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Cebit 2008 - PeerfactSim.KOM - Ein Simulator für hochskalierede Peer-to-Peer Systeme
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Cebit 2008 - PeerfactSim.KOM - Ein Simulator für hochskalierede Peer-to-Peer Systeme

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Vortrag auf der CeBIT 2008: …

Vortrag auf der CeBIT 2008:

Dr.-Ing. Kalman Graffi presentiert den P2P-System Simulator PeerfactSim.KOM.


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  • First what is not peer-to-peer -> Client/server Let’s assume kalman wants…
  • The Internet as originally designed in late 1960s was p2p system. The goal of the original ARPANET was to share computing resources around U.S. The challenge was to integrate different kinds of existing networks as well as future technologies with one common network architecture that would allow every host to be an equal player. The first few hosts on the ARPANET _ UCLA, SRI, UCSB, and University of Utah – were already indipendent computing sites with EQUAL status. The ARPANET connect them together not in a master/slave or client/server relationship, but rather as equal computing peers (= ) About the picture: The first message ever to be sent over the ARPANET occurred at 10:30 PM on October 29, 1969. It was sent by UCLA student programmer Charley Kline and supervised by UCLA Professor Leonard Kleinrock. The message was sent from the UCLA SDS Sigma 7 Host computer to the SRI SDS 940 Host computer. The message itself was simply the word "login." The "l" and the "o" transmitted without problem but then the system crashed. Hence, the first message on the ARPANET was "Lo." They were able to do the full login about an hour later. The initials CSK in the log stand for Charles S. Kline . Charley was the first person to ever login to a remote host via the Arpanet. The switch to master/slave or client/server: After Internet became accessible to masses, the first paradigm of symmetrical communication between hosts of the network changed into asymmetrical client-server, in order to accommodate shortage of IP addresses. Majority of users, so- called edge of the Internet, are just temporary connected to Internet via dial-up or e.g. DSL, and since they are not offering any service, they do not need permanent IP address. Thereby the power of that huge number of users is not exploited but contrary – all Internet services are depended on the stability of servers, the minority of the Internet (user-to-hostname ratio is around 5). Peer-to-peer paradigm brings back the symmetrical communication and opens new possibilities. In started with file-sharing applications and now the applications are numerious – from collaboration systems like Groove to Internet telephony like Skype. Caption of the picture: The first message ever to be sent over the ARPANET from the UCLA SDS Sigma 7 Host computer to the SRI SDS 940 Host computer.
  • Transcript

    • 1. PeerfactSim.KOM – Ein Simulator für hochskalierende Peer-to-Peer Systeme Unterstützt die Entwicklung von neuen P2P Anwendungen CeBIT – TTN Hessen | Halle 9, Stand C22 4 – 10. März 2008 Dipl.-Inform. Sebastian Kaune Dipl.-Inform. Konstantin Pussep Dipl.-Math., Dipl.Inf. Kalman Graffi Dipl.-Ing. Aleksandra Kovacevic Dipl.-Wirtsch.-Ing. Nicolas Liebau
    • 2. Unterstützen P2P Forscher die Piraterie?
      • P2P = Illegale Dateitauschbörsen
      ? 1999 2000 2001 2002 2004 2003 2005 2006 2007 2008 … ≠ illegales Filesharing
    • 3. Was ist Peer-to-Peer?
      • Client/Server Verbindungen
      • Peer-to-Peer Verbindungen
      Kalman in Hannover Sandra in Darmstadt Für Sandra von Kalman Findet Sandra und sorgt dafür, dass die Nachricht ankommt Für Sandra von Kalman 1. 2. 3. Kalman in Hannover Sandra in Darmstadt Für Sandra von Kalman Finde Sandra selbst und sorge selbst dafür, dass die Nachricht ankommt 2. 1. Herausforderung
    • 4. Kommunikation im Internet: 1960 and Jetzt
      • Das Internet startete als P2P System
        • Das frühe Internet (späte 1960, ARPANET)
        • Ziel : Teilen von Rechenkapazitäten
      • Der Wechsel zu Master/Slave oder Client/Server
        • Das Internet „explodierte“ und brachte seit 1994 Milliarden von Nutzern ins Netz
        • Typische Internet-Teilnehmer senden Emails, surfen im Web, kaufen ein …  sie fordern einen Dienst an und warten auf eine Antwort
        • Nutzer sind meist nur vorübergehend „online“ (Modem-Einwahl, DSL)
        • Es gibt zu wenige IP-Adressen (ca. 5 mal mehr User )
      Erstes ARPANET imp Protokoll: Dokumentiert die erste Nachricht im Internet. Sie wurde über das ARPANET von UCLA an SRI geschickt. UCLA UCSB SRI Utah
    • 5. Beispiel von Client-Server Kommunikation
    • 6. Client-Server Kommunikation: Nachteile Anfällig für Fehler Engpass skalierbar? + + + + + + + - - - - - - - € Kosten
    • 7. Peer-to-Peer Kommunikation + - - + + - - + + - - - + +
      • Ressourcen teilen
      • an Kosten beteiligen
      • Engpässe vermeiden
    • 8. Erforschung & Entwicklung von neuen (Peer-to-Peer) Anwendungen? FORSCHUNG ENTWICKLUNG Schwierig, riskant, langsam! Problemstellung Was erforschen? Spezifikation Was ist zu bauen? Entwurf Wie macht man es? Implementierung Konzept umsetzen! Testen Funktioniert die Lösung? Übersicht zu Stand der Forschung Was existiert bereits? Lösung Erfinden! Auswertung Funktioniert die Idee?
    • 9. PeerfactSim.KOM – Peer-to-Peer System Simulator Anwendungs-Schicht Transport-Schicht Overlay-Schicht Benutzer-Schicht Simulations-Engine Netzwerk-Schicht UDP TCP Online-Zeit Modell Verhalten Jitter Paket- Verlust Kademlia Chord RTT
    • 10. Wie funktioniert PeerfactSim.KOM? Globale Netzwerk Positionierung Komplexe Internet Struktur Einfacher Geo- metrischer Raum Anwendung Transport Overlay Benutzer Simulations-Engine Netzwerk PeerfactSim.KOM
    • 11. Danke für die Aufmerksamkeit PeerfactSim.KOM – Ein Simulator für hochskalierende Peer-to-Peer Systeme CeBIT – TTN Hessen | Halle 9, Stand C22 4 – 10. März 2008 Dipl.-Inform. Sebastian Kaune Dipl.-Inform. Konstantin Pussep Dipl.-Math., Dipl.Inf. Kalman Graffi Dipl.-Ing. Aleksandra Kovacevic Dipl.-Wirtsch.-Ing. Nicolas Liebau
    • 12. Peer-to-Peer Communication
    • 13. Other Peer-to-Peer Simulators…
      • Do not simulate applications
      Application Layer Transport Layer Overlay Layer User Layer UDP TCP Online-time Model Behavior Jitter Package Loss Kademlia Simulation Engine Chord Network Layer RTT