1. Distributed Computing (MSIS52102) Course Title : Distributed Computing Course Code : MSIS52102 Course Credits : Credit Hours 45 Credit Units 3 Level : Year Ii, Semester I Course Description This course unit builds on the course unit Operating Systems, starting with an introduction to different communication technologies and structures of computer networks, including LAN, WAN and the Internet. Description of layers of software added to an operating system to support networking, including the TCP/IP protocol suite, is discussed. Techniques for client-server programming in different platforms are also examined. Popular distributed technologies are investigated. As an extension, the emphasis is very much on the heterogeneity and interconnection of software components, both in the way they communicate with each other, and in the way they are themselves distributed. The concentration is not much on the technical detail of standard such as CORBA, Java RMI, and Distributed Network Architecture, but on the ways these technologies can be used to construct dynamic infrastructures for linking diverse local environments into one community of cooperating parts. The emphasis is every much upon allowing heterogeneity, and on solving business problems related to distributed concentrations of data. Course Objectives Distributed computing is an emerging and dynamic field of study. The rapid advances in miniaturization of computing devices and “unfettered” communication technology, together with the increasing demands for ubiquitous access to information, have introduced new challenges as well as new opportunities in many traditional areas of computer science. This course aims providing skills of distributing and managing information over organizational Network. Learning Outcomes On successful completion of this course unit a student will be able to: 1. Understand broad range of fundamentals concepts of Distributed Computing and be able to describe and compare current types of network hardware. 2. Learn how to specify their interconnection and interaction of different components both in the way they communicated with each other, and in the way they are themselves distributed. 3. Understand the different standards of Distributed Computing (such as Java RMI and CORBA); and achieve moderate level of skills. 4. understanding of the distributed computing and distributed applications; describe in detail the purpose and operations of the protocols making up the OSI and Internet protocol suites; write software taking advantage of selected protocol stacks; and describe and implement simple examples of the techniques used in client-server computing. Course Content 1. Introduction to Distributed Computing (4Hrs) Meaning of distributed computing; Distributed system, Distributed computing vs. parallel computing, Basic concepts in operating system: processes and threads’ Basic concepts in data communication: Network architectures, the OSI model and the Internet model, Connectionoriented communication vs. connectionless communication, Naming schemes for network resources, The Domain Name System (DNS), Protocol port numbers , Uniform Resource Identifier (URI) , Email addresses 2. Distributed Computing Paradigm (4Hrs) Introduction to Paradigms for distributed applications; The paradigms of distributed applications, Message passing, Client-server, Message system: Point-to-point; Publish/ Subscribe, Distributed objects, Remote method, invocation, Object request broker, Object space, Mobile agents, Network services, Collaborative applications, Tradeoffs considered when choosing a paradigm or a tool for an application, Overheads, Scalability, Cross-platform support, Performance and Software engineering issues. 3. The Socket API (4Hrs) Conceptual Model of the Socket API, The Socket API, Connection-Oriented and Connectionless datagram Socket, The Java Datagram Socket, The Java Socket API, The data structure in the Sender and Receiver programs’ The program flow in the Sender and Receiver program, Event Synchronization with the connectionless datagram sockets API, Setting Timeout, Key methods and Constructors, The Coding, Connectionless Sockets,Study Sample Codes, Connection-Oriented Datagram Socket API: Methods called for Connection Oriented Datagram Socket; The Stream Mode Socket API (Connection-Oriented Socket API); The stream-mode socket API program flow, The server (The connection listener), Key methods in the Server Socket class; Connectionless Socket API: Secure Sockets, The Java secure socket extension API 4. Client-Server Model (4Hrs) The difference between the client-server system architecture and the client-server distributed computing paradigm; Definition of the paradigm and why it is widely adopted in network services and network applications; The issues of service sessions, protocols, service location, interposes communications, data representation, and event synchronization in the context of the clientserver paradigm; The three-tier software architecture of network applications: Connectionless server versus connection-oriented server. Iterative server versus concurrent server and the effect on a client session. Stateful server versus stateless server. Stateful server: global state information versus session state information. 5. Group Communication (4Hrs) Unicast vs. multicast; Archetypal multicast API operations: Basic multicast is connectionless and unreliable; Categories of reliable multicast system; IP multicast addressing; A static Class D address; A transient address obtained at run time, or An arbitrary unassigned address. MulticastSocket class: The joinGroup and The LeaveGroup methods; The send method, The receive methods 6. Distributed Objects (4Hrs) The distributed object paradigm vs. the message-passing paradigm. Using the paradigm. An object server and object client in a distributed object system Proxy. Object registry, Distributed object system protocols: The Java Remote Method Invocation (RMI); The Distributed Component Object; The Model (DCOM); The Common Object Request Broker Architecture (CORBA), and The Simple Object Access Protocol (SOAP). 7. Advanced Remote Method Invocation (4Hrs) Client callback: The client-side software and Remote interface; A remote method call to the server; The object server; The object server and the invokes the callback method (defined in the client remote interface); The two sets of stub-skeletons; Stub downloading Java security policy 8. Message Service System (4Hrs) Message service system paradigm; Message service system Models; Point-to-point model; Publishsubscribe model; Toolkits based on the message-system paradigm. 9. Mobile Agent (4Hrs) Introduction to Mobile (Transportable) Agents; Advantages of Mobile Agents; The Mobile Agent Paradigm vs. the Client-Server Paradigm; Basic Architecture; What is in the Agent?; Mobile Agent Applications; Security in Mobile Agent Systems; Mobile Agent Framework Systems; Existing Mobile Agent Framework System; Mobile Agent System Interoperability Facility (MASIF). 10. Logic Time Application of Logic Time, Background, Notations Total (2Hrs) (60 Hours ) Teaching methods Instructions will be given through lectures, class demonstrations and tutorial discussions. Course Unit Assessment i. ii. Assessment will be as follows One assignment, taking a total score of 15 marks; A group presentation on a distributed network design (25 marks) Reference 1. Ekedahl, Programming with Microsoft Visual Basic 2005: An Object-Oriented Approach, 2nd Edition, 2007, Thomson. 2. Stevens et al. 2004, UNIX Network Programming –The Sockets Networking API, Volume 1, Addition Wesley. 3. Software Engineering Concerns for Mobile Agent Systems, http://www.elet.polimi.it/Users/DEI/Sections/Compeng/GianPietro.Picco/ICSE01mobility/pape rs/cook.pdf Introduction to Distributed Computing Computing has passed through many transformations since the birth of the first computing machines. Developments in technology have resulted in the availability of fast and inexpensive processors, and progresses in communication technology have resulted in the availability of lucrative and highly proficient computer networks. Among these, the centralized networks have one component that is shared by users all the time. All resources are accessible, but there is a single point of control as well as a single point of failure. The integration of computer and networking technologies gave birth to new paradigm of computing called distributed computing in the late 1970s. Distributed computing has changed the face of computing and offered quick and precise solutions for a variety of complex problems for different fields. Nowadays, we are fully engrossed by the information age, and expending more time communicating and gathering information through the Internet. The Internet keeps on progressing along more than a few magnitudes, abiding end systems increasingly to communicate in more and more different ways. Over the years, several methods have evolved to enable these developments, ranging from simplistic data sharing to advanced systems supporting a multitude of services. What is a Distributed System? The scale of networked workstations and plunge of the centralized mainframe has been the most theatrical change in the last two decades of information technology. This shift has placed added processing power in the hands of the end-user and distributed hardware resources. When computers work together over a network, the network may us the power from all the networked computers to perform complex tasks. Computation in networks of processing nodes can be classified into centralized or distributed computations. A centralized solution relies on one node being designated as the computer node that processes the entire application locally and the central system is shared by all the users all the time. Hence there is single point of control and single point of failure. The motivation behind the growth of decentralised computing is the availability of the low-priced, high performance computers and network tools. When a handful of powerful computers are linked together and communicate with each other, the overall computing power available can be amazingly vast. Such a system can have a higher performance share than a single supercomputer. Distributed computing – a decentralisation approach to computing is a potentially very powerful approach for accessing large amounts of computational power. The objective of such systems is to minimize communication and computation cost. In distributed systems, the processing steps of the application are divided among the participating nodes. The basic step in all distributed computing architectures is the notion of communication between computers. Distributed system is an application that executes a collection of protocols to coordinate the actions of multiple processes on a communication network, such that all components cooperate together to perform a single or small set of related tasks. The collaborating computers can access remote resources as well as local resources in the distributed system via the communication network. The existence of multiple autonomous computers is transparent to the user in a distributed system. The user is not aware that the jobs are executed by multiple computers subsist in remote locations. This means that like centralised systems no single computer in the system carries the entire load on system resources that running a computer program usually required. Distributed System Architecture Distributed systems are built up on top of existing networking and operating systems software. A distributed system comprises a collection of autonomous computers, linked through a computer network and distribution middleware. To become autonomous there exist a clear master/slave association between two computers in the network. The middleware enables computers to coordinate their activities and to share the resources of the system, so that users perceive the system as a single, integrated computing facility. Thus, middleware is the bridge that connects distributed applications across dissimilar physical locations, with dissimilar hardware platforms, network technologies, operating systems, and programming languages. The middleware software is being developed following agreed standards and protocols. It provides standard services such as naming, persistence, concurrency control to ensures that accurate results for concurrent processes are produced and obtains the results as fast as possible, event distribution, authorization to specify access rights to resources, security etc. The middleware service extends over multiple machines. Figure 1 shows a simple architecture of a distributed system. Figure 1. A Distributed System The distributed system can be viewed as defined by the physical components(physical view) or as defined from user or computation point of view. Physically a distributed system consists of a set of nodes (computers) linked together by a communication network. The nodes in the network are loosely coupled and do not share their memory. The nodes in the system communicate by passing messages over the communication network. Communication protocols are used for sending messages from one node to another. The logical model is the view that an application has of the system. It contains a set of concurrent processes and communication channels between them. The core network is treated as fully connected. Processes communicate by sending messages to each other. A system is synchronous if during a proper execution, it all the time performs the intended operation in a known fixed time, otherwise it is asynchronous. In synchronous system the failure can be noticed by a lack of response from the system. Therefore, timeout based techniques are used for failure discovery. A distributed system can be constructed by means of fully connected networks or partially connected networks. A fully connected network (figure 2) is a network in which each of the nodes is connected to each other. The problem with such a system is that adding new nodes to the system results in the increase of number of nodes connected to the node. Due to this the number of file descriptors and complexity for each node to implement the connections are increased heavily. Thus, the scalability (capability of a system to continue to function well when the system is changed in size or volume) of such systems is limited by each node’s capacity to open file descriptors and the ability to handle the new connections. The communication cost - the message delay of sending a message from the source to the destination- is low because a message sent from one computer to another one only goes through one link. Fully connected systems are reliable because when a few computers or links fail, the rest of the computers can still communicate with others. In a partially connected network, direct links exist between some, but not all, pairs of computers. A few of the partially connected network models are star structured networks, multi-access bus networks; ring structured networks, and tree-structured networks (figure 2). Some of the traditional distributed systems such as client/server paradigm use a star as the network topology. The problem with such a system is that when the central node fails, the entire system will be collapsed. In a multi-access bus network, a set of clients are connected via a shared communications line, called a bus. The bus link becomes the bottleneck and if it fails, all the nodes in the system cannot connect to each other. Another disadvantage is that performance degrades as additional computers are added or on heavy traffic. In a ring network each node connects to exactly two other nodes, forming a single continuous pathway for signals through each node. As new nodes are added, the diameter of the system grows as the number of nodes in the system, resulting in a longer message transmission delay. A node failure or cable break might isolate every node attached to the ring. In a tree-structured network (hierarchical network), the nodes are connected as a tree. Each node in the network having a specific fixed number, of nodes associated to it at the next lower level in the hierarchy. The scalability of the tree- structured network is better than that of the fully connected network, since new node can be added as the child node of the leaf nodes or the interior nodes. On the other hand, in such systems, only messages transmitted between a parent node and its child node go though one link, other messages transmitted between two nodes have to go through one or more intermediate nodes. Fully Connected Network Tree Structured Network Multi-access Bus Network Star Structured Network Ring Structured Network Figure 2. Network Models Characteristics of a Distributed System A distributed system must possess the following characteristics to deliver utmost performance for the users: Fault-Tolerant: Distributed systems consist of a large number of hardware and software modules that are bound to fail in the long run. Such component failures can lead to service unavailability. Hence, the systems should be able to recover from component failures without performing erroneous actions. The goal of fault tolerance is to avoid failures in the system even in the presence of faults to provide uninterrupted service. A system is said to be fault tolerant if it can mask the presence of faults. The aim of any fault tolerant system is to increase its reliability or availability. The reliability of a system is defined as the probability that the system survives till that time. A reliable system prevents loss of information even in the event of component failures. Availability is the fraction of time for which a system is available for use. Usually fault tolerance is achieved by providing redundancy. Redundancy is defined as those parts of the system that are not needed for its correct functioning. It is of three types – hardware, software and time. Hardware redundancy is achieved by adding extra hardware components to system which take over the role of failed components in case some faults occur in them. Software redundancy includes extra instructions and code included for managing the extra hardware components, and using them correctly for uninterrupted service, in case of some component failure. In time redundancy the same instruction is executed many times. This is used to handle temporary faults in the system. Scalable: A distributed system can operate correctly even as some aspect of the system is scaled to a larger size. Scale has three components: the number of users and other entities that are part of the system, the distance between the farthest nodes in the system, and the number of organizations that exert administrative control over pieces of the system. The three elements of scale affect distributed systems in many ways. Among the affected components are naming, authentication for verifying someone’s identity, authorization, communication, the use of remote resources, and the mechanisms by which users observe the system. Three techniques are employed to manage scale: replication, distribution, and caching. Replication creates multiple copies of resources. Its use in naming, authentication, and file services reduces the load on individual servers and improves the reliability and availability of the services as a whole. The two important issues of replication are the placement of the replicas and the mechanisms by which they are kept consistent. The placement of replicas in a distributed system depends on the purpose for replicating the resource. If a service is being replicated to reduce the network delays when the service is accessed, the replicas are sprinkled across the system. If the majority of users are local, and if the service is being replicated to improve its availability or to spread the load across multiple servers, then replicas may be placed near one another. If a change is made to the object, the change should be noticeable to everyone in the system. For example, the system sends the updates to any replica, and that replica forwards the update to the others as they become available. If inconsistent updates are received by different replicas in different orders, timestamps (the date/time at which the update was generated) are used to differentiate the copies. Distribution, another mechanism for managing scale in distributed systems, allows the information maintained by a distributed service to be extended across several servers. Distributing data across multiple servers reduces the size of the database that must be maintained by each server, dropping the time needed to search the database. Distribution also spreads the load across the servers reducing the number of requests that are handled by each. If requests can be distributed to servers in proportion to their power, the load on servers can be effectively managed. Network traffic can be reduced if data are assigned to servers close to the location from which they are most frequently used. In tree structured system, if cached copies are available from subordinate servers, the upper levels can be avoided. Caching is another important technique for building scalable systems. Caching decreases the load on servers and the network. Cached data can be accessed faster than if a new request is made. The difference between replication and caching is that cached data is a short-term data. Instead of propagating updates on cached data, consistency is maintained by nullifying cached data when consistency cannot be guaranteed. Caching is usually performed by the client, reducing frequent requests to network services. Caching can also occur on the servers executing those services. Reading a file from the memory cached copy on the file server is faster than reading it from the client's local disk. Predictable Performance: Various performance metrics such as response time (elapsed time between the end of an inquiry or demand on a computer system and the beginning of a response), throughput (the rate at which a network sends or receives data), system utilization, network capacity etc. are employed to assess the performance. Predictable performance is the ability to provide desired responsiveness in a timely manner. Openness: The attribute ‘openness’ ensures that a subsystem is continually open to interaction with other systems. Web services are software systems designed to support interoperable machine-to-machine interaction over a network. These protocols allow distributed systems to be extended and scaled. An open system that scales has benefit over a completely closed and self-reliant system. A distributed system independent from heterogeneity of the underlying environment such as hardware and software platforms achieves the property of openness. Therefore, every service is equally accessible to every client (local or remote) in the system. The implementation, installation and debugging of new services should not be very complex in a system possessing openness characteristic. Security: Distributed systems should allow communication between programs/users/ resources on different computers by enforcing necessary security arrangements. The security features are mainly intended to provide confidentiality, integrity and availability. Confidentiality (privacy) is protection against disclosure to unauthorised person. Violation of confidentiality range from the discomforting to the catastrophic. Integrity provides protection against alteration and corruption. Availability keeps the resource accessible. Many incidents of hacking compromise the integrity of databases and other resources. "Denial of service" attacks are attacks against availability. Other important security concerns are access control and nonrepudiation. Maintaining access control facilitates the users to access only those resources and services to which they are entitled. It also ensures that users are not denied resources that they legitimately can expect to access. Nonrepudiation provides protection against denial by one of the entities involved in a communication. The security mechanisms put into practice should guarantee appropriate use of resources by different users in the system. Transparency: Distributed systems should be perceived by users and application developers as a whole rather than as a collection of cooperating components. The locations of the computer systems involved in the operations, concurrent operations, data replication, resource discovery from multiple sites, failures, system recovery etc. are hidden from users. Transparency hides the distributed nature of the system from its users and shows the user that the system is appearing and performing as a normal centralized system. The transparency can be employed in different ways in a distributed system (Figure 3). Figure 3. Transparency in Distributed Systems Access transparency facilitates the users of a distributed system to access local and remote resources using identical operations. (e.g. navigation in the web). Location transparency describes names used to identify network resources (e.g. IP address) independent of both the user's location and the resource location. In other words, location transparency facilitates a user to access resources from anywhere on the network without knowing where the resource is located. A file could be on the user's own PC, or thousands of miles away on other servers. Concurrency transparency enables several processes to operate concurrently using shared information objects without interference between them (e.g.: Automatic Teller Machine network). The users will not notice the existence of other users in the system (even if they access the same resources). Replication transparency enables the system to make additional copies of files and other resources for the purpose of performance and/or reliability, without the users noticing. If a resource is replicated among several locations, it should appear to the user as a single resource (e.g. Mirroring - Mirror sites are usually used to offer multiple sources of the same information as a way of providing reliable access to large downloads). Failure transparency enables the applications to complete their task despite failures occurring in certain components of the system. For example, if a server fails, but users are automatically redirected to another server and the user never notices the failure, the system is said to show high failure transparency. Failure transparency is one of the most difficult types of transparency to accomplish since it is hard to determine whether a server has actually failed, or whether it is simply responding very slowly. Moreover, it is generally unfeasible to achieve full failure transparency in a distributed system since networks are unreliable. Migration transparency facilitates the resources to move from one location to another without having their names changed. (e.g.: Web Pages). Users should not be aware of whether a resource or computing entity possesses the ability to move to a different physical or logical location. Performance transparency ensures the load variation should not lead to performance degradation. This could be achieved by automatic reconfiguration as response to changes of the load. (e.g.: load distribution) Scalability transparency allows the system to remain efficient even with a significant increase in the number of users and resources connected (e.g. World-Wide-Web, distributed database). Fallacies of distributed computing The fallacies of distributed Computing are a set of common but false assumptions made by programmers when first developing distributed applications. Many distributed systems which were developed based on these assumptions were needlessly complex caused by mistakes that required patching later on. The Fallacies of Distributed Computing 1. The network is reliable. 2. Latency is zero. 3. Bandwidth is infinite. 4. The network is secure. 5. Topology doesn't change. 6. There is one administrator. 7. Transport cost is zero. 8. The network is homogeneous. Reliability: The software which has been developed with the assumption that network is reliable; the network will lead to trouble when it starts dropping packets. Reliability can often be improved by increasing the autonomy of the nodes in a system. Replication can also improve the reliability of a system. Latency: Latency is the time between initiating a request for data and the beginning of the actual data transfer. Latency can be comparatively good on a LAN; however it deteriorates quickly the user move to WAN scenarios or internet scenarios. Assuming latency is zero will definitely lead to scalability problems as the application grows geographically, or is moved to a different kind of network. Bandwidth: A measure of the capacity of a communications channel, i.e. how much data we can transfer during that time. The higher a channel's bandwidth, the more information it can carry. However, there are two forces at work to keep this assumption a fallacy. One is that while the bandwidth grows, so does the amount of information we try to squeeze through it. VoIP, videos, and IPTV are some of the newer applications that take up bandwidth. The other force at work to lower bandwidth is packet loss (along with frame size). Bandwidth limitations direct us to strive to limit the size of the information we send over the wire. Security: The network is never secure since the systems are facing various types of threats. Hence, the developer should perform threat modelling to evaluate the security risks. Following this, analyze which risk should be mitigated by what measures (a tradeoff between costs, risks and their probability) and take appropriate measures. Security is typically a multi-layered solution that is handled on the network, infrastructure, and application levels. The software architect should be conscious that security is very essential and the consequences it may have. Topology: Topology deals with the different configurations that can be adopted in building networks, such as a ring, bus, star or fully connected. For example any given node in the LAN will have one or more links to one or more other nodes in the network and the mapping of these links and nodes onto a graph results in a geometrical shape that determines the physical topology of the network. Likewise, the mapping of the flow of data between the nodes in the network determines the logical topology of the network. The physical and logical topologies might be identical in any particular network but they also may be different. When a new application is deployed in an organization, the network structure may also be altered. The operations team is likely to add and remove servers every once in a while and/or make other changes to the network. Finally, there are server and network faults which can cause routing changes. At the client’s side the situation is even worse. There are laptops coming and going, wireless ad hoc networks, new mobile devices etc. In a nutshell, topology in a distributed system is changing persistently. Administrator: The sixth distributed computing fallacy is "there is one administrator”. A simple situation is that with different administrators assigned according to expertise databases, web servers, networks, different operating systems and the like for a company. The problem occurs when the company collaborates with external entities such as a business partner, or if the application is deployed for Internet consumption and hosted by some hosting service and the application consumes external services. In these situations, the other administrators are not even under company administrators control and they may have their own rules for administration. Hence the assumption of ‘one administrator’ is proven to be a myth. Most of the time, the administrators are not part of the software development team. Therefore, the developers should provide them with tools to diagnose and find problems. A practical approach is to include tools for monitoring ongoing operations as well; for instance, to allow administrators recognize problems when they are small before they become a system failure. As a distributed system grows, its various components such as users, resources, nodes, networks, etc. will start to cross administrative domains. This means that the number of organizations or individuals that exert administrative control over the system will grow. In a system that scales poorly with regards to administrative growth, this can lead to problems of resource usage, reimbursement, security, etc. Transport cost: Transport cost never becomes zero. The costs for setting and running the network are not free. There are costs for buying the routers, costs for securing the network, costs for leasing the bandwidth for internet connections, and costs for operating and maintaining the network running. Homogeneous network: The eighth distributed computing fallacy is “network is homogeneous." Homogeneous network is a network derived of computers using similar configuration and protocols. Except a few very trivial ones, no network is homogeneous. Proprietary protocols are very harder to integrate. Hence, make use of standard technologies that are widely accepted such as XML (extended markup language) or Web Services as these technologies help alleviate the effects of the heterogeneity of the enterprise environment. Client/Server Computing As networks of computing resources have become widespread, the notion of distributing interrelated processing amongst several resources has become popular. Over the years, numerous methods have evolved to facilitate this distribution. One of the popular distributed models is client/server computing [SILV98]. The client/server model is an extension of the modular programming model. Modular programming breaks down the design of a program into individual modules that can be programmed and tested independently. A modular program consists of a main module and one or more auxiliary modules. Like modular programming model, a client/server model consists of clients and servers. The clients and servers normally run on different computers interconnected by a computer network. The calling component becomes the client and the called component the server. Figure 4. Client/server communication A client application sends messages to a server via the network to request the server for performing a specific task. The client handles local resources such as input-output devices, local disks, and other peripherals. The server program listens for client requests that are transmitted via the network. Servers receive those requests and perform actions. Most of the data is processed on the server and only the results are returned to the client. This reduces the amount of network traffic between the server and the client machine. Thus network performance is improved further. The server controls the allocation of the information and also optimizes the resource consumption. An important design consideration for large client/server systems is whether a client talks directly to the server, or whether an intermediary process is introduced between the client and the server. The former is a two-tier architecture (figure 4); the latter is a three-tier architecture. N-tier architecture is usually used for web applications to forward the requests further to other enterprise services. The two-tier architecture is easier to implement and is typically used in small environments. However, two-tier architecture is less scalable than a three-tier architecture. In the three-tier architecture (figure 5), an intermediate process connects the clients and servers . The intermediary can accumulate frequently used server data to guarantee enhanced performance and scalability. In database based 3-tier client/server architecture, normally there are three essential components: a client computer, an application server and a database server. The application server is the middle tier server which runs the business application. The data is retrieved from database server and it is forwarded to the client by the middle tier server. Middleware is a key to developing three-tier client/server application. Database-oriented middleware offers an Application Program Interface (API) access to a database. Java Database Connectivity (JDBC) is a well-known API, these classes can be inured to aid an applet or a servlet access any number of databases without considerate the inhabitant features of the database. Figure 5. 3-tier Client/server structure For security purposes servers must also address the problem of authentication. In a networked environment, an unauthorized client may attempt to access sensitive data stored on a server. Authentication of clients is provided by cryptographic techniques such as public key encryption or special authentication servers. Sometimes critical servers are replicated in order to achieve high availability and fault tolerance. If one replica fails then the other replicas hosted in different servers still remain available for the clients. In the 3-tier architecture, it is easier to modify or replace any tier without affecting the other tiers. The separation of application and database functionality achieves better load balancing. Moreover, necessary security guidelines can be put into effect within the server tiers without hampering the clients. Web Server Client Request/Response Proxy Server Web Server Web Server Figure 6. Proxy Server Model A 3-tier client/server model known as ‘proxy server model’ (figure 6) is commonly used to improve retrieval performance of Internet. The intermediate process – proxy server, distributes client requests to several servers so that requests execute in parallel. A client connects to the proxy server, requesting some service, such as web page available in a web server. The proxy server assesses the request based on its filtering policy. For example, it may filter traffic by IP address or protocol. If the request is authenticated by the filter, the proxy presents the resource by connecting to the appropriate server and demanding the required service for the client. A proxy server may sometimes serve the request without contacting the specified web server. This is made possible by keeping the pages commonly visited by users in the cache of the proxy. By keeping local copies of frequently accessed file, the proxy can serve those files back to a requesting browser without going to the external site each time; this dramatically improves the performance seen by the end user. A proxy server with the ability to cache information is generally called a "proxy-cache server". A proxy is sometimes used to authenticate users by asking them to identify themselves, such as with a username and password. It is also easy to grant access to external resources only to authorised users, and to record each use of external resources in log files. A proxy can also be used in a reverse direction to balance the load amongst a set of identical servers. Advantages of client/server model i. All resources are centralised, hence, server can manage resources that are common to all users. For example a central database would be used to evade problems caused by redundant and conflicting data. ii. Improved security is offered as the number of entry points giving access to data is not so important. iii. Server level administration is adequate as clients do not play a major role in the client/server model, they require less administration. iv. A scalable network as it is possible to remove or add clients without affecting the operation of the network and without the need for major modification. Disadvantages of the client/server model i. Increased cost due to the technical complexity of the server. ii. If a server fails, none of its clients will get service, unless the system is designed to be fault-tolerant. iii. If the network fails, all servers become unreachable. iv. If one client produces high network traffic, then all clients may suffer from long response times. World Wide Web– A massive distributed system The Internet - a massive network of networks, connects millions of computers together worldwide, forming a network in which any computer can communicate with any other computer provided that they are both connected to the Internet. The World Wide Web (WWW), or simply Web, is a way of accessing information over the medium of the Internet. WWW consists of billions of web pages, spread across thousands and thousands of servers all over the world. It is an information-sharing model that is built on top of the Internet. The most well-known example of a distributed system is the collection of web servers. Hypertext is a document containing words that bond to other documents in the Web. These words are known as links and are selectable by the user. A single hypertext document can hold links to many documents. The backbone of WWW are its files, called pages or Web pages, containing information and links to resources - both text and multimedia - throughout the Internet. Internet protocols are sets of rules that allow for inter-machine communication on the Internet. HTTP (HyperText Transfer Protocol) transmits hypertext over networks. This is the protocol of the Web. Simple Mail Transport Protocol or SMTP distributes e-mail messages and attached files to one or more electronic mailboxes. VoIP (Voice over Internet Protocol) allows delivery of voice communications over IP networks, for example, phone calls. A web server accepts HTTP requests from clients, and serving them HTTP responses along with optional data contents such as web pages. The operation of the web relies primarily on hypertext as its means of information retrieval. Web pages can be created by user activity. Creating hypertext for the Web is accomplished by creating documents with a language called hypertext markup language, or HTML. With HTML, tags are placed within the text to achieve document formatting, visual features such as font size, italics and bold, and the creation of hypertext links. Servers implementing the HTTP protocol jointly provide the distributed database of hypertext and multimedia documents. The clients access the web through the browser software installed on their system. The URL (uniform resource locator) indicates the internet address of a file stored on a host computer, or server, connected to the internet. URLs are translated into numeric addresses using the domain name system (DNS). The DNS is a worldwide system of servers that stores location pointers to web sites. The numeric address, called the IP (Internet Protocol) address, is actually the "real" URL. Once the translation is made by the DNS, the browser can contact the web server and ask for a specific file located on its site. Web browsers use the URL to retrieve the file from the server. Then the file is downloaded to the user's computer, or client, and displayed on the monitor connected to the machine. Due to this correlation between clients and servers, the web is a client-server network. The web is used by millions of people daily, for different purposes including email, reading news, downloading music, online shopping or simply accessing information about anything. In fact, the web symbolizes a massive distributed system that materializes as a single resource to the user accessible at the click of a button. In order for the web to be accessible to anyone, some agreed-upon standards must be pursued in the formation and delivery of its content. An organization leading the efforts to standardize the web is the World Wide Web (W3C) Consortium. Page 14 Web Information Retrieval Web information retrieval is the process of searching the world’s largest and linked document collection – the World Wide Web, for information most relevant to a user’s query. The various challenges of information retrieval on the web are: (i) data is distributed - data spans over many computers, of a variety of platforms, (ii) data is volatile - computers and files are added and removed frequently and unpredictably, (iii) volume of data is very huge - growth continues exponentially, (iv) data quality is inconsistent - data may be false, error-ridden, invalid, outdated, ambiguous and multiplicity of sources introduces inconsistency and (v) heterogeneous data - multiple media types and media formats and multiple languages and alphabets. As a result, it would be physically unfeasible for an individual to sift through and examine all these pages to find the required information. Usually, in order to search for information on the internet a software tool called Search Engine is used. When a user enters a query into a search engine from their browser software, their input is processed and used to search the database for occurrences of particular keywords. A variety of search engines such as Google, Yahoo! Search, are available to make the web retrieval process very faster. Two main architectures used for web searching are centralised and distributed search. Figure 7. Search Engine: Centralised Architecture Page 15 Centralised Architecture: The aim of centralised approach is to index sizeable portion of Web, independently of topic and domain. The centralised architecture based search engine has main three parts: a crawler, an indexer, and query handler. The crawler (spider or robot) retrieves web pages, compress and store into a page repository. This process is called crawling (sometimes known as robot spidering, gathering or harvesting). Some of the most well known crawlers include Googlebot (from Google) MSNBot (from MSN) and Slurp (from Yahoo!). Crawlers are directed by a crawler control module that gives the URLs to visit next. The indexer processes the web pages collected by the crawler and builds an index, which is the main data structure used by the search engine and represents the crawled web pages. The inverted index contains for each word a sorted list of couples such as docID and position in the document. The query engine processes the user queries and returns matching results using the index. The results are returned to the user in an order determined by a ranking algorithm. Each search engine may have a different ranking algorithm, which parses the pages in the engine’s database to determine relevant responses to search queries. Some search engines keep a local cache copy of many popular pages indexed in their database, to allow for faster access and in case the destination server is temporarily inaccessible. Figure 8. Search Engine: Distributed Architecture Distributed architecture: Searching is a coordinated effort of many information gatherers and brokers. Gatherer extracts information (called summaries) from the documents stored on one or more web servers. It can handle documents in many formats: HTML, PDF, Postscript, etc. Broker obtains summaries from gatherers, stores them locally, and indexes the data. It can search the data; fetch data from other brokers and makes data available for user queries and to other brokers. The advantages of distributed architecture are the gatherer running on a server reduces the external traffic on that server and evading of gatherer sending information to multiple brokers reduces work repetition. Page 16 Advanced Distributed System Models The distributed systems are cost-effective as compared to central systems. The introduction of redundancy amplifies the availability even some parts of the system stop working. Quite a few applications can be run concurrently in a distributed system. Adding new components does not influence the performance of distributed systems as the systems are scalable. A large number of computers take part in performing a distributed computing task. Thus, distributed systems provide shorter response time and superior throughput than centralised systems. Another merit is that distributed systems are very reliable. The distributed systems have the benefit of being highly available. Because of these multiple benefits, a range of distributed systems and applications have been developed recently and are being used extensively in the real world. Well-known distributed computing systems are clusters, grids, peer-to-peer networks (P2P), distributed storage systems and so on. Moreover, mobile computing based distributed systems are also emerging. The concept behind clustering, in its simplest form, is that many smaller computers can be grouped in a way to make a computing structure that could provide all of the processing power needed, for much less capital. A grid is a type of distributed system that allows coordinated sharing and aggregation of distributed, heterogeneous resources based on users’ requirements. Grids are normally used to support applications emerging in the areas of e-Science and e-Business. Usually grid computing involves geographically distributed communities of people who engage in collaborative activities to solve large scale problems. This requires sharing of various resources such as computers, data, applications and scientific apparatuses. P2P networks are decentralized distributed systems, which enable applications such as file-sharing, instant messaging, internet telephony, content distribution, high performance computing etc. The most renowned function of peer-to-peer networking is found in file-exchanging communities. P2P technology is also used for Page 17 applications such as the harnessing of the dormant processing power in desktop PCs and remote storage sharing. Distributed storage systems provide users with a unified view of data stored on different file systems and computers which may be on the same or different networks. Client/Server Model 4.1 Introduction Client/Server is a term used to describe a computing model for the development of computerized systems. This model is based on the distribution of functions between two types of independent and autonomous processors: servers and clients. A client is any process that requests specific services from server processes. A server is a process that provides requested services for clients. Client and server processes can reside in the same computer or in different computers connected by a network. The term Client/Server is in reality a logical concept. The client and server components may not exist on distinct physical hardware. A single machine can be both a client and a server depending on the software configuration. The Client/Server technology is a model, for the interaction between simultaneously executing software processes. The term architecture refers to the logical structure and functional characteristics of a system, including the way they interact with each other in terms of computer hardware, software and the links between them. In case of Client/Server systems, the architecture means the way clients and servers along with the requisite software are configured with each others. Client/Server architecture is based on the hardware and the software components that interact to form a system. The limitations of file sharing architectures led to the emergence of the Client/Server architecture. Forces that drive the Client/Server The general forces that drive the move to client/server computing are: • The changing business environment. • The growing need for enterprise data access. • The demand for end user productivity gains based on the efficient use for data resources. • Technological advances that have made client/server computing practical. • Growing cost/performance advantages of PC-based platforms. Client/Server architecture The client/Server architecture is based on hardware and software components that interact to form a system. This system includes three main components: •Clients •Servers •Communication middleware • Client: The client is any computer process that requests services from the server. The client is also known as the front-end-application, reflecting the fact that the end user usually interacts with the client process. Page 18 • Server: The server is any computer process providing services to the clients. The server is also known as the backend application, reflecting the fact that the server process provides the background services for the client process. • Communication middleware: It is any computer process(es) through which clients and servers communicate. The communication middleware, also known as middleware or the communications layers, is made up of several layers of software that aid the transmission of data and control information between clients and servers. How Components Interact Communication middleware routes SQL request to Database server process Client process sends SQL request through Communication Middleware SQL Client Process Data Communication Middleware Network Database server process receives request, validates it, and execute it SQL Database Server Data Client/Server Principles • Hardware Independence • Software Independence • Operating System • Network System • Applications • Open access to services • Process distribution • Process autonomy • Maximization of local resources • Scalability and flexibility • Interoperability and Integration • Standards Hardware Independence: The principle of hardware independence requires that the client, server, and communications middleware processes run on multiple hardware platforms (IBM, DEC,APPLE, and so on) without any functional difference. Software Independence: The principle of software independence requires that the client, server, and communications middleware processes support multiple operating system (Windows family, Linux, and Unix), multiple network protocols (such as IPX and TCP/IP), and multiple applications (spreadsheets, databases, electronic mail, and so on). Page 19 Open access to services: All clients in the system must have open access to all the services provided within the network, and these services must not be dependent on the location of the client or the server. A key issue is that the services be provided on demand to the client. In fact, the provision of on-demand service is one of the main objectives of the client/server computing model. Process distribution: A prime identifying characteristic of client/server systems is that the processing of information is disturbed among clients and servers. The division of the application processing load must conform to the following rules: Process distribution… • Client and server processes must be autonomous entities with clearly defined boundaries and functions. • Local utilization of resources (at both the client and server sides) must be maximized. The client and server processes must fully utilize the processing power of the host computers. • Scalability and Flexibility require that the client and server processes be easily upgradeable to run on more powerful hardware and software platforms. • Interoperability and integration require that client and server processes be seamlessly integrated to form a system. Swapping a server process must be transparent to the client process. Standards: Finally, all the principles must be based on standards applied within the client/server architecture. For example, standards must govern the user interface, data access, network protocols; inter process communications, and so on. Standards ensure that all components interact in an orderly manner to achieve the desired results. Client Components • Power Hardware • An operating system capable of multitasking • A graphical user interface (GUI) • Communications Capabilities • File services • Print services • Fax services • Communication services • Database services • Transaction services • Miscellaneous services Client/Server Databases A database management system (DBMS) lies at the center of most client/server systems in use today. To function properly, the client/server DBMS must be able to: • Provide transparent data access to multiple and heterogeneous clients, regardless of the hardware, software, and network platform used by the client application. • Allow client requests to the database server (using SQL requests) over the network. • Process client data requests at the local server. • Send only the SQL results to the clients over the network. Page 20 A client/server DBMS reduces network traffic because only the rows that match the query are returned. Therefore, the client computer resources are available to perform other system chores such as the management of the graphical user interface. Client/server systems change the way in which we approach data processing. Data may be stored in one site or in multiple sites. Client/Server Development Tools • GUI-based development • A GUI builder that supports multiple interfaces • Object-oriented development with support for code reusability • Data dictionary with a central repository for data and applications • Support for multiple databases • Data access regardless of data model •Seamless access to multiple databases. •Complete SDLC support from planning to implementation and maintenance •Team development support •Support for third-party development tools •Prototyping and rapid application development (RAD) capabilities •Support for multiple platforms This approach introduced a database server to replace the file server. Using a Relational Database Management System (RDBMS), user queries could be answered directly. The Client/Server architecture reduced network traffic by providing a query response rather than total file transfer. It improves multi-user updating through a GUI front-end to a shared database. In Client/Server architectures, Remote Procedure Calls (RPCs) or Structural Query Language (SQL) statements are typically used to communicate between the client and server. File sharing architecture (not a Client/Server architecture): File based database (flat-file database are very efficient to extracting information from large data files. Each workstation on the network has access to a central file server where the data is stored. The data files can also reside on the workstation with the client application. Multiple workstations will access the same file server where the data is stored. The file server is centrally located so that it can be reached easily and efficiently by all workstations. The original PC networks were based on file sharing architectures, where the server downloads files form the shared location to the desktop environment. The requested user job is then run (including logic and data) in the desktop environment. File sharing architectures work if shared usage is low, update contention is low, and the volume of data to be transferred is low. In the 1990s, PC LAN (Local Area Network) computing changed because the capacity of file sharing was strained as the number of online users grew (it can only satisfy about 12 users simultaneously) and Graphical User Interfaces (GUIs)became popular (making mainframe and terminal displays appear out of data). PCs are now being used in Client/ Server architectures. Page 21 Mainframe architecture (not a Client/Server architecture) With mainframe software architectures all intelligence is within the central host computer. Users interact with the host through a terminal that captures keystrokes and sends that information to the host. Mainframe software architectures are not tied to a hardware platform. User interaction can be done using PCs and UNIX workstations. A limitation of mainframe software architectures is that they do not easily support graphical user interfaces or access to multiple databases from geographically dispersed sites. In the last few years, mainframes have found a new use as a server in distributed Client/Server architectures. The Client/Server software architecture is a versatile, message-based and modular infrastructure that is intended to improve usability, flexibility, interoperability, and scalability as compared to centralized, mainframe, time sharing computing. 4.2 Components Client/Server architecture is based on hardware and software components that interact to form a system. The system includes mainly three components. (i) Hardware (client and server). (ii) Software (which make hardware operational). (iii) Communication middleware. (associated with a network which are used to link the hardware and software). The client is any computer process that requests services from server. The client uses the services provided by one or more server processors. The client is also known as the front-end application, reflecting that the end user usually interacts with the client process. The server is any computer process providing the services to the client and also supports multiple and simultaneous clients requests. The server is also known as back-end application, reflecting the fact that the server process provides the background services for the client process. The communication middleware is any computer process through which client and server communicate. Middleware is used to integrate application programs and other software components in a distributed environment. Also known as communication layer. Communication layer is made up of several layers of software that aids the transmission of data and control information between Client and Server. Communication middleware is usually associated with a network. The Fig. 4.1 below gives a general structure of Client/ Server System. Page 22 Now as the definition reveals, clients are treated as the front-end application and the server as the back-end application, the Fig. 4.2 given below shows the front-end and back-end functionality. Fig.4.2: Front-end and Back-end Functionality 4.2.1 Interaction between the Components The interaction mechanism between the components of Client/Server architecture is clear from the Fig. 4.3. The client process is providing the interface to the end users. Communication middleware is providing all the possible support for the communication taking place between the client and server processes. Communication middleware ensures that the messages between clients and servers are properly routed and delivered. Requests are handled by the database server, which checks the validity of the request, executes them, and send the result back to the clients. 4.2.2 Complex Client/Server Interactions Page 23 The better understanding about the functionality of Client/Server is observed when the clients and server interact with each other. Some noticeable facts are: -A client application is not restricted to accessing a single service. The client contacts a different server (perhaps on a different computer) for each service. -A client application is not restricted to accessing a single server for a given service. -A server is not restricted from performing further Client/Server interactions — a server for one service can become a client of another. Fig.4.3: Components Interaction Fig.4.4: A Complex Client/Server Environment Page 24 Generally, the client and server processes reside on different computers. The Fig. 4.4 illustrates a Client/Server system with more than one server and several clients. The system comprises of the Back-end, Front-end Processes and Middleware. Back-end processes as: IBM Database server process and Compaq Zeon Server Front-end as: Application client processes (Windows, Unix and Mac Systems) Middleware as: Communication middleware (network and supporting software) The client process runs under different Operating Systems (Windows, Unix and Mac System), server process (IBM and Compaq computers) runs under different operating system (OS/2 and Unix). The communication middleware acts as the integrating platform for all the different components. The communication can take place between client to client and as well as server to server. 4.3 Principles Behind Client/Server Systems The components of the Client/Server architecture must conform to some basic principles, if they are to interact properly. These principles must be uniformly applicable to client, server, and to communication middleware components. Generally, these principles generating the Client/Server architecture constitute the foundation on which most current- generation Client/Server system are built. Some of the main principles are as follows: (i) Hardware independence. (ii) Software independence. (iii) Open access to services. (iv) Process distribution. (v) Standards. (i) Hardware independence: The principles of hardware independence requires that the Client, Server, and communication middleware, processes run on multiple hardware platforms (IBM, DEC, Compaq, Apple, and so on) without any functional differences. (ii) Software independence: The principles of software independence requires that the Client, Server, and communication middleware processes support multiple operating systems (such as Windows 98, Windows NT, Apple Mac system, OS/2, Linux, and Unix) multiple network protocols (such as IPX, and TCP/IP), and multiple application (spreadsheet, database electronic mail and so on). (iii) Open access to services: All client in the system must have open (unrestricted) access to all the services provided within the network, and these services must not be dependent on the location of the client or the server. A key issue is that the services should be provided on demand to the client. In fact, the provision of on- demand service is one of the main objectives of Client/Server computing model. (iv) Process distribution: A primary identifying characteristic of Client/Server system is that the processing of information is distributed among Clients and Servers. The division of the application-processing load must conform to the following rules: • Client and server processes must be autonomous entities with clearly defined boundaries and functions. This property enables us to clearly define the functionality of each side, and it enhances the modularity and flexibility of the system. • Local utilization of resources (at both client and server sides) must be maximized. The client and server process must fully utilize the processing power of the host computers. This property enables the system to assign functionality to the computer best suited to the task. In other words, to best utilize all resources, the server process must be shared among all client processes; that is, a server process should service multiple requests from multiple clients. Page 25 • Scalability and flexibility requires that the client and server process be easily upgradeable to run on more powerful hardware and software platforms. This property extends the functionality of Client/Server processes when they are called upon to provide the additional capabilities or better performance. • Interoperability and integration requires that client and server processes be seamlessly integrated to form a system. Swapping a server process must be transparent the client process. (v) Standards: Now, finally all the principles that are formulated must be based on standards applied within the Client/Server architecture. For example, standard must govern the user interface, data access, network protocols, interprocess communications and so on. Standards ensure that all components interact in an orderly manner to achieve the desired results. There is no universal standard for all the components. The fact is that there are many different standards from which to choose. For example, an application can be based on Open Database Connectivity (ODBC) instead of Integrated Database Application Programming Interface (IDAPI) for Data access (ODBC and IDAPI are database middleware components that enables the system to provide a data access standard for multiple processes.) Or the application might use Internet work Packet Exchange (IPX) instead of Transmission Control Protocol/Internet Protocol (TCP/IP) as the network protocol. The fact that the application does not use single standards does not mean that it will be a Client/Server application. The point is to ensure that all components (server, clients, and communication middleware) are able to interact as long as they use the same standards. What really defines Client/Server computing is that the splitting of the application processing is independent of the network protocols used. 4.4 Client Components As we know, the client is any process that requests services from the server process. The client is proactive and will, therefore, always initiate the conversation with the server. The client includes the software and hardware components. The desirable client software and hardware feature are: (i) Powerful hardware. (ii) An operating system capable of multitasking. (iii) Communication capabilities. (iv) A graphical user interface (GUI). (i) Powerful hardware: Because client processes typically requires a lot of hardware resources, they should be stationed on a computer with sufficient computing power, such as fast Pentium II, III, or RISC workstations. Such processing power facilitates the creation of systems with multimedia capabilities. A Multimedia system handles multiple data types, such as voice, image, video, and so on. Client processes also require large amount of hard disk space and physical memory, the more such a resource is available, the better. (ii) An operating system capable of multitasking: The client should have access to an operating system with at least some multitasking capabilities. Microsoft Windows 98 and XP are currently the most common client platforms. Windows 98 and XP provide access to memory, pre-emptive multitasking capabilities, and a graphical user interface, which makes windows the platform of choice in a majority of Client/Server implementations. However, Windows NT, Windows 2000 server, OS/2 from IBM corporation, and the many “flavours” of UNIX, including Linux are well-suited to handle the Client/Server processing that is largely done at the server side of the Client/Server equation. (iii) Communication capabilities: To interact efficiently in a Client/Server environment, the client computer must be able to connect and communicate with the other components in a network environment. Therefore, the combination of hardware and operating system must also provide adequate connectivity to multiple network operating systems. The reason for requiring a client computer to be capable of connecting and accessing multiple network operating systems is simple services may be located in different networks. Page 26 (iv) A graphical user interface (GUI): The client application, or front-end, runs on top of the operating system and connects with the communication middleware to access services available in the network. Several third generation programming languages (3GLs) and fourth generation languages (4GLs) can be used to create the front-end application. Most front-end applications are GUI-based to hide the complexity of the Client/Server components from the end user. The Fig. 4.5 given below illustrates the basic client components. Fig.4.5: Client Components 4.5 Server Components As we have already discussed, the server is any process that provides services to the client process. The server is active because it always waits for the client’s request. The services provided by server are: (i) File services: For a LAN environment in which a computer with a big, fast hard disk is shared among different users, a client connected to the network can store files on the file server as if it were another local hard disk. (ii) Print services: For a LAN environment in which a PC with one or more printers attached is shared among several clients, a client can access any one of the printers as if it were directly attached to its own computer. The data to be printed travel from the client’s PC to the server printer PC where they are temporarily stored on the hard disk. When the client finishes the printing job, the data is moved from the hard disk on the print server to the appropriate printer. (iii) Fax services: This requires at least one server equipped (internally or externally) with a fax device. The client PC need not have a fax or even a phone line connection. Instead, the client submits the data to be faxed to the fax server with the required information; such as the fax number or name of the receiver. The fax server will schedule the fax, dial the fax number, and transmit the fax. The fax server should also be able to handle any problems derived from the process. Page 27 (iv) Communication services: That let the client PCs connected to the communications server access other host computers or services to which the client is not directly connected. For example, a communication server allows a client PC to dial out to access board, a remote LA location, and so on. (v) Database services: Which constitute the most common and most successful Client/Server implementation. Given the existence of database server, the client sends SQL request to the server. The server receives the SLQ code, validates it, executes it, and send only the result to the client. The data and the database engine are located in the database server computer. (vi) Transaction services: Which are provided by transaction servers that are connected to the database server. A transaction server contains the database transaction code or procedures that manipulate the data in database. A front-end application in a client computer sends a request to the transaction server to execute a specific procedure store on the database server. No SQL code travels through the network. Transaction servers reduce network traffic and provide better performance than database servers. (vii) Groupware services: Liable to store semi-structured information like Text, image, mail, bulletin boards, flow of work. Groupware Server provides services, which put people in contact with other people, that is because “groupware” is an ill-defined classification. Protocols differ from product to product. For examples: Lotus Notes/Domino, Microsoft Exchange. (viii) Object application services: Communicating distributed objects reside on server. Object server provides access to those objects from client objects. Object Application Servers are responsible for Sharing distributed objects across the network. Object Application Servers uses the protocols that are usually some kind of Object Request Broker (ORB). Each distributed object can have one or more remote method. ORB locates an instance of the object server class, invokes the requested method, and returns the results to the client object. Object Application Server provides an ORB and application servers to implement this. (ix) Web application services: Some documents, data, etc., reside on web servers. Web application provides access to documents and other data. “Thin” clients typically use a web browser to request those documents. Such services provide the sharing of the documents across intranets, or across the Internet (or extranets). The most commonly used protocol is HTTP (Hyper Text Transport Protocol). Web application servers are now augmenting simple web servers. (x) Miscellaneous services: These include CD-ROM, video card, backup, and so on. Like the client, the server also has hardware and software components. The hardware components include the computer, CPU, memory, hard disk, video card, network card, and so on. The computer that houses the server process should be the more powerful computer than the “average” client computer because the server process must be able to handle concurrent requests from multiple clients. The Fig.4.6 illustrates the components of server. The server application, or back-end, runs on the top of the operating system and interacts with the communication middleware components to “listen” for the client request for the services. Unlike the frontend client processes, the server process need not be GUI based. Keep in mind that back-end application interacts with operating system (network or stand alone) to access local resources (hard disk, memory, CPU cycle, and so on). The back-end server constantly “listens” for client requests. Once a request is received the server processes it locally. The server knows how to process the request; the client tells the server only what it needs do, not how to do it. When the request is met, the answer is sent back to the client through the communication middleware. The server hardware characteristics depend upon the extent of the required services. For example, a database is to be used in a network of fifty clients may require a computer with the following minimum characteristic: ♦ Fast CPU (RISC, Pentium, Power PC, or multiprocessor) ♦ Fault tolerant capabilities: Page 28 • Dual power supply to prevent power supply problem. • Standby power supply to protect against power line failure. • Error checking and correcting (ECC) memory to protect against memory module failures. • Redundant Array to Inexpensive Disk (RAID) to provide protection against physical hardware failures. Fig.4.6: Server Components • Expandability of CPU, memory disk, and peripherals. • Bus support for multiple add-on boards. • Multiple communication options. In theory, any computer process that can be clearly divided into client and server components can be implemented through the Client/Server model. If properly implemented, the Client/Server architectural principles for process distribution are translated into the following server process benefits: • Location independence. The server process can be located anywhere in the network. • Resource optimization. The server process may be shared. • Scalability. The server process can be upgraded to run on more powerful platforms. Page 29 • Interoperability and integration. The server process should be able to work in a “Plug and Play” environment. These benefits added to hardware and software independence principles of the Client/ Server computing model, facilitate the integration of PCs, minicomputer, and mainframes in a nearly seamless environment. 4.5.1 The Complexity of Servers The server processes one request at a time; we can say servers are fairly simple because they are sequential. After accepting a request, the server forms a reply and sends it before requesting to see if another request has arrived. Here, the operating system plays a big role in maintaining the request queue that arrives for a server. Servers are usually much more difficult to build than clients because they need to accommodate multiple concurrent requests. Typically, servers have two parts: ♦ A single master program that is responsible for accepting new requests. ♦ A set of slaves that are responsible for handling individual requests. Further, master server performs the following five steps (Server Functions): (i) Open port: The master opens a port at which the client request reached. (ii) Wait for client: The master waits for a new client to send a request. (iii) Choose port: If necessary, the master allocates new local port for this request and informs the client. (iv) Start slave: The master starts an independent, concurrent slave to handle this request (for example: in UNIX, it forks a copy of the server process). Note that the slave handles one request and then terminates– the slave does not wait for requests from other clients. (v) Continue: The master returns to the wait step and continues accepting new requests while the newly created slave handles the previous request concurrently. Because the master starts a slave for each new request, processing proceeds concurrently. In addition to the complexity that results because the server handles concurrent requests, complexity also arises because the server must enforce authorization and protection rules. Server programs usually need to execute with the highest privilege because they must read system files, keep logs, and access protected data. The operating system will not restrict a server program if it attempts to access a user files. Thus, servers cannot blindly honour requests from other sites. Instead, each server takes responsibility for enforcing the system access and protection policies. Finally, servers must protect themselves against malformed request or against request that will cause the server program itself to abort. Often it is difficult to foresee potential problems. Once an abort occurs, no client would be able to access files until a system programmer restarts the server. Page 30 “Servers are usually more difficult to build than clients because, although they can be implemented with application programs, server must enforce all the access and protection policies of the computer system on which they run, and must protect themselves against all possible errors.” 4.6 Communications Middleware Components The communication middleware software provides the means through which clients and servers communicate to perform specific actions. It also provides specialized services to the client process that insulates the front-end applications programmer from the internal working of the database server and network protocols. In the past, applications programmers had to write code that would directly interface with specific database language (generally a version of SQL) and the specific network protocol used by the database server. For example, when writing a front-end application to access an IBM OS/2 database manager database, the programmer had to write SQL and Net BIOS (Network Protocol) command in the application. The Net BIOS command would allow the client process to establish a session with the database server, send specific control information, send the request, and so on. If the same application is to be used with a different database and network, the application routines must be rewritten for the new database and network protocols. Clearly, such a condition is undesirable, and this is where middleware comes in handy. The definition of middleware is based on the intended goals and main functions of this new software category. Although middleware can be used in different types of scenarios, such as e-mail, fax, or network protocol translation, most first generation middleware used in Client/Server applications is oriented toward providing transport data access to several database servers. The use of database middleware yields: ♦ Network independence: by allowing the front-end application to access data without regard to the network protocols. ♦ Database server independence: by allowing the front-end application to access data from multiple database servers without having to write code that is specific to each database server. The use of database middleware, make it possible for the programmer to use the generic SQL sentences to access different and multiple database servers. The middleware layer isolates the program from the differences among SQL dialects by transforming the generic SQL sentences into the database server’s expected syntax. For example, a problem in developing a front-end system for multiple database servers is that application programmers must have in-depth knowledge of the network communications and the database access language characteristic of each database to access remote data. The problem is aggravated by the fact that each DBMS vendor implements its own version of SQL (with difference in syntax, additional functions, and enhancement with respect to the SQL standard). Furthermore, the data may reside in a nonrelational DBMS (hierarchical, network or flat files) that does not support SQL, thus making it harder for the programmers to access the data given such cumbersome requirements, programming in Client/Server systems becomes more difficult than programming in traditional mainframe system. Database middleware eases the problem of accessing resources of data in multiple networks and releases the program from details of managing the network communications. To accomplish its functions, the communication middleware software operates at two levels: • The physical level deals with the communications between client and server computers (computer to computer). In other words, it addresses how the computers are physically linked. The physical links include the network hardware and software. The network software includes the network protocol. Recall that network protocols are rules that govern how computers must interact with other computers in network, and they ensure that computers are able to send and receive signal to and from each other. Physically, the communication middleware is, in most cases, the network. Because the Client/Server model allows the client and server to reside on the same computer, it may exist without the benefit of a computer network. • The logical level deals with the communications between client and server. Process (process to process) that is, with how the client and server process communicates. The logical characteristics are governed by process-to-process (or interprocess) communications protocols that give the signals meaning and purpose. It is at this level that most of the Client/Server conversation takes place. Although the preceding analogy helps us understand the basic Client/Server interactions, it is required to have a better understanding of computer communication to better understand the flow of data and control information in a client server environment. To understand the details we will refer to Open System Interconnection (OSI) network reference model which is an effort to standardize the diverse network systems. Figure 4.7 depicts the flow of information through each layer of OSI model. From the figure, we can trace the data flow: • The client application generates a SQL request. • The SQL request is sent down to the presentation layer, where it is changed to a format that the SQL server engine can understand. Page 31 • Now, the SQL request is handed down to session layer. This layer establishes the connection to the client processes with the server processes. If the database server requires user verification, the session layer generates the necessary message to log on and verify the end user. And also this layer will identify which mesaages are control messages and which are data messages. • After the session is established and validated, the SQL request is sent to the transport layer. The transport layer generates some error validation checksums and adds some transport-layer-specific ID information. • Once the transport layer has performed its functions, the SQL request is handed down to the network layer. This layer takes the SQL request, identifies the address of the next node in the path, divides the SQL request into several smaller packets, and adds a sequence number to each packet to ensure that they are assembled in the correct order. • Next the packet is handed to the data-link layer. This layer adds more control information, that depends on the network and on which physical media are used. The data-link layer sends the frame to the next node. • When the data-link layer determines that it is safe to send a frame, it hands the frame down to the physical layer, which transmits it into a collection of ones and zeros(bits), and then transmit the bits through the network cable. • The signals transmitted by the physical layer are received at the server end at the physical layer, which passes the data to the data-link layer. The data-link layer reconstructs the bits into frames and validates them. At this point, the data-link layer of the client and server computer may exchange additional messages to verify that the data were received correctly and that no retransmission is necessary. The packet is sent up to the network layer. • The network layer checks the packet’s destination address. If the final destination is some other node in network, the network layer identifies it and sends the packet down to the data-link layer for transmission to that node. If the destination is the current node, the network layer assembles the packets and assigns appropriate sequence numbers. Next, the network layer generates the SQL request and sends it to the transport layer. • Most of the Client/Server “conversation” takes place in the session layer. If the communication between client and server process is broken, the session layer tries to reestablish the session. The session layer identifies and validates the request, and sends it to the presentation layer. • The presentation layer provides additional validation and formatting. • Finally, the SQL request is sent to the database server or application layer, where it is executed. Although the OSI framework helps us understand network communications, it functions within a system that requires considerable infrastructure. The network protocols constitute the core of network infrastructure, because all data travelling through the network must adhere to some network protocol. In the Client/Server environment, it is not usual to work with several different network protocols. In the previous section, we noted that different server processes might support different network protocols to communicate over the network. Page 32 For example, when several processes run on the client, each process may be executing a different SQL request, or each process may access a different database server. The transport layer ID helps the transport layer identify which data corresponds to which session. Client Server Application SQL request Application Receive & execute SQL Presentation Formats SQL request to server’s native SQL format Presentation Formats SQL Session Establish session (conversation between two processes & programs) Session Validate Session information Transport Adds checksum to data, adds transport layer ID Transport Validate data, verifies transport ID Network Assemble Message Data-link Validate data frames Network Formats data into packets for transmission to next node Data-link Determines when to transmit data frames to next node Physical Transmits data through network physical media Physical Receive data frames Bits of data travel through network Fig.4.7: Flow of Information through the OSI Model 4.7 Architecture For Business Information System 4.7.1 Introduction Page 33 In this section, we will discuss several patterns for distributing business information systems that are structured according to a layered architecture. Each distribution pattern cuts the architecture into different client and server components. All the patterns discussed give an answer to the same question: How do I distribute a business information system? However, the consequences of applying the patterns are very different with regards to the forces influencing distributed systems design. Distribution brings a new design dimension into the architecture of information systems. It offers great opportunities for good systems design, but also complicates the development of a suitable architecture by introducing a lot of new design aspects and trap doors compared to a centralized system. While constructing the architecture for a business information system, which will be deployed across a set of distributed processing units (e.g., machines in a network, processes on one machine, threads within one process), you are faced with the question: How do I partition the business information system into a number of client and server components, so that my users’ functional and non-functional requirements are met? Page 34 There are several answers to this question. The decision for a particular distribution style is driven by users’ requirements. It significantly influences the software design and requires a very careful analysis of the functional and non-functional requirements. 4.7.2 Three-Layer Architecture A Business Information System, in which many (spatially distributed) users work in parallel on a large amount of data. The system supports distributed business processes, which may span a single department, a whole enterprise, or even several enterprises. Generally, the system must support more than one type of data processing, such as On-Line Transaction Processing (OLTP), off-line processing or batch processing. Typically, the application architecture of the system is a Three-Layer Architecture, illustrated in Fig. 4.8. The user interface handles presentational tasks and controls the dialogue the application kernel performs the domain specific business tasks and the database access layer connects the application kernel functions to a database. Our distribution view focuses on this coarse-grain component level. In developing distributed system architecture we mainly use the Client/Server Style. Within these model two roles, client and server classify components of a distributed system. Clients and servers communicate via a simple request/response protocol. Fig.4.8: Three-Layer Architecture for Business Information System 4.7.3 General Forces • Business needs vs. construction complexity: On one hand, allocating functionality and data to the places where it is actually needed supports distributed business processes very well, but on the other hand, distribution raises a system’s complexity. Client server systems tend to be far more complex than conventional host software architectures. To name just a few sources of complexity: GUI, middleware, and heterogeneous operating system environments. It is clear that it often requires a lot of compromises to reduce the complexity to a level where it can be handled properly. Page 35 • Processing style: Different processing styles require different distribution decisions. Batch applications need processing power close to the data. Interactive processing should be close to input/output devices. Therefore, off-line and batch processing may conflict with transaction and on-line processing. • Distribution vs. performance: We gain performance by distributed processing units executing tasks in parallel, placing data close to processing, and balancing workload between several servers. But raising the level of distribution increases the communication overhead, the danger of bottlenecks in the communication network, and complicates performance analysis and capacity planning. In centralized systems the effects are much more controllable and the knowledge and experience with the involved hardware and software allows reliable statements about the reachable performance of a configuration. • Distribution vs. security: The requirement for secure communications and transactions is essential to many business domains. In a distributed environment the number of possible security holes increases because of the greater number of attack points. Therefore, a distributed environment might require new security architectures, policies and mechanisms. • Distribution vs. consistency: Abandoning a global state can introduce consistency problems between states of distributed components. Relying on a single, centralized database system reduces consistency problems, but legacy systems or organizational structures (off-line processing) can force us to manage distributed data sources. • Software distribution cost: The partitioning of system layers into client and server processes enables distribution of the processes within the network, but the more software we distribute the higher the distribution, configuration management, and installation cost. The lowest software distribution and installation cost will occur in a centralized system. This force can even impair functionality if the software distribution problem is so big that the capacities needed exceed the capacities of your network. The most important argument for so called diskless, Internet based network computers is exactly software distribution and configuration management cost. • Reusability vs. performance vs. complexity: Placing functionality on a server enforces code reuse and reduces client code size, but data must be shipped to the server and the server must enable the handling of requests by multiple clients. 4.7.4 Distribution Pattern To distribute an information system by assigning client and server roles to the components of the layered architecture we have the choice of several distribution styles. Figure 4.9 shows the styles, which build the pattern language. To take a glance at the pattern language we give an abstract for each pattern: • Distributed presentation: This pattern partitions the system within the presentation component. One part of the presentation component is packaged as a distribution unit and is processed separately from the other part of the presentation, which can be packaged together with the other application layers. This pattern allows of an easy implementation and very thin clients. Host systems with 3270-terminals is a classical example for this approach. Network computers, Internet and intranet technology are modern environments where this pattern can be applied as well. • Remote user interface: Instead of distributing presentation functionality the whole user interface becomes a unit of distribution and acts as a client of the application kernel on the server side. Page 36 • Distributed application kernel: The pattern splits the application kernel into two parts which are processed separately. This pattern becomes very challenging if transactions span process boundaries (distributed transaction processing). Fig.4.9: Pattern Resulting from Different Client/Server Cuts • Remote database: The database is a major component of a business information system with special requirements on the execution environment. Sometimes, several applications work on the same database. This pattern locates the database component on a separate node within the system’s network. • Distributed database: The database is decomposed into separate database components, which interact by means of interprocess communication facilities. With a distributed database an application can integrate data from different database systems or data can be stored more closely to the location where it is processed. 4.8 Existing Client/Server Architecture Page 37 4.8.1 Mainframe-based Environment In mainframe systems all the processing takes place on the mainframe and usually dumb terminals that are known as end user platform are used to display the data on screens. Mainframes systems are highly centralized known to be integrated systems. Where dumb terminals do not have any autonomy. Mainframe systems have very limited data manipulation capabilities. From the application development point of view. Mainframe systems are over structured, timeconsuming and create application backlogs. Various computer applications were implemented on mainframe computers (from IBM and others), with lots of attached (dumb, or semi-intelligent) terminals see the Fig. 4.10. Fig.4:10: Mainframe-based Environment There are some major problems with this approach: D Very inflexible. D Mainframe system are very inflexible. D Vendor lock-in was very expensive. D Centralized DP department was unable to keep up with the demand for new applications. 4.8.2 LAN-based Environment Page 38 LAN can be configured as a Client/Server LAN in which one or more stations called servers give services to other stations, called clients. The server version of network operating system is installed on the server or servers; the client version of the network operating system is installed on clients. A LAN may have a general server or several dedicated servers. A network may have several servers; each dedicated to a particular task for example database servers, print servers, and file servers, mail server. Each server in the Client/Server based LAN environment provides a set of shared user services to the clients. These servers enable many clients to share access to the same resources and enable the use of high performance computer systems to manage the resources. A file server allows the client to access shared data stored on the disk connected to the file server. When a user needs data, it access the server, which then sends a copy, a print server allows different clients to share a printer. Each client can send data to be printed to the print server, which then spools and print them. In this environment, the file server station server runs a server file access program, a mail server station runs a server mail handling program, and a print server station a server print handling program, or a client print program. Users, applications and resources are distributed in response to business requirements and linked by single Local Area Networks. See the Fig. 4.11 illustrated below: Fig.4.11: LAN Environment 4.8.3 Internet-based Environment Page 39 What the Internet brings to the table is a new platform, interface, and architectures. The Internet can employ existing Client/Server applications as true Internet applications, and integrate applications in the Web browser that would not normally work and play well together. The Internet also means that the vast amount of information becomes available from the same application environment and the interface. That’s the value. See the Fig. 4.12 given below: Fig.4.12: Internet-based Environment The internet also puts fat client developers on a diet. Since most internet applications are driven from the Web server, the application processing is moving off the client and back onto the server. This means that maintenance and application deployment become much easier, and developers don’t have to deal with the integration hassles of traditional Client/Server (such as loading assorted middleware and protocol stacks). The web browsers are universal clients. A web browser is a minimalist client that interprets information it receives from a server, and displays it graphically to a user. The client is simply here to interpret the server’s command and render the contents of an HTML page to the user. Web browsers-like those from Netscape and Spyglass – are primarily interpreters of HTML commands. The browser executes the HTML commands to properly display text and images on a specific GUI platform; it also navigates from one page to another using the embedded hypertext links. HTTP server produce platform independent content that clients can then request. A server does not know a PC client from a Mac client – all web clients are created equal in the eyes of their web server. Browsers are there to take care of all the platform-specific details. Page 40 At first, the Web was viewed as a method of publishing information in an attractive format that could be accessed from any computer on the internet. But the newest generation of the Web includes programmable clients, using such programming environments as Sun Microsystem’s Java and Microsoft’s ActiveX. With these programming environments, the Web has become a viable and compelling platform for developing Client/Server applications on the Internet, and also platform of choice for Client/Server computing. The World Wide Web (WWW) information system is an excellent example of client server “done right”. A server system supplies multimedia documents (pages), and runs some application programs (HTML forms and CGI programs, for example) on behalf of the client. The client takes complete responsibility for displaying the hypertext document, and for the user’s response to it. Whilst the majority of “real world” (i.e., commercial) applications of Client/ Server are in database applications.