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A Model-driven Middleware Integration Approach for Performance-Sensitive Distributed Simulations

机译:一种模型驱动的中间件集成方法,用于性能敏感的分布式仿真

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Complex simulation systems often comprise multiple distributed simulators that need to interoperate and synchronize states and events. In many cases, the simulation logics which are developed by different teams with specific expertise, need to be integrated to build a complete simulation system. Thus, supporting composability and reusability of simulation functionalities with minimal integration and performance overhead is a challenging but required capability. Middleware for game engines are promising to realize both the modular and reusable development criteria as well as the high performance requirements, while data-centric publish/subscribe middleware can support seamless integration and synchronization of the distributed artifacts. However, differences in the level of abstraction at which these middleware operate and the semantic differences in their underlying ontologies make it hard and challenging for simulation application developers and system integrators to realize a complete, operational system. To that end this paper presents a model-driven approach to blending the two middleware, wherein the modeling capabilities provide intuitive and higher-level abstractions for developers to reason about the composition and validation of the complete system, and the generative capabilities address the inherent and accidental complexities incurred in reconciling the semantic differences between the gaming and pub/sub middleware. We present a concrete implementation of our approach and illustrate its use and performance results using simple use cases.
机译:复杂的仿真系统通常包含多个需要相互操作和同步状态和事件的分布式仿真器。在许多情况下,需要集成由具有特定专业知识的不同团队开发的仿真逻辑,以构建完整的仿真系统。因此,以最小的集成和性能开销来支持仿真功能的可组合性和可重用性是一项具有挑战性但必不可少的功能。游戏引擎中间件有望实现模块化和可重复使用的开发标准以及高性能要求,而以数据为中心的发布/订阅中间件可以支持分布式工件的无缝集成和同步。但是,这些中间件所运行的抽象级别的差异以及其底层本体的语义差异,使得模拟应用程序开发人员和系统集成商难以实现一个完整的操作系统。为此,本文提出了一种模型驱动的方法来融合两个中间件,其中,建模功能为开发人员提供了直观,更高级的抽象,以使他们能够推理出整个系统的组成和验证,而生成功能则解决了固有的缺陷。调和游戏与发布/订阅中间件之间的语义差异所引起的偶然复杂性。我们介绍了该方法的具体实现,并通过简单的用例说明了其使用和性能结果。

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