Early Capacity Testing of an Enterprise Service Bus

Author(s):  
Ken Ueno ◽  
Michiaki Tatsubori

An enterprise service-oriented architecture is typically done with a messaging infrastructure called an Enterprise Service Bus (ESB). An ESB is a bus which delivers messages from service requesters to service providers. Since it sits between the service requesters and providers, it is not appropriate to use any of the existing capacity planning methodologies for servers, such as modeling, to estimate the capacity of an ESB. There are programs that run on an ESB called mediation modules. Their functionalities vary and depend on how people use the ESB. This creates difficulties for capacity planning and performance evaluation. This article proposes a capacity planning methodology and performance evaluation techniques for ESBs, to be used in the early stages of the system development life cycle. The authors actually run the ESB on a real machine while providing a pseudo-environment around it. In order to simplify setting up the environment we provide ultra-light service requestors and service providers for the ESB under test. They show that the proposed mock environment can be set up with practical hardware resources available at the time of hardware resource assessment. Our experimental results showed that the testing results with our mock environment correspond well with the results in the real environment.

2009 ◽  
Vol 6 (4) ◽  
pp. 30-47 ◽  
Author(s):  
Ken Ueno ◽  
Michiaki Tatsubori

An enterprise service-oriented architecture is typically done with a messaging infrastructure called an Enterprise Service Bus (ESB). An ESB is a bus which delivers messages from service requesters to service providers. Since it sits between the service requesters and providers, it is not appropriate to use any of the existing capacity planning methodologies for servers, such as modeling, to estimate the capacity of an ESB. There are programs that run on an ESB called mediation modules. Their functionalities vary and depend on how people use the ESB. This creates difficulties for capacity planning and performance evaluation. This article proposes a capacity planning methodology and performance evaluation techniques for ESBs, to be used in the early stages of the system development life cycle. The authors actually run the ESB on a real machine while providing a pseudo-environment around it. In order to simplify setting up the environment we provide ultra-light service requestors and service providers for the ESB under test. They show that the proposed mock environment can be set up with practical hardware resources available at the time of hardware resource assessment. Our experimental results showed that the testing results with our mock environment correspond well with the results in the real environment.


PROTEOMICS ◽  
2014 ◽  
Vol 14 (17-18) ◽  
pp. 1999-2007 ◽  
Author(s):  
Thomas Köcher ◽  
Peter Pichler ◽  
Mauro De Pra ◽  
Laurent Rieux ◽  
Remco Swart ◽  
...  

Information ◽  
2018 ◽  
Vol 9 (10) ◽  
pp. 245 ◽  
Author(s):  
Leyi Shi ◽  
Yang Li ◽  
Haijie Feng

As one of the active defense technologies, the honeypot deceives the latent intruders to interact with the imitated systems or networks deployed with security mechanisms. Its modeling and performance analysis have not been well studied. In this paper, we propose a honeypot performance evaluation scheme based on Stochastic Petri Nets (SPN). We firstly set up performance evaluation models for three types of defense scenarios (i.e., firewall; firewall and Intrusion Detection System (IDS); firewall, IDS and honeypot) based on SPN. We then theoretically analyze the SPN models by constructing Markov Chains (MC), which are isomorphic to the models. With the steady state probabilities based on the MC, the system performance evaluation is done with theoretical inference. Finally, we implement the proposed three SPN models on the PIPE platform. Five parameters are applied to compare and evaluate the performance of the proposed SPN models. The analysis of the probability and delay of three scenarios shows that the simulation results validate the effectiveness in security enhancement of the honeypot under the SPN models.


2016 ◽  
Vol 258 ◽  
pp. S279-S280
Author(s):  
P. Ancian ◽  
A. Rogue ◽  
L. Bauduin ◽  
N. Bride ◽  
O. Mégret ◽  
...  

2014 ◽  
Vol 52 (sup1) ◽  
pp. 405-420
Author(s):  
Andrea N. Barbera ◽  
Giuseppe Bucca ◽  
Roberto Corradi ◽  
Alan Facchinetti ◽  
Ferdinando Mapelli

2003 ◽  
Vol 12 (4) ◽  
pp. 374-386 ◽  
Author(s):  
Wooyoung Shim ◽  
Gerard Jounghyun Kim

Although much research work has focused on identifying different factors that affect presence, it is still not clear how to effectively combine these results to create a content with high presence with respect to a given hardware set-up and limited computing resources. This paper proposes a concept of level of presence (LOP) in which we attempt to select a set of presence elements and their levels to maximize their “contribution” toward the overall presence subject to system resources. Such an optimization scheme would require a reasonable characterization of the computational costs and a sufficient knowledge of the relative and collective merits of various presence elements. We made an attempt to apply the LOP concept to VR system design for a particular application, a virtual fish tank. The purpose of this study is to assess the usefulness of the LOP concept and introduce science into content creation. We selected two important presence elements—the field of view (FOV) and the simulation level of detail (SLOD)—and quantified their costs in terms of the required computation time. Next, we ran a simple experiment to quantify the relative benefits of those two presence factors. For this application, it was found that providing more lifelike simulation, for instance, incurred needlessly expensive computations compared to the amount of increased benefits. Based on the result, the virtual fish tank was configured with the appropriate FOV and SLOD for maximum presence under different conditions, such as the preferred frame rate and total number of objects. We discuss the merits of such a presence-driven VR system development approach.


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