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P.Poornima et al. Int. Journal of Engineering Research and Applications www.ijera.com
ISSN : 2248-9622, Vol. 4, Issue 4( Version 4), April 2014, pp.164-169
www.ijera.com 164 | P a g e
Comparibility And Implementing Analysis Of Neighbourhood
Discovery In Wireless Network
P.Poornima1
, K.Kumar2
1
III Year MCA, Veltech Dr.RR and Dr.SR Technical University, Chennai, India
2
Asst.Professor, Department of MCA, Veltech Dr.RR and Dr.SR Technical University,Chennai, India
Abstract :
Neighbor discovery is an important first step in the initialization of a wireless ad hoc network. In this paper, we
design and analyze several algorithms for neighbor discovery in wireless networks. Starting with a single-hop
wireless network of nodes, we propose a ALOHA-like neighbor discovery algorithm when nodes cannot detect
collisions, and an order-optimal receiver feedback-based algorithm when nodes can detect collisions. Our
algorithms neither require nodes to have a prior estimate of the number of neighbors nor synchronization
between nodes. Our algorithms allow nodes to begin execution at different time instants and to terminate
neighbor discovery upon discovering all their neighbors. We finally show that receiver feedback can be used to
achieve a running time, even when nodes cannot detect collisions. We then analyze neighbor discovery in a
general multi hop setting. We establish an upper bound of on the running time of the ALOHA-like algorithm,
where denotes the maximum node degree in the network and the total number of nodes. We also establish a
lower bound of on the running time of any randomized neighbor discovery algorithm. Our result thus implies
that the ALOHA-like algorithm is at most a factor worse than optimal.
Keywords : Neighbour discovery, multihop, feedback, collision detection, wireless network, beacon based
neighbourhood discovery.
I. INTRODUCTION
WIRELESS ad hoc networks and sensor
networks are typically deployed without any
communication infrastructure and are required to
“configure” themselves upon deployment. For
instance, immediately upon deployment, a node has
no knowledge of other nodes in its transmission
range and needsto discover its neighbors in order to
communicatewith other network nodes. Neighbor
discovery is an indispensable first stepin the
initialization of a wireless network since knowledge
ofone-hop neighbors is essential for medium access
control protocols, routing protocols and topology
control algorithms to work efficiently and correctly.
Neighbor discovery algorithms can be classified into
twocategories, viz. randomized or deterministic. In
randomized neighbor discovery, each node transmits
at randomly chosen times and discovers all its
neighbors by a given time with high probability
(w.h.p.). In deterministic neighbor discovery, on the
other hand, each node transmits according to a
predetermined transmission schedule that allows it to
discover all its neighbors by a given time with
probability one. In distributed settings, determinism
often comes at the expense of increased running time
and and, in the particular case of neighbor discovery,
typically requires unrealistic assumptions such as
node synchronization and a priori knowledge of the
number of neighbors. We, therefore, investigate
randomized neighbor discovery algorithms in this
paper. Neighbor discovery is nontrivial for several
reasons. a) Neighbor discovery needs to cope with
collisions. Ideally a neighbor discovery algorithm
needs to minimize the probability of collisions and,
therefore, the time to discover neighbors.b) In many
practical settings, nodes have no knowledge of the
number of neighbors, which makes coping with
collisions even harder. c) When nodes do not have
access to a global clock, they need to operate
asynchronously and still be able to discover their
neighbors efficiently. d) In asynchronous systems,
nodes can potentially start neighbor discovery at
different times and, consequently, may miss each
other’s transmissions.5) Furthermore, when the
number of neighbors is unknown, nodes do not know
when or how to terminate the neighbor discovery
process. In this paper, we present neighbor discovery
algorithms that comprehensively address each of
these practical challenges under the standard collision
channel model. Unlike existing approaches that
assume a priori knowledge of the number of
neighbors or clock synchronization among nodes, we
propose neighbor discovery algorithms that:P1 do not
require nodes to have a priori knowledge of the
number of neighbors;P2 do not require
synchronization among nodes;P3 allow nodes to
begin execution at different time instants;P4 enable
each node to detect when to terminate the neighbor
RESEARCH ARTICLE OPEN ACCESS
P.Poornima et al. Int. Journal of Engineering Research and Applications www.ijera.com
ISSN : 2248-9622, Vol. 4, Issue 4( Version 4), April 2014, pp.164-169
www.ijera.com 165 | P a g e
discovery process. To the best of our knowledge, our
work provides the first solution to the neighbor
discovery problem that satisfies all of the properties
P1–P4. Our approach is to start with a single-hop
wireless network in which nodes are synchronized
and know exactly how many neighbors they have. As
we will see, the analysis in such a simplistic setting
yields several valuable insights about the neighbor
discovery problem. These insights allow us to
progressively relax each of the assumptions leading
to a complete and practical solution to the neighbor
discovery problem in a multihop network setting[2].
II. MOTIVATION
Fundamental problem in large, self-
organizing wireless networks. Since knowledge of
one-hop neighbors is essential for medium access
control protocols , routing protocols , and topology
control algorithms to work efficiently and sometimes,
correctly. Medium access, routing, topology control
depend on knowledge of neighbor IDs. Faster
neighbor discovery implies reduced energy
consumption.
III. PROBLEM DEFINITION
The study of feedback algorithm usage
along with multi hop setting in neighborhood
discovery in wireless network and comparative study
of the system by checking the order optimality in this
environment. The lower bound deterministic
complexity is verified with exponential gap between
randomization and determinism. This model also lays
foundation on mobility and topology maintenance
and further enhancement by means of implementing
analysis.
IV. Literature Survey
We analyzed beacon based algorithm
concept following book Bluetooth Specification
Version 3.0 + HS as well as we referred internet.
Then we went through the content regarding the
feedback based algorithm following books D.
Angelosante, E. Biglieri, and M. Lops. Neighbor
discovery in wireless networks : a multiuser-
detection approach. In Information Theory and
Applications Workshop, R. Khalili, D. Goeckel, D.
Towsley, and A. Swami. Neighbor discovery with
reception status feedback to transmitters. In IEEE
INFOCOM I collision detection ND algorithm about
base paper for efficient algorithm for neighborhood
discovery in wireless network was surveyed. This led
us to work on the related algorithms which helped us
to move towards the required result.
ALGORITHM:
Comparison with beacon-based ND
A). Beacon-based Neighbor Discovery
In beacon-based neighbor discovery, each
node transmits BEACON messages at fixed intervals
i.e., the interval size is independent of n. To avoid
synchronization between beacon transmissions, a
random delay is added to the intervals. This scheme
has been proposed in numerous contexts, e.g., (i) to
maintain neighbor list in routing protocols such as
AODV , DSR , and GPSR , and (ii) for topology
formation in The context of Bluetooth and IEEE
802.15.4 .
Beacon-based neighbor discovery can be
thought of as a randomized algorithm in which each
node transmits with probability 1/k at each slot,
where k is fixed. For simplicity, consider a clique of
n nodes. The probability of a successful transmission
is then given byp=1k_1 −1k_n−1≈e−n/kkSimilar to
Section III, it can be shown that the expected time to
discover all n nodes equals ken/k(lnn + _(1)).To
compare the performance of beacon-based neighbor
discovery with the algorithms studied in this paper,
we consider a Bluetooth network, where each slot is
of duration 0.625 MS and beacons are transmitted
once every k = 14 slots . In a dense setting, where n
∼100, it can be verified that beacon-based neighbor
discovery is 65 times slower than the ALOHA-like
algorithm and 300 times slower than the collision
detection based algorithm. In addition to faster
neighbor discovery, our algorithms also yield
significant energy savings.The above example
illustrates the poor performance of beacon based
neighbor discovery when nodes transmit too
frequently. At the other extreme, nodes may transmit
very infrequently. For example, the recommended
beacon interval in GPSR is 1s. Assuming slots of
size 0.625 MS, this corresponds to each node
transmitting with probability1/1600. When n = 10, it
can be verified that beacon-based neighbor discovery
is 59 times slower than the ALOHA-like algorithm
and 135 times slower than the collision detection
based neighbor discovery algorithms. In addition to
the time and energy savings, it must be noted that
there is no obvious method for terminating the
beacon based neighbor discovery algorithm without
an a priori estimate of network density, which may
not always be available.
Algorithm B Collision Detection-Based ND (i,n)
P.Poornima et al. Int. Journal of Engineering Research and Applications www.ijera.com
ISSN : 2248-9622, Vol. 4, Issue 4( Version 4), April 2014, pp.164-169
www.ijera.com 166 | P a g e
b←0 //Number of neighbors discovered by node i
flag←0 //Has node ibeen discovered by other nodes?
NbrList←[ ] //List of neighbors of node i
loop
pxmit←1/(n −b)
if((flag = 0) and (Bernoulli(pxmit) = 1)) then
Transmit DISCOV ERY (i) in first sub-slot
ifenergy detected in second sub-slot then
flag←1 //”Drop out”
end if
else
ifsuccessful reception in first sub-slot then
Transmit bit “1” in second sub-slot
NbrList[b++] ←DISCOV ERY.source
end if
end if
end loop
ALGORITHM C:
Feedback-based Algorithms for Multi-Hop Networks
It is interesting to ask whether or not the feedback-based algorithms studied in Section IV can be
extended to the multihop network setting. There are two important obstacles that need to be overcome in this
regard.
( 1) In a clique setting, when a node i, hears its ID back, it knows that all other nodes in the clique have
discovered i, thus allowing it to drop out. In the multi-hop case, however, the presence of hidden terminals may
cause a subset of i’s neighbors to not receive i’s transmission. Thus, icannot drop out despite hearing its ID
back.
(2) In the multi-hop setting, i’s dropping out needs to be signaled to its neighbors allowing them to increase their
transmission probabilities, which appears non-trivial. Exploiting receiver feedback in the multi-hop setting in a
manner that yields improvement over the ALOHA-like discovery algorithm is therefore an interesting open
problem.
Table 1.0 Comparative study of three algorithm
BEACON BASED ALGORITHM FEEDBACK BASED
ALGORITHM
COLLISION DETECTION
NEIGHBORHOOD DISCOVERY
ALGORITHM
Only used in Bluetooth network. It can able to use all wireless
network.
It can able to use all wireless
network.
Its take so much time to send the
file as well as receiving files.
It will take shortest time only why
because every time I am getting
feed back to my client.so server
known very well about shortest
path.
Detect the collision if it is multiple
client come to the same time as
well as same node .
N number of collision Limited collision No collision
P.Poornima et al. Int. Journal of Engineering Research and Applications www.ijera.com
ISSN : 2248-9622, Vol. 4, Issue 4( Version 4), April 2014, pp.164-169
www.ijera.com 167 | P a g e
V. SYSTEM ARCHITECTURE:
FIGURE 1.0 : Client –Server Architecture depicting Neighbor hood detection
Client given request to server. That request will first move to nearest router[5][6]. Then it will check the shortest
route using beacon based algorithm, feedback based algorithm and collision detection neighborhood discovery
algorithm. After using this algorithm I will find the shortest route. Then client request will send to the server.
Then server transfer the file to the client that file first move to nearest router after that will check the shortest
route after finding the shortest route that files are transfer via the shortest route then file are transferred from
destination place.
VI. IMPLEMENTATION
We developed the beacon based ND algorithm, collision based algorithm and feedback based algorithm
with .NET as programming language using c#.
6.1 SCREEN SHOTS
FIGURE 2.0: Client side implementation
Client will mention in advance , if in case server transfers the file . This implies that files directly are
taken from desktop or some other place.The receiver path is taken by clicking the click path in the figure.
FIGURE 3.0 : Server Side Reply by sending data via hidden link
The server will transfer the file after getting client request. in the screen shot we mention destination ip
address( client ip address). After giving ip address server will browse the particular file and will send it to
destination place via the hidden link.
P.Poornima et al. Int. Journal of Engineering Research and Applications www.ijera.com
ISSN : 2248-9622, Vol. 4, Issue 4( Version 4), April 2014, pp.164-169
www.ijera.com 168 | P a g e
6.2 CLIENT CODING
namespace DestCode
{
public partial class Client : Form
{
public Client()
{
InitializeComponent();
DestCode.receivedPath = "";
}
private void button1_Click(object sender, EventArgs e)
{
}
private void timer1_Tick(object sender, EventArgs e)
{
label5.Text = DestCode.receivedPath;
lblres.Text = DestCode.curMsg;
}
public static string receivedPath;
public static string curMsg = "Stopped";
public void StartServer()
{
if (receivedPath == "")
{
MessageBox.Show("No Path was selected to Save the File");
}
curMsg = "Saving file...";
bWrite.Close();
clientSock.Close();
curMsg = "File Received ...";
StartServer();
}
catch (Exception ex)
{
curMsg = "File Receving error.";
}
}
}
}
6.3 SERVER CODING
namespace ServerMain
{
public partial class Form1 : Form
{
IPAddress[] ipAddress, ipAddress1;
IPEndPoint ipEnd, ipEnd1;
Socket clientSock, clientSock1;
private const int port = 11000;
P.Poornima et al. Int. Journal of Engineering Research and Applications www.ijera.com
ISSN : 2248-9622, Vol. 4, Issue 4( Version 4), April 2014, pp.164-169
www.ijera.com 169 | P a g e
private static ManualResetEvent connectDone =
new ManualResetEvent(false);
private static ManualResetEvent sendDone =
new ManualResetEvent(false);
private static ManualResetEvent receiveDone =
new ManualResetEvent(false);
public void send()
{
ipAddress = Dns.GetHostAddresses(txtIp.Text);
ipEnd = new IPEndPoint(ipAddress[0], 5655);
clientSock = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.IP);
lblError.Text = "";
lblError.Text = "Disconnecting...";
clientSock.Close();
lblError.Text = "";
lblError.Text = "FILE TRANSFERRED.";
lblError.Text = "";
lblError.Text = "File sending...";
System.Threading.Thread.Sleep(1000);
clientSock1.Send(clientData1);
lblError.Text = "";
lblError.Text = "Disconnecting...";
clientSock1.Close();
lblError.Text = "";
System.Threading.Thread.Sleep(4000);
lblError.Text = "FILE TRANSFERRED.";
}
VII. CONCLUSION
This research paper analyzed and compared
three algorithm (a) beacon based
algorithm,(b)feedback based algorithm(c)collision
detection neighborhood discovery algorithm[8] .
Beacon based algorithm( its used in Bluetooth
network only)[7]. Feedback back based algorithm
results showed that feed back to customer is
functioning with service time. It means if we select
node it will analyze and depict how much time it will
be take to send the file to destination place which is
called its called service time. Using collision
detection ND algorithm we avoid the collision.
REFERENCES
[1] IEEE 802.15.4 Standard Specification.
http://standards.ieee.org/getieee802/802.15.html.
[2] D. Angelosante, E. Biglieri, and M. Lops.
Neighbor discovery in wireless networks:a
multiuser-detection approach. In Information
Theory and Applications Workshop, pages 46–53,
2007.
[3] An Introduction to the Ecology of Written
Language 2nd ed (review) 2011
[4] Bluetooth Specification Version 3.0 + HS.2008
[5] S. A. Borbash, A. Ephremides, and M. J.
McGlynn. An asynchronous neighbor discovery
algorithm for wireless sensor networks. Ad Hoc
Networks, 5(7):998–1016, 2007.
[6] G. Jakllari, W. Luo, and S. V. Krishnamurthy. An
integrated neighbor discovery and mac protocol
for ad hoc networks using directional Antennas.
IEEE Transactions on Wireless Communications,
6(3):1114– 1024, 2007.
[7] A. Keshavarzian and E. Uysal-Biyikoglu. Energy-
efficient link assessment in wireless sensor
networks. In IEEE INFOCOM, 2007.
[8] R. Khalili, D. Goeckel, D. Towsley, and A.
Swami. Neighbor discovery with reception status
feedback to transmitters. In IEEE INFOCOM,
pages 2375–2383, 2010.
[9] J. Luo and D. Guo. Neighbor discovery in wireless
ad hoc networks based on group testing. In Annual
Allerton Conference, 2008.
[10] Maxim DS32khz Data Sheet 2008
[11] K. Pister and L. Doherty. TSMP: Time
synchronized mesh protocol. In IASTED
Distributed Sensor Networks, pages 391–398,
2008.

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Aa04404164169

  • 1. P.Poornima et al. Int. Journal of Engineering Research and Applications www.ijera.com ISSN : 2248-9622, Vol. 4, Issue 4( Version 4), April 2014, pp.164-169 www.ijera.com 164 | P a g e Comparibility And Implementing Analysis Of Neighbourhood Discovery In Wireless Network P.Poornima1 , K.Kumar2 1 III Year MCA, Veltech Dr.RR and Dr.SR Technical University, Chennai, India 2 Asst.Professor, Department of MCA, Veltech Dr.RR and Dr.SR Technical University,Chennai, India Abstract : Neighbor discovery is an important first step in the initialization of a wireless ad hoc network. In this paper, we design and analyze several algorithms for neighbor discovery in wireless networks. Starting with a single-hop wireless network of nodes, we propose a ALOHA-like neighbor discovery algorithm when nodes cannot detect collisions, and an order-optimal receiver feedback-based algorithm when nodes can detect collisions. Our algorithms neither require nodes to have a prior estimate of the number of neighbors nor synchronization between nodes. Our algorithms allow nodes to begin execution at different time instants and to terminate neighbor discovery upon discovering all their neighbors. We finally show that receiver feedback can be used to achieve a running time, even when nodes cannot detect collisions. We then analyze neighbor discovery in a general multi hop setting. We establish an upper bound of on the running time of the ALOHA-like algorithm, where denotes the maximum node degree in the network and the total number of nodes. We also establish a lower bound of on the running time of any randomized neighbor discovery algorithm. Our result thus implies that the ALOHA-like algorithm is at most a factor worse than optimal. Keywords : Neighbour discovery, multihop, feedback, collision detection, wireless network, beacon based neighbourhood discovery. I. INTRODUCTION WIRELESS ad hoc networks and sensor networks are typically deployed without any communication infrastructure and are required to “configure” themselves upon deployment. For instance, immediately upon deployment, a node has no knowledge of other nodes in its transmission range and needsto discover its neighbors in order to communicatewith other network nodes. Neighbor discovery is an indispensable first stepin the initialization of a wireless network since knowledge ofone-hop neighbors is essential for medium access control protocols, routing protocols and topology control algorithms to work efficiently and correctly. Neighbor discovery algorithms can be classified into twocategories, viz. randomized or deterministic. In randomized neighbor discovery, each node transmits at randomly chosen times and discovers all its neighbors by a given time with high probability (w.h.p.). In deterministic neighbor discovery, on the other hand, each node transmits according to a predetermined transmission schedule that allows it to discover all its neighbors by a given time with probability one. In distributed settings, determinism often comes at the expense of increased running time and and, in the particular case of neighbor discovery, typically requires unrealistic assumptions such as node synchronization and a priori knowledge of the number of neighbors. We, therefore, investigate randomized neighbor discovery algorithms in this paper. Neighbor discovery is nontrivial for several reasons. a) Neighbor discovery needs to cope with collisions. Ideally a neighbor discovery algorithm needs to minimize the probability of collisions and, therefore, the time to discover neighbors.b) In many practical settings, nodes have no knowledge of the number of neighbors, which makes coping with collisions even harder. c) When nodes do not have access to a global clock, they need to operate asynchronously and still be able to discover their neighbors efficiently. d) In asynchronous systems, nodes can potentially start neighbor discovery at different times and, consequently, may miss each other’s transmissions.5) Furthermore, when the number of neighbors is unknown, nodes do not know when or how to terminate the neighbor discovery process. In this paper, we present neighbor discovery algorithms that comprehensively address each of these practical challenges under the standard collision channel model. Unlike existing approaches that assume a priori knowledge of the number of neighbors or clock synchronization among nodes, we propose neighbor discovery algorithms that:P1 do not require nodes to have a priori knowledge of the number of neighbors;P2 do not require synchronization among nodes;P3 allow nodes to begin execution at different time instants;P4 enable each node to detect when to terminate the neighbor RESEARCH ARTICLE OPEN ACCESS
  • 2. P.Poornima et al. Int. Journal of Engineering Research and Applications www.ijera.com ISSN : 2248-9622, Vol. 4, Issue 4( Version 4), April 2014, pp.164-169 www.ijera.com 165 | P a g e discovery process. To the best of our knowledge, our work provides the first solution to the neighbor discovery problem that satisfies all of the properties P1–P4. Our approach is to start with a single-hop wireless network in which nodes are synchronized and know exactly how many neighbors they have. As we will see, the analysis in such a simplistic setting yields several valuable insights about the neighbor discovery problem. These insights allow us to progressively relax each of the assumptions leading to a complete and practical solution to the neighbor discovery problem in a multihop network setting[2]. II. MOTIVATION Fundamental problem in large, self- organizing wireless networks. Since knowledge of one-hop neighbors is essential for medium access control protocols , routing protocols , and topology control algorithms to work efficiently and sometimes, correctly. Medium access, routing, topology control depend on knowledge of neighbor IDs. Faster neighbor discovery implies reduced energy consumption. III. PROBLEM DEFINITION The study of feedback algorithm usage along with multi hop setting in neighborhood discovery in wireless network and comparative study of the system by checking the order optimality in this environment. The lower bound deterministic complexity is verified with exponential gap between randomization and determinism. This model also lays foundation on mobility and topology maintenance and further enhancement by means of implementing analysis. IV. Literature Survey We analyzed beacon based algorithm concept following book Bluetooth Specification Version 3.0 + HS as well as we referred internet. Then we went through the content regarding the feedback based algorithm following books D. Angelosante, E. Biglieri, and M. Lops. Neighbor discovery in wireless networks : a multiuser- detection approach. In Information Theory and Applications Workshop, R. Khalili, D. Goeckel, D. Towsley, and A. Swami. Neighbor discovery with reception status feedback to transmitters. In IEEE INFOCOM I collision detection ND algorithm about base paper for efficient algorithm for neighborhood discovery in wireless network was surveyed. This led us to work on the related algorithms which helped us to move towards the required result. ALGORITHM: Comparison with beacon-based ND A). Beacon-based Neighbor Discovery In beacon-based neighbor discovery, each node transmits BEACON messages at fixed intervals i.e., the interval size is independent of n. To avoid synchronization between beacon transmissions, a random delay is added to the intervals. This scheme has been proposed in numerous contexts, e.g., (i) to maintain neighbor list in routing protocols such as AODV , DSR , and GPSR , and (ii) for topology formation in The context of Bluetooth and IEEE 802.15.4 . Beacon-based neighbor discovery can be thought of as a randomized algorithm in which each node transmits with probability 1/k at each slot, where k is fixed. For simplicity, consider a clique of n nodes. The probability of a successful transmission is then given byp=1k_1 −1k_n−1≈e−n/kkSimilar to Section III, it can be shown that the expected time to discover all n nodes equals ken/k(lnn + _(1)).To compare the performance of beacon-based neighbor discovery with the algorithms studied in this paper, we consider a Bluetooth network, where each slot is of duration 0.625 MS and beacons are transmitted once every k = 14 slots . In a dense setting, where n ∼100, it can be verified that beacon-based neighbor discovery is 65 times slower than the ALOHA-like algorithm and 300 times slower than the collision detection based algorithm. In addition to faster neighbor discovery, our algorithms also yield significant energy savings.The above example illustrates the poor performance of beacon based neighbor discovery when nodes transmit too frequently. At the other extreme, nodes may transmit very infrequently. For example, the recommended beacon interval in GPSR is 1s. Assuming slots of size 0.625 MS, this corresponds to each node transmitting with probability1/1600. When n = 10, it can be verified that beacon-based neighbor discovery is 59 times slower than the ALOHA-like algorithm and 135 times slower than the collision detection based neighbor discovery algorithms. In addition to the time and energy savings, it must be noted that there is no obvious method for terminating the beacon based neighbor discovery algorithm without an a priori estimate of network density, which may not always be available. Algorithm B Collision Detection-Based ND (i,n)
  • 3. P.Poornima et al. Int. Journal of Engineering Research and Applications www.ijera.com ISSN : 2248-9622, Vol. 4, Issue 4( Version 4), April 2014, pp.164-169 www.ijera.com 166 | P a g e b←0 //Number of neighbors discovered by node i flag←0 //Has node ibeen discovered by other nodes? NbrList←[ ] //List of neighbors of node i loop pxmit←1/(n −b) if((flag = 0) and (Bernoulli(pxmit) = 1)) then Transmit DISCOV ERY (i) in first sub-slot ifenergy detected in second sub-slot then flag←1 //”Drop out” end if else ifsuccessful reception in first sub-slot then Transmit bit “1” in second sub-slot NbrList[b++] ←DISCOV ERY.source end if end if end loop ALGORITHM C: Feedback-based Algorithms for Multi-Hop Networks It is interesting to ask whether or not the feedback-based algorithms studied in Section IV can be extended to the multihop network setting. There are two important obstacles that need to be overcome in this regard. ( 1) In a clique setting, when a node i, hears its ID back, it knows that all other nodes in the clique have discovered i, thus allowing it to drop out. In the multi-hop case, however, the presence of hidden terminals may cause a subset of i’s neighbors to not receive i’s transmission. Thus, icannot drop out despite hearing its ID back. (2) In the multi-hop setting, i’s dropping out needs to be signaled to its neighbors allowing them to increase their transmission probabilities, which appears non-trivial. Exploiting receiver feedback in the multi-hop setting in a manner that yields improvement over the ALOHA-like discovery algorithm is therefore an interesting open problem. Table 1.0 Comparative study of three algorithm BEACON BASED ALGORITHM FEEDBACK BASED ALGORITHM COLLISION DETECTION NEIGHBORHOOD DISCOVERY ALGORITHM Only used in Bluetooth network. It can able to use all wireless network. It can able to use all wireless network. Its take so much time to send the file as well as receiving files. It will take shortest time only why because every time I am getting feed back to my client.so server known very well about shortest path. Detect the collision if it is multiple client come to the same time as well as same node . N number of collision Limited collision No collision
  • 4. P.Poornima et al. Int. Journal of Engineering Research and Applications www.ijera.com ISSN : 2248-9622, Vol. 4, Issue 4( Version 4), April 2014, pp.164-169 www.ijera.com 167 | P a g e V. SYSTEM ARCHITECTURE: FIGURE 1.0 : Client –Server Architecture depicting Neighbor hood detection Client given request to server. That request will first move to nearest router[5][6]. Then it will check the shortest route using beacon based algorithm, feedback based algorithm and collision detection neighborhood discovery algorithm. After using this algorithm I will find the shortest route. Then client request will send to the server. Then server transfer the file to the client that file first move to nearest router after that will check the shortest route after finding the shortest route that files are transfer via the shortest route then file are transferred from destination place. VI. IMPLEMENTATION We developed the beacon based ND algorithm, collision based algorithm and feedback based algorithm with .NET as programming language using c#. 6.1 SCREEN SHOTS FIGURE 2.0: Client side implementation Client will mention in advance , if in case server transfers the file . This implies that files directly are taken from desktop or some other place.The receiver path is taken by clicking the click path in the figure. FIGURE 3.0 : Server Side Reply by sending data via hidden link The server will transfer the file after getting client request. in the screen shot we mention destination ip address( client ip address). After giving ip address server will browse the particular file and will send it to destination place via the hidden link.
  • 5. P.Poornima et al. Int. Journal of Engineering Research and Applications www.ijera.com ISSN : 2248-9622, Vol. 4, Issue 4( Version 4), April 2014, pp.164-169 www.ijera.com 168 | P a g e 6.2 CLIENT CODING namespace DestCode { public partial class Client : Form { public Client() { InitializeComponent(); DestCode.receivedPath = ""; } private void button1_Click(object sender, EventArgs e) { } private void timer1_Tick(object sender, EventArgs e) { label5.Text = DestCode.receivedPath; lblres.Text = DestCode.curMsg; } public static string receivedPath; public static string curMsg = "Stopped"; public void StartServer() { if (receivedPath == "") { MessageBox.Show("No Path was selected to Save the File"); } curMsg = "Saving file..."; bWrite.Close(); clientSock.Close(); curMsg = "File Received ..."; StartServer(); } catch (Exception ex) { curMsg = "File Receving error."; } } } } 6.3 SERVER CODING namespace ServerMain { public partial class Form1 : Form { IPAddress[] ipAddress, ipAddress1; IPEndPoint ipEnd, ipEnd1; Socket clientSock, clientSock1; private const int port = 11000;
  • 6. P.Poornima et al. Int. Journal of Engineering Research and Applications www.ijera.com ISSN : 2248-9622, Vol. 4, Issue 4( Version 4), April 2014, pp.164-169 www.ijera.com 169 | P a g e private static ManualResetEvent connectDone = new ManualResetEvent(false); private static ManualResetEvent sendDone = new ManualResetEvent(false); private static ManualResetEvent receiveDone = new ManualResetEvent(false); public void send() { ipAddress = Dns.GetHostAddresses(txtIp.Text); ipEnd = new IPEndPoint(ipAddress[0], 5655); clientSock = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.IP); lblError.Text = ""; lblError.Text = "Disconnecting..."; clientSock.Close(); lblError.Text = ""; lblError.Text = "FILE TRANSFERRED."; lblError.Text = ""; lblError.Text = "File sending..."; System.Threading.Thread.Sleep(1000); clientSock1.Send(clientData1); lblError.Text = ""; lblError.Text = "Disconnecting..."; clientSock1.Close(); lblError.Text = ""; System.Threading.Thread.Sleep(4000); lblError.Text = "FILE TRANSFERRED."; } VII. CONCLUSION This research paper analyzed and compared three algorithm (a) beacon based algorithm,(b)feedback based algorithm(c)collision detection neighborhood discovery algorithm[8] . Beacon based algorithm( its used in Bluetooth network only)[7]. Feedback back based algorithm results showed that feed back to customer is functioning with service time. It means if we select node it will analyze and depict how much time it will be take to send the file to destination place which is called its called service time. Using collision detection ND algorithm we avoid the collision. REFERENCES [1] IEEE 802.15.4 Standard Specification. http://standards.ieee.org/getieee802/802.15.html. [2] D. Angelosante, E. Biglieri, and M. Lops. Neighbor discovery in wireless networks:a multiuser-detection approach. In Information Theory and Applications Workshop, pages 46–53, 2007. [3] An Introduction to the Ecology of Written Language 2nd ed (review) 2011 [4] Bluetooth Specification Version 3.0 + HS.2008 [5] S. A. Borbash, A. Ephremides, and M. J. McGlynn. An asynchronous neighbor discovery algorithm for wireless sensor networks. Ad Hoc Networks, 5(7):998–1016, 2007. [6] G. Jakllari, W. Luo, and S. V. Krishnamurthy. An integrated neighbor discovery and mac protocol for ad hoc networks using directional Antennas. IEEE Transactions on Wireless Communications, 6(3):1114– 1024, 2007. [7] A. Keshavarzian and E. Uysal-Biyikoglu. Energy- efficient link assessment in wireless sensor networks. In IEEE INFOCOM, 2007. [8] R. Khalili, D. Goeckel, D. Towsley, and A. Swami. Neighbor discovery with reception status feedback to transmitters. In IEEE INFOCOM, pages 2375–2383, 2010. [9] J. Luo and D. Guo. Neighbor discovery in wireless ad hoc networks based on group testing. In Annual Allerton Conference, 2008. [10] Maxim DS32khz Data Sheet 2008 [11] K. Pister and L. Doherty. TSMP: Time synchronized mesh protocol. In IASTED Distributed Sensor Networks, pages 391–398, 2008.