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Title: CTIS 490 DISTRIBUTED SYSTEMS


1
CTIS 490DISTRIBUTED SYSTEMS
  • WEEK 4
  • DISTRIBUTED SYSTEMS
  • COMMUNICATION

2
INTRODUCTION
  • Inter-process communication is at the heart of
    all distributed systems, i.e. the ways that
    processes on different machines exchange
    information.
  • Communication mechanisms for distributed systems
    are harder than mechanisms available for
    non-distributed systems, such as shared memory.
  • The rules that communicating processes must obey
    are known as protocols, and these protocols are
    structured in the form of layers.
  • There are three widely used distributed
    communication models
  • Remote Procedure Call (RPC)
  • Message-Oriented Middleware (MOM)
  • Data streaming

3
FUNDAMENTALS
  • When process A wants to communicate with process
    B, it first builds a message, and then executes a
    system call that causes the operating system to
    send the message over the network to process B.
  • Sound simple?
  • How many volts should be used to signal a 0-bit?
  • How many volts should be used to signal a 1-bit?
  • How does the receiver know which is the last bit
    of the message?
  • How can it detect if a message has been damaged
    or lost?
  • How long are numbers and strings, and how are
    they represented?

4
FUNDAMENTALS
  • The ISO OSI model identifies the various levels
    involved,
  • gives them standard names, and points out which
    level
  • should do which job.

5
LAYERED PROTOCOLS
  • The OSI model is designed to allow open systems
    to communicate (an open systems is one that is
    prepared to communicate with any other open
    system by using standard rules that govern the
    format, contents, and meaning of the messages
    sent and received).
  • These rules are formalized in what are called
    protocols.
  • There are two types of protocols
  • Connection oriented protocols before exchanging
    data, the sender and receiver first establish a
    connection. When they are done, they must release
    the connection. The telephone is a connection
    oriented communication system.

6
LAYERED PROTOCOLS
  • Connectionless protocols no setup in advance is
    needed. The sender just transmits the first
    message when it is ready. Dropping a letter in a
    mailbox is an example.
  • In the OSI layer, communication is divided to
    seven layers. Each layer provides an interface to
    the one above it.
  • For example, when process A on machine 1 wants to
    communicate with process B on machine 2, it
    builds a message and passes the message to the
    application layer.
  • The application layer software then adds a header
    to the front of the message and passes the
    resulting message to the presentation layer.
  • The physical layer actually transmits the message.

7
LAYERED PROTOCOLS
  • When the message arrives at the machine 2, it is
    passed
  • upward, with each layer stripping off and
    examining its
  • own header.

8
LOWER-LEVEL PROTOCOLS
  • The three lowest layers of the OSI protocol suite
    implement the basic functions of the computer
    network
  • Physical layer concerned with transmitting 0s
    and 1s, how many volts to use, how many bits per
    second, etc.
  • Data link layer puts a special bit pattern as
    well as computing a checksum by adding up all the
    bytes. If receiving data link layer calculates
    the same result, the package is considered valid.
  • Network layer chooses the best path, called
    routing, from source to destination. Most widely
    used protocol is the Internet Protocol (IP).

9
HIGHER-LEVEL PROTOCOLS
  • Transport layer assigns a sequence number to
    packets and breaks them into small pieces for
    transmission. The most widely used protocol is
    the Transmission Control Protocol (TCP). There is
    also connectionless protocol called Universal
    Datagram Protocol (UDP).
  • Above the transport layer, OSI distinguished
    three additional layers. In practice, only the
    application layer is used.
  • Session layer keeps track of which party is
    currently communicating.
  • Presentation layer concerns with converting
    bits to data structures, compression, encryption,
    etc.

10
MIDDLEWARE PROTOCOLS
  • Middleware is an application that logically lives
    in the application layer.
  • There are numerous protocols to support a variety
    of middleware services.
  • For example, distributed commit protocols
    establish that in a group of processes either all
    processes carry out a particular operation, or
    that the operation is not carried out at all.
  • For example, distributed locking protocols by
    which a resource can be protected against
    simultaneous access by a collection of processes
    are part of middleware services.
  • In general, middleware protocols support
    high-level communication services.

11
MIDDLEWARE PROTOCOLS
  • An adapted reference model for networked
    communication.

12
TYPES OF COMMUNICATION
  • Persistent communication a message that has
    been submitted for transmission is stored by the
    communication middleware as long as it takes to
    deliver it to the receiver.
  • The core of an electronic mail system can be seen
    as a middleware communication service in which
    communication is persistent.
  • Transient communication a message is stored by
    the communication system only as long as the
    sending and receiving applications are executing.
  • Typically, all transport level communication
    services offer only transient communication. The
    communication system consists of
    store-and-forward routers. If a router cannot
    deliver a message to the next one or the
    destination host, it will simply drop the message.

13
TYPES OF COMMUNICATION
  • Asynchronous communication sender continues
    immediately after it has submitted its message
    for transmission.
  • The message is temporarily stored by the
    middleware upon submission.
  • Synchronous communication sender is blocked
    until its request is known to be accepted.
  • There are essentially three points where
    synchronization can take place
  • Sender may be blocked until the middleware
    notifies that it will take over transmission of
    the request.
  • Sender may be blocked until its request has been
    delivered to the intended recipient.
  • Sender may be blocked until request is fully
    processed and a response is returned.

14
TYPES OF COMMUNICATION
  • Viewing middleware as an intermediate distributed
    service in
  • application-level communication.

15
TYPES OF COMMUNICATION
  • Various combinations of persistence and
    synchronization occur in practice. For example
  • Remote procedure calls transient communication
    with synchronization after the request has been
    fully processed.
  • Message-queuing systems persistent
    communication with synchronization at request
    submission.
  • The types of communication that are discussed so
    far are discrete. Each message forms a complete
    unit of information.
  • In contrast, streaming involves sending multiple
    messages where they are related to each other by
    the order they are sent.

16
REMOTE PROCEDURE CALL (RPC)
  • Idea is simple, and it is introduced in 1984.
  • It allows programs to call procedures located on
    other machines.
  • When a process on machine A calls a procedure on
    machine B, the calling process on A is suspended,
    and execution of the called procedure takes place
    on B.
  • Information can be transported from the caller to
    the callee in the parameters and come back in the
    procedure result.
  • No message passing is visible to the programmer.

17
CONVENTIONAL PROCEDURE CALL
  • A call in C count read(fd, buf, nbytes)
  • Parameter passing mechanisms(call-by-value,
    call-by-reference)

18
CLIENT AND SERVER STUBS
  • The idea behind RPC is to make a remote procedure
    call look as much possible like a local one.
  • When read is actually a remote procedure (for
    example, one that will run on the file servers
    machine), a different version of read, called a
    client stub is used.
  • Client stub packs parameters into a message and
    requests that message to be sent to the server.
  • When the message arrives at the server, the
    servers operating system passes it up to a
    server stub, which is the server-side equivalent
    of a client stub.

19
CLIENT AND SERVER STUBS
20
CLIENT AND SERVER STUBS
  • The client procedure calls the client stub in the
    normal way.
  • The client stub builds a message and calls the
    local operating system (OS).
  • The clients OS sends the message to the remote
    OS.
  • The remote OS gives the message to the server
    stub.
  • The server stub unpacks the parameters and calls
    the server.
  • The server does the work and returns the result
    to the stub.
  • The server stub packs it in a message and calls
    its local OS.
  • The servers OS sends the message to the clients
    OS.
  • The clients OS gives the message to the client
    stub.
  • The stub unpacks the result and returns to the
    client.

21
PASSING VALUE PARAMETERS
  • Packing parameters into a message is called
    parameter marshaling.
  • For example, add(i,j)

22
PASSING VALUE PARAMETERS
  • As long as the client and server machines are
    identical, and all the parameters are scalar
    types (integers, booleans, etc.) this model works
    fine.
  • However, in a large distributed system, multiple
    machine types are present. Each machine often has
    its own representation for numbers, characters,
    and other data items.
  • For example, IBM mainframes use EBCDIC character
    code, whereas IBM personal computers use ASCII.
  • For example, Intel Pentium numbers the bytes from
    right to left (little endian), whereas Sun SPARC
    numbers them the other way (big endian).

23
PASSING REFERENCE PARAMETERS
  • A pointer is only meaninful only within the
    address space of the process in which it is being
    used.
  • In our read example, if the second parameter is
    1000 on the client, we cannot just pass the
    number 1000 to the server and expect it to work.
  • As a result, call-by-reference is replaced by
    copy/restore, copying the array into the message
    and sending it over to the server.

24
DISTRIBUTED COMPUTING ENVIRONMENT RPC
  • The Distributed Computing Environment (DCE) RPC
    was developed by Open Software Foundation, and it
    has been adopted in Microsofts base system for
    distributed computing, DCOM.
  • The DCE RPC system consists of a number of
    components, including languages, libraries, and
    utility programs.
  • Interface Definition Language (IDL) is used to
    specify the communication mechanism between the
    client and the server. It permits procedure
    declarations in a form closely resembling
    function prototypes in ANSI C.

25
DISTRIBUTED COMPUTING ENVIRONMENT RPC
  • IDL files can also contain type definitions and
    constant declarations needed to correctly marshal
    parameters and unmarshal results.
  • A crucial element in every IDL file is a globally
    unique identifier for the specified interface.
  • The first step in writing a client-server
    application is calling the uuidegen program,
    asking it to generate a prototype IDL file
    containing an interface identifier guaranteed
    never to be used again in any interface generated
    anywhere by uuidengen.
  • Uniqueness is ensured by encoding in it the
    location and time of creation.

26
DISTRIBUTED COMPUTING ENVIRONMENT RPC
  • The next step is editing the IDL file, filling in
    the names of the remote procedures and their
    parameters.
  • When the IDL file is complete, the IDL compiler
    is called to process it. The output of the IDL
    compiler consists of three files
  • A header file (e.g. interface.h - in C)
  • The client stub
  • The server stub
  • The header file should be included in both the
    client and server code.
  • The next step is to write the client and server
    code.
  • Then the client code and client stub linked
    together. The same thing is done in the server
    side.

27
DISTRIBUTED COMPUTING ENVIRONMENT RPC
28
BINDING A CLIENT TO A SERVER
  • To allow a client to call a server, it is
    necessary that the server be registered and
    prepared to accept incoming calls.
  • Registration of a server makes it possible for a
    client to locate the server and bind to it.
  • Server location is done in two steps
  • Locate the servers machine
  • Locate the server (i.e. the correct process) on
    that machine
  • In DCE, a table of (server, end pointport) pairs
    is maintained by a process called DCE daemon.

29
BINDING A CLIENT TO A SERVER
30
BINDING A CLIENT TO A SERVER
  • For example, a client wants to bind to a video
    server that is locally known under the name
    /local/multimedia/video/movies
  • It passes this name to the directory server,
    which returns the network address of the machine
    running the server.
  • The client then goes to the DCE daemon on that
    machine (which has a well-known end point), and
    asks it to look up the end point of the video
    server in its end point table.
  • The RPC can now take place.

31
DISTRIBUTED OBJECTS
  • Remote Method Invocation (RMI) RPC Object
    Orientation
  • Allows objects living in one process to invoke
    methods of an object living in another process
  • Java RMI
  • Common Object Request Broker Architecture (CORBA)
  • Microsoft Distributed Component Object Model
    (DCOM)
  • Simple Object Access Protocol (SOAP)
  • We will cover Distributed Objects in detail
    during Week 12.

32
DISTRIBUTED OBJECTS
33
DISTRIBUTED OBJECTS
Server
Client
Request
doOperation
getRequest
message
select object
execute
(wait)
method
Reply
sendReply
message
(continuation)
34
MESSAGE-ORIENTED COMMUNICATION
  • It cannot be always assumed that the sending and
    receiving processes are executing at the same
    time when the communication must be exchanged.
  • The inherent synchronous nature of RPCs, by which
    a client is blocked until its request has been
    processed, sometimes needs to be replaced by
    another method of communication.
  • One alternative is the use message-oriented
    communication.

35
MESSAGE-ORIENTED TRANSIENT COMMUNICATION
  • Many distributed systems and applications are
    built directly on top of the simple
    message-oriented model offered by the transport
    layer.
  • The interface of the transport layer is
    standardized to allow programmers to make use of
    its entire suite of messaging protocols through a
    set of primitives.
  • Berkeley sockets provide this kind of an
    interface.
  • A socket is a communication end point to which an
    application can write data that are to be sent
    over the network and from which incoming data can
    be read.

36
MESSAGE-ORIENTED TRANSIENT COMMUNICATION
37
MESSAGE-ORIENTED TRANSIENT COMMUNICATION
  • Servers generally execute the first four
    primitives in the
  • order given.

38
MESSAGE-ORIENTED TRANSIENT COMMUNICATION
39
MESSAGE-ORIENTED PERSISTENT COMMUNICATION
  • Message-Oriented middleware services known as
    message-queuing systems or Message-Oriented
    Middleware (MOM) provide support for persistent
    asynchronous communication.
  • Most widely used MOM products are
  • IBM WebSphere/MQSeries
  • Microsoft - MSMQ
  • The essence of these systems is that they offer
    intermediate term storage capacity for messages.
  • An important difference with Berkeley sockets is
    that message-queuing systems are targeted to
    support message transfers that are allowed to
    take minutes instead of seconds or milliseconds.

40
MESSAGE-QUEUING MODEL
  • In a message-queuing system, applications
    communicate by inserting messages in specific
    queues.
  • An application can have its own private queue, or
    it can share it with other applications.
  • The system permits communications to be
    loosely-coupled i.e. there is no need for the
    receiver to be executing when a message is being
    sent to its queue.
  • Likewise, there is no need for the sender to be
    executing at the moment its message is picked up
    by the receiver.

41
MESSAGE-QUEUING MODEL
42
MESSAGE-QUEUING MODEL
  • Messages contain any data.
  • Message size may be limited, but the system takes
    care of fragmenting and assembling large messages
    transparently.
  • Basic interface to applications is very simple.
  • Put, Get, Poll, and Notify (callback function)
    are the basic interfaces to a queue in a
    message-queuing system.

43
GENERAL ARCHITECTURE OF A MESSAGE-QUEUING SYSTEM
  • Messages can be put only into queues that are
    local to the sender. Such a queue is called
    source queue.
  • Likewise, messages can be read only from local
    queues.
  • However, a message put into a queue will contain
    the specifications of a destination queue to
    which it should be transferred.
  • It is the responsibility of the message-queuing
    system to provide queues to senders and receivers
    and take care that messages are transferred.
  • The system maintains a mapping of queues to
    network locations via a distributed database of
    queue names.

44
GENERAL ARCHITECTURE OF A MESSAGE-QUEUING SYSTEM
45
GENERAL ARCHITECTURE OF A MESSAGE-QUEUING SYSTEM
  • Queues are managed by queue managers.
  • Normally, a queue manager interacts directly with
    the application.
  • However, there are also special queue managers
    that operate as routers, or relays they forward
    incoming messages to other queue managers.
  • Relays are very convenient. For example, in many
    message queuing systems, there is no dynamic
    queue-to-location mappings. The topology of the
    queuing network is static. In large scale
    systems, this can be a huge problem.
  • By routing mechanism, only the relays need to be
    updated when queues are added or removed while
    queue manager has to know only the nearest router.

46
ORGANIZATION OF A MESSAGE-QUEUING SYSTEM WITH
ROUTERS
47
MESSAGE BROKERS
  • An important application area of message-queuing
    systems is integrating existing and new
    applications into a coherent distributed
    information system.
  • Integration requires that applications can
    understand the messages.
  • The problem is that each time an application is
    added to the distributed system that requires a
    separate message format, other applications have
    to be modified.
  • In message-queuing systems, message conversions
    are handled by special nodes known as message
    brokers.
  • A message broker acts as an application level
    gateway. Its main purpose is to convert incoming
    messages so that they can be understood by the
    destination application.

48
MESSAGE BROKERS
  • For example, a message contains a table from a
    database in which records are separated by a
    special end-of-record.
  • If the destination application expects a
    different delimiter, a message broker can convert
    this message.

49
STREAM-ORIENTED COMMUNICATION
  • Streaming media is a media that is continously
    recevied by and displayed to the end user while
    it is being delivered by the provider.
  • Streaming media is distributed over
    telecommunication networks.
  • Multimedia is a media that uses multiple forms of
    information content, like audio and video.
  • In general multimedia content is large, so media
    storage and transmission costs are significant.
  • Media is generally compressed for both storage
    and streaming.
  • Streaming media can be on-demand or live.

50
STREAM-ORIENTED COMMUNICATION
  • In recent years, there has been explosive growth
    of new applications on the Internet
  • Streaming audio and video
  • IP telephony
  • Teleconferencing
  • Distance learning
  • These multimedia networking applications are
    different from download-and-then-play
    applications, and they are called
    continuous-media applications.
  • They require services different from those
    traditional ones.
  • These applications are similar to traditional
    radio and television (broadcasting), except that
    audio and video contents are transmitted over the
    Internet.

51
STREAM-ORIENTED COMMUNICATION
  • One key issue to support networked multimedia
    applications is how to get the high quality for
    the communications latency on the best-effort
    Internet which provides no latency guarantee.
  • Best-effort delivery describes a network service
    in which the network does not provide any
    guarantees that data is delivered with certain
    requirements.
  • In a best-effort network, all users obtain best
    effort services, for example unspecified bit rate
    depending on the current traffic load.
  • Another key issue is how to improve Internet
    architecture to provide support for the services
    required by multimedia applications, for example
    through the next generation networklayer protocol
    IPv6.

52
STREAM-ORIENTED COMMUNICATION
  • In RPC and message-oriented communication timing
    does not matter, i.e. even though a system may
    perform too slow or too fast, timing has no
    effect on correctness of the distributed system.
  • However, there are forms of communication in
    which timing plays a critical role, for example,
    audio and video streams.
  • In continuous media, the sequence relationships
    between different data items are fundamental to
    correctly interpreting what the data actually
    means.
  • For example, motion can be represented by a
    series of images in which successive images must
    be displayed at a uniform spacing T in time,
    typically 30-40 msec per image.
  • Correct reproduction requires not only showing
    the still images in correct order, but also at a
    constant frequency of 1/T images per second.

53
DATA STREAMS
  • To capture the exchange of time-dependent
    information, distributed systems generally
    provide support for data streams.
  • A data stream is a sequence of data units. For
    example, playing an audio file requires setting
    up a continuous data stream between the file and
    the audio device.
  • To capture timing aspects, a distinction is made
    between three different transmission modes
  • Asynchronous transmission mode the data items
    are transmitted one after the other, but there
    are no further timing constraints on when
    transmission of items should take place.
  • A file can be transferred as a data stream, it is
    irrelevant when the transfer of each data item
    completes.

54
DATA STREAMS
  • Synchronous transmission mode there is a
    maximum end-to-end delay defined for each unit in
    a data stream.
  • A sensor may sample temperature at a certain rate
    and pass it through the network. The end-to-end
    propagation time should be lower than the time
    interval taking the samples.
  • Isochronous transmission mode it is necessary
    that data units are transferred on time. This
    means that data transfer is subject to maximum
    and minimum end-to-end delay, also referred to as
    bounded (delay) jitter.
  • Distributed multimedia systems.

55
DATA STREAMS
  • Data streams can be simple or complex
  • Simple stream consists of only a single
    sequence of data items.
  • Complex stream consists of several related
    simple streams called sub-streams.
  • Stereo audio can be transmitted by means of
    complex stream, each used for a single audio
    channel. These sub-streams must be continuously
    synchronized.
  • A movie can also be transmitted by means of
    complex stream. For example, stream 1 video,
    stream 2 and 3 audio, stream 4 subtitles for the
    deaf.
  • Distribution of data streams involves the
    following technologies and techniques
  • Compression
  • Quality Of Service (QoS)
  • Synchronization

56
DATA STREAMS
57
COMPRESSION
  • The Moving Picture Experts Group (MPEG) is a
    working group of ISO charged with the development
    of video and audio encoding standards.
  • MPEG has standardized the following compression
    formats
  • MPEG-1 Initial video and audio compression
    standard. It includes the popular Layer 3 (MP3)
    audio compression format.
  • MPEG-4 Expands MPEG-1 to be used by the
    streaming media.
  • MPEG-21 Describes the standard as a multimedia
    framework.
  • A multimedia framework is a set of software
    libraries that handles media on a computer and
    through a network. It is used by applications
    such as media players and audio or video editors.
    They are available for different operating
    systems.
  • For example, Microsoft has DirectShow, QuickTime,
    and Media Foundation (Vista).

58
QUALITY OF SERVICE
  • Quality of Service (QoS) refers to control
    mechanisms that can provide different priority to
    different users or data flows, or guarantee a
    certain level of performance to a data flow in
    accordance with requests from the application
    program.
  • QoS guarantees are important if network capacity
    is limited, especially for streaming multimedia
    applications.
  • A network protocol that supports QoS may agree on
    a traffic contract with the application software
    and reserve capacity in the network nodes during
    a session establishment phase.
  • During the session, it may monitor the achieved
    level of performance, for example the data rate
    and delay, and dynamically control scheduling
    priorities in the network nodes.

59
QUALITY OF SERVICE
  • A best-effort network does not support QoS.
  • Bit rate
  • Dropped packets
  • Delay
  • Out-of-order delivery
  • Given that the underlying system offers only
    best-effort delivery service, a distributed
    system can try to conceal as much as possible the
    lack of QoS.
  • Internet provides a means for differentiating
    classes of data by means of differentiated
    services.
  • A sending host can mark outgoing packets as
    belonging to one of several classes, including an
    expedited forwarding class that specifies a
    packet should forwarded by the current router
    with absolute priority.
  • The assured forwarding class defines a range of
    priorities.

60
QUALITY OF SERVICE
  • Besides these network-level solutions, a
    distributed system can provide buffers to reduce
    jitter.
  • Assuming that packets are delayed with a certain
    variance, the receiver stores them in a buffer
    for a maximum amount of time.

61
SYNCHRONIZATION
  • In multimedia systems, different systems should
    be synchronized, i.e. temporal relationships
    should be maintained between them.
  • For example, during a slide presentation, each
    slide needs to be synchronized with audio stream.
  • For example, while playing a movie the video
    stream needs to be synchronized with audio
    stream, referred as lip synchronization.

62
SYNCHRONIZATION
  • Synchronization can be done by operating on data
    units.
  • A process executes read and write operations an
    streams, ensuring that those operations adhere to
    specific timing and synchronization constraints.

63
SYNCHRONIZATION
  • If multimedia middleware offers interfaces for
    controlling audio and video streams, applications
    can specify how to handle the incoming streams.

64
CONTENT DELIVERY NETWORKS
  • Content Delivery Networks (CDN) evolved in 1998
    replicate contents over several mirrored web
    servers strategically placed at various locations.

65
CONTENT DELIVERY NETWORKS
  • 1) Client requests content from www.discovery.com
  • 2) discovery.com Web server makes a decision to
    provide only the basic contents (e.g. index page
    of the site)
  • 3) Asks CDN provider to supply embedded objects
    (e.g. Navigation bar, banner ads, etc.)
  • 4) Using a proprietary algorithm , CDN provider
    selects the replica server which is closest to
    the client
  • 5) Selected replica server gets the embedded
    objects from the origin server, and serves the
    client.

66
CONTENT DELIVERY NETWORKS
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