scholarly journals Implementation of a Portable Peer-to-Peer Client-Server

2020 ◽  
Author(s):  
Mauricio Toro

Several peer-to-peer programs have been developed since the creation of the peer-to-peer protocols andmodels. However, the most popular ones such as Kazaa and Napster are not free software and are notportable to all operative systems. This paper describes Toro-P2P, an implementation of the P2Ptechnology devolved in Python, a functional object-oriented language, which is very portable because ofits interpreter. It includes two main modules which are the server and the client. The first one includes aRPC server and a HTTP server providing functions to add new files to the list of shared files and to querythe list. The second one, the client, provides functions to query the server, to download, and upload fileswith other clients. Finally a GUI was designed using wxPython which is a portable object-oriented librarywrapped from C++. One of the most remarkable features included in Toro-P2P is the easy configurationof the program including its ports and sockets.

Author(s):  
Álvaro Andrade Garcia ◽  
Lucas Santos Junqueira

In the Ciclope atelier, what moves us is the creation of new languages for the digital medium. In this text I present a synthesis of our research and experimentation work: a free digital publishing software called Managana; the first poetry eBook authored with it, Grão [Grain], launched along with the software in 2012; and our latest release, Poemas de Brinquedo [Toy Poems], launched in 2016. Grain and Toy Poems are good examples of publications that use Managana. Resulting from prolonged research in dictionaries and linguistics’ texts, etymology and mythology, Grain proposes to recreate the world through the word. Its poems experiment the evolution of James Joyce’s verbivocovisual to the possible interanimaverbivocovisual in a digital publication. The application-book-performanceToy Poems is a publication that addresses the possibilities and difficulties of today’s transmedia poiesis.


Author(s):  
Chr Carter ◽  
Abdennour El Rhalibi ◽  
Madjid Merabti ◽  
A. Taleb Bendiab
Keyword(s):  

Author(s):  
Richard Stallman ◽  
Adolfo Plasencia

This dialogue is preceded by an introduction about Richard Stallman and the power of “code”, by Lawrence Lessing, as well as a detailed biography of Richard revised by himself. In the conversation following this, Stallman analyzes the origin and validity of the ‘hacking’ and ‘hack’ concepts and the differences between ‘hackers’ and ‘crackers’. He then describes in detail the concept, dimension, forms of creation and the development of software code, especially free software and its implementation framework. He later reflects on and outlines his vision of the relationship between the use of technology and ethics, and about ethical hackers. He also talks about the good and bad behavior of companies and, in this context, his criticism of Corporatocracy. Afterward, he describes concepts about how the creation of software code works compared with other creative arts, such as literature. He goes on to analyze the mechanisms for how ideas are patented in the industrial world, in particular the case of software development. He finally talks about why his vision of free software remains valid and how it should be dealt with during education.


Author(s):  
S. H. Kwok ◽  
Y. M. Cheung ◽  
K. Y. Chan

A recent survey revealed that 18 millions American Internet users, or approximately 14% of total American Internet population have peer-to-peer (P2P) file-sharing applications running on their computers (Rainie & Madden, 2004). Not surprisingly, P2P applications have become common tools for information sharing and distribution since the appearance of Napster (Napster, 2003) in 1999. P2P systems are the distributed systems in which all nodes are equal in terms of functionality and able to directly communicate with each other without the coordination of a powerful server. Anonymity, scalability, fault resilience, decentralization and self-organization are the distinct characteristics of P2P computing (Milojicic et al., 2002) compared with the traditional client-server computing. P2P computing is believed to be capable of overcoming limitations of the computing environment placed by the client-server computing model. Milojicic et al. (2002), for example, suggested that P2P computing is capable of providing improved scalability by eliminating the limiting factor, the centralized server existing in the client-server computing. In the past few years, P2P computing and its promised characteristics have caught the attention of researchers who have studied the existing P2P networks, and the advantages and disadvantage of P2P systems. Important findings include the excessive network traffic caused by flooding-based searching mechanism that must be tackled in order to fully utilize the improved scalability of P2P systems (Matei, Iamnitchi, & Foster, 2002; Portmann & Seneviratne, 2002). There were proposed efficient searching techniques targeted for both structured and unstructured P2P systems. Other research projects were conducted to study, and were intended to complement, the drawbacks brought by distinct characteristics of P2P systems. For example, the P2P users’ free-riding behavior is generally attributed to the anonymity of such form of communication (Adar & Huberman, 2000). Recent research projects have shifted to a new line of investigation of P2P networks from the economic perspective and applications of P2P systems in workplaces (Kwok & Gao, 2004; Tiwana, 2003).


1996 ◽  
Vol 11 (1) ◽  
pp. 79-97
Author(s):  
Robert H. Davis ◽  
Hamish Mitchell

A new smart card system, Vitesse, is outlined in design detail to meet many needs stemming from the current ability to manipulate information over the network medium. A new smart card operating system, object oriented in nature, is described in terms of a client/server architecture where clients (desktop computers) run front end applications and interact with information servers running in the background. Vitesse servers, designed to be portable – ranging in size from a credit card to a small computer – perform dedicated information processing with typical applications such as telecommunications, stockbroking and interactive entertainment. A design simulator is used to model the abstract design of Vitesse, allowing for prototyping of ideas and demonstration of design models.


Author(s):  
CHRISTINA ÖBERG

The sharing economy could be said to disrupt who does what in exchanges. This paper categorises the roles played by users, providers, and platforms in different interpretations of the sharing economy. It asks: What different roles do the users, providers, and platforms play in the sharing economy? And: How do the roles differ in various interpretations of the sharing economy? The paper classifies the different interpretations based on their market/non-market logic and concludes that roles are more extensive for users and providers in non-market logic interpretations, while market logic suggests that the platform acts more roles. The user is, despite the peer-to-peer connotation of the sharing economy, often quite passive. Contributions are made to the emerging literature on the sharing economy through highlighting its many different interpretations, where roles help to systematise these. The paper furthermore contributes to the literature on roles through highlighting them as transitory and expanding beyond expectations related to digitalisation. Practically, the systematisation of roles helps to navigate among various business model designs and makes informed decisions when launching platforms in the sharing economy. Additionally, the focus on roles raises important questions on risk sharing, resource provisions, and the creation of value for each participating party.


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