Adaptive replication strategy based on popular content in cloud computing

2021 ◽  
Vol 17 (3) ◽  
pp. 273-295
Author(s):  
Imad Eddine Miloudi ◽  
Belabbas Yagoubi ◽  
Fatima Zohra Bellounar ◽  
Taieb Chachou

The cloud is an infrastructure that provides decentralized on-demand services. It allows consumers to pay only for the services they use. The consumer is the important entity in the cloud. The violation of the SLA contract between the consumer and the provider often leads to consequences because the service provider has to pay penalties. Data replication is emerging as an ideal solution to meet the new challenges of the cloud. This paper proposes a new replication strategy based on the popularity of data. This strategy adaptively selects the files to be replicated to improve the overall availability of data in the system, minimize query response time, and achieve the required quality of service. In addition, it dynamically determines the number of replicas to add and the best locations to store them. Experimental results show the effectiveness of the proposed strategy.

Author(s):  
Ebin Deni Raj ◽  
L. D. Dhinesh Babu

Cloud computing is the most utilized and evolving technology in the past few years and has taken computing to a whole new level such that even common man is receiving the benefits. The end user in cloud computing always prefers a cloud service provider which is efficient, reliable and best quality of service at the lowest possible price. A cloud based gaming system relieves the player from the burden of possessing high end processing and graphic units. The storage of games hosted in clouds using the latest technologies in cloud has been discussed in detail. The Quality of service of games hosted in cloud is the main focus of this chapter and we have proposed a mathematical model for the same. The various factors in dealing with the quality of service on cloud based games have been analyzed in detail. The quality of experience of cloud based games and its relation with quality of service has been derived. This chapter focuses on the various storage techniques, quality of experience factors and correlates the same with QoS in cloud based games.


2020 ◽  
Vol 8 (5) ◽  
pp. 3193-3196

Task scheduling in cloud is the process of allocating a resource to a task at specific time. The allocation of limited cloud resources to large number of tasks to satisfy the required quality of service is the key challenge in cloud. Allocation of a resource with less capability to a task increases the response time, makespan of the task and waiting time of the entire tasks in the waiting queue. This problem will result to an unsatisfied Quality of Service. In this paper we proposed an efficient task scheduling that uses three threshold values to specify the resource to be allocated to a task at a given time. This method ensures that a capable resource is allocated to task such that the response time and makespan of the all task are minimized. The proposed method was simulated using CloudSim and the result shows a better response time and makespan than the well known Min-Min and Max-Min Method.


Sensors ◽  
2021 ◽  
Vol 21 (4) ◽  
pp. 1400
Author(s):  
Muhammad Adnan ◽  
Jawaid Iqbal ◽  
Abdul Waheed ◽  
Noor Ul Amin ◽  
Mahdi Zareei ◽  
...  

Modern vehicles are equipped with various sensors, onboard units, and devices such as Application Unit (AU) that support routing and communication. In VANETs, traffic management and Quality of Service (QoS) are the main research dimensions to be considered while designing VANETs architectures. To cope with the issues of QoS faced by the VANETs, we design an efficient SDN-based architecture where we focus on the QoS of VANETs. In this paper, QoS is achieved by a priority-based scheduling algorithm in which we prioritize traffic flow messages in the safety queue and non-safety queue. In the safety queue, the messages are prioritized based on deadline and size using the New Deadline and Size of data method (NDS) with constrained location and deadline. In contrast, the non-safety queue is prioritized based on First Come First Serve (FCFS) method. For the simulation of our proposed scheduling algorithm, we use a well-known cloud computing framework CloudSim toolkit. The simulation results of safety messages show better performance than non-safety messages in terms of execution time.


Author(s):  
Salama A. Mostafa ◽  
Alicia Y.C. Tang ◽  
Mustafa Hamid Hassan ◽  
Mohammed Ahmed Jubair ◽  
Shihab Hamad Khaleefah

Author(s):  
Muhammad Usman Ashraf ◽  
◽  
Sabah Arif ◽  
Abdul Basit ◽  
Malik Sheraaz Khan

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