49 resultados para Distributed computer systems


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Functional and non-functional concerns require different programming effort, different techniques and different methodologies when attempting to program efficient parallel/distributed applications. In this work we present a "programmer oriented" methodology based on formal tools that permits reasoning about parallel/distributed program development and refinement. The proposed methodology is semi-formal in that it does not require the exploitation of highly formal tools and techniques, while providing a palatable and effective support to programmers developing parallel/distributed applications, in particular when handling non-functional concerns.

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Developing a desirable framework for handling inconsistencies in software requirements specifications is a challenging problem. It has been widely recognized that the relative priority of requirements can help developers to make some necessary trade-off decisions for resolving con- flicts. However, for most distributed development such as viewpoints-based approaches, different stakeholders may assign different levels of priority to the same shared requirements statement from their own perspectives. The disagreement in the local levels of priority assigned to the same shared requirements statement often puts developers into a dilemma during the inconsistency handling process. The main contribution of this paper is to present a prioritized merging-based framework for handling inconsistency in distributed software requirements specifications. Given a set of distributed inconsistent requirements collections with the local prioritization, we first construct a requirements specification with a prioritization from an overall perspective. We provide two approaches to constructing a requirements specification with the global prioritization, including a merging-based construction and a priority vector-based construction. Following this, we derive proposals for handling inconsistencies from the globally prioritized requirements specification in terms of prioritized merging. Moreover, from the overall perspective, these proposals may be viewed as the most appropriate to modifying the given inconsistent requirements specification in the sense of the ordering relation over all the consistent subsets of the requirements specification. Finally, we consider applying negotiation-based techniques to viewpoints so as to identify an acceptable common proposal from these proposals.

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The scheduling problem in distributed data-intensive computing environments has become an active research topic due to the tremendous growth in grid and cloud computing environments. As an innovative distributed intelligent paradigm, swarm intelligence provides a novel approach to solving these potentially intractable problems. In this paper, we formulate the scheduling problem for work-flow applications with security constraints in distributed data-intensive computing environments and present a novel security constraint model. Several meta-heuristic adaptations to the particle swarm optimization algorithm are introduced to deal with the formulation of efficient schedules. A variable neighborhood particle swarm optimization algorithm is compared with a multi-start particle swarm optimization and multi-start genetic algorithm. Experimental results illustrate that population based meta-heuristics approaches usually provide a good balance between global exploration and local exploitation and their feasibility and effectiveness for scheduling work-flow applications. © 2010 Elsevier Inc. All rights reserved.

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We analyze ways by which people decompose into groups in distributed systems. We are interested in systems in which an agent can increase its utility by connecting to other agents, but must also pay a cost that increases with the size of the sys- tem. The right balance is achieved by the right size group of agents. We formulate and analyze three intuitive and realistic games and show how simple changes in the protocol can dras- tically improve the price of anarchy of these games. In partic- ular, we identify two important properties for a low price of anarchy: agreement in joining the system, and the possibil- ity of appealing a rejection from a system. We show that the latter property is especially important if there are some pre- existing constraints regarding who may collaborate (or com- municate) with whom.

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Focusing on the uplink, where mobile users (each with a single transmit antenna) communicate with a base station with multiple antennas, we treat multiple users as antennas to enable spatial multiplexing across users. Introducing distributed closed-loop spatial multiplexing with threshold-based user selection, we propose two uplink channel-assigning strategies with limited feedback. We prove that the proposed system also outperforms the standard greedy scheme with respect to the degree of fairness, measured by the variance of the time averaged throughput. For uplink multi-antenna systems, we show that the proposed scheduling is a better choice than the greedy scheme in terms of the average BER, feedback complexity, and fairness. The numerical results corroborate our findings

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We consider the problem of self-healing in peer-to-peer networks that are under repeated attack by an omniscient adversary. We assume that the following process continues for up to n rounds where n is the total number of nodes initially in the network: the adversary deletesan arbitrary node from the network, then the network responds by quickly adding a small number of new edges.

We present a distributed data structure that ensures two key properties. First, the diameter of the network is never more than O(log Delta) times its original diameter, where Delta is the maximum degree of the network initially. We note that for many peer-to-peer systems, Delta is polylogarithmic, so the diameter increase would be a O(loglog n) multiplicative factor. Second, the degree of any node never increases by more than 3 over its original degree. Our data structure is fully distributed, has O(1) latency per round and requires each node to send and receive O(1) messages per round. The data structure requires an initial setup phase that has latency equal to the diameter of the original network, and requires, with high probability, each node v to send O(log n) messages along every edge incident to v. Our approach is orthogonal and complementary to traditional topology-based approaches to defending against attack.