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DELAY-OPTIMAL BROADCAST FOR MULTIHOP

WIRELESS NETWORKS USING SELFINTERFERENCE CANCELLATION


A
DISSERTATION
Submitted in partial fulfillment for the award of the degree of
Master of Engineering in Web Technologies
Submitted By
JAIGOPI K
(12GAMK4003)

Under the Guidance of


Mr. Kiran K
Assistant Professor
Dept. of CSE
UVCE, Bangalore.

Department of Computer Science and Engineering


UNIVERSITY VISVESVARAYA COLLEGE OF ENGINEERING

Bangalore University

JULY-2014

ii

BANGALORE UNIVERSITY
UNIVERSITY VISVESVARAYA COLLEGE OF ENGINEERING
K R Circle, Bangalore-560001

Department of Computer Science and Engineering


CERTIFICATE
This is to certify that JAIGOPI K (12GAMK4003) has satisfactorily
completed the Project entitled DELAY-OPTIMAL BROADCAST
FOR MULTIHOP WIRELESS NETWORKS USING SELFINTERFERENCE CANCELLATION in partial fulfillment for the
requirement of Fourth semester, Master of Engineering, Web
Technologies, prescribed by Bangalore University, during the academic
year 2013 - 2014.

Guide:

Chairperson:

---------------------------

---------------------------

Mr. Kiran K
Assistant Professor,
Dept of CSE,
UVCE, Bangalore-01.

Dr. P DEEPA SHENOY


Professor & Chairperson,
Department of CSE,
UVCE, Bangalore-01

Examiner 1: _____________

Examiner 2: _____________

ACKNOWLEDGEMENT
I am indeed very happy to greatly acknowledge the numerous personalities
involved in lending their help to make my Project on DELAY-OPTIMAL
BROADCAST FOR MULTIHOP WIRELESS NETWORKS USING
SELF-INTERFERENCE CANCELLATION a successful one.
At the outset, I express my most sincere grateful acknowledgement to
UNIVERSITY VISVESVARAYA COLLEGE OF ENGINEERING for
giving me an opportunity to pursue the ME degree course in WEB
TECHNOLOGIES and thus helping in shaping my career.
I would like to express my gratitude to Dr. Venugopal K R, Principal,
University Visvesvaraya College of Engineering, Bangalore, for his inspiration,
constant support in development of project work.
I would like to thank Dr. P Deepa Shenoy, Professor & Chairperson,
Department of Computer Science and Engineering, UVCE.
I like to thank Mr. Kiran K, Assistant Professor, Department of Computer
science and Engineering, UVCE, under whose guidance this project work has
been carried out and completed successfully. I am thankful for his timely
advices that helped me to complete this project work.
I express my gratitude and thanks to all the Teaching, Non-Teaching staff, my
classmates and my friends for their kind help and their timely support and
suggestions in bringing out this project within the stipulated time.

JAIGOPI K
12GAMK4003

ABSTRACT
Conventional wireless broadcast protocols rely heavily on the 802.11-based
CSMA/CA model, which avoids interference and collision by conservative scheduling of
transmissions. While CSMA/CA is amenable to multiple concurrent unicasts, it tends to
degrade broadcast performance significantly, especially in lossy and large-scale networks. In
this project, a protocol called Chorus that improves the efficiency and scalability of broadcast
service with a MAC/PHY layer that allows packet collisions.
Chorus is built upon the observation that packets carrying the same data can be
effectively detected and decoded, even when they overlap with each other and have
comparable signal strengths. It resolves collision using symbol-level interference
cancellation, and then combines the resolved symbols to restore the packet. Such a collisiontolerant mechanism significantly improves the transmission diversity and spatial reuse in
wireless broadcast. Chorus MAC-layer cognitive sensing and scheduling scheme further
facilitates the realization of such an advantage, resulting in an asymptotic broadcast delay
that is proportional to the network radius. It evaluates Chorus PHY-layer collision resolution
mechanism with symbol-level simulation, and validates its network-level performance in
comparison with a typical CSMA/CA-based broadcast protocol. This evaluation validates
Choruss superior performance with respect to scalability, reliability, and delay under a broad
range of network scenarios.

TABLE OF CONTENTS
Sl no Topic

Page no

1. Introduction

2. Literature Survey

3. System Architecture

3.1 System Configuration


4. System Analysis

8
10

4.1 Existing System

10

4.2 Proposed System

10

4.3 Feasibility Study

12

5. System Design

14

5.1 Input design

14

5.2 Output design

15

6. System Implementation

20

6.1 Implementation

20

6.2 Software Environment

20

6.3 ODBC

26

6.4 JDBC

27

7. System Testing

36

7.1 Testing Methodologies

36

7.2 System Testing

39

7.3 User training

41

7.4 Maintenance

42

7.5 Testing Strategy

42

8. Results

43

9. Conclusion

72

References

73

ii

LIST OF FIGURES
Figure No

Figures

Page No

Figure 3.1

System Configuration

Figure 5.1

Class diagram

16

Figure 5.2

Data Flow diagram

17

Figure 5.3

Sequence diagram

18

Figure 5.4

Use case diagram

19

Figure 6.1

Java Byte code

21

Figure 6.2

Java Platform Independent

22

Figure 6.3

Java API Platform

23

Figure 6.4

Java IDE

24

Figure 6.5

Java Runtime Environment

30

Figure 6.6

TCP/IP stack

31

Figure 8.1

Source

43

Figure 8.2

Source IP

44

Figure 8.3

Route path

44

Figure 8.4

Receiver

45

Figure 8.5

Self-Interference Cancellation at N24

46

Figure 8.6

Self-Interference Cancellation at N13

47

Figure 8.7

Combining packets

48

Figure 8.8

Received file

49

Figure 8.9

Packet 1 time delay

50

Figure 8.10

Packet 2 time delay

51

Figure 8.11

Packet 3 time delay

52

Figure 8.12

Packet 4 time delay

53

Figure 8.13

Total time delay

54

Figure 8.14

Simulation of MAC Vs CSMA Routing

55
iii

Figure 8.15

MAC layer routing

56

Figure 8.16

Speed of simulation speed slow

57

Figure 8.17

Source and destination nodes for MAC

57

Figure 8.18

Packet started from source

59

Figure 8.19

Packet reached node 2

60

Figure 8.20

Packet reached node 4

61

Figure 8.21

Packet reached node 5

62

Figure 8.22

Packet moving towards destination

63

Figure 8.23

Select CSMA layer routing

64

Figure 8.24

Select speed of simulation for CSMA

65

Figure 8.25

Select source and destination

66

Figure 8.26

Packet started from node 1

67

Figure 8.27

Packet reached node 3

68

Figure 8.28

Duplicate Packets

69

Figure 8.29

Packet dispatching at node 5 and 6

70

Figure 8.30

Packet reached destination

71

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CHAPTER 1
INTRODUCTION
NETWORK-WIDE broadcast is a fundamental primitive for many communication
protocols in multihop wireless networks, such as route discovery and information
dissemination. An efficient broadcast protocol needs to deliver a packet (or a continuous
stream of packets) from the source node to all other nodes in the network, with high packetdelivery ratio (PDR) and low latency. To improve PDR in a lossy network, multiple relay
nodes can forward and retransmit each packet, thereby creating retransmission diversity. To
reduce latency and resource usage, however, the number of transmissions must be kept to
minimum, since redundant retransmissions waste channel time, slowing down the packets
delivery to the edge of the network. Therefore, a delicate balance needs to be maintained
between PDR and delay. To date, efficient broadcast support, in the form of theoretical
analysis or practical protocol design, has mostly focused on the CSMA/CA MAC-layer
scheduling model. CSMA/CA has proven to be an effective distributed scheduling scheme,
especially via the 802.11 family of MAC standards. The limitation of CSMA/CA, however,
has not been examined carefully in case of network-wide broadcast. While its fine-tuned
sensing and scheduling reduces collision, CSMA/CA inevitably misses transmission
opportunities, lowering channel usage and spatial reuse. This problem becomes acute,
especially for network-wide broadcast with latency constraints.
In this system a typical scenario where CSMA/CA restricts the broadcast efficiency. With
CSMA/CA, the delivery of one packet from source S to all other nodes requires at least three
time slots. A and B cannot transmit concurrently, even if they have to forward the same
packet. Suppose node D in a lossy network had already received the packet, while C and E
await its retransmission from A and B, respectively. An optimal scheduling protocol would be
oblivious of the collision at D, and allow A and B to transmit the packet concurrently.
However, this is not possible in CSMA/CA, as one of them will defer its transmission
immediately upon sensing the others activity.

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INTRODUCTION

In this project, a novel broadcast protocol called Chorus, based on a MAC layer that adopts
CSMA with collision resolution (CSMA/CR). Chorus is built upon the key insight that
packets carrying the same data can be detected and decoded, even when they overlap at the
receiver with comparable strength. With Chorus, collision of the same packets from different
relays can be effectively resolved. The advantage of such a collision-tolerant protocol is
obvious, as shown in this system. With collision resolution, A and B can now transmit
packets immediately and independently after receiving them from the source. Node D
exploits Chorus collision resolution to decode the two collided packets from A and B.
Therefore, only two time slots are required to deliver one packet over the entire network, due
to the improved spatial reuse. Moreover, when links are unreliable, the two decoded packets
from A and B create transmit diversity for the common receiver D, without consuming any
additional channel time.
Both the spatial reuse and the transmit diversity gain in Chorus are realized via its collision
resolution scheme, which is based on self-interference cancellation. Unlike traditional
transmit diversity schemes such as beam forming, Chorus requires neither symbol time
synchronization nor instantaneous channel state information. In reality, it is difficult to
synchronize the independent transmitters A and B at the symbol level. Chorus exploits the
asynchrony between them to identify collision-free symbols in the overlapping packets. It
then initiates an iterative cancellation process that subtracts clean and known symbols from
the collided ones, and obtains estimates of unknown symbols. The decoding succeeds as long
as one packet has sufficient SNR, hence realizing the diversity offered by multiple
transmitters.
At the MAC layer, Chorus adds a cognitive sensing and scheduling module to the 802.11
CSMA mechanisms. Specifically, senders back off only when they sense a packet on the air
that has a different identity from what they intend to transmit. Such a cognitive MAC allows
Chorus to fully exploit the advantage of collision resolution, while maintaining friendliness
to background traffic. In addition, the collision-resolution capability enables anonymous
broadcast at the network layer, without any topology or neighborhood information. To
quantify the effectiveness of Chorus, which establish an analytical framework for its

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INTRODUCTION

achievable SNR and bit error rate (BER), which takes into account the error-propagation
effects in iterative collision resolution. Further analyze its network-level performance in
terms of latency and throughput. With a joint design of CSMA/CR and broadcast, Chorus
achieves latency (r is the network radius), which is asymptotically optimal and unachievable
in existing CSMA/CA-based broadcast protocols. To verify the feasibility of Chorus
collision resolution, need to implement the iterative decoding and packet combination in a
symbol-level simulator. To evaluate Choruss performance in large networks, it has to feed
the above fine grained analytical and simulation results into the PHY layer of ns-2,
implement the CSMA/CR MAC, and broadcast protocol, and compare Chorus with a
CSMA/CA-based protocol. In a large set of randomly chosen topologies, Chorus is shown to
make several-fold performance improvement in latency and PDR. The performance gain is
Relatively insensitive to network size, source rate, and link quality, and is observed for both
static and mobile topologies, and in both single- and multisource broadcast scenarios. These
salient properties are important, especially for information dissemination in large-scale
wireless networks, and represent the importance of exploiting PHY layer signal processing to
improve application performance.

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CHAPTER 2
LITERATURE SURVEY

Literature survey is the most important step in software development process. Before
developing the tool it is necessary to determine the time factor, economy n company strength.
Once these things r satisfied, ten next steps are to determine which operating system and
language can be used for developing the tool. Once the programmers start building the tool
the programmers need lot of external support. This support can be obtained from senior
programmers, from book or from websites. Before building the system the above
consideration r taken into account for developing the proposed system.
Minimizing Broadcast Latency and Redundancy in Ad Hoc Networks
Network wide broadcasting is a fundamental operation in ad hoc networks. In broadcasting,
a source node sends a message to all the other nodes in the network. The problem of
collision-free broadcasting in ad hoc networks is considered. The objective is to minimize the
latency and the number of transmissions in the broadcast then show that minimum latency
broadcasting is NP-complete for ad hoc networks. Also presents a simple distributed
collision-free broadcasting algorithm for broadcasting a message. For networks with bounded
node transmission ranges, this algorithm simultaneously guarantees that the latency and the
number of transmissions are within O(1) times their respective optimal values. This
algorithm and analysis extend to the case when multiple messages are broadcast from
multiple sources. Experimental studies indicate that the algorithms perform much better in
practice than the analytical guarantees provided for the worst case.
Minimum-Latency Broadcast Scheduling in Wireless Ad Hoc Networks
A wide range of applications for wireless ad hoc networks are time-critical and impose
stringent requirement on the communication latency. The studies the problem MinimumLatency Broadcast Scheduling (MLBS) in wireless ad hoc networks represented by unit-disk
graphs. This problem is NP-hard. A trivial lower bound on the minimum broadcast latency is
the radius R of the network with respect to the source of the broadcast, which is the

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CHAPTER 2

LITERATURE SURVEY

maximum distance of all the nodes from the source of the broadcast. The previously bestknown approximation algorithm for MLBS produces a broadcast schedule with latency at
most 648 R, three progressively improved approximation algorithms for MLBS. They
produce broadcast schedules with latency at most 24 R -23, 16 R -15, and R + O (log R)
respectively.
Broadcast Scheduling in Interference Environment
Broadcast is a fundamental operation in wireless networks and naive flooding is not practical
because it cannot deal with interference. Scheduling is a good way to avoid interference, but
previous studies on broadcast scheduling algorithms all assume highly theoretical models
such as the unit disk graph model. In this work, this problem is re-investigated using the 2disk and the signal-to-interference-plus-noise-ratio (SINR) model to realize it. Design a
constant approximation algorithm for the 2-disk model and then extend it to the SINR model.
This result is the first result on broadcast scheduling algorithms in SINR model, to the best of
the knowledge.
Toward Broadcast Reliability in Mobile Ad Hoc Networks with Double Coverage
The broadcast operation, as a fundamental service in mobile ad hoc networks (MANETs), is
prone to the broadcast storm problem if forwarding nodes are not carefully designated. The
objective of reducing broadcast redundancy while still providing high delivery ratio under
high transmission error rate is a major challenge in MANETs. A simple broadcast algorithm
double-covered broadcast (DCB), which takes advantage of broadcast redundancy to
improve the delivery ratio in an environment that has rather high transmission error rate.
Among the 1-hop neighbors of the sender, only selected forwarding nodes retransmit the
broadcast message. Forwarding nodes are selected in such a way that 1) the sender's 2-hop
neighbors are covered and 2) the sender's 1-hop neighbors are either forwarding nodes or
nonforwarding nodes covered by at least two forwarding neighbors. The retransmissions of
the forwarding nodes are received by the sender as the confirmation of their reception of the
packet. The nonforwarding 1-hop neighbors of the sender do not acknowledge the reception
of the broadcast. If the sender does not detect all its forwarding nodes' retransmissions, it
resends the packet until the maximum number of retries is reached.

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CHAPTER 2

LITERATURE SURVEY

Efficient Broadcasting Using Network Coding


The problem of broadcasting in an ad hoc wireless network is considered, where all nodes of
the network are sources that want to transmit information to all other nodes. The figure of
merit is energy efficiency, a critical design parameter for wireless networks since it directly
affects battery life and thus network lifetime. It is proved that applying ideas from network
coding allows to realize significant benefits in terms of energy efficiency for the problem of
broadcasting, and implemented very simple algorithms that allow to realize these benefits in
practice. In particular, the theoretical analysis shows that network coding improves
performance by a constant factor in fixed networks. This factor is calculated exactly for some
canonical configurations. Then show that in networks where the topology dynamically
changes, for example due to mobility, and where operations are restricted to simple
distributed algorithms, network coding can offer improvements of a factor of , where is the
number of nodes in the network. It uses the insights gained from the theoretical analysis to
propose low-complexity distributed algorithms for realistic wireless ad hoc scenarios, discuss
a number of practical considerations, and evaluate the algorithms through packet level
simulation.

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CHAPTER 3
SYSTEM ARCHITECTURE
3.1 System Configuration
The file is selected for broadcasting using the Service Provider and uploaded to the
Router. Once the router receives the file, it splits the data into N Chorus packets. The chorus
packets are broadcasted in a selected individual path for each packet which has a unique path
for each packet. The router will also check for any collision and avoid the collision. If the
router finds there is no path further then automatically it applies self interference
cancellation. Finally the packets are broadcasted to the destination MAC layer. All the chorus
packets will be checked and the path selection is done to broadcast the packets as shown in
the fig 3.1.
The destination will receive the individual packets and merge the packets, later stores
the data. It sends the file receiving confirmation and the data stored confirmation to the router
in turn the router will send the file receiving confirmation to the service provider.

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SYSTEM ARCHITECTURE

Receive the data

Service
Provide
r

Split into N packets

Select individual path


for each packet

MAC LAYER

Avoid Collision

Broadcast the data to


receiver

DESTINATION

Router
Fig 3.1 System Configuration

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SYSTEM ARCHITECTURE

3.1.1 H/W System Configuration:Processor Intel core2 Duo


Speed - 2.93 Ghz
RAM 2GB RAM
Hard Disk - 500 GB
Key Board - Standard Windows Keyboard
3.1.2 S/W System Configuration:Operating System: XP and windows 7
Front End: Java (AWT, SWINGS, Networking)
Back End: MS Access / My SQL

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CHAPTER 4
SYSTEM ANALYSIS
4.1 EXISTING SYSTEM
The above algorithmic solutions generally assume perfect MAC-layer scheduling. In reality,
scheduling in wireless networks is mostly based on distributed CSMA/ CA. The widely used
802.11 standards provide best effort service broadcast, using CSMA/CA without any ACK or
retransmissions. Practical broadcast protocols have mostly adopted the 802.11 CSMA/CA
and extended it to multihop networks. A main mechanism is to prune the topology, leaving
only a backbone that covers the entire topology. The double-coverage broadcast (DCB), for
example, reduces redundant transmissions by selecting nodes that cover more neighbors,
while ensuring each node is covered at least twice, such that retransmission can be exploited
to improve delivery ratio. The fundamental difference between Chorus and such existing
protocols lies in its MAC layer scheduling protocol. With a joint design of CSMA/CR and
network level broadcast, Chorus can achieve the latency bound; hence it has both theoretical
and practical relevance.

4.2 PROPOSED SYSTEM


A protocol called Chorus that improves the efficiency and scalability of broadcast service
with a MAC/PHY layer that allows packet collisions. Chorus is built upon the observation
that packets carrying the same data can be effectively detected and decoded, even when they
overlap with each other and have comparable signal strengths. It resolves collision using
symbol-level interference cancellation, and then combines the resolved symbols to restore the
packet. Such a collision-tolerant mechanism significantly improves the transmission diversity
and spatial reuse in wireless broadcast. Chorus MAC-layer cognitive sensing and scheduling
scheme further facilitates the realization of such an advantage, resulting in an asymptotic
broadcast delay that is proportional to the network radius. It evaluates Chorus PHY-layer
collision resolution mechanism with symbol-level simulation, and validate its network-level
performance via Java Swing Simulator, in comparison with a typical CSMA/CA-based
broadcast protocol. The evaluation validates Choruss superior performance with respect to
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CHAPTER 4

SYSTEM ANALYSIS

scalability, reliability, delay, etc., under a broad range of network scenarios (e.g.,
single/multiple broadcast sessions, static/mobile topologies).
In this project, a novel broadcast protocol called Chorus, based on a MAC layer that adopts
CSMA with collision resolution (CSMA/CR). Chorus is built upon the key insight that
packets carrying the same data can be detected and decoded, even when they overlap at the
receiver with comparable strength. With Chorus, collision of the same packets from different
relays can be effectively resolved. The advantage of such a collision-tolerant protocol is
obvious, as shown in this system. With collision resolution, A and B can now transmit
packets immediately and independently after receiving them from the source. Node D
exploits Chorus collision resolution to decode the two collided packets from A and B.
Therefore, only two time slots are required to deliver one packet over the entire network, due
to the improved spatial reuse. Moreover, when links are unreliable, the two decoded packets
from A and B create transmit diversity for the common receiver D, without consuming any
additional channel time.
Both the spatial reuse and the transmit diversity gain in Chorus are realized via its collision
resolution scheme, which is based on self-interference cancellation. Unlike traditional
transmit diversity schemes such as beam forming, Chorus requires neither symbol time
synchronization nor instantaneous channel state information. In reality, it is difficult to
synchronize the independent transmitters A and B at the symbol level. Chorus exploits the
asynchrony between them to identify collision-free symbols in the overlapping packets. It
then initiates an iterative cancellation process that subtracts clean and known symbols from
the collided ones, and obtains estimates of unknown symbols. The decoding succeeds as long
as one packet has sufficient SNR, hence realizing the diversity offered by multiple
transmitters.

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SYSTEM ANALYSIS

4.3 FEASIBILITY STUDY


The feasibility of the project is analyzed in this phase and business proposal is put
forth with a very general plan for the project and some cost estimates. During system
analysis the feasibility study of the proposed system is to be carried out. This is to ensure
that the proposed system is not a burden to the company. For feasibility analysis, some
understanding of the major requirements for the system is essential.

Three key considerations involved in the feasibility analysis are

Economical Feasibility

Technical Feasibility

Social Feasibility

4.3.1 ECONOMICAL FEASIBILITY


This study is carried out to check the economic impact that the system will have on
the organization. The amount of fund that the company can pour into the research and
development of the system is limited. The expenditures must be justified. Thus the developed
system as well within the budget and this was achieved because most of the technologies
used are freely available. Only the customized products had to be purchased.

4.3.2 TECHNICAL FEASIBILITY


This study is carried out to check the technical feasibility, that is, the technical
requirements of the system. Any system developed must not have a high demand on the
available technical resources. This will lead to high demands on the available technical
resources. This will lead to high demands being placed on the client. The developed system
must have a modest requirement, as only minimal or null changes are required for
implementing this system.

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SYSTEM ANALYSIS

4.3.3 SOCIAL FEASIBILITY


The aspect of study is to check the level of acceptance of the system by the user. This
includes the process of training the user to use the system efficiently. The user must not feel
threatened by the system, instead must accept it as a necessity. The level of acceptance by the
users solely depends on the methods that are employed to educate the user about the system
and to make him familiar with it. His level of confidence must be raised so that he is also
able to make some constructive criticism, which is welcomed, as he is the final user of the
system.

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CHAPTER 5
SYSTEM DESIGN
5.1 INPUT DESIGN
The input design is the link between the information system and the user. It comprises the
developing specification and procedures for data preparation and those steps are necessary to
put transaction data in to a usable form for processing can be achieved by inspecting the
computer to read data from a written or printed document or it can occur by having people
keying the data directly into the system. The design of input focuses on controlling the
amount of input required, controlling the errors, avoiding delay, avoiding extra steps and
keeping the process simple. The input is designed in such a way so that it provides security
and ease of use with retaining the privacy. Input Design considered the following things:
What data should be given as input?
How the data should be arranged or coded?
The dialog to guide the operating personnel in providing input.
Methods for preparing input validations and steps to follow when error occur.

OBJECTIVES
1. Input Design is the process of converting a user-oriented description of the input into a
computer-based system. This design is important to avoid errors in the data input process and
show the correct direction to the management for getting correct information from the
computerized system.
2. It is achieved by creating user-friendly screens for the data entry to handle large volume of
data. The goal of designing input is to make data entry easier and to be free from errors. The
data entry screen is designed in such a way that all the data manipulates can be performed. It
also provides record viewing facilities.
3. When the data is entered it will check for its validity. Data can be entered with the help of
screens. Appropriate messages are provided as when needed so that the user will not be in

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CHAPTER 5

SYSTEM DESIGN

maize of instant. Thus the objective of input design is to create an input layout that is easy to
follow

5.2 OUTPUT DESIGN


The Output from the computer is required to mainly create an efficient method of
communication within the company primarily among the project leader and his team
members, in other words, the administrator and the clients. The output of VPN is the system
which allows the project leader to manage his clients in terms of creating new clients and
assigning new projects to them, maintaining a record of the project validity and providing
folder level access to each client on the user side depending on the projects allotted to him.
After completion of a project, a new project may be assigned to the client. User
authentication procedures are maintained at the initial stages itself. A new user may be
created by the administrator himself or a user can himself register as a new user but the task
of assigning projects and validating a new user rests with the administrator only.
The application starts running when it is executed for the first time. The server has to be
started and then the internet explorer in used as the browser. The project will run on the local
area network so the server machine will serve as the administrator while the other connected
systems can act as the clients. The developed system is highly user friendly and can be easily
understood by anyone using it even for the first time.

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SYSTEM DESIGN

5.3 CLASS DIAGRAM


There are various methods and members in the class which provides the broadcasting of the
packets successfully. It has service provider, router and destination classes with their methods
and members as shown in the fig 5.1

Service Provider

Router

Browse, Upload,
Methods
Reset
File Name, Sender
Name, Router
Name, Destination
Members
Name

Methods

Members

Methods
Members

Connect, Receiver,
Switch (), Flow Slice (),
Alter (), Forward (),
select_path(),
split_packets()
Collision,
Timedelay,paths, Chorus
Packets,

Receiver (), Store ()


Packet_name,receive
_packet,merge_packe
t and store

Fig 5.1 Class Diagram

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SYSTEM DESIGN

5.4 DATA FLOW


There are various components which broadcasting of the packets transmits. It has mainly
sender, router and receiver. It shows how the packets are transmitted in the system as shown
in the fig 5.2

Browse
Browse
and
and
send
send file
file

Sender

Router

Split the data into


Packets
Select Different
path for each

No
Send Data

Check
s
Collisi
on

Yes

Avoid the collision by selecting


Each individual path

Broadcast the packets


simultaneously

Receive Multi packet


reception

Fig 5.2 Data Flow Diagram

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SYSTEM DESIGN

5.5 SEQUENCE DIAGRAM


The sequence diagram shows the sequence of which packets are broadcasted. It has mainly
service provider, router, base station and receiver. The sequence of packets transmitted in the
system as shown in the fig 5.3.

Service Provider

Clustered Router

Base Station

Receiver

Select File
Select Cluster
Upload File

Receive file
Send file to Cluster Head
Select Sensor Details Based on SSB

File Sending
Confirmation

Send Sensor Details to Base Station

Receive file
Store File
Generate
SK to file

Verify Fname and SK


Find Attacker

Send file download


request to BS

Check file Availability To Base station


Search file in Clustered Router

Send file to Receiver

Receive File

File not Available


Process Top-k Queries

Request for Top-k View Top-k


Queries
Queries
Send Top-K Queries

Fig 5.3 Sequence Diagram

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SYSTEM DESIGN

5.6 Use Case Diagram


The use case diagram shows various interactions of the user with the system when
broadcasting the file as shown in the fig 5.4
Router

Receive data

Browse File

Sender

Split data into N


Packets

Upload
File

Select unique path for each


packet

Avoid Collision

View Time delay

Receive Packets
Receive

Merge Packets

Store data
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Fig 5.4 Use Case Diagram

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6.1 IMPLEMENTATION
Implementation is the stage of the project when the theoretical design is turned out
into a working system. Thus it can be considered to be the most critical stage in achieving a
successful new system and in giving the user, confidence that the new system will work and
be effective.
The implementation stage involves careful planning, investigation of the existing
system and its constraints on implementation, designing of methods to achieve changeover
and evaluation of changeover methods.

6.2 SOFTWARE ENVIRONMENT


Java technology is both a programming language and a platform.
6.2.1 The Java Programming Language
The Java programming language is a high-level language that can be characterized by all of
the following buzzwords:

Simple

Architecture neutral

Object oriented

Portable

Distributed

High performance

Interpreted

Multithreaded

Robust

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Secure

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With most programming languages, either compile or interpret a program so that it can run it
on the computer. The Java programming language is unusual in that a program is both
compiled and interpreted. With the compiler, first translate a program into an intermediate
language called Java byte codes the platform-independent codes interpreted by the
interpreter on the Java platform. The interpreter parses and runs each Java byte code
instruction on the computer. Compilation happens just once; interpretation occurs each time
the program is executed. The fig 6.1 illustrates how this works.

Fig 6.1 Java Byte Code


It can thought of Java byte codes as the machine code instructions for the Java Virtual
Machine (Java VM). Every Java interpreter, whether its a development tool or a Web
browser that can run applets, is an implementation of the Java VM. Java byte codes help
make write once, run anywhere possible. It can compile the program into byte codes on
any platform that has a Java compiler. The byte codes can then be run on any implementation
of the Java VM. That means that as long as a computer has a Java VM, the same program
written in the Java programming language can run on Windows 2000, a Solaris workstation,
or on an iMac as shown in fig 6.2.

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Fig 6.2 Java Platform Independent


6.2.2 The Java Platform
A platform is the hardware or software environment in which a program runs. It has already
mentioned some of the most popular platforms like Windows 2000, Linux, Solaris, and
MacOS. Most platforms can be described as a combination of the operating system and
hardware. The Java platform differs from most other platforms in that its a software-only
platform that runs on top of other hardware-based platforms.
The Java platform has two components:

The Java Virtual Machine (Java VM)

The Java Application Programming Interface (Java API)

It is already been introduced to the Java VM. Its the base for the Java platform and is ported
onto various hardware-based platforms.
The Java API is a large collection of ready-made software components that provide many
useful capabilities, such as graphical user interface (GUI) widgets. The Java API is grouped
into libraries of related classes and interfaces; these libraries are known as packages. The
next section, What Can Java Technology Do? Highlights what functionality some of the
packages in the Java API provide.
The following figure depicts a program thats running on the Java platform. As the figure
shows, the Java API and the virtual machine insulate the program from the hardware.

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Fig 6.3 Java API Platform


Native code is code that after compile it, the compiled code runs on a specific hardware
platform. As a platform-independent environment, the Java platform can be a bit slower than
native code. However, smart compilers, well-tuned interpreters, and just-in-time byte code
compilers can bring performance close to that of native code without threatening portability.
What Can Java Technology Do?
The most common types of programs written in the Java programming language are applets
and applications. If it is surfed the Web, it is probably already familiar with applets. An
applet is a program that adheres to certain conventions that allow it to run within a Javaenabled browser.
However, the Java programming language is not just for writing cute, entertaining applets for
the Web. The general-purpose, high-level Java programming language is also a powerful
software platform. Using the generous API, can write many types of programs.
An application is a standalone program that runs directly on the Java platform. A special kind
of application known as a server serves and supports clients on a network. Examples of
servers are Web servers, proxy servers, mail servers, and print servers. Another specialized
program is a servlet. A servlet can almost be thought of as an applet that runs on the server
side. Java Servlets are a popular choice for building interactive web applications, replacing
the use of CGI scripts. Servlets are similar to applets in that they are runtime extensions of
applications. Instead of working in browsers, though, servlets run within Java Web servers,
configuring or tailoring the server.
How does the API support all these kinds of programs? It does so with packages of software
components that provides a wide range of functionality. Every full implementation of the
Java platform gives the following features:

The essentials: Objects, strings, threads, numbers, input and output, data structures,
system properties, date and time, and so on.

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Applets: The set of conventions used by applets.

Networking: URLs, TCP (Transmission Control Protocol), UDP (User Data gram
Protocol) sockets, and IP (Internet Protocol) addresses.

Internationalization: Help for writing programs that can be localized for users
worldwide. Programs can automatically adapt to specific locales and be displayed in the
appropriate language.

Security: Both low level and high level, including electronic signatures, public and
private key management, access control, and certificates.

Software components: Known as JavaBeansTM, can plug into existing component


architectures.

Object serialization: Allows lightweight persistence and communication via Remote


Method Invocation (RMI).

Java Database Connectivity (JDBCTM): Provides uniform access to a wide range of


relational databases.
The Java platform also has APIs for 2D and 3D graphics, accessibility, servers,
collaboration, telephony, speech, animation, and more. The fig 6.4 depicts what is
included in the Java 2 SDK.

Fig 6.4 Java IDE

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How Will Java Technology Change Life?


It cant promise fame, fortune, or even a job if it is Java programming language. Still, it is
likely to make the programs better and requires less effort than other languages. It is
believed that Java technology will help to do the following:

Get started quickly: Although the Java programming language is a powerful objectoriented language, its easy to learn, especially for programmers already familiar with C
or C++.

Write less code: Comparisons of program metrics (class counts, method counts, and so
on) suggest that a program written in the Java programming language can be four times
smaller than the same program in C++.

Write better code: The Java programming language encourages good coding practices,
and its garbage collection helps avoid memory leaks. Its object orientation, its JavaBeans
component architecture, and its wide-ranging, easily extendible API let reuse other
peoples tested code and introduce fewer bugs.

Develop

programs more quickly: The development time may be as much as twice as fast

versus writing the same program in C++. Why? write fewer lines of code and it is a
simpler programming language than C++.

Avoid platform dependencies with 100% Pure Java: It can keep the program portable
by avoiding the use of libraries written in other languages. The 100% Pure JavaTM Product
Certification Program has a repository of historical process manuals, white papers,
brochures, and similar materials online.

Write once, run anywhere: Because 100% Pure Java programs are compiled into
machine-independent byte codes, they run consistently on any Java platform.

Distribute software more easily: It can upgrade applets easily from a central server.
Applets take advantage of the feature of allowing new classes to be loaded on the fly,
without recompiling the entire program.

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6.3 ODBC
Microsoft Open Database Connectivity (ODBC) is a standard programming interface for
application developers and database systems providers. Before ODBC became a de facto
standard for Windows programs to interface with database systems, programmers had to use
proprietary languages for each database they wanted to connect to. Now, ODBC has made
the choice of the database system almost irrelevant from a coding perspective, which is as it
should be. Application developers have much more important things to worry about than the
syntax that is needed to port their program from one database to another when business needs
suddenly change.
Through the ODBC Administrator in Control Panel, can specify the particular database that is
associated with a data source that an ODBC application program is written to use. Think of
an ODBC data source as a door with a name on it. Each door will lead to a particular
database. For example, the data source named Sales Figures might be a SQL Server database,
whereas the Accounts Payable data source could refer to an Access database. The physical
database referred to by a data source can reside anywhere on the LAN.
The ODBC system files are not installed on the system by Windows 95. Rather, they are
installed when it is setup a separate database application, such as SQL Server Client or Visual
Basic 4.0. When the ODBC icon is installed in Control Panel, it uses a file called
ODBCINST.DLL. It is also possible to administer the ODBC data sources through a standalone program called ODBCADM.EXE. There is a 16-bit and a 32-bit version of this
program and each maintains a separate list of ODBC data sources.
From a programming perspective, the beauty of ODBC is that the application can be written
to use the same set of function calls to interface with any data source, regardless of the
database vendor. The source code of the application doesnt change whether it talks to Oracle
or SQL Server. It only mention these two as an example. There are ODBC drivers available
for several dozen popular database systems. Even Excel spreadsheets and plain text files can
be turned into data sources. The operating system uses the Registry information written by
ODBC Administrator to determine which low-level ODBC drivers are needed to talk to the
data source (such as the interface to Oracle or SQL Server). The loading of the ODBC drivers
is transparent to the ODBC application program. In a client/server environment, the ODBC
API even handles many of the network issues for the application programmer.

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The advantages of this scheme are so numerous that they are probably thinking there must be
some catch. The only disadvantage of ODBC is that it isnt as efficient as talking directly to
the native database interface. ODBC has had many detractors make the charge that it is too
slow. Microsoft has always claimed that the critical factor in performance is the quality of the
driver software that is used. In humble opinion, this is true. The availability of good ODBC
drivers has improved a great deal recently. And anyway, the criticism about performance is
somewhat analogous to those who said that compilers would never match the speed of pure
assembly language. Maybe not, but the compiler (or ODBC) gives the opportunity to write
cleaner programs, which means finish sooner. Meanwhile, computers get faster every year.

6.4 JDBC
In an effort to set an independent database standard API for Java; Sun Microsystems
developed Java Database Connectivity, or JDBC. JDBC offers a generic SQL database access
mechanism that provides a consistent interface to a variety of RDBMSs. This consistent
interface is achieved through the use of plug-in database connectivity modules, or drivers.
If a database vendor wishes to have JDBC support, he or she must provide the driver for each
platform that the database and Java run on.
To gain a wider acceptance of JDBC, Sun based JDBCs framework on ODBC. As
discovered earlier in this chapter, ODBC has widespread support on a variety of platforms.
Basing JDBC on ODBC will allow vendors to bring JDBC drivers to market much faster
than developing a completely new connectivity solution.
JDBC was announced in March of 1996. It was released for a 90 day public review that
ended June 8, 1996. Because of user input, the final JDBC v1.0 specification was released
soon after.
The remainder of this section will cover enough information about JDBC for to know what it
is about and how to use it effectively. This is by no means a complete overview of JDBC.
That would fill an entire book.

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JDBC Goals:Few software packages are designed without goals in mind. JDBC is one that, because of its
many goals, drove the development of the API. These goals, in conjunction with early
reviewer feedback, have finalized the JDBC class library into a solid framework for building
database applications in Java.
The goals that were set for JDBC are important. They will give some insight as to why
certain classes and functionalities behave the way they do. The eight design goals for JDBC
are as follows:
6.4.1 SQL Level API
The designers felt that their main goal was to define a SQL interface for Java. Although not
the lowest database interface level possible, it is at a low enough level for higher-level tools
and APIs to be created. Conversely, it is at a high enough level for application programmers
to use it confidently. Attaining this goal allows for future tool vendors to generate JDBC
code and to hide many of JDBCs complexities from the end user.
6.4.2 SQL Conformance
SQL syntax varies as it move from database vendor to database vendor. In an effort to
support a wide variety of vendors, JDBC will allow any query statement to be passed through
it to the underlying database driver. This allows the connectivity module to handle nonstandard functionality in a manner that is suitable for its users.
6.4.3 JDBC must be implemental on top of common database interfaces
The JDBC SQL API must sit on top of other common SQL level APIs. This goal allows
JDBC to use existing ODBC level drivers by the use of a software interface. This interface
would translate JDBC calls to ODBC and vice versa.
6.4.4 Provide a Java interface that is consistent with the rest of the Java system
Because of Javas acceptance in the user community thus far, the designers feel that they
should not stray from the current design of the core Java system.

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6.4.5 Keep it simple


This goal probably appears in all software design goal listings. JDBC is no exception. Sun
felt that the design of JDBC should be very simple, allowing for only one method of
completing a task per mechanism. Allowing duplicate functionality only serves to confuse
the users of the API.
6.4.6 Use strong, static typing wherever possible
Strong typing allows for more error checking to be done at compile time; also, less error
appear at runtime.
6.4.7 Keep the common cases simple
Because more often than not, the usual SQL calls used by the programmer are simple
SELECTs, INSERTs, DELETEs

and UPDATEs, these queries should be simple to perform with

JDBC. However, more complex SQL statements should also be possible.


Finally decided to proceed the implementation using Java Networking. And for
dynamically updating the cache table go for MS Access database.
Java has two things: a programming language and a platform.
Java is a high-level programming language that is all of the following
Simple

Architecture-neutral

Object-oriented

Portable

Distributed

High-performance

Interpreted

multithreaded

Robust

Dynamic

Secure
Java is also unusual in that each Java program is both compiled and interpreted.
With a compile translate a Java program into an intermediate language called Java

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byte codes the platform-independent code instruction is passed and run on the
computer.
Compilation happens just once; interpretation occurs each time the program is
executed. The figure 6.4 illustrates how this works.

Interpreter

Java
Program

Compilers

My Program

Fig 6.4 Java Runtime Environment

It can be thought of Java byte codes as the machine code instructions for the Java
Virtual Machine (Java VM). Every Java interpreter, whether its a Java development
tool or a Web browser that can run Java applets, is an implementation of the Java
VM. The Java VM can also be implemented in hardware.
Java byte codes help make write once, run anywhere possible. It can compile Java
program into byte codes on the platform that has a Java compiler. The byte codes
can then be run any implementation of the Java VM. For example, the same Java
program can run Windows NT, Solaris, and Macintosh.

6.5 TCP/IP stack


The TCP/IP stack is shorter than the OSI one as shown in fig 6.5

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Fig 6.5 TCP/IP stack


TCP is a connection-oriented protocol; UDP (User Datagram Protocol) is a connectionless
protocol.
6.5.1 IP datagrams
The IP layer provides a connectionless and unreliable delivery system. It considers each
datagram independently of the others. Any association between datagram must be supplied
by the higher layers. The IP layer supplies a checksum that includes its own header. The
header includes the source and destination addresses. The IP layer handles routing through an
Internet. It is also responsible for breaking up large datagram into smaller ones for
transmission and reassembling them at the other end.
6.5.2 UDP
UDP is also connectionless and unreliable. What it adds to IP is a checksum for the contents
of the datagram and port numbers. These are used to give a client/server model - see later.

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6.5.3 TCP
TCP supplies logic to give a reliable connection-oriented protocol above IP. It provides a
virtual circuit that two processes can use to communicate.
6.5.4 Internet addresses
In order to use a service, it must be able to find it. The Internet uses an address scheme for
machines so that they can be located. The address is a 32 bit integer which gives the IP
address. This encodes a network ID and more addressing. The network ID falls into various
classes according to the size of the network address.
6.5.5 Network address
Class A uses 8 bits for the network address with 24 bits left over for other addressing. Class
B uses 16 bit network addressing. Class C uses 24 bit network addressing and class D uses all
32.
6.5.6 Subnet address
Internally, the UNIX network is divided into sub networks. Building 11 is currently on one
sub network and uses 10-bit addressing, allowing 1024 different hosts.
6.5.7 Host address
8 bits are finally used for host addresses within the subnet. This places a limit of 256
machines that can be on the subnet.

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6.5.8 Total address

The 32 bit address is usually written as 4 integers separated by dots.


6.5.9 Port addresses
A service exists on a host, and is identified by its port. This is a 16 bit number. To send a
message to a server, send it to the port for that service of the host that it is running on. This is
not location transparency! Certain of these ports are "well known".
6.5.10 Sockets
A socket is a data structure maintained by the system to handle network connections. A
socket is created using the call socket. It returns an integer that is like a file descriptor. In
fact, under Windows, this handle can be used with Read File and Write File functions.
#include <sys/types.h>
#include <sys/socket.h>
int socket(int family, int type, int protocol);
Here "family" will be AF_INET for IP communications, protocol will be zero, and type will
depend on whether TCP or UDP is used. Two processes wishing to communicate over a
network create a socket each. These are similar to two ends of a pipe - but the actual pipe
does not yet exist.

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6.5.11 JFree Chart


JFreeChart is a free 100% Java chart library that makes it easy for developers to display
professional quality charts in their applications. JFreeChart's extensive feature set includes:
A consistent and well-documented API, supporting a wide range of chart types;
A flexible design that is easy to extend, and targets both server-side and client-side
applications.
Support for many output types, including Swing components, image files (including PNG
and JPEG), and vector graphics file formats (including PDF, EPS and SVG);
JFreeChart is "open source" or, more specifically, free software. It is distributed under the
terms of the GNU Lesser General Public License (LGPL), which permits use in proprietary
applications.
Charts showing values that relate to geographical areas. Some examples include: (a)
population density in each state of the United States, (b) income per capita for each country
in Europe, (c) life expectancy in each country of the world. The tasks in this project include:
Sourcing freely redistributable vector outlines for the countries of the world, states/provinces
in particular countries (USA in particular, but also other areas).
Creating an appropriate dataset interface (plus default implementation), a rendered, and
integrating this with the existing XY-Plot class in JFreeChart;
Implement a new (to JFreeChart) feature for interactive time series charts --- to display a
separate control that shows a small version of ALL the time series data, with a sliding "view"
rectangle that allows to select the subset of the time series data to display in the main chart.
There is currently a lot of interest in dashboard displays. Create a flexible dashboard
mechanism that supports a subset of JFreeChart chart types (dials, pies, thermometers, bars,
and lines/time series) that can be delivered easily via both Java Web Start and an applet.

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The property editor mechanism in JFreeChart only handles a small subset of the properties
that can be set for charts. Extend (or re-implement) this mechanism to provide greater enduser control over the appearance of the charts.
6.5.12 Map Visualizations
Charts showing values that relate to geographical areas. Some examples include: (a)
population density in each state of the United States, (b) income per capita for each country
in Europe, (c) life expectancy in each country of the world. The tasks in this project include:
Sourcing freely redistributable vector outlines for the countries of the world, states/provinces
in particular countries (USA in particular, but also other areas).
Creating an appropriate dataset interface (plus default implementation), a rendered, and
integrating this with the existing XYPlot class in JFreeChart; Testing, documenting, testing
some more, documenting some more.
6.5.13 Time Series Chart Interactivity
Implement a new (to JFreeChart) feature for interactive time series charts --- to
display a separate control that shows a small version of ALL the time series data, with a
sliding "view" rectangle that allows to select the subset of the time series data to display in
the main chart.

6.5.14 Dashboards
There is currently a lot of interest in dashboard displays. Create a flexible dashboard
mechanism that supports a subset of JFreeChart chart types (dials, pies, thermometers, bars,
and lines/time series) that can be delivered easily via both Java Web Start and an applet.
6.5.15 Property Editors
The property editor mechanism in JFreeChart only handles a small subset of the
properties that can be set for charts. Extend (or reimplement) this mechanism to provide
greater end-user control over the appearance of the charts.

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SYSTEM TESTING
7.1 TESTING METHODOLOGIES
The following are the Testing Methodologies:
o Unit Testing.
o Integration Testing.
o User Acceptance Testing.
o Output Testing.
o Validation Testing.
7.1.1 UNIT TESTING
Unit testing focuses verification effort on the smallest unit of Software design that is the
module. Unit testing exercises specific paths in a modules control structure to ensure
complete coverage and maximum error detection. This test focuses on each module
individually, ensuring that it functions properly as a unit. Hence, the naming is Unit Testing.
During this testing, each module is tested individually and the module interfaces are verified
for the consistency with design specification. All important processing path are tested for the
expected results. All error handling paths are also tested.

7.1.2 INTEGRATION TESTING


Integration testing addresses the issues associated with the dual problems of verification and
program construction. After the software has been integrated a set of high order tests are
conducted. The main objective in this testing process is to take unit tested modules and builds
a program structure that has been dictated by design.
The following are the types of Integration Testing:
1. Top Down Integration

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This method is an incremental approach to the construction of program structure. Modules


are integrated by moving downward through the control hierarchy, beginning with the main
program module. The module subordinates to the main program module are incorporated into
the structure in either a depth first or breadth first manner.
In this method, the software is tested from main module and individual stubs are replaced
when the test proceeds downwards.

2. Bottom-up Integration
This method begins the construction and testing with the modules at the lowest level in the
program structure. Since the modules are integrated from the bottom up, processing required
for modules subordinate to a given level is always available and the need for stubs is
eliminated. The bottom up integration strategy may be implemented with the following steps:
The low-level modules are combined into clusters into clusters that perform a specific
Software sub-function.
A driver (i.e.) the control program for testing is written to coordinate test case input and
output.
The cluster is tested.
Drivers are removed and clusters are combined moving upward in the

program structure

The bottom up approaches tests each module individually and then each module is module is
integrated with a main module and tested for functionality.
7.1.3 USER ACCEPTANCE TESTING
User Acceptance of a system is the key factor for the success of any system. The system
under consideration is tested for user acceptance by constantly keeping in touch with the
prospective system users at the time of developing and making changes wherever required.
The system developed provides a friendly user interface that can easily be understood even
by a person who is new to the system.
7.1.4 OUTPUT TESTING
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After performing the validation testing, the next step is output testing of the proposed system,
since no system could be useful if it does not produce the required output in the specified
format. Asking the users about the format required by them tests the outputs generated or
displayed by the system under consideration. Hence the output format is considered in 2
ways one is on screen and another in printed format.
7.1.5 VALIDATION CHECKING
Validation checks are performed on the following fields.
7.1.5.1 Text Field:
The text field can contain only the number of characters lesser than or equal to its size. The
text fields are alphanumeric in some tables and alphabetic in other tables. Incorrect entry
always flashes and error message.
7.1.5.2 Numeric Field:
The numeric field can contain only numbers from 0 to 9. An entry of any character flashes an
error messages. The individual modules are checked for accuracy and what it has to perform.
Each module is subjected to test
modules

run along with sample data.

The individually tested

are integrated into a single system. Testing involves executing the real data

information is used in the program the existence of any program defect is inferred from the
output. The testing should be planned so that all the requirements are individually tested.
A successful test is one that

gives out the defects for the inappropriate data and produces

and output revealing the errors in the system.


7.1.5.3 Preparation of Test Data
Taking various kinds of test data does the above testing. Preparation of test data plays a vital
role in the system testing. After preparing the test data the system under study is tested using
that test data. While testing the system by using test data errors are again uncovered and
corrected by using above testing steps and corrections are also noted for future use.
7.1.5.4 Using Live Test Data:

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Live test data are those that are actually extracted from organization files. After a system is
partially constructed, programmers or analysts often ask users to key in a set of data from
their normal activities. Then, the systems person uses this data as a way to partially test the
system. In other instances, programmers or analysts extract a set of live data from the files
and have them entered themselves.
It is difficult to obtain live data in sufficient amounts to conduct extensive testing. And,
although it is realistic data that will show how the system will perform for the typical
processing requirement, assuming that the live data entered are in fact typical, such data
generally will not test all combinations or formats that can enter the system. This bias toward
typical values then does not provide a true systems test and in fact ignores the cases most
likely to cause system failure.
7.1.5.5 Using Artificial Test Data:
Artificial test data are created solely for test purposes, since they can be generated to test all
combinations of formats and values. In other words, the artificial data, which can quickly be
prepared by a data generating utility program in the information systems department, make
possible the testing of all login and control paths through the program.
The most effective test programs use artificial test data generated by persons other than those
who wrote the programs. Often, an independent team of testers formulates a testing plan,
using the systems specifications.
The package Virtual Private Network has satisfied all the requirements specified as per
software requirement specification and was accepted.

7.2 SYSTEM TESTING


The purpose of testing is to discover errors. Testing is the process of trying to discover every
conceivable fault or weakness in a work product. It provides a way to check the functionality
of components, sub-assemblies, assemblies and/or a finished product It is the process of
exercising software with the intent of ensuring that the
Software system meets its requirements and user expectations and does not fail in an
unacceptable manner. There are various types of test. Each test type addresses a specific
testing requirement.

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TYPES OF TESTS
7.2.1 Unit testing
Unit testing involves the design of test cases that validate that the internal program logic is
functioning properly, and that program inputs produce valid outputs. All decision branches
and internal code flow should be validated. It is the testing of individual software units of the
application .it is done after the completion of an individual unit before integration. This is a
structural testing, that relies on knowledge of its construction and is invasive. Unit tests
perform basic tests at component level and test a specific business process, application,
and/or system configuration. Unit tests ensure that each unique path of a business process
performs accurately to the documented specifications and contains clearly defined inputs and
expected results.
7.2.2 Integration testing
Integration tests are designed to test integrated software components to determine if they
actually run as one program. Testing is event driven and is more concerned with the basic
outcome of screens or fields. Integration tests demonstrate that although the components
were individually satisfaction, as shown by successfully unit testing, the combination of
components is correct and consistent. Integration testing is specifically aimed at

exposing

the problems that arise from the combination of components.


7.2.3 Functional test
Functional tests provide systematic demonstrations that functions tested are available as
specified by the business and technical requirements, system documentation, and user
manuals.
Functional testing is centered on the following items:
Valid Input

: identified classes of valid input must be accepted.

Invalid Input

: identified classes of invalid input must be rejected.

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Functions

: identified functions must be exercised.

Output

: identified classes of application outputs must be exercised.

Systems/Procedures : interfacing systems or procedures must be invoked.


Organization and preparation of functional tests is focused on requirements, key functions, or
special test cases. In addition, systematic coverage pertaining to identify Business process
flows; data fields, predefined processes, and successive processes must be considered for
testing. Before functional testing is complete, additional tests are identified and the effective
value of current tests is determined.
7.2.4 System Test
System testing ensures that the entire integrated software system meets requirements. It tests
a configuration to ensure known and predictable results. An example of system testing is the
configuration oriented system integration test. System testing is based on process
descriptions and flows, emphasizing pre-driven process links and integration points.
7.2.4.1 White Box Testing
White Box Testing is a testing in which in which the software tester has knowledge of the
inner workings, structure and language of the software, or at least its purpose. It is purpose. It
is used to test areas that cannot be reached from a black box level.
7.2.4.2 Black Box Testing
Black Box Testing is testing the software without any knowledge of the inner workings,
structure or language of the module being tested. Black box tests, as most other kinds of
tests, must be written from a definitive source document, such as specification or
requirements document, such as specification or requirements document. It is a testing in
which the software under test is treated, as a black box, cannot see into it. The test provides
inputs and responds to outputs without considering how the software works.

7.3 USER TRAINING


Whenever a new system is developed, user training is required to educate them about the
working of the system so that it can be put to efficient use by those for whom the system has

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been primarily designed. For this purpose the normal working of the project was
demonstrated to the prospective users. Its working is easily understandable and since the
expected users are people who have good knowledge of computers, the use of this system is
very easy.

7.4 MAINTENANCE
This covers a wide range of activities including correcting code and design errors. To reduce
the need for maintenance in the long run, need to have more accurately defined the users
requirements during the process of system development. Depending on the requirements, this
system has been developed to satisfy the needs to the largest possible extent. With
development in technology, it may be possible to add many more features based on the
requirements in future. The coding and designing is simple and easy to understand which will
make maintenance easier.

7.5 TESTING STRATEGY


A strategy for system testing integrates system test cases and design techniques into a wellplanned series of steps that results in the successful construction of software. The testing
strategy must co-operate test planning, test case design, test execution, and the resultant data
collection and evaluation .A strategy for software testing must accommodate low-level
tests that are necessary to verify that a small source code segment has been correctly
implemented as well as high level tests that validate major system functions against user
requirements.
Software testing is a critical element of software quality assurance and represents the
ultimate review of specification design and coding. Testing represents an interesting anomaly
for the software. Thus, a series of testing are performed for the proposed system before the
system is ready for user acceptance testing

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RESULTS
8.1 SCREEN SHOTS
A dialog box to select the source file is displayed for broadcast. Select any file type, the
contents of the file is displayed as shown in fig 8.1.

Fig 8.1 Source


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An IP address of the source is to be provided. The IP address can be either the actual IP
address of the machine or localhost can be given as shown in fig 8.2.

Fig 8.2 Source IP


A router path is displayed from source to destination node. It consists of various paths with
different nodes connected as shown in fig 8.3.

Fig 8.3 Route path

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A receiver dialog is to receive the file from the source. The received file will be displayed
within the area provided as shown in fig 8.4.

Fig 8.4 Receiver

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A source is initiated at node S. Packets are divided into two and reaches node N1 and node
N2. Self interference cancellation occurs at N24 as shown in fig 8.5 due to leaf node.

Fig 8.5 Self-Interference Cancellation at N24

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During the data transmission in the path-4, at N13 there is no further nodes and hence Self
interference cancellation occurs at N13 as shown in fig 8.6.

Fig 8.6 Self-Interference Cancellation at N13

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All the split data nearing to the destination D, wherein the data is merged and packets will be
combined at D as shown in fig 8.7.

Fig 8.7 Combining packets

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A file is received from the source on to the receiver. The received file is displayed within the
area provided as shown in fig 8.8.

Fig 8.8 Received file

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A time delay of packet 1 is displayed after packet 1 reaching the destination D as shown in
fig 8.9. The packet 1 has travelled in path-1.

Fig 8.9 Packet 1 time delay

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A time delay of packet 2 is displayed after packet 2 reaching the destination D as shown in
fig 8.10. The packet 1 has travelled in path-2.

Fig 8.10 Packet 2 time delay

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A time delay of packet 3 is displayed after packet 3 reaching the destination D as shown in
fig 8.11. The packet 1 has travelled in path-3.

Fig 8.11 Packet 3 time delay

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A time delay of packet 4 is displayed after packet 4 reaching the destination D as shown in
fig 8.12. The packet 1 has travelled in path-4.

Fig 8.12 Packet 4 time delay

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A total time delay of all the packets is displayed after packets are reaching the destination D
and combining as shown in fig 8.13.

Fig 8.13 Total time delay

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A Simulation of MAC Vs CSMA Routing, there are various parameters to implement as


shown in fig 8.14.

Fig 8.14 Simulation of MAC Vs CSMA Routing

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MAC layer routing is selected as Routing algorithm in the parameters to implement as shown
in fig 8.15.

Fig 8.15 MAC layer routing

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Speed of simulation speed is selected as slow in the MAC layer routing in the parameters as
shown in fig 8.16.

Fig 8.16 Speed of simulation speed - slow

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Source and destination nodes are provided for MAC layer routing in the parameters as shown
in fig 8.16.

Fig 8.17 Source and destination nodes for MAC

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Packet started from source node 1. It carries Data packet and Destination address from the
source as shown in fig 8.18

Fig 8.18 Packet started from source

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Packet has reached node 2 starting from source node 1. The distance from node 1 to node 2 is
2 units and the distance from node 1 to node 3 is 6 units. The packet goes to the node 2 which
has a minimum distance as shown in fig 8.19.

Fig 8.19 Packet reached node 2

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Packet has reached node 4 starting from node 2. The distance from node 2 to node 4 is 2 units
and the distance from node 2 to node 6 is 7 units. The packet goes to the node 4 which has a
minimum distance as shown in fig 8.20

Fig 8.20 Packet reached node 4

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Packet has reached node 5 starting from node 4. The distance from node 4 to node 5 is 2 units
and the distance from node 4 to node 3 is 1 units. Node 3 is already visited and hence the
packet goes to the node 5 as shown in fig 8.21

Fig 8.21 Packet reached node 5

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Packet has reached node 7 starting from node 5. The distance from node 5 to node 6 is 3 units
and the distance from node 5 to node 7 is 2 units. The packet goes to the node 7 which has a
minimum distance as shown in fig 8.22

Fig 8.22 Packet moving towards destination

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CSMA layer routing is selected as Routing algorithm in the parameters to implement as


shown in fig 8.23.

Fig 8.23 Select CSMA layer routing

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Speed of simulation speed is selected as slow in the CSMA layer routing in the parameters as
shown in fig 8.24.

Fig 8.24 Select speed of simulation for CSMA

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Source and destination nodes are selected for CSMA layer routing in the parameters as
shown in fig 8.16.

Fig 8.25 Select source and destination

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Packet started from node 1 as shown in fig 8.26. The packet will be split from node 1 and
will be sent to node 2 and node 3.

Fig 8.26 Packet started from node 1

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Packet reached node 2 and node 3 from source. The packet reached node 2 has split and sent
to node 4 and node 6 as shown in fig 8.27.

Fig 8.27 Packet reached node 3

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Packet reached node 4 from node 2 and node 3. When there is a collision, The duplicate
packet is rejected at node 4 and sent to node 5 as shown in fig 8.28.

Fig 8.28 Duplicate Packets

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Packet dispatching at node 5, reaching node 6 and node 7. Packet arrived at node 6 from
node 2 and node 5. When there is a collision, duplicate packet is rejected as shown in fig
8.29.

Fig 8.29 Packet dispatching at node 5 and 6

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Packets reaching destination node 8 from node 6 and node 7. Packet arrived at destination
will be merged as shown in fig 8.29.

Fig 8.30 Packet reached destination

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CONCLUSION
Theoretical and practical results demonstrate the feasibility and advantages of a collisionresolution protocol for wireless broadcast. Chorus allows forwarders with the same outgoing
packets to transmit roughly at the same time, and then employs physical-layer iterative
decoding to resolve collisions at the receiver.
By decoding multiple versions of a packet at once, Chorus achieves transmit diversity and
improves loss resilience without any retransmission. More importantly, with its collisiontolerant MAC, Chorus significantly simplifies the CSMA scheduling and improves its spatial
reuse. The theoretical analysis and symbol-level simulation show that Choruss iterative
decoding algorithm can effectively resolve collisions with negligible error propagation effect.
It established an asymptotic latency bound of when using Chorus for broadcast, where r is the
network radius. This network-level simulation experiments further show that Chorus
outperforms a typical CSMA/CA-based broadcast protocol by a significant margin, in terms
of latency, reliability, throughput, and scalability. These features make Chorus suitable
especially for fast information dissemination in large-scale networks, such as wireless mesh
networks.

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REFERENCES
[1] Xinyu Zhang

and

Kang G. Shin Delay-Optimal

Broadcast for Multihop Wireless

Networks Using Self-Interference Cancellation IEEE Transaction. Mobile Computing,


vol. 12, no. 1, Jan 2013.
[2] R. Gandhi, S. Parthasarathy, and A. Mishra, Minimizing Broadcast

Latency

and

Redundancy in Ad Hoc Networks, Proc. ACM MobiHoc, 2003.


[3] S.-H. Huang, P.-J. Wan, X. Jia, H. Du, and W. Shang, Minimum-Latency Broadcast
Scheduling in Wireless Ad Hoc Networks,Proc. IEEE INFOCOM, 2007.
[4] S. Huang, P .J. Wan, J. Deng, and Y. Han, Broadcast Scheduling in Interference
Environment IEEE Trans. Mobile Computing, vol. 7, no. 11, pp. 1338-1348, Nov.2008.

[5] W. Lou and J. Wu, Toward Broadcast Reliability in Mobile Ad Hoc Networks with
Double Coverage, IEEE Transaction. Mobile Computing, vol. 6, no. 2, pp. 148-163,
Feb.2007.
[6] D. Tse and P. Viswanath, Fundamentals of Wireless Communication. Cambridge Univ.,
2005.
[7] R. Mudumbai,

D.R. Brown, U. Madhow, and

H.V. Poor, Distributed Transmit

Beamforming: Challenges and Recent Progress, EEE Comm. Magazine, vol. 47, no.2,
pp. 102-110, Feb. 2009.
[8] B.S. Chlebus,

L. Gasieniec, A. Gibbons, A. Pelc, and W. Rytter, Deterministic

Broadcasting in Unknown Radio Networks, Proc. ACM-SIAM Symp. Discrete


Algorithms (SODA), 2000.
[9] R. Mahjourian, F. Chen, R. Tiwari, M. Thai, H. Zhai, and Y. Fang, An Approximation
Algorithm for Conflict-Aware Broadcast Scheduling in Wireless Ad Hoc Networks,
Proc. ACM MobiCom, 2008.
[10] IEEE 802.11 Standard:

Wireless

LAN

Medium Access Control (MAC) and

Physical Layer (PHY) Specifications, IEEE, 2007.

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