TL;DR: The problems, limitations, and potential advantages of mobile computing systems are discussed and it is suggested that the constraints violate many of the assumptions upon which today's distributed systems are based.
Abstract: The problems, limitations, and potential advantages of mobile computing systems are discussed. It is suggested that the constraints violate many of the assumptions upon which today's distributed systems are based. A key requirement of mobile computing systems will be the ability to access critical data regardless of location, which implies interdependence between the elements of a mobile computing system. The Coda file system, which is an effort to provide transparency of environment to mobile computing systems, is reviewed. >
TL;DR: It is argued that object-oriented distributed computing is a natural step forward from client-server systems and to support this claim, the differing levels of object- oriented support already found in commercially available distributed systems are discussed.
Abstract: The basic properties of object orientation and their application to heterogeneous, autonomous, and distributed system to increase interoperability ar examined. It is argued that object-oriented distributed computing is a natural step forward from client-server systems. To support this claim, the differing levels of object-oriented support already found in commercially available distributed systems-in particular, the distributed computing environment of the open software foundation and the Cronus system of Bolt Beranek, Newman (BBN)-are discussed. Emerging object-oriented systems and standards are described, focusing on the convergence toward a least-common-denominator approach to object-oriented distributed computing embodied by the object management group's common object request broker architecture. >
TL;DR: Recommendations for both realizing the vision and meeting the challenges are given, including the search for the elusive Killer Application and one fundamental challenge for future information systems technology.
Abstract: The imminent combination of computing and telecommunications is leading to a compelling vision of world-wide computing. The vision is described in terms of next generation computing architectures, called Enterprise Information Architectures, and next generation information systems, called Intelligent and Cooperative Information Systems. Basic research directions and challenges are described as generalizations of database concepts, including semantic aspects of interoperable information systems. No matter how compelling and potentially valuable the vision may be, it is of little use until the legacy problem is solved. The problem of legacy information systems migration is described, in the context of distributed computing, and is illustrated with lessons learned from actual case studies. The basic research directions and challenges are recast in the light of actual legacy information systems. Recommendations for both realizing the vision and meeting the challenges are given, including the search for the elusive Killer Application and one fundamental challenge for future information systems technology.
TL;DR: The authors present some fault-Tolerant data management strategies for a distributed mobile environment that need to be different from the traditional fault-tolerance approaches because of the resource limitations of mobile computing environment.
Abstract: Mobile computing is a rapidly emerging trend in distributed computing. The new mobile computing environment presents many challenges due to the mobile nature of the hosts. The authors present some fault-tolerant data management strategies for a distributed mobile environment. These strategies need to be different from the traditional fault-tolerance approaches because of the resource limitations of mobile computing environment.
TL;DR: This paper presents a meta-modelling architecture for distributed systems that automates the very labor-intensive and therefore time-heavy and therefore expensive and expensive process of designing and managing distributed systems.
Abstract: 1. Introduction and Overview of Distributed Computing 2. Communications Network Technologies 3. Network Architectures and Network Interconnectivity 4. Network Management 5. Client-Server Systems and Application Interconnectivity 6. Distributed Data and Transaction Management 7. Distributed Operating Systems and Distributed Computing Platforms 8. Distributed Applications and Application Downsizing/Rightsizing 9. Open Systems: Interoperability, Portability, and Integration Standards 10. Management and Support Considerations Appendices
TL;DR: HERON is a platform for object-oriented distributed computing in an open systems environment that tries to achieve a degree of distribution transparency previously known only from special distributed programming systems, while at the same time accommodating heterogeneous, autonomous computer systems.
Abstract: HERON is a platform for object-oriented distributed computing in an open systems environment. We try to achieve a degree of distribution transparency previously known only from special distributed programming systems, while at the same time accommodating heterogeneous, autonomous computer systems. Distributed programs are written in Eiffel. The Eiffel language system is not modified: HERON employs proxies for remote object invocation and a flexible configuration procedure for building servers and distributed programs. In addition to regular objects, two kinds of distributed objects are supported by the proxy generator: dispersed objects and objects fragmented by remote inheritance. They contribute to distribution transparency both for distributed programs and for client/server systems. >
TL;DR: The rise of distributed computing the rise of open systems the network is the computer the business of distributed Computing computing systems models connectivity communications notable computer networks notable network systems.
Abstract: The rise of distributed computing the rise of open systems the network is the computer the business of distributed computing computing systems models connectivity communications notable computer networks notable network systems client/server computing distributed systems management distributed transaction systems technology trends and directions distributed systems architectures standards activities research efforts leading edge environment the evolution continues.
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TL;DR: There has been a shift from centralized to distributed computing, and distributed computing attempts to bring the manageability of mainframe computing together with the accessibility of networked computing and the transparency of personal computing.
Abstract: Over the last five years, there has been a shift from centralized to distributed computing. Timesharing and batch systems still have uses, but the large mainframe is no longer the only way to do computing. Networks have spread computing power, access, and costs beyond centralized computer centers. Personal computers have made computing accessible to many new users. Distributed computing attempts to bring the manageability of mainframe computing together with the accessibility of networked computing and the transparency of personal computing.
TL;DR: This paper proposes a programming language, called DROL, for asynchronous real-time computing, that supports self-contained active objects that have threads of control and a clock, and introduces the notion of timed invocation, that guarantees the survivability of each active object.
Abstract: In this paper, we attempt to reveal the most essential properties of distributed computations. We claim that the notions of asynchrony, real-time, and autonomy are vitally important to a widely distributed, open-ended, ever-changing environment. We then propose a programming language, called DROL, for asynchronous real-time computing. It supports self-contained active objects that have threads of control and a clock, and introduces the notion of timed invocation, that guarantees the survivability of each active object. We place DROL as a first step in constructing programming languages to realize the above three notions. We also classify distributed computation into four forms according to asynchrony and real-time properties, and try to develop formalisms for the four categories based on a process calculus. The formalisms allow us to describe and analyze both globally and locally temporal properties as well as the behavioral properties of distributed objects and the interactions among them. We discuss issues remaining to be solved and suggest some possibilities for future work.
TL;DR: This special issue consists of a selection of papers presented at the First International Symposium on High-Performance Distributed Computing (HPDC-1) sponsored by IEEE Computer Socicty and Syracuse University at Syracuse in September 1992, which provide a glimpse into the range of problcms that arise in the application of distributed computing systems to computationally intensive problems.
Abstract: The 1980s spawned a revolution in the world of computing-a move away from central mainframe-based computing to distributed networks of workstations. Today workstation servers are fast achieving the levels of CPU performance, memory capacity-and I/O bandwidth once available only in mainframes, at a cost orders of magnitude below that of a mainframe. Workstations are now being increasingly used to solve computationally intensive problems in science and engineering that once belonged exclusively to the domain of supercomputers. With the increasing power of workstations comes the intriguing possibility of using a network of these worksrations to solve computationally difficult problems. Such a distributed network can potentially provide the processing power of a supercomputer at a small fraction of the cost. Realization of this potcntial, however, requires advances on a number of fronts, from high-spccd communication networks and interfaces to programming languages and tools. The IEEE Symposium on High-Performance Disfributed Computing was established in 1992 to address the growing need for a forum where researchers working on each of these enabling technologies can meet and exchange ideas. By addressing all the key technologies for high-performance distributed computing in a single forum, it is hoped that the conference will foster interaction among researchers and encourage them to work towards the common goal of realizing the potentid of distributed computing systems. The topics covered by the symposium include high-speed network technologies and interfaces, high-speed communication protocols, distributed algorithms, operating systems, programming tools and paradigms, and applications. This special issue consists of a selection of papers presented at the First International Symposium on High-Performance Distributed Computing (HPDC-1) sponsored by IEEE Computer Socicty and Syracuse University at Syracuse in September 1992. Together, they provide a glimpse into the range of problcms that arise in the application of distributed computing systems to computationally intensive problems.
TL;DR: The requirem e n t s f o r a softwa is defined and eve ral appl ica t ions tha t are curren t l y t ak ing advan tage of t hese tools are described.
Abstract: I n this paper w e a t t e m p t t o define the requirem e n t s f o r a softwa.re env ironi i ien t in wh ich developm e n t of appl ica t ions targeted f o r execu t ion in a he terogeneous hardware cmvironirient c a n take place. S o m e t 001s in ee t i n g t h es e requ ire in e n t s ha v e been de v e 1 oped at A r g o n n e N a t i o n d Laboratory , and we describe their f u n ct i o ri alit y . We a Is o describe s eve ral appl ica t ions tha t are curren t l y t ak ing advan tage of t hese tools.
TL;DR: NeuroGraph is a simulator for design, construction and execution of neural networks in a distributed computing environment and selects the best configuration out of the available distributed hardware environment to fit performance requirements.
Abstract: NeuroGraph is a simulator for design, construction and execution of neural networks in a distributed computing environment. The simulator either runs on single computers or as a distributed application on UNIX/X-based networks consisting of personal computers, workstations or multi-processors. The parallelization component oilers the possibility to divide neural nets into concurrently executable modules, according to restrictions due to the neural net topology and computer net capabilities, i.e. NeuroGraph selects the best configuration out of the available distributed hardware environment to fit performance requirements.
TL;DR: The author presents his view on the future of distributed and parallel computing with a focus on the topics of computational theory, computer languages, operating systems, databases, architecture, and applications.
Abstract: The author presents his view on the future of distributed and parallel computing. He touches upon the topics of computational theory, computer languages, operating systems, databases, architecture, and applications. >
TL;DR: In the long run, the personal computer and the workstation will become practically obsolete because computing access will be everywhere: in the walls, on your wrist, and in 'scrap' computers lying about to be used as needed.
Abstract: The author suggests that, due to the trends of unobtrusive technology and more intrusive information, the next phase of computing technology will develop nonlinearly. He states that, in the long run, the personal computer and the workstation will become practically obsolete because computing access will be everywhere: in the walls, on your wrist, and in 'scrap' computers (i.e., like scrap paper) lying about to be used as needed. The current research on ubiquitous computing is reviewed. >
TL;DR: The authors begin their explorations of what computing is all about by studying a game, a one-person domino game, played with three differently configured pieces, each of which is available in unlimited quantity.
Abstract: We begin our explorations of what computing is all about by studying a game. It’s a one-person domino game, so it is a little boring, for there is no opponent to beat. This version of the domino game is played with three differently configured pieces, each of which is available in unlimited quantity. The three pieces are as in Figure 1.1.