组件中的多播?

Sasa Junuzovic, P. Dewan
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引用次数: 5

摘要

虽然多播在内容流和文件共享等领域得到了广泛的研究,但将其应用于涉及对分布式对象的共享访问的同步协作方面的研究却很少。基于几个涉及即时消息传递、分布式讲座和计算密集型协作游戏的现实协作案例,我们展示了与传统的集中式和复制协作体系结构相比,具有多播支持的新的双体系结构协作系统模型可以改善响应、反馈和任务完成时间。此外,我们还表明,为了优化性能,必须扩展传统上考虑的因素集,包括网络延迟和传输成本,以包括几个新的因素,如处理成本、调度策略和思考时间。在我们考虑的一个或多个现实世界的协作中,我们表明,如果不考虑处理成本和调度策略,组播(a)可以增加反馈时间,(b)可能会降低或提高任务完成时间,这取决于计算组播覆盖的成本。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Multicasting in groupware?
While multicast has been studied extensively in many domains such as content streaming and file sharing, there is little research applying it to synchronous collaborations involving shared access to a distributed object. Based on several cases of real-world collaborations involving instant messaging, distributed lectures, and computationally-intensive collaborative game playing, we show that compared to traditional centralized and replicated collaboration architectures, a new bi-architecture collaboration system model with multicasting support can improve response, feedthrough, and task completion times. In addition, we show that to optimize performance, the set of traditionally considered factors, consisting of network delays and transmission costs, must be expanded to include several new factors, such as processing costs, scheduling policies, and think times. In one or more of the real-world collaborations we consider, we show that multicast (a) can increase feedthrough times if processing costs and scheduling policies are not considered and (b) may degrade or improve task completion times depending on the cost of computing the multicast overlay.
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