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jGMA: A Reference Implementation of the Grid Monitoring Architecture

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

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jGMA: A Reference Implementation of the Grid Monitoring Architecture

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  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, • jGMA’s 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.

  4. GridRM

  5. GMA Components • Registry • Publish/Search • Publish/Search • Bind • Producer • Consumer • Events

  6. 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

  8. 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).

  9. 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.  

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

  11. 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.

  12. CamMon Demo http://dsg.port.ac.uk/projects/jGMA/demos/cammon/

  13. 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.

  14. 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.

  15. Virtual Registry

  16. 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.

  17. 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.

  18. 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.

  19. 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.

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

  21. 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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