Dissertations / Theses on the topic 'Client/server architecture'
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Wijegunaratne, Indrajit Kitsiri. "Management of information systems in a client/server environment : an architecture for client/server applications." Thesis, University of London, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.307521.
Full textVoruganti, Kaladhar. "An adaptive hybrid server architecture for client-server object database management systems." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/NQ60355.pdf.
Full textKrupina, Olga. "NeuroSim: neural simulation system with a client server architecture." [S.l. : s.n.], 2005. http://www.diss.fu-berlin.de/2005/173/index.html.
Full textBrockett, Douglas M., and Nancy J. Aramaki. "A Software Architecture for Client-Server Telemetry Data Analysis." International Foundation for Telemetering, 1994. http://hdl.handle.net/10150/611646.
Full textAn increasing need among telemetry data analysts for new mechanisms for efficient access to high-speed data in distributed environments has led BBN to develop a new architecture for data analysis. The data sets of concern can be from either real-time or post-test sources. This architecture consists of an expandable suite of tools based upon a data distribution software "backbone" which allows the interchange of high volume data streams among server processes and client workstations. One benefit of this architecture is that it allows one to assemble software systems from a set of off-the-shelf, interoperable software modules. This modularity and interoperability allows these systems to be configurable and customizable, while requiring little applications programming by the system integrator.
Abdullah, Miran Taha. "Smart Client-Server Protocol and Architecture for Adaptive Multimedia Streaming." Doctoral thesis, Universitat Politècnica de València, 2018. http://hdl.handle.net/10251/103324.
Full textIn recent years, multimedia services consumption has increased and it is expected that this trend will continue in the near future, becoming the evaluation of Quality of Experience (QoE) as a very important issue for assessing the quality of providers' services. In this sense, the optimization of the QoE is progressively receiving much attention considering that current solutions are not based on the adaptation, feasibility, cost-effectiveness, and reliability. The present dissertation is focused on the characterization, design, development and evaluation of different multimedia applications aimed to optimize the QoE. Therefore, this work investigates the influence that the networks infrastructure, the videos' characteristics and the users' terminals present on QoE of the current Internet multimedia services. The work is based on a comprehensive research of subjective and objective assessments in heterogeneous networks. Challenges and research questions related to the state of the art are discussed in this dissertation. In the first phase of this dissertation, we design a test methodology for assessing QoE of live video streaming and video on demand platforms to be transmitted over Wi-Fi and cellular networks. From this initial step, we will propound the related research issues and questions to solve this dissertation. Our methodology considers the use of subjective and objective metrics to evaluate the QoE perceived by end-users. A set of laboratory experiments is conducted where our proposed methodology is applied. The obtained results are gathered and analyzed to extract the relations between Quality of Service (QoS) and QoE. From the results, we propose a QoS-QoE mapping which allows predicting QoE. In the next phase of the research, we develop QoE-optimization algorithms based on network system management for Wi-Fi and cellular networks. The algorithms use the key parameters that were taken into account for QoE assessment. The goal of these algorithms is to provide a flexible management system for the networks in order to achieve the desirable trade-off between QoE maximization and resource usage efficiency. Lastly, the system testbed is designed in order to evaluate the performance of generic multimedia services applications for the different environments under test. The system testbed is based on virtualization approach; it uses the shared resources of a physical hardware to virtualize all components. The virtualized testbed provides virtualized network functions for the different scenarios such as the Internet (Content Delivery Networks - CDNs) and wireless networks. Therefore, lightweight protocols and agile mechanisms are adopted in the system to provide enhanced service to end-users. The QoE results are reported to the service providers according to the parameters defined in the evaluation process. As a result, we have obtained a cost-effective system, which is considered as a feasible way for test evaluation.
En els últims anys, el consum de serveis multimèdia ha augmentat i es preveu que aquesta tendència continue en un futur pròxim, convertitnt el tema de l'avaluació de la Qualitat d'Experiència (QoE) una tasca molt im-portant per a valorar el servei dels proveïdors. En aquest sentit, l'optimització de la QoE rep cada vegada més atenció degut a que les solucions actuals no tenen en compte, l'adaptació, la viabilitat, el rendiment i la fiabilitat. La present memòria se centra en la caracterització, disseny, desenvolupament i avaluació de diferents aplicacions multimèdia, amb la finalitat d'optimitzar la QoE. Per tant, aquest treball investiga la influència que la infraestructura de les xarxes, les característiques dels videos i els terminals dels usuaris tenen sobre la QoE dels serveis multimèdia actuals d'Iinternet. Aquesta tesi es basa en una recerca exhaustiva de l'avaluació subjectiva i objectiva de QoE en xarxes heterogènies. Els desafiaments i preguntes relacionats amb l'estat de la tècnica es discuteixen en aquesta dissertació. En la primera fase, dissenyem la metodologia de prova per a avaluar la QoE de transmissió de video en directe i de plataformes de video baix demanda en xarxes Wi-Fi i cel·lulars. A partir d'aquest primer pas, proposem els problemes de recerca relacionats i les preguntes a resoldre a través d'a-questa tesi. La nostra metodologia fa ús de mètriques subjectives i objecti-ves per a avaluar la QoE dels usuaris finals. Es realitzen un conjunt d'expe-riments en laboratori on s'aplica la nostra metodología. Els resultats obtin-guts es recopilen i analitzen per a extraure les relacions entre la QoS i la QoE. A partir d'aquests resultats, esproposa un mapatge de QoS-QoE que ens permetrà predir la QoE. En la següent fase de la recerca, desenvolupem els algoritmes d'optimi-tzació de la QoE per a l'administració de xarxes Wi-Fi i cel·lulars. Els algo-ritmes utilitzen els paràmetres clau que es van tenir en compte per a l'ava-luació de QoE. L'objectiu d'aquests algoritmes és proporcionar un sistema de gestió flexible per ales xarxes que permetrá aconseguir un equilibri con-trolat entre la maximització de la QoE i l'us eficient dels recursos. Finalment, el banc de proves del sistema està dissenyat per a avaluar el rendiment de les aplicacions de serveis multimèdia genèrics en els diferents entorns de prova. El banc de proves del sistema es basa en l'enfocament de virtualització; usa els recursos compartits d'un equip físic que virtualitza tots els components. El banc de proves virtualitzat proporciona les funcions de xarxa virtualitzades per a diferents escenaris, com Internet (les xarxes de distribució de continguts - CDNs) i xarxes sense fils. Per tant, s'adopten protocols lleugers i mecanismes àgils en el sistema per a proporcionar un millor servei als usuaris finals. Els resultats de QoE son proporcionats als proveïdors de serveis d'acord amb els paràmetres que es defineixen en el procés de l'avaluació. Com a resultat, hem obtés un sistema que presenta un servei rendible i com a viable per a l'avaluació de la prova.
Abdullah, MT. (2018). Smart Client-Server Protocol and Architecture for Adaptive Multimedia Streaming [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/103324
TESIS
Johansson, Simon, and Hugo Andersson. "Chicago : A multiplayer card game based on Client – Server architecture." Thesis, Karlstads universitet, Institutionen för matematik och datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-28071.
Full textLehmann, Heiko. "Client, server based statistical computing." Doctoral thesis, [S.l. : s.n.], 2004. http://deposit.ddb.de/cgi-bin/dokserv?idn=972652175.
Full textManeikis, Andrius. "Distribution On Load Tap Changer Control Using IEC61850 Client/Server Architecture." Thesis, KTH, Skolan för elektro- och systemteknik (EES), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-193673.
Full textDistribuerad generation håller på att förändra transmissionsnätet till decentraliserat system där separata enheter som vindkraftverk eller solpanel skall samexistera och fungera tillsammans för att komplettera varandra och att göra ett omfattande system som helhet så kallade smarta elnät. Det är ytterst viktigt att ha en kontroll förmåga över sådana enheter inte bara på ett fältnivå utan även på systemnivå. För att kunna kommunicera med många enheter och bibehålla interoperabiliten som universell standard är ett måste. En av de grundläggande normer som är relevanta för smarta nät är IEC 61850 - Skydd & Automation, som kommer in i bistånd och möter ovan nämnda utmaningar. Detta projekt använder IEC61850-struktur för att implementera klient/server windows applikation för lindningskopplarens fjärrkontroll. Den föreslagna lösningen och utformade applikationer testas tillsammans med en realtidssimulator där enkelt kraftsystem modelleras för att emulera systemets svar på de givna styrsignalerna i realtid. På detta sätt kan de implementerade programmen prövas och bedömas hur de utföras i verklig miljö. Följaktligen kan användare av klientapplikationen fjärrstyra spänningen på transformatorns sekundärsida och manipulera ställverk som simuleras i modellen.
Jones, James R. "A Client-Server Architecture for Collection of Game-based Learning Data." Thesis, Virginia Tech, 2015. http://hdl.handle.net/10919/51229.
Full textMaster of Science
Partridge, Michael Jonathan. "Developing a Client/Server Architecture for a Mobile AR Urban Design Application." Thesis, University of Canterbury. HITLabNZ, 2013. http://hdl.handle.net/10092/8434.
Full textLee, Matthew W. (Matthew William) 1978. "Chatscape : a behavior-enhanced chat built on a versatile client-server architecture." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/86675.
Full textGui, Feng. "Development of a New Client-Server Architecture for Context Aware Mobile Computing." FIU Digital Commons, 2009. http://digitalcommons.fiu.edu/etd/202.
Full textLøtvedt, Pia. "Implementation of visualizations using a server-client architecture : Effects on performance measurements." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166993.
Full textWard, Michael Patrick. "A transputer based scalable data acquisition system." Thesis, University of Liverpool, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.318280.
Full textHartwich, Christoph. "A middleware architecture for transactional, object-oriented applications." [S.l. : s.n.], 2003. http://www.diss.fu-berlin.de/2004/40/index.html.
Full textEllbäck, Mattias. "A Dynamic Implementation Independent Web Service Framework for Client-Server Architecture : A Web Service Framework Proposal for Utopiapeople." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-36196.
Full textJayanthi, Praveena. "Scalable Proxy Architecture for Mobile and Peer-to-Peer Networks." Digital Archive @ GSU, 2006. http://digitalarchive.gsu.edu/cs_theses/34.
Full textCosta, Celso Maciel da. "Environnement d'exécution parallèle : conception et architecture." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 1993. http://hdl.handle.net/10183/18239.
Full textThis thesis describes an execution environment for parallel machines without shared memory. A parallel programming model based on message passing, with a special shared memory. In this model, process communication occurs indirectly, via ports, and the processes use barriers for synchronization. All the entities of the system, such as processes, ports and barriers, are created dynamically and loaded on any processor of the network of processors. The implementation architecture of our model is a systematic realization of the client/server model. An implementation is proposed in a Supernode parallel machine as a parallel micro kernel. The principal parallel micro kernel component is a minimal remote procedure call mechanism.
Croucher, Darren Armstrong. "A hybrid peer-to-peer middleware plugin for an existing client/server massively multiplayer online game." Thesis, Stellenbosch : Stellenbosch University, 2014. http://hdl.handle.net/10019.1/86254.
Full textENGLISH ABSTRACT: Massively Multiplayer Online Games are large virtual worlds co-inhabited by players over the Internet. As up to thousands of players can be simultaneously connected to the game, the server and network architectures are required to scale e ciently. The traditional client/server model results in a heavy nancial burden for operation of the server. Various alternative architectures have been proposed as a replacement for the traditional model, but the adoption of these alternatives are slow as they present their own set of challenges. The proposed hybrid system is based on many di erent architectures and peer-topeer concepts that were reviewed in the literature. It aims to provide a compromise for existing, commercially successful MMOGs to introduce peer-to-peer components into their systems with no requirement of modi cation to their server or client software. With the system's design presented, the middleware software is implemented and deployed in a real, controlled environment alongside an Ultima Online game server and its clients. The movement game mechanic was distributed amongst the peers while the others remained the responsiblity of the server. A number of performance experiments are performed to measure the e ects of the modi ed system over the original client/server system on bandwidth, latency, and hardware impact. The results revealed an increase in the server bandwidth usage by 35%, slave bandwidth usage by 17% and supernode bandwiwdth usage by 3111%. The latencies of distributed server mechanics were reduced by up to 94%, while the non-distributed latencies were increased by up to 6000%. These results suggested that a system with absolutely no modi cation to the server is unlikely to provide the desired bene ts. However, with 2 minor modi cations to the server, the middleware is able to reduce both server load and player latencies. The server bandwidth can be reduced by 39%, while the supernode's bandwidth is increased only by 1296%. The distributed latencies maintain their reduction while non-distributed latencies remain unchanged from the C/S system.
AFRIKAANSE OPSOMMING: Massiewe Multispeler Aanlyn Speletjies (MMAS) is groot virtuele w^erelde op die Internet wat bewoon word deur spelers. Aangesien duisende spelers gelyktydig kan inskakel op die speletjie word daar verwag van die bediener en netwerk argitektuur om e ektief te skaleer om die groot hoeveelhede spelers te kan hanteer. Die traditionele kli ent/bediener model lei tot 'n groot nansi ele las vir die operateur van die bediener. Verskeie alternatiewe argitekture is al voorgestel om die tradisionele model te vervang, maar die aanvaarding en in gebruik neem van hierdie alternatiewe (soos eweknie-netwerke) is 'n stadige proses met sy eie stel uitdagings. Die voorgestelde hibriede stelsel is gebaseer op baie verskillende argitektuur- en eweknie konsepte wat in die literatuur oorweeg is. Die doel is om 'n kompromie vir bestaande komersieel suksesvolle MMASs te verskaf om eweknie komponente te implementeer sonder om die die bediener- of kli ent sagteware aan te pas. Met hierdie stelsel se ontwerp word die middelware sagteware ge mplementeer en gebruik in 'n regte, dog gekontroleerde omgewing, tesame met 'n Ultima Online bediener en sy kli ente. Die beweging speletjie meganisme word versprei onder die eweknie netwerk en die ander meganismes bly die verantwoordelikheid van die bediener. 'n Aantal eksperimente is ingespan om die e ek van die hibriede stelsel te meet op die oorspronklike kli ent/bediener stelsel, in terme van bandwydte, vertraging en impak op hardeware. Die resultate toon 'n toename van 35% in bediener-, 17% in slaaf-, en 3111% in supernodus bandwydte gebruik. Die vertraging van verspreide bediener meganismes neem af met tot 94%, terwyl onverspreide vertragings toeneem met tot 6000%. Hierdie resultate wys dat 'n stelsel wat geen aanpassing maak aan die bediener sagteware onwaarskynlik die gewenste voordele sal lewer. Deur egter 2 klein aanpassings toe te laat tot die bediener, is dit moontlik vir die hibriede stelsel om data las van die bediener en die speler se vertraging te verminder. Die bediener bandwydte kan met 39% verminder word, terwyl die supernodus bandwydte slegs met 1296% toeneem. Die verpreide vertragings handhaaf hul vermindering, terwyl die onverspreide vertragings onveranderd bly van die C/S stelsel.
Jardine, Jared L. "The Hybrid Game Architecture: Distributing Bandwidth for MMOGs While Maintaining Central Control." Diss., CLICK HERE for online access, 2008. http://contentdm.lib.byu.edu/ETD/image/etd2654.pdf.
Full textClaesén, Daniel. "MCapture; An Application Suite for Streaming Audio over Networks." Thesis, Linköping University, Department of Computer and Information Science, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-4387.
Full textThe purpose of this thesis is to develop software to stream input and output audio from a large number of computers in a network to one specific computer in the same network. This computer will save the audio to disk. The audio that is to be saved will consist mostly of spoken communication. The saved audio is to be used in a framework for modeling and visualization.
There are three major problems involved in designing a software to fill this purpose: recording both input and output audio at the same time, efficiently receiving multiple audio-streams at once and designing an interface where finding and organizing the computers to record audio from is easy.
The software developed to solve these problems consists of two parts; a server and a client. The server captures the input (microphone) and output (speaker) audio from a computer. To capture the output and input audio simultaneously an external application named Virtual Audio Cable (VAC) is used. The client connects to multiple servers and receives the captured audio. Each one of the client’s server-connections is handled by its own thread. To make it easy to find available servers an Automatic Server Discovery System has been developed. To simplify the organization of the servers they are displayed in a tree-view specifically designed for this purpose.
Sankaranarayanan, Ganesh. "Virtual coupling schemes for position coherency in networked haptic virtual environments /." Thesis, Connect to this title online; UW restricted, 2007. http://hdl.handle.net/1773/5929.
Full textTao, Congwu. "A Cloud-based Software System for online Multimedia Examinations." Thesis, Virginia Tech, 2016. http://hdl.handle.net/10919/64974.
Full textMaster of Science
Krym, David. "Návrh a realizace síťové aplikace pro audit a monitorování počítačů." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2014. http://www.nusl.cz/ntk/nusl-224680.
Full textTang, Jia. "An agent-based peer-to-peer grid computing architecture." Access electronically, 2005. http://www.library.uow.edu.au/adt-NWU/public/adt-NWU20060508.151716/index.html.
Full textMyers, David S. "An Extensible Component-Based Architecture for Web-Based Simulation Using Standards-Based Web Browsers." Thesis, Virginia Tech, 2004. http://hdl.handle.net/10919/10123.
Full textMaster of Science
Yeung, Kai-ho Mark. "Non-cooperative peer-to-peer media streaming game theoretic analysis and algorithms /." Click to view the E-thesis via HKUTO, 2007. http://sunzi.lib.hku.hk/hkuto/record/B38976122.
Full textYeung, Kai-ho Mark, and 楊啟豪. "Non-cooperative peer-to-peer media streaming: game theoretic analysis and algorithms." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2007. http://hub.hku.hk/bib/B38976122.
Full textChen, Xiaowei. "Measurement, analysis and improvement of BitTorrent Darknets." HKBU Institutional Repository, 2013. http://repository.hkbu.edu.hk/etd_ra/1545.
Full textChughtai, Fawad. "A Java Toolkit for Distributed Evaluation of Hypergeometric Series." Thesis, University of Waterloo, 2004. http://hdl.handle.net/10012/1074.
Full textElton, James. "A novel platform incorporating multiple forms of communication to support applications in a mobile environment." Thesis, Loughborough University, 2014. https://dspace.lboro.ac.uk/2134/14278.
Full textČernošek, Bedřich. "Klient-server mobilní aplikace se zpracováním obrazu." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2018. http://www.nusl.cz/ntk/nusl-385959.
Full textSun, Guili. "XML-Based Agent Scripts and Inference Mechanisms." Thesis, University of North Texas, 2003. https://digital.library.unt.edu/ark:/67531/metadc4288/.
Full textAndersson, Sara. "Data Processing and Collection in Distributed Systems." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-85313.
Full textDistribuerade system kan ses i en mängd olika applikationer som används idag. Tritech jobbar med flera produkter som till viss del består av distribuerade system av noder. Det dessa system har gemensamt är att noderna samlar in data och denna data kommer på ett eller ett annat sätt behöva bearbetas. En fråga som ofta behövs besvaras vid uppsättning av arkitekturen för sådana projekt är huruvida datan ska bearbetas, d.v.s. vilken arkitektkonfiguration som är mest lämplig för systemet. Att ta dessa beslut har visat sig inte alltid vara helt simpelt, och det ändrar sig relativt snabbt med den utvecklingen som sker på dessa områden. Denna uppsats syftar till att utföra en studie om vilka faktorer som påverkar valet av arkitektur för ett distribuerat system samt hur dessa faktorer förhåller sig mot varandra. För att kunna analysera vilka faktorer som påverkar valet av arkitektur och i vilken utsträckning, implementerades en simulator. Simulatorn tog faktorerna som input och returnerade en eller flera arkitekturkonfigurationer som output. Genom att utföra kvalitativa intervjuer valdes faktorerna till simulatorn. Faktorerna som analyserades i denna uppsats var: säkerhet, lagring, arbetsminne, storlek på data, antal noder, databearbetning per datamängd, robust kommunikation, batteriförbrukning och kostnad. Från de kvalitativa intervjuerna och från förstudien valdes även fem stycken arkitekturkonfigurationer. De valda arkitekturerna var: thin-client server, thick-client server, three-tier client-server, peer-to-peer, och cloud computing. Simulatorn validerades inom de tre givna användarfallen: lantbruk, tågindustri och industriell IoT. Valideringen bestod av fem befintliga projekt från Tritech. Från resultatet av valideringen producerade simulatorn korrekta resultat för tre av de fem projekten. Utifrån simulatorns resultat, kunde det ses vilka faktorer som påverkade mer vid valet av arkitektur och är svåra att kombinera i en och samma arkitekturkonfiguration. Dessa faktorer var säkerhet tillsammans med arbetsminne och robust kommunikation. Samt arbetsminne tillsammans med batteriförbrukning visade sig också vara faktorer som var svåra att kombinera i samma arkitektkonfiguration. Därför, enligt simulatorn, kan det ses att de faktorer som påverkar valet av arkitektur var arbetsminne, batteriförbrukning, säkerhet och robust kommunikation. Genom att använda simulatorns resultat utformades en beslutsmatris vars syfte var att underlätta valet av arkitektur. Utvärderingen av beslutsmatrisen bestod av fyra projekt från Tritech som inkluderade de tre givna användarfallen: lantbruk, tågindustrin och industriell IoT. Resultatet från utvärderingen av beslutsmatrisen visade att de två arkitekturerna som fick flest poäng, var en av arkitekturerna den som användes i det validerade projektet
Freeman, Robert Steven. "Neutral Parametric Canonical Form for 2D and 3D Wireframe CAD Geometry." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/5688.
Full textAbdul-Fatah, Istabrak N. "Performance of CORBA-based client-server architectures." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp04/mq22114.pdf.
Full textEkstrom, Joseph Clark. "Local URL Resolution Protocol." Diss., CLICK HERE for online access, 2006. http://contentdm.lib.byu.edu/ETD/image/etd1436.pdf.
Full textChowdhury, Evan. "Application Development Using Client-Server Technology." Fogler Library, University of Maine, 2004. http://www.library.umaine.edu/theses/pdf/ChowdhuryE2004.pdf.
Full textJones, Richard B. "Requirements analysis and architectural design of a web-based integrated weapons of mass destruction toolset." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Jun%5FJones%5FRichard.pdf.
Full textOliveira, Vitor Chaves de. "Impactos da varia??o de aplica??es e de hardware local na vaz?o de redes de computadores com virtualiza??o de desktops." Pontif?cia Universidade Cat?lica de Campinas, 2012. http://tede.bibliotecadigital.puc-campinas.edu.br:8080/jspui/handle/tede/535.
Full textIn recent years, virtualization computing has become a worldwide reality present in datacenters servers of most organizations. The motivations for the use of this solution are focused primarily on cost reduction and increases in availability, integrity and security of data. Based on these benefits, recently it was started the use of this technology for personal computers as well. That is, for desktops, giving birth to the so-called desktop virtualization. Given the technical advantages of the approach, its growth has been so significant that, before 2014, it is expected to be present in over 90% of organizations. However, this new method is completely based on a physical client-server architecture, which increases the importance of the communication network that makes this technique possible. Therefore, analyzing the network in order to investigate the effects according to the environment implemented, becomes crucial. In this work it s varied the local s client hardware and the application, i.e. the service used. The purpose was to detail their effects on computer networks in a Quality of Service (QoS) parameter, throughput. Secondarily are outlined perceptions regarding the Quality of Experience (QoE).
Nos ?ltimos anos, a virtualiza??o computacional se tornou uma realidade nos servidores presentes nos data-centers da maioria das organiza??es no mundo. As motiva??es para o emprego desta solu??o est?o centradas, primordialmente, na redu??o de custos e em aumentos na disponibilidade, na integridade e na seguran?a dos dados. Com base nestes benef?cios, recentemente, se come?ou a aproveitar esta tecnologia tamb?m para os computadores pessoais. Isto ?, para os desktops, dando origem a chamada virtualiza??o de desktop. Dadas as vantagen t?cnicas da abordagem, seu crescimento tem sido t?o expressivo que, antes de 2014, se espera que ela esteja presente em mais de 90% das organiza??es. Todavia, este m?todo ? totalmente baseado em uma arquitetura cliente-servidor f?sica, o que aumenta a import?ncia da rede de comunica??o que torna a t?cnica poss?vel. Logo, analisar a rede, a fim de investigar os impactos de acordo com o ambiente implementado, se torna fundamental. Neste trabalho variamos o hardware local do cliente e a aplica??o, isto ?, o servi?o utilizado. A finalidade foi a de detalhar seus efeitos, em redes de computadores, em um par?metro de Qualidade de Servi?o (QoS), a vaz?o. Secundariamente s?o esbo?adas percep??es de Qualidade da Experi?ncia (QoE).
Staves, Daniel Robert. "Associative CAD References in the Neutral Parametric Canonical Form." BYU ScholarsArchive, 2016. https://scholarsarchive.byu.edu/etd/6222.
Full textSlaydon, Samuel L. "Assessing server fault tolerance and disaster recovery implementation in thin client architectures." Thesis, Monterey, Calif. : Naval Postgraduate School, 2007. http://bosun.nps.edu/uhtbin/hyperion-image.exe/07Sep%5FSlaydon.pdf.
Full textThesis Advisor(s): Brinkley, Douglas. "September 2007." Description based on title screen as viewed on October 26, 2007. Includes bibliographical references (p. 45-46). Also available in print.
Quan, Nguyen. "Distributed Game Environment : A Software Product Line for Education and Research." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-29077.
Full textKivistö, K. (Kari). "A third generation object-oriented process model:roles and architectures in focus." Doctoral thesis, University of Oulu, 2000. http://urn.fi/urn:isbn:9514258371.
Full textКазарян, Артем Геннадійович. "Методи та засоби управління системою «розумного» будинку з використанням хмарних обчислень." Diss., Національний університет "Львівська політехніка", 2021. https://ena.lpnu.ua/handle/ntb/56680.
Full textAkin, Ramis O'Brien Frederick P. "Analysis of Java distributed architectures in designing and implementing a client/server database system /." Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1998. http://handle.dtic.mil/100.2/ADA347186.
Full textAkin, Ramis, and Frederick P. O'Brien. "Analysis of Java distributed architectures in designing and implementing a client/server database system." Thesis, Monterey, California. Naval Postgraduate School, 1998. http://hdl.handle.net/10945/7929.
Full textHaving timely and accurate information is essential for effective management practices and optimization of limited resources. Information is scattered throughout organizations and must be easily accessible. A new solution is needed for effective and efficient management of data in today's distributed client/server environment. Java is destined to become a language for distributed computing. Java Development Kit (JDK) comes with a broad range of classes for network and database programming. Java Database Connectivity (JDBC) is one such class for providing client/server database access. There are many different approaches in using JDBC, ranging from low level socket programming, to a more abstract middleware approach. This thesis will analyze three different approaches: Sockets, Remote Method Invocation (RMI) and Commercial Middleware servers. Among the three approaches this thesis examined, database access through RMI is the most viable approach because it uses an effective distributed object model. RMI abstracts the communication interface to the level of a procedure call. Instead of working directly with sockets, programmers can invoke a remote procedure as if it resided locally
Au, Wai Ki Richard. "Agent-based one-shot authorisation scheme in a commercial extranet environment." Queensland University of Technology, 2005. http://eprints.qut.edu.au/16708/.
Full textArsenis, Spiridon. "Vers la reconfiguration dynamique dans un contexte réparti : supports et méthode /." Paris : Ecole nationale supérieure des télécommunications, 1996. http://catalogue.bnf.fr/ark:/12148/cb35810120j.
Full textAMSALEG, LAURENT VALDURIEZ P. "CONCEPTION ET REALISATION D'UN GLANEUR DE CELLULES ADAPTE AUX SGBDO CLIENT-SERVEUR /." [S.l.] : [s.n.], 1995. ftp://ftp.inria.fr/INRIA/publication/Theses/TU-0338.ps.gz.
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