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Logically instantaneous message passing in asynchronous distributed systems

机译:在异步分布式系统中传递逻辑瞬时消息

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Asynchrony (due to unknown message transmission delay) complicates the design of protocols for distributed systems. To simplify the protocol design task therefore, the authors propose an interprocess (point-to-point) communication mechanism that has the characteristic of instantaneous message passing. They first establish a hierarchy among synchronization properties, which shows that to ensure the logically instantaneous message passing property it is not always necessary to use a rendezvous mechanism. Next, they propose a solution to the logically instantaneous message passing problem that is more efficient than R. Bagrodia's (1989) rendezvous and K.J. Goldman's (1991) logically synchronous multicast in the point-to-point (single-cast) setting. This algorithm has the following properties: it is applicable without deadlock to the partner model in which each process acts as both client and server; it requires three control messages to send an application message, which is shown to be quasioptimum message complexity; and its worst-case response time from a send request to the occurrence of the corresponding send event is 2k/spl Delta/ (sec.), where k is the maximum number of interfering send requests and /spl Delta/ (sec.) is an assumed upper bound on interprocess communication delay. Furthermore, two modified algorithms are proposed: one for reducing the number of control messages required for an application message, and the other for attaining a shorter average response time by using a randomization technique.
机译:异步(由于未知的消息传输延迟)使分布式系统协议的设计复杂化。因此,为了简化协议设计任务,作者提出了一种具有瞬时消息传递特性的进程间(点对点)通信机制。他们首先在同步属性之间建立层次结构,这表明要确保逻辑上即时消息传递属性,不一定总是需要使用集合机制。接下来,他们提出了一种解决逻辑瞬时消息传递问题的解决方案,该解决方案比R. Bagrodia(1989)的会合和K.J. Goldman(1991)在点对点(单播)设置中进行逻辑同步多播。该算法具有以下特性:它适用于每个进程同时充当客户端和服务器的伙伴模型,而没有死锁。它需要三个控制消息来发送应用程序消息,这显示为准最优消息复杂性;它从发送请求到发生相应发送事件的最坏情况响应时间为2k / spl Delta /(秒),其中k是最大干扰发送请求数,/ spl Delta /(秒)为进程间通信延迟的假定上限。此外,提出了两种改进的算法:一种用于减少应用消息所需的控制消息的数量,另一种通过使用随机化技术获得较短的平均响应时间。

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