jGMA: A Reference Implementation of the Grid Monitoring Architecture PowerPoint PPT Presentation

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Title: jGMA: A Reference Implementation of the Grid Monitoring Architecture


1
jGMA A Reference Implementation of the Grid
Monitoring Architecture
Matthew Grove DSG Seminar 19th November 2004
2
Outline
  • Introduction and motivation,
  • Reintroducing the jGMA architecture,
  • Interactive demonstrations,
  • jGMAs current status and outstanding issues,
  • Future work,
  • Summary.

3
Introduction and Motivation
  • GridRM is
  • A generic resource monitoring system basically
    a framework for gathering data from heterogeneous
    data sources.
  • A scalable means of monitoring resources
    distributed over the Grid.
  • GridRM is made up of local and global layers.
  • GridRM needed a standards-based transport layer
    to bind together these sites at the global layer.
  • A GMA-based transport appeared to be the best
    candidate.

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GridRM
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GMA Components
  • Registry
  • Publish/Search
  • Publish/Search
  • Bind
  • Producer
  • Consumer
  • Events

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jGMA Requirements
  • Compliant to the GMA specification,
  • Small well defined API,
  • Minimal number of other installation
    dependencies,
  • Simple to install and configure,
  • Use Java technologies, and fulfil GridRM's needs,
  • Support both non-blocking and blocking events,
  • Designed to work locally over a LAN or over a
    wide-area such as the Internet,
  • Fast, and have a minimal impact on its hosts,
  • Scalable,
  • Choice of registry service,
  • Able to work through firewalls.

7
Current jGMA Architecture
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Interactive Demos
  • Webcam Browser - Intended to be a permanent
    online demo of jGMA.
  • CamMon - A more visually impressive demo for use
    at presentations (initially created for SC 2004
    in Pittsburgh).

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Webcam Browser Features
  • An interactive, graphical interface to consumers
    and producers running within the jGMA framework.
  • Accessed using a normal web browser.
  • Producers fetch images from web cams either
    directly or via HTTP.
  • Consumers can discover and retrieve these
    pictures using jGMA and display them.  

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Webcam Browser Demo
  • http//dsg.port.ac.uk/projects/jGMA/demos/web/

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CamMon Features
  • Uses the jGMA framework to discover and subscribe
    to video producers.
  • The remote video producers stream frames in
    parallel to jGMA consumers which are embedded
    within a full screen Java application.
  • Designed to be visually impressive while
    stressing the jGMA software by delivering many
    messages (the video frames) for sustained
    periods.

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CamMon Demo
http//dsg.port.ac.uk/projects/jGMA/demos/cammon/
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Current Status
  • LAN (socket) layer complete,
  • WAN (HTTP) layer needs to made aware of jGMA
    error messages to be complete,
  • The demo applications and benchmarking has
    thoroughly tested the software,
  • Inter-site leasing is missing, but this problem
    has been moved to the registry,
  • Permanent online demo.

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Future Work
  • Virtual Registry,
  • Monitoring via Servlet,
  • Hooks for debugging,
  • Being deployed in GridRM,
  • Completing the leasing infrastructure,
  • Adding security (HTTPS, Authentication and Access
    Control, Secure API),
  • Start developing distributed gaming services.

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Virtual Registry
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Virtual Registry Requirements
  • Be scalable,
  • Store sufficient information to be GMA compliant.
  • Be secure, and prevent unauthorised access to the
    data,
  • Require a minimal amount of configuration,
  • Have no single point of failure,
  • Be robust and tolerant to poor network access,
  • Be optimised to return search results as quickly
    as possible,
  • Have persistent storage for the registry back-end.

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Distributed Gaming
  • Online distributed gaming has become increasingly
    popular with the wide spread uptake of broadband.
  • Games publishers have each tried to provide an
    infrastructure to support their online games.
  • There is an opportunity to develop a standard set
    of services, based on a completed jGMA
    implementation, to support these games.

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Distributed Gaming Services
  • Searching The user client requires a scalable
    service to index large numbers of game servers
    and allow searches based on user-defined
    parameters such as the current map being played.
  • Monitoring servers Infrastructure to detect
    problems with game servers such as large numbers
    of players can allow the system to load balance
    or fail over (migrate).
  • Single sign-on Providing a unique identity for
    each player makes global high score tables and
    other statistic tracking possible. User profiles
    (key bindings) could be stored server side to
    allow roaming.
  • Security Authentication and authorisation have
    become serious problems in recent years.

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Summary
  • jGMA is functional despite a few missing
    features,
  • There is now a permanent online demo,
  • The research, in the short term will focus on
    solving the registry problem.
  • Longer term we shall look at a range of games
    services.

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Acknowledgements
  • University of Portsmouth,
  • Members of the DSG
  • Mark Baker,
  • Hong Ong,
  • Garry Smith,
  • Mr Boe-akis,
  • Aamir Shafi,
  • Helen Xaing.

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Links
  • Project Web page
  • http//dsg.port.ac.uk/projects/jGMA/
  • The DSG Web page
  • http//dsg.port.ac.uk/
  • GridRM
  • http//gridrm.org/
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