In this paper, we propose to use coordinates-based mechanisms in a peer-to-peer architecture to predict Internet network distance (i.e. round-trip propagation and transmission delay). We study two mechanisms. The first is a previously proposed scheme, called the triangulated heuristic, which is based on relative coordinates that are simply the distances from a host to some special network nodes. We propose the second mechanism, called Global Network Positioning (GNP), which is based on absolute coordinates computed from modeling the Internet as a geometric space. Since end hosts maintain their own coordinates, these approaches allow end hosts to compute their inter-host distances as soon as they discover each other. Moreover coordinates are very efficient in summarizing inter-host distances, making these approaches very scalable. By performing experiments using measured Internet distance data, we show that both coordinates-based schemes are more accurate than the existing state of the art system IDMaps, and the GNP approach achieves the highest accuracy and robustness among them.
Abstract-Cloud computing services allow users to lease computing resources from large scale data centers operated by service providers. Using cloud services, users can deploy a wide variety of applications dynamically and on-demand. Most cloud service providers use machine virtualization to provide flexible and costeffective resource sharing. However, few studies have investigated the impact of machine virtualization in the cloud on networking performance.In this paper, we present a measurement study to characterize the impact of virtualization on the networking performance of the Amazon Elastic Cloud Computing (EC2) data center. We measure the processor sharing, packet delay, TCP/UDP throughput and packet loss among Amazon EC2 virtual machines. Our results show that even though the data center network is lightly utilized, virtualization can still cause significant throughput instability and abnormal delay variations. We discuss the implications of our findings on several classes of applications.
Abstract-While Packet Fair Queueing (PFQ) algorithms provide both bounded delay and fairness in wired networks, they cannot be applied directly to wireless networks. The key difficulty is that in wireless networks sessions can experience location-dependent channel errors. This may lead to situations in which a session receives significantly less service than it is supposed to, while another receives more. This results in large discrepancies between the sessions' virtual times, making it difficult to provide both delay-guarantees and fairness simultaneously.Our contribution is twofold. First, we identify a set of properties, called Channel-condition Independent Fair (CIF), that a Packet Fair Queueing algorithm should have in a wireless environment: (1) delay and throughput guarantees for error-free sessions, (2) long term fairness for error sessions, (3) short term fairness for error-free sessions, and (4) graceful degradation for sessions that have received excess service. Second, we present a methodology for adapting PFQ algorithms for wireless networks and we apply this methodology to derive a novel algorithm based on Start-time Fair Queueing, called Channel-condition Independent packet Fair Queueing (CIF-Q), that achieves all the above properties. To evaluate the algorithm we provide both theoretical analysis and simulation results.
Public reporting burden for the collection of information is estimated to average 1 hour per response, including the time for reviewing instructions, searching existing data sources, gathering and maintaining the data needed, and completing and reviewing the collection of information. Keywords: overlay networks, Internet evaluation, peer-to-peer, multimedia broadcast AbstractIn this paper, we report on experience in building and deploying an operational Internet broadcast system based on Overlay Multicast. In over a year, the system has been providing a cost-effective alternative for Internet broadcast, used by over 3600 users spread across multiple continents in home, academic and commercial environments. Technical conferences and special interest groups are the early adopters. Our experience confirms that Overlay Multicast can be easily deployed and can provide reasonably good application performance. The experience has led us to identify first-order issues that are guiding our future efforts and are of importance to any Overlay Multicast protocol or system. Our key contributions are (i) enabling a real Overlay Multicast application and strengthening the case for overlays as a viable architecture for enabling group communication applications on the Internet, (ii) the details in engineering and operating a fully functional streaming system, addressing a wide range of real-world issues that are not typically considered in protocol design studies, and (iii) the data, analysis methodology, and experience that we are able to report given our unique standpoint.
We propose a new multicast protocol called REUNITE. The key idea of REUNITE is to use recursive unicast trees to implement multicast service. REUNITE does not use class D IP addresses.Instead, both group identification and data forwarding are based on unicast IP addresses. Compared with existing IP multicast protocols, REUNITE has several unique properties. First, only routers that are acting as multicast tree branching points for a group need to keep multicast forwarding state of the group. All other non-branching-point routers simply forward data packets by unicast routing. In addition, REUNITE can be incrementally deployed in the sense that it works even if only a subset of the routers implement the protocol. Furthermore, REUNITE supports load balancing and graceful degradation such that when a router does not have resources (forwarding table entry, buffer space, processing power) to support additional multicast groups, the branching can be automatically migrated to other less loaded routers. Finally, sender access control can be easily supported in REUNITE. Although in REUNITE, routers in a multicast tree still need to maintain control path state, we discuss a variant of REUNITE in which routers do not need to maintain any control path state. However, this is achieved at the expense of having two additional protocol message types, and a slightly more complex protocol.
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