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Content Introduction TCP Clients Iterative TCP Servers Concurent TCP Servers UDP Multicasting http://www.dcc.uchile.cl/~nbaloian/tampere Evaluation 4 Homeworks Final ... – PowerPoint PPT presentation

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1
Content
  • Introduction
  • TCP Clients
  • Iterative TCP Servers
  • Concurent TCP Servers
  • UDP
  • Multicasting
  • http//www.dcc.uchile.cl/nbaloian/tampere

2
Evaluation
  • 4 Homeworks
  • Final Exam

3
Introduction
  • October 2003

4
Why distributed systems
  • - Share resources
  • - Communicate people
  • Performance, scalability
  • Fault tolerant systems

5
We know already how computers communicate but...
6
... how do programs communicate?
PROG1
PROG2
They need to establish a protocol ! - Who send
the data first - What kind of data - How to
react to the data
7
Every layer has the illusion of talking to the
same one located at the other host
A CLIENT
The UDP User Defined Package like writing a
letter
Read write sequence
A SERVER
4444
UDP or TCP communication
A CLIENT
Internet frames and addresses
A CLIENT
electric pulses
8
Decisions when Developing a Distributed System
  • Which service from the transport layer are we
    going to use (TCP, UDP, or a middleware)
  • Software architecture replicated, centralized
  • Communications architecture centralized,
    networked
  • Server design concurrent, iterative, stateless,
    with state
  • Etc

9
Internet two different ways to deliver a
message to another application
Applications programmers decide on this
according to their needs
The UDP User Defined Package like writing a
letter
TCP or UDP
10
Nowadays there is a lot of middleware which make
distributed programming much easier
Libraries for distributed programming (middleware)
RPC, CORBA, RMI
11
Why Client/Server ?
  • It is a communication protocol model
    (listener/caller)
  • TCP/IP does not provide any mechanism which would
    start running a program in a computer when a
    message arrives. A program must be executing
    BEFORE the message arrives in order to establish
    a communication (daemons).
  • Is there really no other mean to communicate ?
  • Multicasting (but the sender does not know who is
    receiving and in this case there is no dialogue)
  • What are the protocol ports of a server machine ?
  • It is a virtual address inside the machine at a
    server listening to client requirements asking
    for a certain service. In most Unix machines
    there are well known ports which are associated
    to a server program providing a service trough a
    protocol. Port number and protocol should be well
    known.

12
The client-server paradigm(do you remember the
WEB ?)
answer
The web server program
request
THE INTERNET
Web resources
answer
request
The web client program
13
1- The server opens a channel and starts
listening to requests.
A SERVER
?
1
THE INTERNET
Web resources
A CLIENT
14
2- A client who knows it, sends a request and
waits for the answer
A SERVER
2
THE INTERNET
Web resources
2
A CLIENT
15
3- The server, analyses the request and answers
properly according to the protocol
A SERVER
3
THE INTERNET
Web resources
3
This may involve the reading of a file
A CLIENT
16
The Client-Server Model
Servidor2
invocación
Cliente
Servidor1
resultado
Cliente
Servidor3
17
Services Provided by Multiple Servers
Server 1
Client
Server 2
Client
Server 3
18
Proxy servers caches
Server 1
Client
Proxy/cache
Client
Server 2
19
Peer-top-peer Applications
Application Coordination
Application Coordination
Application Coordination
20
Communication Architectures for Distributed
Applications
  • Servers as Clients
  • Programms do not behave as pure servers or as
    pure clients. For example, a file server can ask
    another compter for a timestamt to register the
    last change of a file.
  • When all application must behave at the same time
    as client and server we can organize the
    communication in two basic ways
  • Every application can open a communication
    channel with each other application (network
    configuration) P2P applications
  • There is a commincation server and all
    applications open one communication channel with
    it (star configuration) multiple chat servers.

21
Network communication architecture
  • Every application opens an exclusive channel qith
    each other application present in the session
  • There may be up to n(n-1)/2 channels open for n
    applications
  • Advantages
  • It avoids bottlencks in the communications
  • Drawbacks
  • All applications must be aware of all other
    taking part in the session
  • The dynamic is more complicated when managing
    consistency when applications enter and quit the
    session

22
Star communication architecture
  • The applications open a channel with the server
    and send their communication requests to the
    server. This Las aplicaciones envían sus
    requerimientos de comunicación a un servidor y
    éste se encarga de mandarlas a su punto de
    destino final.
  • There are up to n channels open for n
    applications
  • Advantages
  • The managing og the communication parameters is
    more easy to manage
  • The problem of incomming and outgoing of
    applications is more easy to tackle
  • Drawbacks
  • The server can get oveloaded
  • The channels may get overloaded.

23
Replicated Architecutres
  • Every application has a copy of the application
    and the data
  • The modifications (data) are distributed to all
    participants in some way
  • Synchronization is normally achieved by
    distributing the events, not the state of the
    data
  • Problems with latecommers
  • Communication architecture may be that of a star
    or network type

24
Replicated Architecture
Data
Data
Data
view
Data
Appl
25
Semi-replicated Architectures
  • Data are kept centralized by a single application
  • Every client mantains its own actualized view of
    the data
  • There is a single data model, while the views and
    controllers are replicated
  • Permits the use of different interfaces (browser)
  • Synchronisation by events or by state
  • Communication architecture normaly centralized
    (the data are located at the server)

26
Semi-replicated Architecture
Data
Data
Data
27
Centralized Architecture
  • Data and view are mantained centralized
  • Every client has a graphic server for displaying
    the view
  • Synchonization by state (the view)
  • Communications architecture centralized
  • It provoques a big traffic of data over the
    network (the whole view is transmitted)
  • Are frecuently of general use (like netmeeting)

28
Full centralized Architecture
view / commands
view / commands
29
Implementation of Communications in a TCP/IP
Network
  • At a low level (future assembler of the
    communications?)
  • - Based on the sockets ports abstractions
  • - Originally developed for BSD UNIX but now
    present in almost all systems (UNIX, LINUX,
    Macintosh OS, Windows)
  • The destination of a message is determined by the
    computers IP number and the port number
  • Every machine has 216 ports
  • - The origin of the message is also a socket but
    most of the times the port number is not
    important
  • - Ports are asociated to services (programms)

30
The 3 basic communication forms
  • UDP communication reflects almost what really
    happens over the internet. An application sends a
    packet trough a socket addressed to a certain IP
    number and port. There should be another
    application on that host listening to packets
    comming to that port (which is agreed beforehand)
  • TCP simulates a data flow. A client must
    establish a communication with the server before
    starting sending/receiving data. The server must
    be waiting for sucha request.
  • Multicast fits well for group communication
    when the group is not well defined beforehand
    (sponaneous networking). It is also based in the
    sending of UDP packages but all interested
    applications may receive it. It does not require
    a central server

31
Protocolos for communication
  • Every service is normally identifyed by a port
  • Web HTTP (port 80)
  • Mail SMTP
  • File transfer protocol FTP (21)
  • telnet 22/23
  • Servers with/without Connection
  • connectionless style UDP
  • connection-oriented style TCP

32
The channel which server and client use to
communicate (either int TCP or UDP) is called
SOCKET
When a server wants to start listening it must
create a socket bound to a port. The port is
specified with a number.
www.thisserver.jp
4444
A SERVER 1
3333
A SERVER 2
A SERVER 3
5555
If a client wants to communicate with server 1
should try to communicate with computer
www.thisserver.jp through port 4444
33
UDP communication with datagrams
DATAGRAM an independent, self-contained message
sent over the internet whose arrival, arrival
time and content are not guaranteed (like regular
mail in some countries....)
Once a server is listening, the client should
create a datagram with the servers address, port
number and, the message
www.waseda1.jp
www.waseda2.jp
A SERVER
A CLIENT
?
4444
www.waseda1.jp
4444
message
34
Sending datagrams with UDP protocol
Then it should open a socket and send the
datagram to the internet. The routing algorithm
will find the way to the target computer
www.waseda2.jp
www.waseda1.jp
A SERVER
A CLIENT
?
3333
4444
35
Sending datagrams with UDP protocol
Before the datagram leaves the client, it
receives the address of the originating computer
and the socket number
www.waseda2.jp
www.waseda1.jp
A SERVER
A CLIENT
!
3333
4444
36
Sending datagrams with UDP protocol
After the datagram is sent, the client computer
may start hearing at the port created for sending
the datagram if an answer from the server is
expected
www.waseda2.jp
www.waseda1.jp
A SERVER
A CLIENT
?
3333
4444
37
Sending datagrams with UDP protocol
The server can extract the clients address and
port number to create another datagram with the
answer
www.waseda2.jp
www.waseda1.jp
A SERVER
A CLIENT
?
3333
4444
answer
38
Sending datagrams with UDP protocol
Finally is sends the datagram with the answer to
the client. When a datagram is sent there is no
guarantee that it will arrive to the destination.
If you want reliable communication you should
provide a checking mechanism, or use ...
www.waseda2.jp
www.waseda1.jp
A SERVER
A CLIENT
?
3333
4444
39
TCP communication with data flow
With TCP a communication channel between both
computers is built and a reliable communication
is established between both computers. This
allows to send a data flow rather tan datagrams.

www.waseda2.jp
www.waseda1.jp
A SERVER
A CLIENT
?
3333
4444
40
TCP communication with data flow
After the client contacts the server, a reliable
channel is established. After this, client and
server may begin sending data through this
channel. The other should be reading this data
They need a protocol !!!!
www.waseda2.jp
www.waseda1.jp
bla
bla
A SERVER
A CLIENT
bla
bla
3333
4444
41
TCP How is reliability achieved ?
The internet itself works only with the datagram
paradigm. Internet frames are may get lost
(destroyed) For every frame delivered carrying a
part of the data flow there is a confirmation!
Sending bla bla bla
Sending 1st bla
Ack 1st bla
Sending 2nd bla
Ack 2nd bla
Sending 3rd bla
Ack 3rd bla
42
What if a message get lost ?
The server waits a certain amount of time. If it
does not receive any confirmation it sends the
message again.
Sending 1st bla
Sending bla bla bla
Ack 1st bla
Sending 2nd bla
LOST !!!
Sending 2nd bla again
No confirmation !!!
Ack 2nd bla
43
The Window for improving efficiency
The transmitter will handle a set of not
acknowledged packets
Sending 1st bla
Sending 2nd bla
Sending 3rd bla
Ack 1st bla
Ack 2nd bla
Ack 3rd bla
44
TCP or UDP Protocol decision at the transport
level
  • What does it means for the programmer/designer
  • By choosing one or the other protocol for
    establishing a connection between machines the
    programmer/designer decides about the reliability
    and speed of the communication.
  • TCP provides high reliability data are only sent
    if the communication was established. An
    underlying protocol is responsible for
    retranslating, ordering, eliminating duplicate
    packages
  • UDP reflects just what the internet does with the
    packages best effort delivery, no checking.
  • Also the programming style is quite different
  • With TCP the data is sent a flow (of bytes, in
    principle) which can be written, read as if they
    were stored in a file.
  • With UDP the programmer must assemble the package
    and send it to the internet without knowing if it
    will arrive its pretended destination

45
When to use one or another
  • Considerations
  • TCP imposes a much higher load to the network
    than UDP (almost 6 times)
  • We can expect high package loss when the
    information travels trough many routers.
  • Inside a LAN UDP communications may be reliable
    is there is not much traffic. Although with some
    congestion we can expect some packages to be lost
    inside the LAN
  • In general, it is recommended especially for
    beginners (but also to skilled programmers) to
    use only TCP to develop distributed applications.
    Not only it is more reliable but the programming
    style is also simpler. UDP is normally used if
    the application needs to implement hardware
    supported broadcasting or multicasting, or if the
    application cannot tolerate the overload of TCP

46
When do programmers should use UDP or TCP ?
- TCP generates 6 times more traffic than UDP -
It is also slower to send and receive the
messages
UDP
TCP
- Reliable - Complete - Valid in a certain period
of time - No need of speed
  • - not complete info
  • - fast
  • - valid in a very short period of time
  • history not important

47
Mark with a the applications to use TCP and
with a those to use UDP
Video conference
E-Mail
Web server and client
Stock values every 5 seconds
Temperature every second
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