An Effectiveness of Single Server And Multiple Servers Queuing Models In Hospital

Author(s):  
Nanthini T ◽  
Deepika E ◽  
Amshalekha S
Author(s):  
Sergei Gorlatch ◽  
Frank Glinka ◽  
Alexander Ploss ◽  
Dominik Meiländer

This chapter describes a novel, high-level approach to designing and executing online computer games. The approach is based on our Real-Time Framework (RTF) and suits a wide spectrum of online games including Massively Multiplayer Online Games (MMOG) and First-Person Shooters (FPS). The authors address major design issues like data structures and Area of Interest (AoI), with a special focus on the scalability of games implemented on multiple servers, including distribution of the game state, inter-server communication, object serialization and migration, etc. The chapter illustrates the approach with two case studies: the design of a new multi-player online game and bringing the single-server commercial game Quake 3 to multiple servers in order to increase the number of simultaneous players. The authors show the place of their approach in the taxonomy of game development approaches, and they report experimental results on the performance of games developed using RTF.


2019 ◽  
Vol 53 (5) ◽  
pp. 1861-1876 ◽  
Author(s):  
Sapana Sharma ◽  
Rakesh Kumar ◽  
Sherif Ibrahim Ammar

In many practical queuing situations reneging and balking can only occur if the number of customers in the system is greater than a certain threshold value. Therefore, in this paper we study a single server Markovian queuing model having customers’ impatience (balking and reneging) with threshold, and retention of reneging customers. The transient analysis of the model is performed by using probability generating function technique. The expressions for the mean and variance of the number of customers in the system are obtained and a numerical example is also provided. Further the steady-state solution of the model is obtained. Finally, some important queuing models are derived as the special cases of this model.


Electronics ◽  
2020 ◽  
Vol 9 (7) ◽  
pp. 1091 ◽  
Author(s):  
Thabo Semong ◽  
Thabiso Maupong ◽  
Stephen Anokye ◽  
Kefalotse Kehulakae ◽  
Setso Dimakatso ◽  
...  

In the current technology driven era, the use of devices that connect to the internet has increased significantly. Consequently, there has been a significant increase in internet traffic. Some of the challenges that arise from the increased traffic include, but are not limited to, multiple clients on a single server (which can result in denial of service (DoS)), difficulty in network scalability, and poor service availability. One of the solutions proposed in literature, to mitigate these, is the use of multiple servers with a load balancer. Despite their common use, load balancers, have shown to have some disadvantages, like being vendor specific and non-programmable. To address these disadvantages and improve internet traffic, there has been a paradigm shift which resulted in the introduction of software defined networking (SDN). SDN allows for load balancers that are programmable and provides the flexibility for one to design and implement own load balancing strategies. In this survey, we highlight the key elements of SDN and OpenFlow technology and their effect on load balancing. We provide an overview of the various load balancing schemes in SDN. The overview is based on research challenges, existing solutions, and we give possible future research directions. A summary of emulators/mathematical tools commonly used in the design of intelligent load balancing SDN algorithms is provided. Finally, we outline the performance metrics used to evaluate the algorithms.


2021 ◽  
Vol 38 (1-2) ◽  
pp. 1-45
Author(s):  
Georgios P. Katsikas ◽  
Tom Barbette ◽  
Dejan Kostić ◽  
JR. Gerald Q. Maguire ◽  
Rebecca Steinert

Deployment of 100Gigabit Ethernet (GbE) links challenges the packet processing limits of commodity hardware used for Network Functions Virtualization (NFV). Moreover, realizing chained network functions (i.e., service chains) necessitates the use of multiple CPU cores, or even multiple servers, to process packets from such high speed links. Our system Metron jointly exploits the underlying network and commodity servers’ resources: ( i ) to offload part of the packet processing logic to the network, ( ii )  by using smart tagging to setup and exploit the affinity of traffic classes, and ( iii )  by using tag-based hardware dispatching to carry out the remaining packet processing at the speed of the servers’ cores, with zero inter-core communication. Moreover, Metron transparently integrates, manages, and load balances proprietary “blackboxes” together with Metron service chains. Metron realizes stateful network functions at the speed of 100GbE network cards on a single server, while elastically and rapidly adapting to changing workload volumes. Our experiments demonstrate that Metron service chains can coexist with heterogeneous blackboxes, while still leveraging Metron’s accurate dispatching and load balancing. In summary, Metron has ( i )  2.75–8× better efficiency, up to ( ii )  4.7× lower latency, and ( iii )  7.8× higher throughput than OpenBox, a state-of-the-art NFV system.


1998 ◽  
Vol 35 (04) ◽  
pp. 925-935 ◽  
Author(s):  
D. Down

The stability of polling models is examined using associated fluid limit models. Examples are presented which generalize existing results in the literature or provide new stability conditions while in both cases providing simple and intuitive proofs of stability. The analysis is performed for both general single server models and specific multiple server models.


2010 ◽  
Vol 108-111 ◽  
pp. 1492-1496
Author(s):  
Guo Zheng Wang ◽  
Bo Jiang

This paper presents the introduction of late join problem in collaborative pattern design systems under the ubiquitous environment, describes the performance requirements that the algorithm should meet, and proposes an efficient multiple servers algorithm which can prevent the problem brought by single server algorithm. By using this algorithm, the problem of late join brought in collaborative design in the distributed environment is well solved.


2016 ◽  
Vol 2016 ◽  
pp. 1-11 ◽  
Author(s):  
K. V. Abdul Rasheed ◽  
M. Manoharan

We consider discouraged arrival of Markovian queueing systems whose service speed is regulated according to the number of customers in the system. We will reduce the congestion in two ways. First we attempt to reduce the congestion by discouraging the arrivals of customers from joining the queue. Secondly we reduce the congestion by introducing the concept of service switches. First we consider a model in which multiple servers have three service ratesμ1,μ2, andμ(μ1≤μ2<μ), say, slow, medium, and fast rates, respectively. If the number of customers in the system exceeds a particular pointK1orK2, the server switches to the medium or fast rate, respectively. For this adaptive queueing system the steady state probabilities are derived and some performance measures such as expected number in the system/queue and expected waiting time in the system/queue are obtained. Multiple server discouraged arrival model having one service switch and single server discouraged arrival model having one and two service switches are obtained as special cases. A Matlab program of the model is presented and numerical illustrations are given.


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