Benefit Based Data Caching in Ad Hoc Networks

 

1. INTRODUCTION

 

          AD hoc networks are multi hop wireless networks of small computing devices with wireless interfaces. The computing devices could be conventional computers (for example, PDA, laptop, or PC) or backbone routing plat forms or even embedded processors such as sensor nodes. The problem of optimal placement of caches to reduce overall cost of accessing data is motivated by the following two defining characteristics of ad hoc networks.

 

          First, the ad hoc networks are multi hop networks without a central base station. Thus, remote access of information typically occurs via multi hop routing, which can greatly benefit from Caching to reduce access latency. Second, the network is generally resource constrained in terms of channel bandwidth or battery power in the nodes. Caching helps in reducing communication, which results in savings in bandwidth, as well as battery energy. The problem of cache placement is particularly challenging when each network node has a limited memory to cache data items.


          In this paper, our focus is on developing efficient caching techniques in ad hoc networks with memory limitations. Research into data storage, access, and dissemination techniques in ad hoc networks is not new. In particular, these mechanisms have been investigated in connection with sensor networking [14], [26], peer-to-peer networks [1] [18], mesh networks [17], world wide Web [25], and even more general ad hoc networks [12], [33]. However, the presented approaches have so far been somewhat “ad hoc” and empirically based, without any strong analytical foundation. In contrast, the theory literature abounds in analytical studies into the optimality properties of caching and replica allocation problems (see, for example, [3]).

 

          However, distributed implementations of these techniques and their performances in complex network settings have not been investigated. It is even unclear whether these techniques are amenable to efficient distributed implementations. Our goal in this paper is to develop an approach that is both analytically tractable with a provable performance bound in a centralized setting and is also amenable to a natural distributed implementation. In our network model, there are multiple data items; each data item has a server, and a set of clients that wish to access the data item at a given frequency.

          Each node carefully chooses data items to cache in its limited memory to minimize the overall access cost. Essentially, in this article, we develop efficient strategies to select data items to cache at each node. In particular, we develop two algorithms a centralized approximation algorithm, which delivers a 4-approximation (2-approximation for uniform size data items) solution, and a localized distributed algorithm, which is based on the approximation algorithm and can handle mobility of nodes and dynamic traffic conditions. Using simulations, we show that the distributed algorithm performs very close to the approximation algorithm. Finally, we show through extensive experiments on ns2 [10] that our proposed distributed algorithm performs much better than a prior approach over a broad range of parameter values. Ours is the first work to present a distributed implementation based on an approximation algorithm for the general problem of cache placement of

 


2. Modules Analyzed

 

         

          According to the analysis three modules has been traced out in the design of work.  The modules are as follows.

 

·        Self-Organizing

 

·        Self-Addressing

 

·        Self-Routing

 

·        Delete the path update table in each node

 

 

 

3. Proposed System

 

·        Each node cache the items most frequently accessed by itself.

 

·        Eliminate replications among neighboring nodes

 

·        Creation of stable groups to gather neighborhood inform and determine caching placements.

 

·        Each node act as a server

 

·        Server maintains nearest cache node and

 

·        Server nearest cache node by using routing protocol

 

·        First save data item on local space

 

·        IF any other items are exist that will be replace.

 

 5. SOFTWARE SPECIFICATION

 

5.1 Software requirements:

·        Operating System: windows 2000/NT

·        Development Kit: J2SE 5.0

·        RDBMS: MS Access

 

5.2 Hardware requirements:

·        Hard Disk: 256 MB

·        Process: Pentium IV

·        Memory Storage: 40 GB

                           

6. DESIGN ANALYSIS

 

6.1 SYSTEM DESIGN

Data Flow Diagrams (DFD):

The data flow diagram (DFD) is one of the most important modeling tools. It is used to model the system components. These components are the system process, the data used by the process, an external entity that interacts with the system and the information flows in the system.

 

DFD shows how the information moves through the system and how it is modified by a series of transformations. It is a graphical technique that depicts information flow and the transformations that are applied as data moves from input to output.

 

DFD is also known as bubble chart. A DFD may be used to represent a system at any level of abstraction. DFD maybe partitioned into levels that represent increasing information flow and functional detail.

 

A level 0 DFD, also called as the context level diagram, represents the entire system as a single module with input and output data indicated by incoming outgoing arrows respectively. Additional process and information flow paths are represented as the level 0 DFD is portioned to reveal more details. The context level diagram for the proposed system is shown in the fig.

 

A level 1 DFD, also called as top-level DFD, represent the system with major modules and data stores. The other levels will show each module in the top-level DFD in more detailed fashion. The top-level and other level DFD s for the proposed systems are shown next.

 

To context a data flow diagram four basic symbols are used. They are given below.

 


6.3 Unified Modeling Language (UML):

          UML is a method for describing the system architecture in detail using the blueprint. UML represents a collection of best engineering practices that have proven successful in the modeling of large and complex systems. The UML is a very important part of developing objects oriented software and the software development process. The UML uses mostly graphical notations to express the design of software projects. Using the UML helps project teams communicate, explore potential designs, and validate the architectural design of the software

 

Definition:

UML is a general-purpose visual modeling language that is used to specify, visualize, construct, and document the artifacts of the software system.

 

UML is a language:

It will provide vocabulary and rules for communications and function on conceptual and physical representation. So it is modeling language.

 


UML Specifying:

Specifying means building models that are precise, unambiguous and complete. In particular, the UML address the specification of all the important analysis, design and implementation decisions that must be made in developing and displaying a software intensive system.

 

UML Visualization:

The UML includes both graphical and textual representation. It makes easy to visualize the system and for better understanding.

 

UML Constructing:

          UML models can be directly connected to a variety of programming languages and it is sufficiently expressive and free from any ambiguity to permit the direct execution of models.

 

UML Documenting:

 UML provides variety of documents in addition raw executable codes.

 

Goal of UML:

The primary goals in the design of the UML were:

·        Provide users with a ready-to-use, expressive visual modeling language so they can develop and exchange meaningful models.

·        Provide extensibility and specialization mechanisms to extend the core concepts.

·        Be independent of particular programming languages and development processes.

·        Provide a formal basis for understanding the modeling language.

·        Encourage the growth of the OO tools market.

·        Support higher-level development concepts such as collaborations, frameworks, patterns and components.

·        Integrate best practices.

 

Uses of UML

          The UML is intended primarily for software intensive systems. It has been used effectively for such domain as

·        Enterprise Information System

·        Banking and Financial Services

·        Telecommunications

·        Transportation

·        Defense/Aerospace

·        Retails

·        Medical Electronics

·        Scientific Fields

·        Distributed Web

 

Rules of UML

The UML has semantic rules for

·        NAMES: It will call things, relationships and diagrams.

·        SCOPE: The content that gives specific meaning to a name.

·        VISIBILITY: How those names can be seen and used by others.

·        INTEGRITY: How things properly and consistently relate to another.

·        EXECUTION: What it means is to run or simulate a dynamic model.

 

Building blocks of UML

The vocabulary of the UML encompasses 3 kinds of building blocks

1.     Things

2.     Relationships

3.     Diagrams

 

 

Things:

               Things are the data abstractions that are first class citizens in a model. Things are of 4 types

·        Structural Things

·        Behavioral Things

·        Grouping Things

·        Annotational Things

 

Relationships:

                 Relationships tie the things together. Relationships in the UML are

·        Dependency

·        Association

·        Generalization

·        Specialization

 

UML Diagrams:

              A diagram is the graphical presentation of a set of elements, most often rendered as a connected graph of vertices (things) and arcs (relationships).

 

 There are two types of diagrams, they are:

·        STRUCTURAL DIAGRAMS

·        BEHAVIORAL DIAGRAMS

 

STRUCTURAL DIAGRAMS:-

The UML‘s four structural diagrams exist to visualize, specify, construct and document the static aspects of a system. we can View the static parts of a system using one of the following diagrams.

 

Structural diagrams consists of

·        Class Diagram

·        Object Diagram

·        Component Diagram

·        Deployment Diagram

 

BEHAVIORAL DIAGRAMS :

The UML’s five behavioral diagrams are used to visualize, specify, construct, and document the dynamic aspects of a system. The UML’s behavioral diagrams are roughly organized around the major ways which can model the dynamics of a system.

 

Behavioral diagrams consists of    

·        Use case Diagram

·        Sequence Diagram

·        Collaboration Diagram

·        State chart Diagram

·        Activity Diagram   

 

6.4 UML Diagrams

Class Diagram:

                 A class diagram is a type of static structure diagram that describes the structure of a system by showing the system's classes, their attributes, and the relationships between the classes.

 

·        Class: Class is a description of a set of objects that share the same attributes, operations, relationships and semantics. A class implements one or more interfaces.

·        Interface: Interface is a collection of operations that specify a service of a class or component. An interface describes the externally visible behavior of that element. An interface might represent the complete behavior of a class or component.

·        Collaboration: Collaboration defines an interaction and is a society of roles and other elements that work together to provide some cooperative behavior. So collaborations have structural as well as behavioral, dimensions. These collaborations represent the implementation of patterns that make up a system.

 

Relationships such as

·        Dependency: Dependency is a semantic relationship between two things in which a change to one thing may affect the semantics of the other thing.

·        Generalization: A generalization is a specialization / generalization relationship in which objects of the specialized element (child) are substitutable for objects of the generalized element (parent).

·        Association: An association is a structural relationship that describes a set of links, a link being a connection among objects. Aggregation is a special kind of association, representing a structural relationship between a whole and its parts.

 

 

Use case Diagram

       A Use case diagram shows a set of use cases and actors and their relationships. Use case diagrams address the static Use case view of a system. These diagrams are especially important in organizing and modeling the behaviors of a system. Use case diagram consists of Use case, actors, and the relationships between them.

·        Use case: Use case is a description of set of sequence of actions that a system performs that yields an observable result of value to a particular actor. A use case is used to structure the behavioral things in a model. A use case is realized by collaboration.

·        Actor: Actor is the user of the system, who performs action on the system and to whom the system yields an observable result of value.


Sequence Diagram

              The sequence diagram is an interaction diagram that emphasizes the time ordering of messages for modeling a real time system. Graphically, a sequence diagram is a table that shows objects arranged along the X axis and messages, ordered in increasing time, along the Y axis. Sequence Diagram consists of objects, links, lifeline, focus of control, and messages.

 

  • Object: Objects are typically named or anonymous instances of class. But may also represent instances of other things such as components, collaboration and nodes.
  • Link: A link is a semantic connection among objects i.e., an object of an association is called as a link.
  • Lifeline: A lifeline is vertical dashed line that represents the lifetime of an object.
  • Focus of Control: A Focus of Control is tall, thin rectangle that shows the period of time during which an object is performing an action.
  • Messages:  A message is a specification of a communication between objects that conveys the information with the expectation that the activity will ensue.

Activity Diagram

          An activity diagram shows the flow from activity to activity. The activity diagram emphasizes the dynamic view of a system. It consists of activity states, action states, transition, and object.

 

·        Activity State: An activity states is a kind of states in activity diagram; it shows an ongoing non-atomic execution within a state machine. An activity states can be further decomposed.

·        Action State: An action states are states of the system, each representing   the execution of an action. An action states can’t be further decomposed.

·        Transition: A transition specifies the path from one action or activity state to the next action or activity state. The transition is rendered as a simple directed line.

·        Object: An object is a concrete manifestation of an abstraction; an entity with a well defined boundary and identity that encapsulates state and behavior; an instance of a class. Objects may be involved in the flow of control associated with an activity diagram.


State chart Diagram:

         A state chart diagram shows a state machine, consisting of states, transitions, events, and activities. The state chart diagram emphasizes the dynamic view of a system. It consists of states, transitions, events, and actions.

 

·        State: A state is a condition or situation in the life of an object during which it satisfies some condition, performs some activity, or waits for some event.

·        Transition: A transition is a relationship between two states indicating that an object in the first state will perform certain actions and enter the second state when a specified event occurs and specified conditions are satisfied.

·        Event: An event is the specification of a significant occurrence that has a location in time and space.

·        Action: An action an executable atomic computation that results in a change in state of the model or the return of a value.

 

 

SORCE CODE

 

package action;

/*

 * The class is used to maintain all the information

 * about the individual host eg(position, name, and windowSize)

 */

import java.io.*;

import java.util.Vector;

public class BufferTransfer implements Serializable

{

          String source_name,destination_name,filename,destination_type,current_host,cross_host_name;

          long refuse_host_id; //Reject host id when

          Vector crossing_host_name=new Vector();  //List for File traverse path

          Vector refuse_packet_container=new Vector(); //Refuse list for already file traversed

          Vector destination_not_reachable_list=new Vector();      //Refuse list for packet not reachable

          String destination_not_reach_host;

         

          byte[] buffer=new byte[1024];

         

          public Vector getCrossing_host_name() {     //Get Info for file traversing Host

                   return crossing_host_name;

          }       

          public void setCross_host_name(String cross_host_name) {   //Add Cross host name to vector list

                   crossing_host_name.add(cross_host_name);

          }       

         

          public void setRefuse_host_id(long refuse_host_id) {      //reject host for one host traverse

                   refuse_packet_container.add(refuse_host_id);

          }

          public Vector getRefuse_packet_container() {                                    //get Reject host

                   return refuse_packet_container;

          }                

         

          public String getCurrent_host() {                                                                 //get Current host

                   return current_host;

          }

          public void setCurrent_host(String current_host) {                             //set Current host

                   this.current_host = current_host;

          }

          public String getDestination_name() {                                                         //get Destinatin Host

                   return destination_name;

          }

          public void setDestination_name(String destination_name) {  //set Destinatin Host

                   this.destination_name = destination_name;

          }

          public String getDestination_type(){                                                  // get Destination type wheather that host is Process/Destination

                   return destination_type;

          }

          public void setDestination_type(String destination_type) {  // set Destination type wheather that host is Process/Destination

                   this.destination_type = destination_type;

          }

          public String getFilename() {                                                                       // get Name for which file want to trasfer through network

                   return filename;

          }

          public void setFilename(String filename) {                                         // get Name for which file want to trasfer through network

                   this.filename = filename;

          }

          public String getSource_name() {                                                                //get Source name select by user

                   return source_name;

          }

          public void setSource_name(String source_name) {                           // set Source name select by user

                   this.source_name = source_name;

          }

          public byte[] getBuffer() {

                   return buffer;

          }

          public void setBuffer(byte[] buffer) {                                                 //Set output message read from input file given by user

                   this.buffer = buffer;

          }

          public Vector getDestination_not_reachable_list() {                           //Get vector contains that not reachable host name

                   return destination_not_reachable_list;

          }

          public void setDestination_not_reach_host(String destination_not_reach_host) {

                   destination_not_reachable_list.add(destination_not_reach_host);

          }


/*

 * The class is used to write information to log file

 * about the Output eg(Source Name,Destinatin name, Traverse path)

 */

package action;

import java.io.FileOutputStream;

import java.util.Date;

public class Writeobject

{

          private FileOutputStream fos;

         

          public void output(BufferTransfer bufferTransfer)

          {       

                   try

                   {

                             fos = new FileOutputStream("Transfer_history.txt",true);

                             String s_line="\n--------------------------------------------------------------------";

                             String res_output="\n S.Name ==>"+bufferTransfer.getSource_name()+"D.Name==>"+bufferTransfer.getDestination_name();  //Assign Source and Destinatin name for write the log file  

                             String date = "\n" +new Date().toString();

                             fos.write(date.getBytes());

                             fos.write(s_line.getBytes());

                             fos.write(res_output.getBytes());

                             fos.write(s_line.getBytes());

                             fos.write(bufferTransfer.getCrossing_host_name().toString().getBytes());  //Display traversing Data Packer path info

                             fos.write(s_line.getBytes());

                             fos.close();

                   }

                   catch(Exception e)

                   {

                             System.out.println("File Write"+e.getMessage());

                   }

          }

}
package action;

import java.io.*;

import java.net.*;

 

import javax.swing.JOptionPane;

public class HostResponse implements Runnable

{

          int port;

          Thread thread;

          public HostResponse(int port)

          {

                   this.port=port;                                    //Assign port

                   thread=new Thread(this);

                   thread.start();                 

          }

          public HostResponse(){}

          public void run()

          {

                   while(true)

                   {       

                  

                             try

                             {       

                                      ServerSocket socket;

                                      Socket connsocket;

                                      BufferTransfer bufferTransfer;

                                      TransferObject transferObject=new TransferObject(); 

                                      ObjectInputStream objectInputStream;

                                      socket=new ServerSocket(port);// create server socket and bind with port 6789

                                      System.out.println("Server Connected");

                                      connsocket=socket.accept();     // waiting to accept data from socket

                                      objectInputStream = new ObjectInputStream(connsocket.getInputStream());

                                      bufferTransfer = (BufferTransfer) objectInputStream.readObject();// Read data from socket

                                      if (bufferTransfer.getDestination_type().equals("Process"))  //Proect Next Host

                                      {       

                                                transferObject.neighbour_node(bufferTransfer.getCurrent_host(),bufferTransfer.getDestination_name(),bufferTransfer.getFilename(),bufferTransfer);   //Change source and destination and then continue

                                      }

                                      else if(bufferTransfer.getDestination_type().equals("Destination")) //Confirm Data Packet reach destinatin

                                      {

                                                Writeobject writeobject=new Writeobject();  //Generate Output when that file reach destination

                                                writeobject.output(bufferTransfer);

                                                bufferTransfer.getRefuse_packet_container().removeAll(bufferTransfer.getRefuse_packet_container());

                                                bufferTransfer.getCrossing_host_name().removeAll(bufferTransfer.getCrossing_host_name());

                                                bufferTransfer.getDestination_not_reachable_list().removeAll(bufferTransfer.getDestination_not_reachable_list());

                                      }

                                      else if(bufferTransfer.getDestination_type().equals("Failure"))  //Check status for Not Reachable

                                      {

                                                Writeobject writeobject=new Writeobject();

                                                writeobject.output(bufferTransfer);

                                      }

                                      connsocket.close();

                                      socket.close();      

                             }

                             catch(Exception error)

                             {

                                      System.out.println("error in Server==>"+error);

                             }

                   }       

          }

}


9. TESTING

         

          Testing is an activity in which a system or component is executed under specified conditions, whose results are observed or recorded, and an evaluation is made about some aspect of the system or component. A successful testing uncovers errors in the software. So in general testing demonstrates that the system is working according to the specifications, and that it meets the performance requirements. This is the final stage of any project. Testing is a process of executing the program with the intent of finding an error, it is a set of activities that can be planned in advance and conducted systematically. The purpose of System testing is to correct the errors in the system. Nothing is completed without the testing, as it is vital to the success of the system.

 

9.1 Testing Phases:

Software testing phases include the following:

          Test activities are determined and Test data is selected. The test is conducted and test results are compared with the expected results.

There are various types of Testing:


Unit Testing:

          Unit testing is a procedure used to validate that individual units of source code are working properly. A unit is the smallest testable part of an application. In procedural programming a unit may be an individual program, function, procedure etc, while in object-oriented programming, the smallest unit is always a Class; which may be a base/super class, abstract class or derived/child class. Units are distinguished from modules in that modules are typically made up of units

 

Integration Testing:

Integration Testing is the phase of software testing in which individual software modules are combined and tested as a group. It follows unit testing and precedes system testing. The goal is to see if the modules are properly integrated and the emphasis being on the testing interfaces among modules.

 

System Testing:

System testing is testing conducted on a complete, integrated system to evaluate the system's compliance with its specified requirements. System testing is actually done to the entire system against the Functional Requirement Specification(s) (FRS) and/or the System Requirement Specification (SRS).

It is also intended to test up to and beyond the bounds defined in the software/hardware requirements specification(s).

 

Acceptance Testing:

          Acceptance testing generally involves running a suite of tests on the completed system. The acceptance test suite is run against the supplied input data or using an acceptance test script to direct the testers. Then the results obtained are compared with the expected results. If there is a correct match for every case, the test suite is said to pass. If not, the system may either be rejected or accepted on conditions previously agreed between the sponsor and the manufacturer.

 

9.2 Testing Methods:

          Testing is a process of executing a program to find out errors. Any testing can be done in two ways:

 

White Box Testing:

White Box testing uses an internal perspective of the system to design test cases based on internal structure. It requires programming skills to identify all paths through the software.

The tester chooses test case inputs to exercise paths through the code and determines the appropriate outputs. Using the testing a software engineer can derive the following

 

Test cases:

Exercise all the logical decisions on either true or false sides.                   Execute all loops at their boundaries and within their operational boundaries. Exercise the internal data structures to assure their validity.

 

Black Box Testing:

Black box testing takes an external perspective of the test object to derive test cases. These tests can be functional or non-functional, though usually functional. The test designer selects valid and invalid input and determines the correct output. There is no knowledge of the test object's internal structure.

 

Black Box testing attempts to find errors in the following categories:

·        Incorrect or missing functions                                                                                                 

·        Interface errors                                                               

·        Errors in data structures                              

·        Performance errors                                                         

·        Initialization and termination errors

9.3 Test Approach:

          Testing can be done in two ways:

·        Bottom-up approach

·        Top-down approach

 

Bottom-up approach:

In a bottom-up approach the individual base elements of the system are first specified in great detail. These elements are then linked together to form larger subsystems, which then in turn are linked, sometimes in many levels, until a complete top-level system is formed. This strategy often resembles a "seed" model, whereby the beginnings are small, but eventually grow in complexity and completeness. However, "organic strategies", may result in a tangle of elements and subsystems, developed in isolation, and subject to local optimization as opposed to meeting a global purpose.

 

Top-down approach:

          In a top-down approach an overview of the system is first formulated, specifying but not detailing any first-level subsystems. Each subsystem is then detailed enough to realistically validate the model.


10. USER GUIDE

 

10.1 Installation/Environment setup

Setting up the java environment

          Our project has been coded using the JAVA version 1.5.0 so before getting on to running the project we need to install the java environment. Here is how we do it.

1.     Java installation file is included in the CD accompanying this document. You can find in the requirements folder in the CD.

2.     Go to the requirements folder and run jdk-1_5_0_04-windows-i586-p.exe file

3.     You will be greeted by the java setup wizard. It will guide through the rest of the setup.

4.     This above file should install both JAVA runtime libraries as well as JAVA development kit

5.     Now to set up the path, right click on my computer and click properties.

6.     Click on the advanced tab on open environment variables.

7.     There add the path were java’s bin folder is located. Default is C:\Program Files\Java\jdk1.5.0_04\bin.

8.     Now the environment is up and ready to be used.

Extracting the source files

          The source files have been zipped so you will need some utility like winrar to extract its content

1.     To install winrar go to requirements folder in the CD and click on winrar.exe

2.     A wizard will pop up and will guide through the setup.

3.     Now copy steganography.rar file on to the local drive.

4.     Right click on the copied file and click extract here.

5.     This will extract all the source files on to the local disk

6.     Now the files are ready to be complied and executed

 

Compiling the code

1.  Using command “cd manet1”

2.  Type javac –classpath <path of the source files>\javac *.java

3.  That should compile the manet1

4.  Type javac –classpath<path of the source files>\java Split

 

Running the application

1.      To run the program make sure you are in the application root folder.

2.     Type  “java –classpath <path of the source files>\javac *.java;<path of the source files>; java Split

3.     The application window pops up. The details on how to operate the program is described in the next section

 

10.2 How to Operate

1.     The execution begins with the interaction of GUI window which is called as the front end of the program.

2.     You can see buttons containing “File”, “View database”.

3.     First you have to enter the mobile nodes into the network.

4.     What ever the mobile nodes joined in the network it will be form in a “Binary tree”.

5.     The tree will be updating when the new node joining in the network.

6.     You have to add any file to the particular “Host” , first have to click the “File” menu then “Add File” have to select from that the file will be placed in the “Host”.

7.     You have to search any file in the “Host”  have to click the “File” menu then “Search”  button there it will be displayed the “Host” have to search in that.

8.     You have to see the “Database” have to click the “View Database” in that it will displays the “Database” of the Hosts what you added the files in the “Hosts”.


11. Implementation

 

11.1 Features of JAVA 

          The above mentioned algorithms have been implemented on JAVA because of the characteristics of the language which are listed below.

 

·        Simple

          Java is simple to use for three main reasons: First, Java is familiar to you if you know C. Second, Java eliminates components of C that cause bugs and memory leaks. Java provides a powerful set of pre-tested class libraries that give you ability to use their advanced features with just a few additional lines of code.

 

·        Object-Oriented

Java is an object-oriented programming language that uses software objects called classes and is based upon reusable, extensible code. This means that you can use java’s classes, which are sets of variables and methods, as templates to create other classes with added functionality without rewriting the code from the parent classes or super classes.

 

·        Robust

Java is robust because the language removes the use of pointers and the java runtime system manages memory. The problems with pointers in C and C++ were that pointers directly address memory space. In a distributed environment like the internet, when code is downloaded to diverse systems, there is no way of knowing for sure that memory space addressed by pointers is not occupied by the system. Overwriting this memory space could crash a system. Java also gives you automatic bounds checking for arrays, so they cannot index address space not allocated to the array. Automatic memory management is done using Garbage Collector, “Creating Your Own Objects.”

·        Architecture Neutral    

Java is architecture neutral, so your applications are portable across multiple platforms. Java’s applications are written and compiled into byte code for java’s virtual machine. Byte code is converted to binary machine code by java interpreter installed at the client, so applications need to be written for individual platforms and then ported from platform to platform. Java additionally ensures that your applications are the same on every platform by strictly defining the sizes of its basic data types and the behavior of its arithmetic operators. Operator overloading, the process of modifying the behavior of operators, is prohibited by java.

·        Exception Handling

An exception is an abnormal condition that arises in code sequence at run time. In other words, an exception is a run time error. In computer languages that do not support exception handling, errors must be checked and handled manually, typically through the use of error codes and so on. This approach is as cumbersome as it is troublesome Java’s exception handling avoids three problems and, in the process, brings run-time error management into the object-oriented world.

 

·        Interpreted and High Performance

Java enables the creation of cross-platform programs by compiling into an intermediate representation called byte code. This code can be interpreted on any system that provides Java Virtual Machine. Java byte code was carefully designed so that it would be easy to translate directly into native machine code for very high performance by using a just-in-time compiler.

 

·        Java I/O:

A large part of what network programs do is simple input and output, moving bytes from one system to another. I/O in Java is built on streams. A stream represents a flow of data and is logical entity that connects a data source with its destination.

There are two ways to read and write data to a file in Java: the first uses byte streams and the second uses character streams. Input stream read data. Output streams write data.

 

JAVA Foundation Classes and JAVA Swing

Swing is a GUI toolkit for Java. Swing is one part of the Java Foundation Classes (JFC). Swing includes graphical user interface (GUI) widgets such as text boxes, buttons, split-panes, and tables. Swing widgets provide more sophisticated GUI components than the earlier Abstract Windowing Toolkit. Since they are written in pure Java, they run the same on all platforms, unlike the AWT, which is tied to the underlying platform's windowing system. Swing supports pluggable look and feel – not by using the native platform's facilities, but by roughly emulating them. This means you can get any supported look and feel on any platform. The disadvantage of lightweight components is possibly slower execution. The advantage is uniform behavior on all platforms.

 

With J2SE 1.4.x and now 1.5, Sun have taken great strides in improving Swing. It's faster, and the new Ocean theme (though it still draws criticism) is a big step forward in the modernization of Swing's look, if not its feel.

Trouble is, the rest of the world has advanced apace - and in certain cases (as we'll explore in this article) leapt ahead of Swing. As a result, Swing's recent improvements fail to address certain key issues that may prevent its wholesale adoption.

 

One of Swing's main advantages is its incredible flexibility. If there's something you need to do with your UI, Swing will get you there. You might have to write a custom tree-cell renderer, or even your own custom look & feel, but ultimately you will be able to achieve what you need to use Swing. Unfortunately, this flexibility comes at a price. Swing has a steep learning curve for novices. It's also difficult to master.

 

REFERENCES

 

[1]      S. Deering and R. Hinden, “Internet protocol version 6 (IPv6) specification”, IETF RFC 2460, December 1998.

[2]      Hinden, R.Hinden, and S. Deering, “Internet Protocol Version 6 (IPv6) Addressing Architecture”, RFC 3513, April 2003.

[3]      T.Narten, E.Nordmark, and W.Simpson, “Neighbor Discovery for IPv6”, RFC 2461, Dec 1998.

[4]      S.Thomson and T.Narten, “IPv6 Stateless Address AutoConfiguration”, RFC 2462, Dec 1998.

[5]      C.Perkins, J.Malinen, R.Wakikawa, E.Belding-Royer, and Y.Sun, “IP Address AutoConfiguration for Ad Hoc Networks”, IETF Internet Draft, Draft-ietf-manet-autoconf-01.txt, November 2001.

[6]      R.Wakikawa, J.Malinen, C.Perkins, A.Nilsson and A. Tuominen, “Global Connectivity for IPv6 Mobile Ad Hoc Networks”, IETF Internet Draft, draft-wakikawa-manet-globalv6-03.txt, October 2003.

[7]      I.K. Park, Y.H Kim and S.S.Lee, “IPv6 Address Allocation in Hybrid Mobile Ad Hoc Networks”, The 2nd IEEE workshop on Software Technologies for Embedded and Ubiquitous Computing Systems, May 2004, pp.58-62.

[8]      C.E.Perkins, E.M.Belding-Royer and S.Das, “Ad Hoc On-Demand Distance Vector (AODV) Routing”, Routing RFC 3561, July 2003.

[9]      T.Clausen and P.Jacquet, “Optimized Link State Routing Protocol”, RFC 3626, Internet Engineering Task Force, October 2003.

[10]    Z.J. Hass and M.R. Perlmn,“The Zone Routing Protocol (ZRP) for Ad-Hoc Networks”, IETF Internet Draft, draft-ietf-manet-zone-zrp-04.txt, July 2002.

 

Websites:

·        http://www.google.com

·        http://www.wikiepdia.com

·        Java The complete reference

 

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