首页 > 最新文献

Proceedings. 2nd International Workshop on Distributed Interactive Simulation and Real-Time Applications (Cat. No.98EX191)最新文献

英文 中文
A central control engine for an open and hybrid simulation environment 一个用于开放和混合仿真环境的中央控制引擎
W. V. Almsick, T. Drabe, W. Daehn, C. Müller-Schloer
Embedded control systems are increasing in complexity. This paper describes a modelling and simulation environment which can efficiently handle the horizontal and vertical integration of both the hardware and the software design process. The focus is on simulation and its control aspects, detailing the respective algorithms. The work is conducted within the OMI/TOOLS project funded by the European Community.
嵌入式控制系统的复杂性日益增加。本文描述了一个能够有效处理硬件和软件设计过程横向和纵向集成的建模和仿真环境。重点是仿真及其控制方面,详细介绍了各自的算法。这项工作是在欧洲共同体资助的OMI/TOOLS项目内进行的。
{"title":"A central control engine for an open and hybrid simulation environment","authors":"W. V. Almsick, T. Drabe, W. Daehn, C. Müller-Schloer","doi":"10.1109/DISRTA.1998.694561","DOIUrl":"https://doi.org/10.1109/DISRTA.1998.694561","url":null,"abstract":"Embedded control systems are increasing in complexity. This paper describes a modelling and simulation environment which can efficiently handle the horizontal and vertical integration of both the hardware and the software design process. The focus is on simulation and its control aspects, detailing the respective algorithms. The work is conducted within the OMI/TOOLS project funded by the European Community.","PeriodicalId":302740,"journal":{"name":"Proceedings. 2nd International Workshop on Distributed Interactive Simulation and Real-Time Applications (Cat. No.98EX191)","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-07-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126219901","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Latency measurements obtained from the Simulation Network Analysis Project 从模拟网络分析项目获得的延迟测量
S. Purdy, D. Barnhart, Ron Johnston, R. Wuerfel, Ron Ewart
Simulator time delays (latencies) are an important factor in the simulation world. In research and/or training, any high-fidelity simulation is adversely affected by latencies. The Simulation Network Analysis Project (SNAP) was developed to investigate these latencies. The SNAP system can measure latencies between vital points (stick input, state variables, visual displays and the network interface unit-or any other points of interest) in a standalone simulator and between networked simulators. Data correlation is accomplished via Global Positioning System (GPS) time-stamping. This paper reports on the findings from past latency measurements and key lessons learned. Factors affecting latency, such as network configuration (hardware and software), simulator modifications and network loading are discussed.
模拟器时间延迟(latency)是仿真世界中的一个重要因素。在研究和/或培训中,任何高保真度模拟都会受到延迟的不利影响。开发了模拟网络分析项目(SNAP)来调查这些延迟。SNAP系统可以在独立模拟器和联网模拟器之间测量关键点(控制杆输入、状态变量、视觉显示和网络接口单元或任何其他感兴趣的点)之间的延迟。数据关联是通过全球定位系统(GPS)的时间戳完成的。本文报告了从过去的延迟测量中得到的结果和获得的主要经验教训。讨论了影响延迟的因素,如网络配置(硬件和软件)、模拟器修改和网络加载。
{"title":"Latency measurements obtained from the Simulation Network Analysis Project","authors":"S. Purdy, D. Barnhart, Ron Johnston, R. Wuerfel, Ron Ewart","doi":"10.1109/DISRTA.1998.694568","DOIUrl":"https://doi.org/10.1109/DISRTA.1998.694568","url":null,"abstract":"Simulator time delays (latencies) are an important factor in the simulation world. In research and/or training, any high-fidelity simulation is adversely affected by latencies. The Simulation Network Analysis Project (SNAP) was developed to investigate these latencies. The SNAP system can measure latencies between vital points (stick input, state variables, visual displays and the network interface unit-or any other points of interest) in a standalone simulator and between networked simulators. Data correlation is accomplished via Global Positioning System (GPS) time-stamping. This paper reports on the findings from past latency measurements and key lessons learned. Factors affecting latency, such as network configuration (hardware and software), simulator modifications and network loading are discussed.","PeriodicalId":302740,"journal":{"name":"Proceedings. 2nd International Workshop on Distributed Interactive Simulation and Real-Time Applications (Cat. No.98EX191)","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-07-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121684407","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
High Level Architecture for simulation: an update 用于模拟的高级体系结构:更新
J. Dahmann, K. L. Morse
The High Level Architecture (HLA) provides the specification of a common technical architecture for use across all classes of simulations in the US Department of Defense. It provides the structural basis for simulation interoperability. The baseline definition of the HLA includes the HLA rules, the HLA interface specification and the HLA object model template (OMT). The HLA rules are a set of 10 basic rules that define the responsibilities and relationships among the components of an HLA federation. The HLA interface specification provides a specification of the functional interfaces between HLA federates and the HLA runtime infrastructure. The HLA OMT provides a common presentation format for HLA simulation and federation object models. This paper provides a description of the development of the HLA, a technical description of the key elements of the architecture and a discussion of HLA implementation, including HLA supporting processes and software.
高级体系结构(HLA)提供了一种通用技术体系结构的规范,用于美国国防部所有类别的模拟。它为仿真互操作性提供了结构基础。HLA的基线定义包括HLA规则、HLA接口规范和HLA对象模型模板(OMT)。HLA规则由10条基本规则组成,定义了HLA联盟各组成部分之间的职责和关系。HLA接口规范提供了HLA联邦和HLA运行时基础结构之间的功能接口规范。HLA OMT为HLA仿真和联邦对象模型提供了一种通用的表示格式。本文描述了HLA的开发过程,对体系结构的关键要素进行了技术描述,并讨论了HLA的实现,包括HLA的支持过程和软件。
{"title":"High Level Architecture for simulation: an update","authors":"J. Dahmann, K. L. Morse","doi":"10.1109/DISRTA.1998.694563","DOIUrl":"https://doi.org/10.1109/DISRTA.1998.694563","url":null,"abstract":"The High Level Architecture (HLA) provides the specification of a common technical architecture for use across all classes of simulations in the US Department of Defense. It provides the structural basis for simulation interoperability. The baseline definition of the HLA includes the HLA rules, the HLA interface specification and the HLA object model template (OMT). The HLA rules are a set of 10 basic rules that define the responsibilities and relationships among the components of an HLA federation. The HLA interface specification provides a specification of the functional interfaces between HLA federates and the HLA runtime infrastructure. The HLA OMT provides a common presentation format for HLA simulation and federation object models. This paper provides a description of the development of the HLA, a technical description of the key elements of the architecture and a discussion of HLA implementation, including HLA supporting processes and software.","PeriodicalId":302740,"journal":{"name":"Proceedings. 2nd International Workshop on Distributed Interactive Simulation and Real-Time Applications (Cat. No.98EX191)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-07-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123828841","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 92
Performance evaluation of a dead reckoning mechanism 航位推算机制的性能评价
Corentin Durbach, J. Fourneau
A dead reckoning mechanism allows one to reduce network bandwidth utilization considerably. As available bandwith is the key problem for large distributed interactive simulation (DIS) systems, we expect that a dead reckoning mechanism will allow us to increase the number of entities involved in a DIS exercise. In this paper, we model a dead reckoning mechanism and we present an evaluation of its performance. Such a mechanism reduces the number of program data units (PDUs) exchanged during the simulation, but it also completely changes the nature of the stochastic process which models the arrival of PDUs. Indeed, it adds some kind of sporadicity. We present some measurements on a DIS simulator which exhibits such a behaviour. Then we investigate the effects of such a mechanism in terms of response time and the number of allowed entities using a simulation tool. Finally, some extensions towards the numerical resolution of a large Markov chain associated with the problem are presented.
航位推算机制允许大大降低网络带宽的利用率。由于可用带宽是大型分布式交互模拟(DIS)系统的关键问题,我们期望航位推算机制将允许我们增加参与DIS演习的实体数量。本文建立了一种航位推算机制模型,并对其性能进行了评价。这种机制减少了模拟过程中交换的程序数据单元(pdu)的数量,但也完全改变了模拟pdu到达的随机过程的性质。事实上,它增加了某种偶然性。我们给出了在DIS模拟器上的一些测量结果,该模拟器显示了这种行为。然后,我们使用模拟工具研究了这种机制在响应时间和允许实体数量方面的影响。最后,给出了与该问题相关的大型马尔可夫链数值解的一些扩展。
{"title":"Performance evaluation of a dead reckoning mechanism","authors":"Corentin Durbach, J. Fourneau","doi":"10.1109/DISRTA.1998.694562","DOIUrl":"https://doi.org/10.1109/DISRTA.1998.694562","url":null,"abstract":"A dead reckoning mechanism allows one to reduce network bandwidth utilization considerably. As available bandwith is the key problem for large distributed interactive simulation (DIS) systems, we expect that a dead reckoning mechanism will allow us to increase the number of entities involved in a DIS exercise. In this paper, we model a dead reckoning mechanism and we present an evaluation of its performance. Such a mechanism reduces the number of program data units (PDUs) exchanged during the simulation, but it also completely changes the nature of the stochastic process which models the arrival of PDUs. Indeed, it adds some kind of sporadicity. We present some measurements on a DIS simulator which exhibits such a behaviour. Then we investigate the effects of such a mechanism in terms of response time and the number of allowed entities using a simulation tool. Finally, some extensions towards the numerical resolution of a large Markov chain associated with the problem are presented.","PeriodicalId":302740,"journal":{"name":"Proceedings. 2nd International Workshop on Distributed Interactive Simulation and Real-Time Applications (Cat. No.98EX191)","volume":"109 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-07-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128332569","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 21
Simulation composability for JSIMS JSIMS的仿真可组合性
B. Butler
Examines the technology of composability in simulation systems. Composability refers to the ability of a simulation to be flexibly configured to adapt to a range of missions, scenarios, simulation models, hardware environments and security configurations. Composability confers maximum flexibility to the usage of the simulation. Simulation composability is a requirement of the Joint Simulation System (JSIMS). JSIMS is currently being developed by the US Department of Defense and is intended to deliver commander and command staff training. This paper examines simulation composability from the JSIMS perspective and explores the overall technical approach and related issues.
研究了仿真系统中的可组合性技术。可组合性是指灵活配置仿真以适应一系列任务、场景、仿真模型、硬件环境和安全配置的能力。可组合性为仿真的使用提供了最大的灵活性。仿真可组合性是联合仿真系统(JSIMS)的要求。JSIMS目前由美国国防部开发,旨在提供指挥官和指挥人员培训。本文从JSIMS的角度考察了仿真的可组合性,并探讨了总体技术方法和相关问题。
{"title":"Simulation composability for JSIMS","authors":"B. Butler","doi":"10.1109/DISRTA.1998.694560","DOIUrl":"https://doi.org/10.1109/DISRTA.1998.694560","url":null,"abstract":"Examines the technology of composability in simulation systems. Composability refers to the ability of a simulation to be flexibly configured to adapt to a range of missions, scenarios, simulation models, hardware environments and security configurations. Composability confers maximum flexibility to the usage of the simulation. Simulation composability is a requirement of the Joint Simulation System (JSIMS). JSIMS is currently being developed by the US Department of Defense and is intended to deliver commander and command staff training. This paper examines simulation composability from the JSIMS perspective and explores the overall technical approach and related issues.","PeriodicalId":302740,"journal":{"name":"Proceedings. 2nd International Workshop on Distributed Interactive Simulation and Real-Time Applications (Cat. No.98EX191)","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-07-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131127578","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
The distributed interactive simulation (DIS) lethality communication server 分布式交互仿真(DIS)杀伤力通信服务器
G. C. Sauerborn
A new approach to handling battle simulation lethality is presented. In this approach, a single server provides standard DIS damage states to entities fast enough for most real-time applications. Benefits include freeing DIS simulations from the burden of maintaining damage state tables, lower DIS pre-exercise preparation and easier scenario configuration as a whole. These benefits are realized primarily because efforts to prepare and maintain the vulnerability data pertaining to the exercise are not duplicated.
提出了一种处理战斗仿真杀伤力的新方法。在这种方法中,单个服务器为大多数实时应用程序提供标准的DIS损坏状态,速度足够快。其好处包括将DIS模拟从维护损坏状态表的负担中解放出来,降低了DIS演习前的准备工作,并简化了整体的场景配置。实现这些好处主要是因为准备和维护与练习相关的漏洞数据的工作没有重复。
{"title":"The distributed interactive simulation (DIS) lethality communication server","authors":"G. C. Sauerborn","doi":"10.1109/DISRTA.1998.694569","DOIUrl":"https://doi.org/10.1109/DISRTA.1998.694569","url":null,"abstract":"A new approach to handling battle simulation lethality is presented. In this approach, a single server provides standard DIS damage states to entities fast enough for most real-time applications. Benefits include freeing DIS simulations from the burden of maintaining damage state tables, lower DIS pre-exercise preparation and easier scenario configuration as a whole. These benefits are realized primarily because efforts to prepare and maintain the vulnerability data pertaining to the exercise are not duplicated.","PeriodicalId":302740,"journal":{"name":"Proceedings. 2nd International Workshop on Distributed Interactive Simulation and Real-Time Applications (Cat. No.98EX191)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-07-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115586899","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Practical insights into the process of extending a federation-a review of the High Level Architecture Command and Control Experiment 扩展联邦过程的实际见解——对高级体系结构命令与控制实验的回顾
G. Lightner, Steven Zeswitz, Jean Graffagnini
The High Level Architecture (HLA) Command and Control (C2) Experiment was a Defense Modeling and Simulation Office (DMSO) funded effort to evaluate the efficacy of the Modular Reconfigurable C4I Interface (MRCI) in the context of HLA-compliant modeling and simulation. The HLA C2 Experiment was a coordinated effort of HLA technology exploration and MRCI development. The experiment focused on three primary investigations: (1) the inclusion of real-world C2 entities as federates in an existing HLA federation; (2) the extendibility and reuse of an HLA federation, and (3) the accuracy of the federation development and execution process (FEDEP) as a guide for federation design and development. The HLA C2 team crafted and used the experiment requirements, flow and influence process as a visualization of the processes used for defining and designing the experiment and for identifying the relationships among these processes. This paper presents how the sponsor's needs and objectives were carried forward in and influenced the design of the HLA C2 federation system within the experiment. It also demonstrates the relationships and influences each experiment phase had on the flow of activities, beginning with the identification of the customer needs, through to the finalization of the system and study/experiment designs. It focuses on the key HLA C2 Experiment's federation design and integration aspects and reports the investigations' associated insights/lessons learned.
高级体系结构(HLA)指挥与控制(C2)实验是国防建模与仿真办公室(DMSO)资助的一项工作,旨在评估模块化可重构C4I接口(MRCI)在HLA兼容建模与仿真背景下的有效性。HLA C2实验是HLA技术探索和MRCI开发的协同努力。实验主要集中在三个方面:(1)在现有HLA联盟中包含现实世界的C2实体作为联盟;(2) HLA联邦的可扩展性和重用性,以及(3)联邦开发和执行过程(FEDEP)作为联邦设计和开发指南的准确性。HLA C2团队精心制作并使用了实验需求、流程和影响过程,作为用于定义和设计实验以及确定这些过程之间关系的过程的可视化。本文介绍了主办者的需求和目标是如何在实验中延续并影响HLA C2联邦系统的设计的。它还展示了每个实验阶段对活动流程的关系和影响,从确定客户需求开始,一直到系统和研究/实验设计的最终确定。它侧重于HLA C2实验的关键联邦设计和集成方面,并报告了调查的相关见解/经验教训。
{"title":"Practical insights into the process of extending a federation-a review of the High Level Architecture Command and Control Experiment","authors":"G. Lightner, Steven Zeswitz, Jean Graffagnini","doi":"10.1109/DISRTA.1998.694564","DOIUrl":"https://doi.org/10.1109/DISRTA.1998.694564","url":null,"abstract":"The High Level Architecture (HLA) Command and Control (C2) Experiment was a Defense Modeling and Simulation Office (DMSO) funded effort to evaluate the efficacy of the Modular Reconfigurable C4I Interface (MRCI) in the context of HLA-compliant modeling and simulation. The HLA C2 Experiment was a coordinated effort of HLA technology exploration and MRCI development. The experiment focused on three primary investigations: (1) the inclusion of real-world C2 entities as federates in an existing HLA federation; (2) the extendibility and reuse of an HLA federation, and (3) the accuracy of the federation development and execution process (FEDEP) as a guide for federation design and development. The HLA C2 team crafted and used the experiment requirements, flow and influence process as a visualization of the processes used for defining and designing the experiment and for identifying the relationships among these processes. This paper presents how the sponsor's needs and objectives were carried forward in and influenced the design of the HLA C2 federation system within the experiment. It also demonstrates the relationships and influences each experiment phase had on the flow of activities, beginning with the identification of the customer needs, through to the finalization of the system and study/experiment designs. It focuses on the key HLA C2 Experiment's federation design and integration aspects and reports the investigations' associated insights/lessons learned.","PeriodicalId":302740,"journal":{"name":"Proceedings. 2nd International Workshop on Distributed Interactive Simulation and Real-Time Applications (Cat. No.98EX191)","volume":"73 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-07-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116283304","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
On the development of a generic interface for HLA and DIS simulations HLA和DIS仿真通用接口的开发
F. Gagnon, E. Simon, P. Howells
Discusses the development of a generic interface that will enable traditional non-object-oriented applications to become HLA (High Level Architecture) compliant. By providing for both DIS (distributed interactive simulation) and HLA, the proposed interface can support not only new but existing or legacy software applications as well. In addition, the interface will make it easy for simulation applications that today require a standard networking protocol as a backbone to use DIS components in place of corresponding HLA components as an interim solution. After a general overview of the concept of a generic interface, the paper then proceeds with a description of the interface components and how they can be used to harmonize the various applications involved in a simulation.
讨论一个通用接口的开发,该接口将使传统的非面向对象应用程序成为遵从HLA(高级体系结构)的应用程序。通过同时提供DIS(分布式交互仿真)和HLA,所建议的接口不仅可以支持新的,也可以支持现有的或遗留的软件应用程序。此外,该接口将使目前需要标准网络协议作为主干的仿真应用程序更容易使用DIS组件代替相应的HLA组件作为临时解决方案。在概述了通用接口的概念之后,本文接着描述了接口组件,以及如何使用它们来协调模拟中涉及的各种应用程序。
{"title":"On the development of a generic interface for HLA and DIS simulations","authors":"F. Gagnon, E. Simon, P. Howells","doi":"10.1109/DISRTA.1998.694565","DOIUrl":"https://doi.org/10.1109/DISRTA.1998.694565","url":null,"abstract":"Discusses the development of a generic interface that will enable traditional non-object-oriented applications to become HLA (High Level Architecture) compliant. By providing for both DIS (distributed interactive simulation) and HLA, the proposed interface can support not only new but existing or legacy software applications as well. In addition, the interface will make it easy for simulation applications that today require a standard networking protocol as a backbone to use DIS components in place of corresponding HLA components as an interim solution. After a general overview of the concept of a generic interface, the paper then proceeds with a description of the interface components and how they can be used to harmonize the various applications involved in a simulation.","PeriodicalId":302740,"journal":{"name":"Proceedings. 2nd International Workshop on Distributed Interactive Simulation and Real-Time Applications (Cat. No.98EX191)","volume":"520 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-07-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123131198","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
An SMP-based, low-latency, network interface unit and latency measurement system: the SNAPpy system 基于smp的低延迟网络接口单元和延迟测量系统:SNAPpy系统
G. Valentino, Steve T. Thompson, Todd Kniola, C. Carlisle
Latency is an explicit and possibly insidious issue associated with distributed interactive simulations (DISs), whether they are legacy simulations or simulations based on the DIS protocol or on the HLA (High Level Architecture) and RTI (Run-Time Infrastructure) standards. The implementation details of individual simulations, whether located entirely in one room or geographically distributed across a continent, will directly impact the latencies between various elements of the simulation. At SYSTRAN Corp., we have developed a Windows NT-based system, called SNAPpy (Simulation Network Analysis Project), that seeks to provide tools to both measure and reduce the latency associated with DISs. SNAPpy includes two major sections: an NIU (network interface unit) that is multi-threaded and built on an SMP (symmetric multiprocessor) and Windows NT platform, and the SNAP latency measurement section. This paper reviews the architecture of SNAPpy, going into specific details about its make-up and performance. Finally, SNAPpy's potential as a translator of legacy simulations into the HLA/RTI domain is described, and we introduce the SNAP-Lite Latency Measurement System, a new SYSTRAN product.
延迟是与分布式交互仿真(DISs)相关的一个明显且可能潜在的问题,无论它们是遗留仿真还是基于DIS协议或HLA(高级体系结构)和RTI(运行时基础设施)标准的仿真。单个模拟的实现细节,无论是完全位于一个房间还是地理上分布在一个大陆上,都将直接影响模拟的各个元素之间的延迟。在SYSTRAN公司,我们开发了一个基于Windows nt的系统,称为SNAPpy(模拟网络分析项目),旨在提供工具来测量和减少与DISs相关的延迟。SNAPpy包括两个主要部分:一个NIU(网络接口单元),它是多线程的,建立在SMP(对称多处理器)和Windows NT平台上,以及SNAP延迟测量部分。本文回顾了SNAPpy的架构,详细介绍了它的组成和性能。最后,描述了SNAPpy作为将传统模拟转换到HLA/RTI领域的潜力,并介绍了SNAP-Lite延迟测量系统,这是一种新的SYSTRAN产品。
{"title":"An SMP-based, low-latency, network interface unit and latency measurement system: the SNAPpy system","authors":"G. Valentino, Steve T. Thompson, Todd Kniola, C. Carlisle","doi":"10.1109/DISRTA.1998.694567","DOIUrl":"https://doi.org/10.1109/DISRTA.1998.694567","url":null,"abstract":"Latency is an explicit and possibly insidious issue associated with distributed interactive simulations (DISs), whether they are legacy simulations or simulations based on the DIS protocol or on the HLA (High Level Architecture) and RTI (Run-Time Infrastructure) standards. The implementation details of individual simulations, whether located entirely in one room or geographically distributed across a continent, will directly impact the latencies between various elements of the simulation. At SYSTRAN Corp., we have developed a Windows NT-based system, called SNAPpy (Simulation Network Analysis Project), that seeks to provide tools to both measure and reduce the latency associated with DISs. SNAPpy includes two major sections: an NIU (network interface unit) that is multi-threaded and built on an SMP (symmetric multiprocessor) and Windows NT platform, and the SNAP latency measurement section. This paper reviews the architecture of SNAPpy, going into specific details about its make-up and performance. Finally, SNAPpy's potential as a translator of legacy simulations into the HLA/RTI domain is described, and we introduce the SNAP-Lite Latency Measurement System, a new SYSTRAN product.","PeriodicalId":302740,"journal":{"name":"Proceedings. 2nd International Workshop on Distributed Interactive Simulation and Real-Time Applications (Cat. No.98EX191)","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-07-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128124048","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
An implicitly scalable, fully interactive multimedia storage server 一个隐式可伸缩的、完全交互式的多媒体存储服务器
F. Fabbrocino, J. R. Santos, R. Muntz
We are developing a next-generation multimedia server that provides fully interactive access to tremendous amounts and varieties of real-time and non-real-time multimedia data by hundreds of simultaneous clients. Current multimedia servers are inadequate for this task, given their support of only basic multimedia data types, inherently non-interactive access semantics and/or intrinsic scaling limitations. Our solution abandons the common use of striping and object replication, and implements a random data allocation scheme across a cluster of commodity computers. This scheme provides implicit load balancing both within and among storage nodes of the cluster while supporting virtually any multimedia data type and application access pattern. This paper presents the essential background, design and implementation, and simulation studies of the storage server component of our system. Our results show that we can guarantee with high probability that an arbitrary I/O requests can be satisfied within a small delay bound while obtaining high system utilization. Although our specific application is a real-time multimedia storage server, the techniques developed can be applied to scalability in distributed systems in general.
我们正在开发下一代多媒体服务器,它可以通过数百个同时运行的客户端提供对大量实时和非实时多媒体数据的完全交互访问。当前的多媒体服务器仅支持基本的多媒体数据类型、固有的非交互式访问语义和/或固有的扩展限制,因此无法胜任此任务。我们的解决方案放弃了条带化和对象复制的常用方法,并在一组普通计算机上实现了随机数据分配方案。该方案在集群的存储节点内部和存储节点之间提供隐式负载平衡,同时支持几乎任何多媒体数据类型和应用程序访问模式。本文介绍了本系统存储服务器组件的基本背景、设计与实现以及仿真研究。研究结果表明,该方法可以保证任意I/O请求在较小的延迟范围内得到满足,同时获得较高的系统利用率。虽然我们的具体应用程序是一个实时多媒体存储服务器,但所开发的技术通常可以应用于分布式系统中的可伸缩性。
{"title":"An implicitly scalable, fully interactive multimedia storage server","authors":"F. Fabbrocino, J. R. Santos, R. Muntz","doi":"10.1109/DISRTA.1998.694571","DOIUrl":"https://doi.org/10.1109/DISRTA.1998.694571","url":null,"abstract":"We are developing a next-generation multimedia server that provides fully interactive access to tremendous amounts and varieties of real-time and non-real-time multimedia data by hundreds of simultaneous clients. Current multimedia servers are inadequate for this task, given their support of only basic multimedia data types, inherently non-interactive access semantics and/or intrinsic scaling limitations. Our solution abandons the common use of striping and object replication, and implements a random data allocation scheme across a cluster of commodity computers. This scheme provides implicit load balancing both within and among storage nodes of the cluster while supporting virtually any multimedia data type and application access pattern. This paper presents the essential background, design and implementation, and simulation studies of the storage server component of our system. Our results show that we can guarantee with high probability that an arbitrary I/O requests can be satisfied within a small delay bound while obtaining high system utilization. Although our specific application is a real-time multimedia storage server, the techniques developed can be applied to scalability in distributed systems in general.","PeriodicalId":302740,"journal":{"name":"Proceedings. 2nd International Workshop on Distributed Interactive Simulation and Real-Time Applications (Cat. No.98EX191)","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-07-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129307282","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 11
期刊
Proceedings. 2nd International Workshop on Distributed Interactive Simulation and Real-Time Applications (Cat. No.98EX191)
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1