Jose Saldana, Mirko Suznjevic, Luis Sequeira, Julian Fernandez-Navajas, Maja Matijasevic, Jose Ruiz-Mas, "The Effect of TCP Variants on the Coexistence of MMORPG and Best-Effort Traffic," IEEE ICCCN 2012, 8th International Workshop on Networking Issues in Multimedia Entertainment (NIME'12), Munich, Germany, July 30, 2012. ISBN: 978-1-4673-1543-2.
Traffic Optimization for TCP-based Massive Multiplayer Online GamesJose Saldana
The document presents a study analyzing the use of tunneling, compressing, and multiplexing (TCM) techniques for optimizing TCP traffic in massive multiplayer online games (MMORPGs). The study adapts the TCRTP protocol stack for use with TCP traffic from MMORPGs. Tests of the TCM approach on real game traces show bandwidth savings of up to 60% are possible, as well as reductions in the number of packets per second. Additional testing examines the impact of TCM on mean opinion score (MOS) for different levels of added delay. The results suggest avoiding large period sizes for multiplexing when round-trip times are high.
UNIT II COMMUNICATION IN DISTRIBUTED SYSTEM 10
System Model – Inter process Communication – the API for internet protocols – External data representation and Multicast communication. Network virtualization: Overlay networks. Case study: MPI Remote Method Invocation And Objects: Remote Invocation – Introduction – Request-reply protocols – Remote procedure call – Remote method invocation. Case study: Java RMI – Group communication – Publish-subscribe systems – Message queues – Shared memory approaches – Distributed objects – Case study: Enterprise Java Beans -from objects to components.
The document discusses unemployment and poverty issues among the Roma population in Hungary. 16% of Hungarians are Roma, who face high long-term unemployment, low education levels, and live in under-resourced regions with poor housing. The EQUAL initiative aims to promote new ways of combating discrimination in the labor market. The BRIDGE project will provide vocational training, jobs, housing renovations, and microcredit to unemployed Roma to improve living conditions and access to employment. Research was conducted on participants' education, employment status, housing, and other dimensions to develop targeted support groups.
El documento describe los impactos potenciales del cambio climático en los recursos hídricos de América Latina y el Caribe, incluyendo un aumento en la frecuencia e intensidad de eventos climáticos extremos como huracanes, así como una disminución proyectada en la disponibilidad general de agua debido a factores como la pérdida de glaciares. También señala la necesidad de que la planificación de recursos hídricos incorpore escenarios de vulnerabilidad al cambio climático y principios de gestión sosten
El documento habla sobre el plan departamental de agua y saneamiento básico y el derecho al agua potable. Explica que este plan permite acceder a recursos para infraestructura hídrica y mejorar el tratamiento del agua. También destaca la importancia de controlar la contaminación del agua y disponer adecuadamente de aguas negras para prevenir enfermedades.
Este documento presenta un estudio realizado por estudiantes sobre la contaminación del Río Loncomilla en San Javier, Chile. Plantea hipótesis sobre las causas de la contaminación, como el alcantarillado y la eliminación de desechos, y sus consecuencias como enfermedades e infecciones. Los estudiantes entrevistaron a residentes locales, visitaron sitios a lo largo del río, y confirmaron que el río se encuentra contaminado y que existe poca conciencia sobre los impactos a la salud y el medio ambiente.
Este documento establece la Política Nacional de los Recursos Hídricos de Nicaragua con el objetivo de orientar el manejo integral de los recursos hídricos a nivel nacional, regional y local. Define principios rectores como que el agua es un recurso natural finito y de dominio público, y que la cuenca es la unidad de gestión territorial. También establece lineamientos para la institucionalidad, el marco legal y la planificación de los recursos hídricos con un enfoque participativo e integrado.
2010 01 21Points clefs pour reussir ses campagnes emailing by competiticCOMPETITIC
Quels sont les points clés pour réussir ses campagnes e-mailing en 2010 ?
Quelles sont les règles en terme de rédaction et de contenu, comment créer sa base de données, quelles sont les perspectives de retour sur investissement, quelles sont les offres sur le marché ? ...
Traffic Optimization for TCP-based Massive Multiplayer Online GamesJose Saldana
The document presents a study analyzing the use of tunneling, compressing, and multiplexing (TCM) techniques for optimizing TCP traffic in massive multiplayer online games (MMORPGs). The study adapts the TCRTP protocol stack for use with TCP traffic from MMORPGs. Tests of the TCM approach on real game traces show bandwidth savings of up to 60% are possible, as well as reductions in the number of packets per second. Additional testing examines the impact of TCM on mean opinion score (MOS) for different levels of added delay. The results suggest avoiding large period sizes for multiplexing when round-trip times are high.
UNIT II COMMUNICATION IN DISTRIBUTED SYSTEM 10
System Model – Inter process Communication – the API for internet protocols – External data representation and Multicast communication. Network virtualization: Overlay networks. Case study: MPI Remote Method Invocation And Objects: Remote Invocation – Introduction – Request-reply protocols – Remote procedure call – Remote method invocation. Case study: Java RMI – Group communication – Publish-subscribe systems – Message queues – Shared memory approaches – Distributed objects – Case study: Enterprise Java Beans -from objects to components.
The document discusses unemployment and poverty issues among the Roma population in Hungary. 16% of Hungarians are Roma, who face high long-term unemployment, low education levels, and live in under-resourced regions with poor housing. The EQUAL initiative aims to promote new ways of combating discrimination in the labor market. The BRIDGE project will provide vocational training, jobs, housing renovations, and microcredit to unemployed Roma to improve living conditions and access to employment. Research was conducted on participants' education, employment status, housing, and other dimensions to develop targeted support groups.
El documento describe los impactos potenciales del cambio climático en los recursos hídricos de América Latina y el Caribe, incluyendo un aumento en la frecuencia e intensidad de eventos climáticos extremos como huracanes, así como una disminución proyectada en la disponibilidad general de agua debido a factores como la pérdida de glaciares. También señala la necesidad de que la planificación de recursos hídricos incorpore escenarios de vulnerabilidad al cambio climático y principios de gestión sosten
El documento habla sobre el plan departamental de agua y saneamiento básico y el derecho al agua potable. Explica que este plan permite acceder a recursos para infraestructura hídrica y mejorar el tratamiento del agua. También destaca la importancia de controlar la contaminación del agua y disponer adecuadamente de aguas negras para prevenir enfermedades.
Este documento presenta un estudio realizado por estudiantes sobre la contaminación del Río Loncomilla en San Javier, Chile. Plantea hipótesis sobre las causas de la contaminación, como el alcantarillado y la eliminación de desechos, y sus consecuencias como enfermedades e infecciones. Los estudiantes entrevistaron a residentes locales, visitaron sitios a lo largo del río, y confirmaron que el río se encuentra contaminado y que existe poca conciencia sobre los impactos a la salud y el medio ambiente.
Este documento establece la Política Nacional de los Recursos Hídricos de Nicaragua con el objetivo de orientar el manejo integral de los recursos hídricos a nivel nacional, regional y local. Define principios rectores como que el agua es un recurso natural finito y de dominio público, y que la cuenca es la unidad de gestión territorial. También establece lineamientos para la institucionalidad, el marco legal y la planificación de los recursos hídricos con un enfoque participativo e integrado.
2010 01 21Points clefs pour reussir ses campagnes emailing by competiticCOMPETITIC
Quels sont les points clés pour réussir ses campagnes e-mailing en 2010 ?
Quelles sont les règles en terme de rédaction et de contenu, comment créer sa base de données, quelles sont les perspectives de retour sur investissement, quelles sont les offres sur le marché ? ...
The Effect of Router Buffer Size on Subjective Gaming Quality Estimators base...Jose Saldana
Jose Saldana, Julian Fernandez-Navajas, Jose Ruiz-Mas, Eduardo Viruete Navarro, Luis Casadesus, "The Effect of Router Buffer Size on Subjective Gaming Quality Estimators based on Delay and Jitter," in Proc. CCNC 2012- 4th IEEE International Workshop on Digital Entertainment, Networked Virtual Environments, and Creative Technology (DENVECT), pp. 502-506, Las Vegas. Jan 2012. ISBN 9781457720697.
Influence of Online Games Traffic Multiplexing and Router Buffer on Subjectiv...Jose Saldana
This document discusses the influence of online games, traffic multiplexing, and router buffer on subjective quality. It presents the results of tests on multiplexing gaming traffic using different period sizes and router buffer configurations. The key findings are:
- Multiplexing can reduce bandwidth and packets per second by up to 30% and 35% respectively, at the cost of increased delay and jitter.
- Larger period sizes and router buffers increase delay more than smaller configurations. Multiplexing is limited by the bandwidth of around 1400kbps.
- Jitter also increases with multiplexing but is limited by the bandwidth, while smaller router buffers introduce less jitter and delay.
The document provides an overview of networking models, protocols, and components relevant to the CCNA exam. It summarizes the OSI and TCP/IP networking models, including their layers and functions. It then describes common network protocols like TCP, UDP, IP, and others. The document also explains networking concepts such as encapsulation, protocol data units, error recovery, flow control, and connection establishment/termination.
[SCRIPT INCLUDED]
To be viewed in Microsoft power point.
This PPT describes the Difference between the TCP and UDP layer in the Transport layer of the OSI Model
Ideal for a team of 4 people.
Please edit the first page as per number of team members and their names.
The script includes when to click what to speak and whcih person will speak what.Please edit the team member names as required.
You can find link for script below.
LINK:
https://docs.google.com/document/d/1m2Ef8p9VNQCh4MLKvfb4sWINMdQPi4PEnpcq-KbY600/edit?usp=sharing
Improved implementation of a Deadline Monotonic algorithm for aperiodic traff...Andrea Tino
- The document describes enhancements made to an existing two-tiered network architecture that schedules aperiodic traffic using a deadline monotonic algorithm. The previous architecture suffered from a "queue overload" phenomenon during high stress simulations.
- The enhanced architecture modifies the aperiodic flow generation policy for nodes to limit how often a node can generate a new flow. This is set to the maximum response time calculated during admission control.
- Simulations of the enhanced architecture show a reduction in deadline misses and improvement in the served ratio, even under high stress scenarios. This indicates the queue overload phenomenon was reduced compared to the previous architecture.
This document provides information about network programming and socket programming. It begins with an introduction to the client-server model and TCP connections. TCP connections provide reliable, connection-oriented communication with flow and congestion control. The document then discusses byte ordering issues that can occur when transferring multi-byte data types between systems with different architectures. It also covers IP addresses and port numbers, which are used to route and multiplex network traffic. Address structures and conversion functions are described to handle byte ordering when transferring addresses between networks.
This document contains information about network programming laboratory experiments at the Global Institute of Technology. It includes the syllabus, list of experiments, course objectives, and content beyond the syllabus. The key experiments covered are:
1. Studying different network topologies, LAN equipment, and configurations
2. Writing client and server programs in C using TCP and UDP for tasks like echoing messages and estimating round trip time
3. Simulating routing algorithms like Bellman-Ford in NS2 networking simulation software
The objectives are for students to learn network programming concepts like the OSI model, TCP/IP, and socket programming to implement client-server applications over TCP and UDP.
This document provides information about network programming laboratory experiments at the Global Institute of Technology. It includes:
1. An index listing the syllabus, list of experiments, course objectives and outcomes, additional content, and experiments.
2. The syllabus lists 10 experiments covering topics like network topologies, TCP/IP programming, routing algorithms, and protocols.
3. The list of experiments provides more details on 13 experiments to be performed, covering network devices, client-server programming, chat servers, and simulation of protocols.
VEGAS: Better Performance than other TCP Congestion Control Algorithms on MANETsCSCJournals
The document analyzes the performance of six TCP congestion control algorithms (BIC, Cubic, Compound, Vegas, Reno, and Westwood) on mobile ad hoc networks (MANETs) using network simulator 2 (NS2). Simulation results show that the Vegas algorithm provided better and more stable throughput than the other algorithms over the entire simulation time, both with and without node mobility. While BIC achieved the highest throughput after 75 seconds, Vegas was the only algorithm that maintained almost constant throughput from the start to end of the 200 second simulations. Therefore, the document concludes that Vegas is the most suitable algorithm for MANET scenarios.
This document summarizes an approach for automatically profiling virtualized media processing functions using telemetry and machine learning. The approach involves:
1. Collecting various metrics (e.g. throughput, latency, entropy) about a virtualized media processing function using telemetry tools.
2. Analyzing the collected metrics to identify key performance indicators (KPIs) that relate to service quality defined in a service level agreement (SLA).
3. Mapping the identified KPIs to the virtualized media processing function using machine learning in order to enable more efficient telemetry-based monitoring and reduce overprovisioning of infrastructure resources.
The goal is to develop "efficient carrier grade cloud native processing functions" for emerging 5
This document discusses transport layer protocols. It begins by introducing the three main transport layer protocols in TCP/IP - UDP, TCP, and SCTP. It then focuses on UDP and TCP, explaining their packet formats, features, and how they provide different types of services. For UDP, it describes how it is a simple connectionless protocol suited for applications that require low latency. For TCP, it explains how it provides reliable, in-order byte streams using connection establishment and maintenance features like flow control, congestion control, and error recovery. The document contains examples and diagrams to illustrate these concepts.
The document discusses MPEG-21 digital items in research and practice. It provides an introduction to MPEG-21 and its basic concepts of digital items, users, and the structure of resources, metadata, and relationships within a digital item. It then summarizes several research projects and practical applications that utilize MPEG-21 digital items, including DIDL-Lite, DANAE, ENTHRONE, P2P-Next, and information asset management at Los Alamos National Laboratory. The document concludes by noting challenges to large-scale interoperability but potential benefits from standards like MPEG-21 and MPEG Extensible Middleware.
A brief history of streaming video in the InternetStenio Fernandes
The document provides a history of streaming video over the internet from the 1970s to present. It discusses early challenges with limited network capacity and the investigation of technologies like ATM. Improvements in codecs occurred in the 1990s while applications like Skype emerged in the 2000s. The development of dynamic adaptive streaming over HTTP (DASH) in the 2010s allowed clients to choose video quality based on network conditions over HTTP. Ongoing research focuses on improving adaptation logic and addressing new scenarios like 5G networks. Control theoretic approaches have been applied to buffer stabilization and playout smoothness.
This document discusses layered network models, specifically the OSI model and TCP/IP model. It provides an overview of each layer in both models and their functions. The key points are:
- The OSI model defines 7 layers that break communication into smaller parts to simplify the process and allow different hardware/software to work together.
- The TCP/IP model has 4 layers - application, transport, internet, and network access. It is used widely on the internet.
- Each layer adds header information to data as it moves down the stack. This encapsulation allows communication between layers and across networks.
The document describes two experiments conducted using the OPNET simulation tool. Experiment 1 involves simulating a TCP network using different congestion control mechanisms and analyzing OSPF routing. Experiment 2 compares the bus and star network topologies by creating networks with each in OPNET and collecting statistics on traffic and delay. The objectives are to get familiar with OPNET, study TCP algorithms, simulate OSPF routing, and understand the pros and cons of different topologies. Tasks for each experiment are described in detail, including how to set up the simulations, configure nodes and links, select statistics, and run the simulations.
The document discusses resource optimization of workflow problems. It introduces the motivation to optimize flexible production systems using a single assembly line for multiple variants. It then describes workflow abstraction and terms, including attributed resources, partially ordered plans, flexible processes, continuous supply, and partitioning. The document outlines the basic model, including data structures, process logic representation as a partially ordered plan, partitioning workflows into blocks, and calculating infrastructure needs and cycle time. It also discusses the heuristic approach and implementation in Mozart/Oz constraint programming.
The document discusses layered network models including OSI and TCP/IP. It provides details on the layers of each model, the functions of each layer, and examples of protocols used. Key points covered include how data is encapsulated as it moves through the layers, with each layer adding header information, and how the layers allow for standardization and modularity in network communication.
The Kyoto Protocol was devised to reduce greenhouse gas emissions and combat global warming. It outlined goals for developed countries to reduce emissions and increase energy efficiency, minimize emissions increases in developing countries, and promote sustainable practices. The Protocol set specific emissions reduction targets ranging from 8-10% below 1990 levels for developed countries. This document examines challenging aspects of international climate negotiations, the successes and failures of the agreement, factors contributing to these outcomes, and an overall assessment of the agreement.
The document discusses network models and layers. It covers the layered architecture of the Internet model and OSI model. The key points are:
1. The Internet and OSI models use a layered approach to break down the complex process of network communication into smaller, well-defined functions.
2. The Internet model has 5 layers - physical, data link, network, transport, and application. The OSI model adds an additional session layer and presentation layer.
3. Each layer only interacts with the layers directly above and below it, performing specific tasks like physical addressing, routing, and providing end-user services.
El documento describe cómo Fortnite y WhatsApp usan servidores en la nube para proporcionar sus servicios de forma escalable. Explica que los videojuegos como Fortnite y aplicaciones como WhatsApp necesitan grandes cantidades de servidores para dar soporte a millones de usuarios simultáneos, pero usan modelos de computación en la nube que permiten ajustar dinámicamente la capacidad de servidores en función de la demanda, pagando solo por lo que se usa, en lugar de tener que comprar y mantener grandes centros de datos propios
The Effect of Router Buffer Size on Subjective Gaming Quality Estimators base...Jose Saldana
Jose Saldana, Julian Fernandez-Navajas, Jose Ruiz-Mas, Eduardo Viruete Navarro, Luis Casadesus, "The Effect of Router Buffer Size on Subjective Gaming Quality Estimators based on Delay and Jitter," in Proc. CCNC 2012- 4th IEEE International Workshop on Digital Entertainment, Networked Virtual Environments, and Creative Technology (DENVECT), pp. 502-506, Las Vegas. Jan 2012. ISBN 9781457720697.
Influence of Online Games Traffic Multiplexing and Router Buffer on Subjectiv...Jose Saldana
This document discusses the influence of online games, traffic multiplexing, and router buffer on subjective quality. It presents the results of tests on multiplexing gaming traffic using different period sizes and router buffer configurations. The key findings are:
- Multiplexing can reduce bandwidth and packets per second by up to 30% and 35% respectively, at the cost of increased delay and jitter.
- Larger period sizes and router buffers increase delay more than smaller configurations. Multiplexing is limited by the bandwidth of around 1400kbps.
- Jitter also increases with multiplexing but is limited by the bandwidth, while smaller router buffers introduce less jitter and delay.
The document provides an overview of networking models, protocols, and components relevant to the CCNA exam. It summarizes the OSI and TCP/IP networking models, including their layers and functions. It then describes common network protocols like TCP, UDP, IP, and others. The document also explains networking concepts such as encapsulation, protocol data units, error recovery, flow control, and connection establishment/termination.
[SCRIPT INCLUDED]
To be viewed in Microsoft power point.
This PPT describes the Difference between the TCP and UDP layer in the Transport layer of the OSI Model
Ideal for a team of 4 people.
Please edit the first page as per number of team members and their names.
The script includes when to click what to speak and whcih person will speak what.Please edit the team member names as required.
You can find link for script below.
LINK:
https://docs.google.com/document/d/1m2Ef8p9VNQCh4MLKvfb4sWINMdQPi4PEnpcq-KbY600/edit?usp=sharing
Improved implementation of a Deadline Monotonic algorithm for aperiodic traff...Andrea Tino
- The document describes enhancements made to an existing two-tiered network architecture that schedules aperiodic traffic using a deadline monotonic algorithm. The previous architecture suffered from a "queue overload" phenomenon during high stress simulations.
- The enhanced architecture modifies the aperiodic flow generation policy for nodes to limit how often a node can generate a new flow. This is set to the maximum response time calculated during admission control.
- Simulations of the enhanced architecture show a reduction in deadline misses and improvement in the served ratio, even under high stress scenarios. This indicates the queue overload phenomenon was reduced compared to the previous architecture.
This document provides information about network programming and socket programming. It begins with an introduction to the client-server model and TCP connections. TCP connections provide reliable, connection-oriented communication with flow and congestion control. The document then discusses byte ordering issues that can occur when transferring multi-byte data types between systems with different architectures. It also covers IP addresses and port numbers, which are used to route and multiplex network traffic. Address structures and conversion functions are described to handle byte ordering when transferring addresses between networks.
This document contains information about network programming laboratory experiments at the Global Institute of Technology. It includes the syllabus, list of experiments, course objectives, and content beyond the syllabus. The key experiments covered are:
1. Studying different network topologies, LAN equipment, and configurations
2. Writing client and server programs in C using TCP and UDP for tasks like echoing messages and estimating round trip time
3. Simulating routing algorithms like Bellman-Ford in NS2 networking simulation software
The objectives are for students to learn network programming concepts like the OSI model, TCP/IP, and socket programming to implement client-server applications over TCP and UDP.
This document provides information about network programming laboratory experiments at the Global Institute of Technology. It includes:
1. An index listing the syllabus, list of experiments, course objectives and outcomes, additional content, and experiments.
2. The syllabus lists 10 experiments covering topics like network topologies, TCP/IP programming, routing algorithms, and protocols.
3. The list of experiments provides more details on 13 experiments to be performed, covering network devices, client-server programming, chat servers, and simulation of protocols.
VEGAS: Better Performance than other TCP Congestion Control Algorithms on MANETsCSCJournals
The document analyzes the performance of six TCP congestion control algorithms (BIC, Cubic, Compound, Vegas, Reno, and Westwood) on mobile ad hoc networks (MANETs) using network simulator 2 (NS2). Simulation results show that the Vegas algorithm provided better and more stable throughput than the other algorithms over the entire simulation time, both with and without node mobility. While BIC achieved the highest throughput after 75 seconds, Vegas was the only algorithm that maintained almost constant throughput from the start to end of the 200 second simulations. Therefore, the document concludes that Vegas is the most suitable algorithm for MANET scenarios.
This document summarizes an approach for automatically profiling virtualized media processing functions using telemetry and machine learning. The approach involves:
1. Collecting various metrics (e.g. throughput, latency, entropy) about a virtualized media processing function using telemetry tools.
2. Analyzing the collected metrics to identify key performance indicators (KPIs) that relate to service quality defined in a service level agreement (SLA).
3. Mapping the identified KPIs to the virtualized media processing function using machine learning in order to enable more efficient telemetry-based monitoring and reduce overprovisioning of infrastructure resources.
The goal is to develop "efficient carrier grade cloud native processing functions" for emerging 5
This document discusses transport layer protocols. It begins by introducing the three main transport layer protocols in TCP/IP - UDP, TCP, and SCTP. It then focuses on UDP and TCP, explaining their packet formats, features, and how they provide different types of services. For UDP, it describes how it is a simple connectionless protocol suited for applications that require low latency. For TCP, it explains how it provides reliable, in-order byte streams using connection establishment and maintenance features like flow control, congestion control, and error recovery. The document contains examples and diagrams to illustrate these concepts.
The document discusses MPEG-21 digital items in research and practice. It provides an introduction to MPEG-21 and its basic concepts of digital items, users, and the structure of resources, metadata, and relationships within a digital item. It then summarizes several research projects and practical applications that utilize MPEG-21 digital items, including DIDL-Lite, DANAE, ENTHRONE, P2P-Next, and information asset management at Los Alamos National Laboratory. The document concludes by noting challenges to large-scale interoperability but potential benefits from standards like MPEG-21 and MPEG Extensible Middleware.
A brief history of streaming video in the InternetStenio Fernandes
The document provides a history of streaming video over the internet from the 1970s to present. It discusses early challenges with limited network capacity and the investigation of technologies like ATM. Improvements in codecs occurred in the 1990s while applications like Skype emerged in the 2000s. The development of dynamic adaptive streaming over HTTP (DASH) in the 2010s allowed clients to choose video quality based on network conditions over HTTP. Ongoing research focuses on improving adaptation logic and addressing new scenarios like 5G networks. Control theoretic approaches have been applied to buffer stabilization and playout smoothness.
This document discusses layered network models, specifically the OSI model and TCP/IP model. It provides an overview of each layer in both models and their functions. The key points are:
- The OSI model defines 7 layers that break communication into smaller parts to simplify the process and allow different hardware/software to work together.
- The TCP/IP model has 4 layers - application, transport, internet, and network access. It is used widely on the internet.
- Each layer adds header information to data as it moves down the stack. This encapsulation allows communication between layers and across networks.
The document describes two experiments conducted using the OPNET simulation tool. Experiment 1 involves simulating a TCP network using different congestion control mechanisms and analyzing OSPF routing. Experiment 2 compares the bus and star network topologies by creating networks with each in OPNET and collecting statistics on traffic and delay. The objectives are to get familiar with OPNET, study TCP algorithms, simulate OSPF routing, and understand the pros and cons of different topologies. Tasks for each experiment are described in detail, including how to set up the simulations, configure nodes and links, select statistics, and run the simulations.
The document discusses resource optimization of workflow problems. It introduces the motivation to optimize flexible production systems using a single assembly line for multiple variants. It then describes workflow abstraction and terms, including attributed resources, partially ordered plans, flexible processes, continuous supply, and partitioning. The document outlines the basic model, including data structures, process logic representation as a partially ordered plan, partitioning workflows into blocks, and calculating infrastructure needs and cycle time. It also discusses the heuristic approach and implementation in Mozart/Oz constraint programming.
The document discusses layered network models including OSI and TCP/IP. It provides details on the layers of each model, the functions of each layer, and examples of protocols used. Key points covered include how data is encapsulated as it moves through the layers, with each layer adding header information, and how the layers allow for standardization and modularity in network communication.
The Kyoto Protocol was devised to reduce greenhouse gas emissions and combat global warming. It outlined goals for developed countries to reduce emissions and increase energy efficiency, minimize emissions increases in developing countries, and promote sustainable practices. The Protocol set specific emissions reduction targets ranging from 8-10% below 1990 levels for developed countries. This document examines challenging aspects of international climate negotiations, the successes and failures of the agreement, factors contributing to these outcomes, and an overall assessment of the agreement.
The document discusses network models and layers. It covers the layered architecture of the Internet model and OSI model. The key points are:
1. The Internet and OSI models use a layered approach to break down the complex process of network communication into smaller, well-defined functions.
2. The Internet model has 5 layers - physical, data link, network, transport, and application. The OSI model adds an additional session layer and presentation layer.
3. Each layer only interacts with the layers directly above and below it, performing specific tasks like physical addressing, routing, and providing end-user services.
Similar to The Effect of TCP Variants on the Coexistence of MMORPG and Best-Effort Traffic (20)
El documento describe cómo Fortnite y WhatsApp usan servidores en la nube para proporcionar sus servicios de forma escalable. Explica que los videojuegos como Fortnite y aplicaciones como WhatsApp necesitan grandes cantidades de servidores para dar soporte a millones de usuarios simultáneos, pero usan modelos de computación en la nube que permiten ajustar dinámicamente la capacidad de servidores en función de la demanda, pagando solo por lo que se usa, en lugar de tener que comprar y mantener grandes centros de datos propios
POUZ Universidad de Zaragoza - Telecomunicación 2º y 3ºJose Saldana
Presentación utilizada en las sesiones de grupo del POUZ de la EINA, de la Universidad de Zaragoza, para 2º y 3º de Ingeniería de Telecomunicación. Octubre 2018. Curso 2018-2019.
POUZ: Plan de Orientación Universitaria de la Universidad de Zaragoza
https://webpouz.unizar.es/
La bala que dobló la esquina: el problema de los videojuegos onlineJose Saldana
Presentación "La bala que dobló la esquina" en Pint of Science 2018, en el bar Drinks and Pool Aranda, Zaragoza.
https://pintofscience.es/
La presentación trató sobre el tráfico que generan los videojuegos online, y la investigación que hacemos en el I3A de la Universidad de Zaragoza.
Un vídeo aquí:
https://youtu.be/SS0qXNKSqmU
Entretenimiento online. Una perspectiva cristianaJose Saldana
Presentación sobre la perspectiva cristiana de los videojuegos y del entretenimiento online. Por qué son buenos, cómo sacarles más partido, cómo usarlos bien, cómo evitar sus peligros. Cómo educar a los niños para usarlos bien.
Presentación para el festival Pint of Science, Zaragoza 17 de mayo 2017. Agradecimiento al proyecto H2020 Wi-5 "What to do With the WiFi Wild West (G.A. no 644262).
Wi-5: Advanced Features for Low-cost Wi-Fi APsJose Saldana
Presented at the Global Access to the Internet for All (GAIA) Research Group Meeting, at IETF-96, Berlin, Germany, July 21, 2016.
The Wi-5 Project (What to do With the Wi-Fi Wild West) proposes an architecture based on an integrated and coordinated set of smart Wi-Fi APs:
a) To efficiently reduce interference between neighboring Wi-Fi APs and provide optimized connectivity.
b) To develop new business models to support this.
An open-source and low cost platform supporting advanced features currently available in enterprise-grade Wi-Fi APs:
- Optimal frequency planning
- Load balancing
- Seamless handover
- Transmit power control
- Intelligent frame/packet grouping
- Interference measurement
Header compression and multiplexing in LISPJose Saldana
When small payloads are transmitted through a packet-switched network, the resulting overhead may result significant. This is stressed in the case of LISP, where a number of headers are prepended to a packet, as new headers have to be added to each packet.
This presentation proposes to send together a number of small packets, which are in the buffer of a ITR, having the same ETR as destination, into a single packet. Therefore, they will share a single LISP header, and therefore bandwidth savings can be obtained, and a reduction in the overall number of packets sent to the network can be achieved.
The low efficiency caused by the high amount of small packets present in the network can be alleviated by means of packet aggregation.
There are some situations in which multiplexing a number of small packets into a bigger one is desirable. For example, a number of small packets can be sent together between a pair of machines if they share a common network path. Thus, the traffic profile can be shifted from small to larger packets, reducing the network overhead and the number of packets per second to be managed by intermediaterouters.
This presentation describes Simplemux, a protocol able to encapsulate a number of packets belonging to different protocols into a single packet. It includes the "Protocol" field on each multiplexing header, thus allowing the inclusion of a number of packets belonging to different protocols (multiplexed packets) on a packet of another protocol (tunneling protocol).
In order to reduce the overhead, the size of the multiplexing headers is kept very low (it may be a single byte when multiplexing small packets).
Online games: a real-time problem for the networkJose Saldana
This document discusses online games and their impact on computer networks. It begins by looking at global trends in online gaming, including the growing popularity of multiplayer games and shift towards online and mobile platforms. It then examines how network latency impacts gameplay quality and discusses common online game genres and architectures. The document analyzes characteristics of network traffic for games and potential bottlenecks in client-server architectures. It also explores methods for estimating quality of experience, including models that consider latency, jitter and packet loss. The document notes limitations in applying quality models across different game titles.
Improving Network Efficiency with SimplemuxJose Saldana
Jose Saldana, Ignacio Forcen, Julian Fernandez-Navajas, Jose Ruiz-Mas, "Improving Network Efficiency with Simplemux,'' IEEE CIT 2015, International Conference on Computer and Information Technology, 26-28 October 2015 in Liverpool, UK. (http://cse.stfx.ca/~cit2015/)
Presentation the paper http://diec.unizar.es/~jsaldana/personal/chicago_CIT2015_in_proc.pdf
Abstract
The high amount of small packets currently transported by IP networks results in a high overhead, caused by the significant header-to-payload ratio of these packets. In addition, the MAC layer of wireless technologies makes a non-optimal use of airtime when packets are small. Small packets are also costly in terms of processing capacity. This paper presents Simplemux, a protocol able to multiplex a number of packets sharing a common network path, thus increasing efficiency when small packets are transported. It can be useful in constrained scenarios where resources are scarce, as community wireless networks or IoT. Simplemux can be seen as an alternative to Layer-2 optimization, already available in 802.11 networks. The design of Simplemux is presented, and its efficiency improvement is analyzed. An implementation is used to carry out some tests with real traffic, showing significant improvements: 46% of the bandwidth can be saved when compressing voice traffic; the reduction in terms of packets per second in an Internet trace can be up to 50%. In wireless networks, packet grouping results in a significantly improved use of air time.
IETF Tutorial. IETF-LAC (IETF in Latin America and the Caribbean). Bogota, 28 Sep 2015.
This presentation summarizes the objectives of GAIA IRTF Research Group, and talks about some examples of the things being discussed: community networks, alternative networks, new protocol proposals as Simplemux, etc.
Presentation of the "Alternative Network Deployments" IETF draft for the GAIA meeting in IETF93, Prague, 22nd July 2015.
http://datatracker.ietf.org/doc/draft-irtf-gaia-alternative-network-deployments/
Simplemux: a generic multiplexing protocolJose Saldana
This document discusses using traffic optimization techniques in the context of the Global Access to the Internet for All (GAIA) initiative. It describes how multiplexing small packets into larger packets can reduce overhead and improve efficiency over wired and wireless networks. Test results show that a Simplemux implementation providing this multiplexing can achieve bandwidth savings of up to 50% for VoIP traffic and reduce packet loss by up to 80% in saturated 802.11 links. The technique could benefit scenarios like wireless community networks and low-bandwidth residential access.
Optimization of Low-efficiency Traffic in OpenFlowSoftware Defined NetworksJose Saldana
This paper proposes a method for optimizing bandwidth usage in Software Defined Networks (SDNs) based on OpenFlow. Flows of small packets presenting a high overhead, as the ones generated by emerging services, can be identified by the SDN controller, in order to remove header fields that are common to any packet in the flow, only during their way through the SDN. At the same time, several packets can be multiplexed together in the same frame, thus reducing the number of sent frames. Four kinds of small-packet traffic flows are considered (VoIP, UDP and TCP-based online games, and ACKs from TCP flows). Both IPv4 and IPv6 are tested, and significant bandwidth savings (up to 68 % for IPv4 and 78 % for IPv6) can be obtained for the considered kinds of traffic.
This document discusses Tunneling, Compressing and Multiplexing Traffic Flows (TCM-TF) to more efficiently transport real-time traffic like voice and online games. It notes the inefficiency of tiny payload packets for these services. TCM-TF aims to compress and multiplex these packets to save bandwidth. It describes applying TCM-TF in multi-domain, single-domain and private scenarios. The technique uses header compression, multiplexing and tunneling layers with different options on each layer. Evaluations show TCM-TF can save over 50% bandwidth for voice calls and up to 30% for online games. Related links provide more details on TCM-TF drafts, publications and mailing list.
Can We Multiplex ACKs without Harming the Performance of TCP?Jose Saldana
Jose Saldana, Julian Fernandez-Navajas, Jose Ruiz-Mas "Can We Multiplex ACKs without Harming the Performance of TCP?," Consumer Communications and Networking Conference, CCNC 2014. Las Vegas, January 10, 2014, pp 921-922. ISBN 978-1-4799-2356-4.
The Effect of Multiplexing Delay on MMORPG TCP Traffic FlowsJose Saldana
Jose Saldana, "The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows," Consumer Communications and Networking Conference, CCNC 2014. Las Vegas, January 10, 2014, pp 447-452. ISBN 978-1-4799-2356-4.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
The Effect of TCP Variants on the Coexistence of MMORPG and Best-Effort Traffic
1. NIME 2012, Munich, 30th July 2012
The Effect of TCP Variants on the Coexistence
of MMORPG and Best-Effort Traffic
Jose Saldana1
Mirko Suznjevic2
Luis Sequeira1
Julián Fernández-Navajas1
Maja Matijasevic2
José Ruiz-Mas1
1 Communication Technologies
Group (GTC)
Aragon Inst. of Engineering Research (I3A)
University of Zaragoza
2 University
of Zagreb. Faculty of Electrical
Engineering and Computing
2. NIME 2012, Munich, 30th July 2012
Index
1.
2.
3.
4.
5.
Introduction
Related Works
Test Methodology
Results
Conclusions
3. NIME 2012, Munich, 30th July 2012
Index
1.
2.
3.
4.
5.
Introduction
Related Works
Test Methodology
Results
Conclusions
4. NIME 2012, Munich, 30th July 2012
Introduction
Growing popularity of online games: number
of titles, and number of players growing,
especially in Asia
MMORPG (Massive Multiplayer Online Role
Playing Games): genre with a set of shared
characteristics
6. NIME 2012, Munich, 30th July 2012
Introduction
http://designcult.org/designcult/2010/08/mmo-subscription-charts.html
7. NIME 2012, Munich, 30th July 2012
Introduction
The most popular one: World of Warcraft (video)
8. NIME 2012, Munich, 30th July 2012
Introduction
Other games (i.e. First Person Shooters) use
UDP, because they priorize interactivity
But MMORPGs priorize secure transmission of
information: you can miss a shot in a FPS, but
you cannot miss a player buying a new sword
in an MMORPG
Real-time requirements are looser
(although they exist)
They use TCP instead of UDP
9. NIME 2012, Munich, 30th July 2012
Introduction
But they are interactive:
The speed of the player matters
We have a real-time service using TCP
10. NIME 2012, Munich, 30th July 2012
Introduction
Consequences of this fact (using TCP)
Retransmission when a packet is lost
Dependence on TCP variants, and on the
TCP stack present on player’s machine
The game relies on the OS’s ability to deliver
packets
More overhead (40 bytes instead of 28)
11. NIME 2012, Munich, 30th July 2012
Introduction
TCP traffic of the game has to share:
Access network
Core network
with other TCP traffics (e-mail, FTP, etc)
In this paper we will explore the effect of
TCP variants on this coexistence
12. NIME 2012, Munich, 30th July 2012
Index
1.
2.
3.
4.
5.
Introduction
Related Works
Test Methodology
Results
Conclusions
13. NIME 2012, Munich, 30th July 2012
Related Works
Modelling traffic of MMORPGs
Some statistical models have been
developed for MMORPGs
Characterization of
Packet size and Inter Packet Time
APDU and Inter Arrival Time:
APDU of 1600 bytes
TCP stack of the computer
Packet 1: 1460 bytes of payload
Packet 2: 140 bytes of payload
14. NIME 2012, Munich, 30th July 2012
Related Works
We will follow the second approach:
Independent of underlying technology
More adequate for modeling the behaviour of different
TCPs (if we have a concrete trace using a TCP variant, it
is not valid for the rest of variants)
APDU of 1600 bytes
TCP stack of the computer
Packet 1: 1460 bytes of payload
Packet 2: 140 bytes of payload
15. NIME 2012, Munich, 30th July 2012
Related Works
Characteristics of MMORPG traffic
TCP
Small packets, especially client-to-server
A lot of ACKs
Traffic varies with player’s activities: Trading,
Questing, Dungeons, Player vs Player, etc.
16. NIME 2012, Munich, 30th July 2012
Related Works
TCP variants
Some variants have been deployed in
order to solve certain problems (e.g. TCP
hybla for solving RTT unfairness, etc.)
We will use three common TCP variants:
TCP New Reno
TCP SACK
TCP Vegas
17. NIME 2012, Munich, 30th July 2012
Related Works
Other studies have issued the problem of
real-time vs best effort traffic, but mainly
testing UDP vs TCP
In this work, we are comparing
TCP used for MMORPG
TCP used for FTP
18. NIME 2012, Munich, 30th July 2012
Index
1.
2.
3.
4.
5.
Introduction
Related Works
Test Methodology
Results
Conclusions
19. NIME 2012, Munich, 30th July 2012
Test Methodology
Network scenario: WoW session vs FTP
upload: the main problem is the uplink
WoW client
WoW server
WoW
512kbps
6Mbps
FTP
Tdejitter
20. NIME 2012, Munich, 30th July 2012
Test Methodology
Bandwidth: corresponding to a xDSL
Router buffer: 20 and 200 packets
OWD: 80 ms (inter-region scenario)
WoW client
WoW server
WoW
512kbps
6Mbps
FTP
Tdejitter
21. NIME 2012, Munich, 30th July 2012
Test Methodology
Traffic of the MMORPG
Two flows: client-server and server-client
We will use Questing activity, since it is the
most common one
10 to 15 kbps
Small packets (the game sets to 1 the “push”
bit in order to send them as soon as
possible)
22. NIME 2012, Munich, 30th July 2012
Test Methodology
NS2 script that generates the scenario and the
traffic
WoW: 2 flows of TCP SACK (commonly found
in player’s machines)
FTP: NS2 implementations of TCP New Reno,
SACK and Vegas
1000 seconds of simulation time
23. NIME 2012, Munich, 30th July 2012
Test Methodology
Client-to-server packets
Inter Packet Time CDF - client to server
Packet Size CDF - client to server
1
1
0.8
0.8
0.6
0.6
0.4
0.4
0.2
0.2
0
0
0
200
400
600
ms
800
1000
1200
0
200
400
600
800
bytes
1000
1200
1400
24. NIME 2012, Munich, 30th July 2012
Test Methodology
Client-to-server packets
Inter Packet Time CDF - client to server
Packet Size CDF - client to server
1
1
0.8
0.8
0.6
0.6
0.4
0.4
0.2
0.2
0
0
0
200
400
600
ms
800
1000
1200
0
200
400
600
800
bytes
1000
1200
1400
25. NIME 2012, Munich, 30th July 2012
Test Methodology
Server-to-client packets
Inter Packet Time CDF - server to client
Packet Size CDF - server to client
1
1
0.8
0.8
0.6
0.6
0.4
0.4
0.2
0.2
0
0
0
200
400
600
ms
800
1000
1200
0
200
400
600
800
bytes
1000
1200
1400
26. NIME 2012, Munich, 30th July 2012
Index
1.
2.
3.
4.
5.
Introduction
Related Works
Test Methodology
Results
Conclusions
29. NIME 2012, Munich, 30th July 2012
Results
The sending window of WoW behaves
differently from that of FTP
The game is not trying to consume as much
available bandwidth as possible (as FTP does)
It only has to send a continuous data flow of
small packets, at a rate of less than 10 kbps.
Now we will discuss each buffer size
38. NIME 2012, Munich, 30th July 2012
Index
1.
2.
3.
4.
5.
Introduction
Related Works
Test Methodology
Results
Conclusions
39. NIME 2012, Munich, 30th July 2012
Conclusions
TCP Vegas is able to maintain a constant rate
while competing with the game traffic, since it
prevents packet loss by avoiding the increase
of the sending window size.
TCP SACK and TCP New Reno tend to keep on
increasing the window size, thus adding
undesired delays to the game traffic.
Smaller buffers have been demonstrated to be
better for TCP-based MMORPGs, since larger
buffers cause higher delays