870993772 ❤CALL GIRLS  ESCORT SERVICE In Bhiwan...Bhiwandi Bhiwandi ❤CALL GIRL 7870993772 ❤CALL GIRLS  ESCORT SERVICE In Bhiwan...
Bhiwandi Bhiwandi ❤CALL GIRL 7870993772 ❤CALL GIRLS ESCORT SERVICE In Bhiwan...Monika Rani
 
Call Girls Ahmedabad +917728919243 call me Independent Escort Service
Call Girls Ahmedabad +917728919243 call me Independent Escort ServiceCall Girls Ahmedabad +917728919243 call me Independent Escort Service
Call Girls Ahmedabad +917728919243 call me Independent Escort Serviceshivanisharma5244
 
Exploring Criminology and Criminal Behaviour.pdf
Exploring Criminology and Criminal Behaviour.pdfExploring Criminology and Criminal Behaviour.pdf
Exploring Criminology and Criminal Behaviour.pdfrohankumarsinghrore1
 
Asymmetry in the atmosphere of the ultra-hot Jupiter WASP-76 b
Asymmetry in the atmosphere of the ultra-hot Jupiter WASP-76 bAsymmetry in the atmosphere of the ultra-hot Jupiter WASP-76 b
Asymmetry in the atmosphere of the ultra-hot Jupiter WASP-76 bSérgio Sacani
 
Bacterial Identification and Classifications
Bacterial Identification and ClassificationsBacterial Identification and Classifications
Bacterial Identification and ClassificationsAreesha Ahmad
 
GBSN - Biochemistry (Unit 1)
GBSN - Biochemistry (Unit 1)GBSN - Biochemistry (Unit 1)
GBSN - Biochemistry (Unit 1)Areesha Ahmad
 
Molecular markers- RFLP, RAPD, AFLP, SNP etc.
Molecular markers- RFLP, RAPD, AFLP, SNP etc.Molecular markers- RFLP, RAPD, AFLP, SNP etc.
Molecular markers- RFLP, RAPD, AFLP, SNP etc.Silpa
 
Chemistry 5th semester paper 1st Notes.pdf
Chemistry 5th semester paper 1st Notes.pdfChemistry 5th semester paper 1st Notes.pdf
Chemistry 5th semester paper 1st Notes.pdfSumit Kumar yadav
 
Proteomics: types, protein profiling steps etc.
Proteomics: types, protein profiling steps etc.Proteomics: types, protein profiling steps etc.
Proteomics: types, protein profiling steps etc.Silpa
 
Introduction of DNA analysis in Forensic's .pptx
Introduction of DNA analysis in Forensic's .pptxIntroduction of DNA analysis in Forensic's .pptx
Introduction of DNA analysis in Forensic's .pptxrohankumarsinghrore1
 
Zoology 5th semester notes( Sumit_yadav).pdf
Zoology 5th semester notes( Sumit_yadav).pdfZoology 5th semester notes( Sumit_yadav).pdf
Zoology 5th semester notes( Sumit_yadav).pdfSumit Kumar yadav
 
FAIRSpectra - Enabling the FAIRification of Spectroscopy and Spectrometry
FAIRSpectra - Enabling the FAIRification of Spectroscopy and SpectrometryFAIRSpectra - Enabling the FAIRification of Spectroscopy and Spectrometry
FAIRSpectra - Enabling the FAIRification of Spectroscopy and SpectrometryAlex Henderson
 
POGONATUM : morphology, anatomy, reproduction etc.
POGONATUM : morphology, anatomy, reproduction etc.POGONATUM : morphology, anatomy, reproduction etc.
POGONATUM : morphology, anatomy, reproduction etc.Silpa
 
Use of mutants in understanding seedling development.pptx
Use of mutants in understanding seedling development.pptxUse of mutants in understanding seedling development.pptx
Use of mutants in understanding seedling development.pptxRenuJangid3
 
PSYCHOSOCIAL NEEDS. in nursing II sem pptx
PSYCHOSOCIAL NEEDS. in nursing II sem pptxPSYCHOSOCIAL NEEDS. in nursing II sem pptx
PSYCHOSOCIAL NEEDS. in nursing II sem pptxSuji236384
 

Kürzlich hochgeladen (20)

Climate Change Impacts on Terrestrial and Aquatic Ecosystems.pptx
Climate Change Impacts on Terrestrial and Aquatic Ecosystems.pptxClimate Change Impacts on Terrestrial and Aquatic Ecosystems.pptx
Climate Change Impacts on Terrestrial and Aquatic Ecosystems.pptx
 
CURRENT SCENARIO OF POULTRY PRODUCTION IN INDIA
CURRENT SCENARIO OF POULTRY PRODUCTION IN INDIACURRENT SCENARIO OF POULTRY PRODUCTION IN INDIA
CURRENT SCENARIO OF POULTRY PRODUCTION IN INDIA
 
Module for Grade 9 for Asynchronous/Distance learning
Module for Grade 9 for Asynchronous/Distance learningModule for Grade 9 for Asynchronous/Distance learning
Module for Grade 9 for Asynchronous/Distance learning
 
GBSN - Microbiology (Unit 1)
GBSN - Microbiology (Unit 1)GBSN - Microbiology (Unit 1)
GBSN - Microbiology (Unit 1)
 
Bhiwandi Bhiwandi ❤CALL GIRL 7870993772 ❤CALL GIRLS ESCORT SERVICE In Bhiwan...
Bhiwandi Bhiwandi ❤CALL GIRL 7870993772 ❤CALL GIRLS  ESCORT SERVICE In Bhiwan...Bhiwandi Bhiwandi ❤CALL GIRL 7870993772 ❤CALL GIRLS  ESCORT SERVICE In Bhiwan...
Bhiwandi Bhiwandi ❤CALL GIRL 7870993772 ❤CALL GIRLS ESCORT SERVICE In Bhiwan...
 
Call Girls Ahmedabad +917728919243 call me Independent Escort Service
Call Girls Ahmedabad +917728919243 call me Independent Escort ServiceCall Girls Ahmedabad +917728919243 call me Independent Escort Service
Call Girls Ahmedabad +917728919243 call me Independent Escort Service
 
Exploring Criminology and Criminal Behaviour.pdf
Exploring Criminology and Criminal Behaviour.pdfExploring Criminology and Criminal Behaviour.pdf
Exploring Criminology and Criminal Behaviour.pdf
 
Asymmetry in the atmosphere of the ultra-hot Jupiter WASP-76 b
Asymmetry in the atmosphere of the ultra-hot Jupiter WASP-76 bAsymmetry in the atmosphere of the ultra-hot Jupiter WASP-76 b
Asymmetry in the atmosphere of the ultra-hot Jupiter WASP-76 b
 
Bacterial Identification and Classifications
Bacterial Identification and ClassificationsBacterial Identification and Classifications
Bacterial Identification and Classifications
 
GBSN - Biochemistry (Unit 1)
GBSN - Biochemistry (Unit 1)GBSN - Biochemistry (Unit 1)
GBSN - Biochemistry (Unit 1)
 
Molecular markers- RFLP, RAPD, AFLP, SNP etc.
Molecular markers- RFLP, RAPD, AFLP, SNP etc.Molecular markers- RFLP, RAPD, AFLP, SNP etc.
Molecular markers- RFLP, RAPD, AFLP, SNP etc.
 
Chemistry 5th semester paper 1st Notes.pdf
Chemistry 5th semester paper 1st Notes.pdfChemistry 5th semester paper 1st Notes.pdf
Chemistry 5th semester paper 1st Notes.pdf
 
Proteomics: types, protein profiling steps etc.
Proteomics: types, protein profiling steps etc.Proteomics: types, protein profiling steps etc.
Proteomics: types, protein profiling steps etc.
 
Introduction of DNA analysis in Forensic's .pptx
Introduction of DNA analysis in Forensic's .pptxIntroduction of DNA analysis in Forensic's .pptx
Introduction of DNA analysis in Forensic's .pptx
 
Zoology 5th semester notes( Sumit_yadav).pdf
Zoology 5th semester notes( Sumit_yadav).pdfZoology 5th semester notes( Sumit_yadav).pdf
Zoology 5th semester notes( Sumit_yadav).pdf
 
FAIRSpectra - Enabling the FAIRification of Spectroscopy and Spectrometry
FAIRSpectra - Enabling the FAIRification of Spectroscopy and SpectrometryFAIRSpectra - Enabling the FAIRification of Spectroscopy and Spectrometry
FAIRSpectra - Enabling the FAIRification of Spectroscopy and Spectrometry
 
POGONATUM : morphology, anatomy, reproduction etc.
POGONATUM : morphology, anatomy, reproduction etc.POGONATUM : morphology, anatomy, reproduction etc.
POGONATUM : morphology, anatomy, reproduction etc.
 
Use of mutants in understanding seedling development.pptx
Use of mutants in understanding seedling development.pptxUse of mutants in understanding seedling development.pptx
Use of mutants in understanding seedling development.pptx
 
+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...
+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...
+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...
 
PSYCHOSOCIAL NEEDS. in nursing II sem pptx
PSYCHOSOCIAL NEEDS. in nursing II sem pptxPSYCHOSOCIAL NEEDS. in nursing II sem pptx
PSYCHOSOCIAL NEEDS. in nursing II sem pptx
 

Distributed Systems Real Life Applications

  • 2. CONTENTS • Applications of Distributed Systems 1. Distributed Rendering in Computer Graphics 2. Peer-To-Peer Networks 3. Massively Multiplayer Online Gaming
  • 3. APPLICATIONS OF DISTRIBUTED SYSTEMS • Telecommunication networks: Telephone networks and cellular networks Computer networks such as the Internet Wireless sensor networks Routing algorithms • Network applications: World wide web and peer-to-peer networks Massively multiplayer online games and virtual reality communities Distributed databases and distributed database management systems Network file systems • Real-time process control: Aircraft control systems Industrial control systems • Parallel computation: Scientific computing, including cluster computing and grid computing Distributed rendering in computer graphics
  • 5. DISTRIBUTED RENDERING • Basic concepts of parallel rendering in computer graphics • The importance of parallel rendering • Different types of rendering parallelism • Algorithms in parallel rendering
  • 6. INTRODUCTION • What is Rendering and Parallel / distributed rendering? • For complex objects or high quality images, the rendering process requires massive computational resources. For example, the rendering of medical visualization and some CAD applications may need millions or billions of floating-point and integer operations for each image. • To obtain the required computing power, the only practical solution is to exploit multiple processing units to speed up the rendering process. This technology is known as parallel rendering
  • 7. RENDERING FUNCTIONS • The rendering process can be divided into a number of distinct functions: • 1) Geometry processing: modeling transformation. • 2) Rasterization: scan-conversion, shading,
  • 8. TYPES OF PARALLELISM 1. Functional 2. Data 3. Temporal
  • 9. FUNCTIONAL PARALLELISM • Functions are applied in series to individual data items. • Functions are assigned to different processing units; once a processing unit completes its work on a data item, it sends the data item to the next unit and receives a new item from its upstream neighbor. • The functional parallelism is suitable for polygon and surface rendering applications. We feed the 3D geometric objects into the beginning of the pipeline, and retrieve the final pixel values from the end of pipeline.
  • 10. DATA PARALLELISM • Data parallelism focuses on distributing the data across different processing units • The graphics data are divided into a number of streams; multiple data items can then be processed simultaneously on different processing units, and the results are merged to create the final image
  • 11. TEMPORAL PARALLELISM • Temporal parallelism usually adopted by animation applications. In this kind of applications, a large number of images are generated for subsequent playback; parallelism is obtained by decomposing the overall rendering task in the time domain; and processors are assigned a number of frames to render, along with the data needed to produce those frames.
  • 12. PARALLEL RENDERING – A SORTING PROBLEM • As stated In the stage of rasterization, each processor is assigned a portion of the pixel calculations. The rendering can be considered as determining how each object affects each pixel. Since the modeling and viewing transformations are arbitrary, an object can fall anywhere on the screen. Therefore we can view rendering as a sorting problem, i.e. sorting objects to the screen
  • 13. THREE GROUPS OF ALGORITHM 1. Sort-First 2. Sort-Middle 3. Sort-Last
  • 17. CONCLUSION • Although parallel rendering techniques have been successfully employed in many applications; challenges still remain to improve the scalability, load balancing, communication, and image composition of these algorithms and produce higher performance.
  • 19. INTRODUCTION • A peer-to-peer (P2P) network is a type of decentralized and distributed network architecture in which individual nodes in the network (called "peers") act as both suppliers and consumers of resources, in contrast to the centralized client–server model where client nodes request access to resources provided by central servers.
  • 20. CURRENT APPLICATIONS OF P2P • File-sharing networks • Communications • Content delivery • Streaming media
  • 21. PEER-TO-PEER FILE SHARING • Peer-to-peer file sharing is the distribution and sharing of digital documents and computer files using the technology of peer-to-peer (P2P) networking. • P2P file sharing allows users to access media files such as books, music, movies, and games using a specialized P2P software program that searches for other connected computers on a P2P network and locates the desired content. The nodes (peers) of such networks are end-user computer systems that are interconnected via the Internet.
  • 22. THE BITTORRENT PROTOCOL • BitTorrent is a protocol that enables fast downloading of large files using minimum Internet Bandwidth. It costs nothing to use and includes no spyware or pop- up advertising. • Unlike other download methods, BitTorrent maximizes transfer speed by gathering pieces of the file you want and downloading these pieces simultaneously from people who already have them. This process makes popular and very large files, such as videos and television programs, download much faster than is possible with other protocols.
  • 23. TRADITIONAL CLIENT-SERVER DOWNLOADING • You open a Web page and click a link to download a file to your computer. • The Web browser software on your computer (the client) tells the server (a central computer that holds the Web page and the file you want to download) to transfer a copy of the file to your computer. • The transfer is handled by a protocol (a set of rules), such as FTP (File Transfer Protocol) or HTTP (HyperText Transfer Protocol).
  • 25. ADVANTAGES • Fault tolerance • Performance • Cost efficiency
  • 26. FUTURE SCOPE • Academic Study Material in Schools and Colleges • E-papers • Free-to-Air Radio channel services • Large software updates and other general data files • Global availability of private data
  • 28. INTRODUCTION • Previously, Client/server communication architecture was used for gaming. • This architecture has the advantage that a single authority orders events, resolves conflicts in the simulation, acts as a central repository for data, and is easy to secure. • First, it introduces delay because messages between players are always forwarded through the server. Second, traffic at the server increases with the number of players, creating localized congestion1. Third, the size of the virtual world and the quantity the data it contains is limited by the storage capacity of the server.
  • 29. A distributed architecture for MMOGs has the potential to overcome these problems. • Players can send messages directly to each other, thereby reducing delay and eliminating localized congestion. The storage capacity created by combining the storage resources of all players can easily exceed that of a single server. Furthermore, the ability to execute thousands of remote processes in parallel on user machines provides unparalleled computational power for MMOGs
  • 30. Distributed architecture has several fundamental and challenging problems that must be overcome: • Authenticating players and granting access rights to the game. • Maintaining consistency, ordering events, and propagating events to intended recipients • Providing tamper-resistant storage of characters and game state • Scheduling computations across the players • Providing responsiveness to interactive elements of the game • Ensuring the architecture is cheat-proof by preventing players from taking advantage of the architecture itself in order to cheat.
  • 31. PROTOCOLS 1st protocol – MiMaze Protocol Uses multicast , problem of cheat 2nd protocol - Lockstep protocol
  • 32. Lockstep protocol • The lockstep protocol is a partial solution to the look-ahead cheating problem in peer-to-peer architecture multiplayer games, in which a cheating client delays his own actions to await the messages of other players. • To avoid this method of cheating, the lockstep protocol requires each player to first announce a "commitment” • Drawback: • As all players must wait for all commitments to arrive before sending their actions, the game progresses as slowly as the player with the highest latency. • Overcome: asynchronous lockstep protocol • Lockstep is a major advance in communication protocols for distributed games because it is provably secure against several cheats. Unfortunately, time progresses in the lockstep protocol at the speed of the slowest player. • Unfortunately , cannot meet the bounded time requirements necessary for games.
  • 33. KNUTSSON • The virtual world is divided into regions, and players in each region form a group. Each region maps to a multicast group through Scribe so that updates from the players are multicast to the group. Consistency is achieved through the use of coordinators. Every object in the game is assigned to a coordinator; therefore, any updates to an object must be sent to the coordinator who resolves any consistency problems. Fault tolerance is achieved through replication.
  • 34. PEER TO PEER GAME ARCHITECTURE We divide the architecture into four main components: Authentication, Communications, Storage, and Computation. First, the authentication component is responsible for controlling access to the game. The communication component determines how players send messages to each other and the storage component provides long-term storage of world state. Last, the computation component schedules computations across the player base.
  • 35. AUTHENTICATION The challenging problems with distributed authentication are security and scalability We use hash table : provides unique ID WITH NAME AND expiration date To help with scalability, once the pairs are generated, they are stored on a DHT by the player or server. The advantage of using a DHT is that as the number of players increase, the storage capacity increases.
  • 36. COMMUNICATION COMPONENT A distributed communication architecture has the possibility of supporting millions of players. client/server architectures, all communications must be sent to the server before being sent to players, introducing additional delay. Distributed communication allows players to send messages directly to each other, creating a more responsive game. Consistency is required if players are from different regions if error arises they wont be able to play together. Dividing communication between zones. As the players inc. we divide the zones into virtual world to peer to peer groups. To organize the peer-to-peer networks into a hierarchy of groups, we use distributed election protocols to elect one or more leaders to act as nodes in the hierarchy. The nodes assist in event propagation and group location. To help build the hierarchy of groups, we propose using a DHT to map unique zone IDs to the list of nodes in a given zone. TO provide consistency and event ordering using a new protocol called NEO . NEO ensures low latency and also prevents cheating
  • 37. STORAGE • TWO TYPES: 1. Ephemeral Data • Data which is ephemeral is simply stored on the DHT, indexed by its geographical area in the virtual world. Players that enter an area, query the DHT for all ephemeral data. 1. . 2. Permanent Data • This allows the player to make sure the data is always available when they are online, but provides a backup in case their local data becomes corrupted.
  • 38. COMPUTATION COMPONENT • The server in a client/server architecture typically does not have enough power to simulate complex interactions between players and the artificial intelligence (AI) behind monsters and other non-player characters.
  • 39. FUTURE SCOPE • Currently available for expert users only. Can be extended to novice users. • Scope for cost reduction in terms of hardware and resources. • Maximum no. of players is currently limited.