Networks
... Any device connected to a network Client A node which requests and uses resources available from other nodes Fat Client – operates as independent computer Thin Client – no local storage and limited processing power Server A node that shares resources with other nodes ...
... Any device connected to a network Client A node which requests and uses resources available from other nodes Fat Client – operates as independent computer Thin Client – no local storage and limited processing power Server A node that shares resources with other nodes ...
07-Servers - dolinski.co.uk | home
... a proxy server which is much quicker than downloading from the internet. ...
... a proxy server which is much quicker than downloading from the internet. ...
A network operating system (NOS) is a computer
... are connected on a local area network (LAN). Artisoft's LANtastic, Banyan VINES, Novell's NetWare, and Microsoft's LAN Manager are examples of network operating systems. In addition, some multi-purpose operating systems, such as Windows NT and Digital's OpenVMS come with capabilities that enable the ...
... are connected on a local area network (LAN). Artisoft's LANtastic, Banyan VINES, Novell's NetWare, and Microsoft's LAN Manager are examples of network operating systems. In addition, some multi-purpose operating systems, such as Windows NT and Digital's OpenVMS come with capabilities that enable the ...
LAN design issues
... Intermediate device-forwarding characteristics TCPs sliding window behaviour ...
... Intermediate device-forwarding characteristics TCPs sliding window behaviour ...
Peer-to-Peer VS Client/Server
... • The client/Server architecture is based upon hardware and software components that interact to form a system. • Front-end application(Client): Any computer process that requests services from the server. • Back-end application(Server): Any computer processing providing services to the clients. • C ...
... • The client/Server architecture is based upon hardware and software components that interact to form a system. • Front-end application(Client): Any computer process that requests services from the server. • Back-end application(Server): Any computer processing providing services to the clients. • C ...
System Models – Distributed Architecture
... • Data and resources are collectively stored and managed • Addresses client/server boundary of computing and communication load • Objects replicated to distribute load and increase availability • Classic example - Napster ...
... • Data and resources are collectively stored and managed • Addresses client/server boundary of computing and communication load • Objects replicated to distribute load and increase availability • Classic example - Napster ...
Inside the CPU - Duquesne University
... • Networks -- computers communicating with each other • Enables sharing of hardware, software, and data • Network card (peripheral) connects to other computers, possibly through series of intermediaries (routers, etc.) ...
... • Networks -- computers communicating with each other • Enables sharing of hardware, software, and data • Network card (peripheral) connects to other computers, possibly through series of intermediaries (routers, etc.) ...
Client/Server and Intranet Computing
... • Clients and servers ship messages between objects. • May rely on an underlying message or RPC structure or be developed directly on top of object-oriented capabilities in the operating system • Success depends on standardization of the object mechanism, but competing models exist – COM, OLE, CORBA ...
... • Clients and servers ship messages between objects. • May rely on an underlying message or RPC structure or be developed directly on top of object-oriented capabilities in the operating system • Success depends on standardization of the object mechanism, but competing models exist – COM, OLE, CORBA ...
Distributed Computing Systems
... • Each client calculates frame rate – Since varies with game state, use moving average – Send with “Turn Done” message – Use to achieve “minimum” frame rate ...
... • Each client calculates frame rate – Since varies with game state, use moving average – Send with “Turn Done” message – Use to achieve “minimum” frame rate ...
ITGS
... has equal status, and there is no central authority or server – Common in homes and small businesses where a server is too expensive/ not necessary • Each computer shares the files from its own hard disk, and other machines are able to access them • With more than a few users, the lack of a server t ...
... has equal status, and there is no central authority or server – Common in homes and small businesses where a server is too expensive/ not necessary • Each computer shares the files from its own hard disk, and other machines are able to access them • With more than a few users, the lack of a server t ...
Network Physics
... • simple functions in network core, relatively complex functions at edge routers (or hosts) ...
... • simple functions in network core, relatively complex functions at edge routers (or hosts) ...
Yard Wars
... full control of all parts of the user interface. • Easily upgradeable to include sprites (animations), sound effects, and other features. ...
... full control of all parts of the user interface. • Easily upgradeable to include sprites (animations), sound effects, and other features. ...
“The thin-client model is an alternative to the traditional approach of
... their time just providing software maintenance support. But with these dumb terminals, there is literally nothing students can do to them!! Only the network server needs to be upgraded to cope with increasing performance demands of both new software and a greater number of users. If you've ever had ...
... their time just providing software maintenance support. But with these dumb terminals, there is literally nothing students can do to them!! Only the network server needs to be upgraded to cope with increasing performance demands of both new software and a greater number of users. If you've ever had ...
Lag
In online gaming, lag is a noticeable delay between the action of players and the reaction of the server. Although lag may be caused by high latency, it may also occur due to insufficient processing power in the client(Screen-lag). Screen-Lag can also happened in single player games as well.The tolerance for lag depends heavily on the type of game. For instance, a strategy game or a turn-based game with a low pace may have a high threshold or even be mostly unaffected by high delays, whereas a twitch gameplay game such as a first-person shooter with a considerably higher pace may require significantly lower delay to be able to provide satisfying gameplay. But, the specific characteristics of the game matter. For example, fast chess is a turn-based game that is fast action and may not tolerate high lag. And, some twitch games can be designed such that only events that don't impact the outcome of the game introduce lag, allowing for fast local response most of the time.