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1. Introduction
Recently, there has been tremendous growth in the sales of laptop and portable
computers. As people begin to have mobile computers handy for whatever purposes sharing
information between the computers will become a natural requirement. Currently such sharing is
made difficult by the need for users to perform administrative tasks and set up static bi-
directional links between their computers. However, if the wireless communications systems in
the mobile computers support a broadcast mechanism, much more flexible and useful ways of
sharing information can be imagined.
Mobile ad hoc network (MANET) is an autonomous system of mobile nodes connected
by wireless links. Each node operates not only as an end system, but also as a router to forward
packets. The nodes are free to move about and organize themselves into a network. These nodes
change position frequently. To accommodate the changing topology special routing algorithms
are needed. For relatively small networks flat routing protocols may be sufficient. However, in
larger networks either hierarchical or geographic routing protocols are needed. There is no single
protocol that fits all networks perfectly. The protocols have to be chosen according to network
characteristics, such as density, size and the mobility of the nodes. MANET does not require any
fixed infrastructure, such as a base station; therefore, it is an attractive option for connecting
devices quickly and spontaneously. A comparison of performance of DSDV (Destination
Sequenced Distance Vector) routing protocol has been made between various parameters like:
packets sent, packets received, throughput, and average end-to-end delay by varying the number
of nodes. For instance, any number of people could conceivably enter a conference room and
agree to support communications links between themselves, without necessarily engaging the
services of any preexisting equipment in the room (i.e., without requiring any preexisting
communications infrastructure). Thus, one of our primary motivations is to allow the
construction of temporary networks with no wires and no administrative intervention required.
Such a interconnection between the mobile computers will be called an ad-hoc network, in
conformance with current usage within the IEEE 802.11 subcommittee. Ad-hoc networks differ
significantly from existing networks.
Routing protocols for existing networks have not been designed specifically to provide
the kind of dynamic, self-starting behavior needed for ad-hoc networks. Most protocols exhibit
their least desirable behavior when presented with a highly dynamic interconnection topology.
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So, we decided to follow our ad-hoc network model as far as we could and ended up with a
substantially new approach to the classic distance vector routing.
1.1 Overview of Routing Methods:
In our environment, the problem of routing is essentially the distributed version of the
shortest path problem. Each node in the network maintains for each destination a preferred
neighbor. Each data packet contains a destination node identifier in its header. When a node
receives a data packet, it forwards the packet to the preferred neighbor for its destination. The
forwarding process continues until the packet reaches its destination. The manner in which
routing tables are constructed maintained and updated differs from one routing method to
another. Popular routing methods however, attempt to achieve the common objective of routing
packets along the optimal path. The next-hop routing methods can be categorized into two
primary classes’ link-state and distance-vector.
1.1.1 Link-State: The link-state approach is closer to the centralized version of the shortest path
computation method. Each node maintains a view of the network topology with a cost for each
link. To keep these views consistent each node periodically broadcasts the link costs of its
outgoing links to all other nodes using a protocol such as flooding. As a node receives this
information, it updates its view of the network topology and applies a shortest-path algorithm to
choose its next hop for each destination, Some of the link costs in a node’s view can be incorrect
because of long propagation delays, partitioned network, etc., These loops, however, are short-
lived, because they disappear in the time it takes a message to traverse the diameter of the
network .
1.1.2 Distance-Vector: In distance-vector algorithms, every node i maintains, for each
destination x, a set of distances {dxij} where j ranges over the neighbors of i. Node i treats
neighbor k as a next-hop for a packet destined for x if {dxik} equals minj {dx
ij}.The succession of
next hops chosen in this manner lead to x along the shortest path. In order to keep the distance
estimates up-to-date, each node monitors the cost of its outgoing links and periodically
broadcasts, to each one its neighbors, its current estimate of the shortest distance to every other
node in the network.
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1.1.3 Destination-Sequenced Distance Vector (DSDV) Protocol: Our proposed routing method
allows a collection of mobile computers, which may not be close to any base station and can
exchange data along changing and arbitrary paths of interconnection, to afford all computers
among their number a (possibly multi-hop) path along which data can be exchanged. Packets are
transmitted between the stations of the network by using routing tables which are stored at each
station of the network. Each routing table, at each of the stations, lists all available destinations,
and the number of hops to each. Each route table entry is tagged with a sequence number which
is originated by the destination station. To maintain the consistency of routing tables in a
dynamically varying topology, each station periodically transmits updates, and transmits updates
immediately when significant new information is available, since we do not assume that the
mobile hosts are maintaining any sort of time synchronization, we also make no assumption
about the phase relationship of the update periods between the mobile hosts.
The DSDV protocol requires each mobile station to advertise, to each of its current
neighbors, its own routing table (for instance, by broadcasting its entries). In addition each
mobile computer agrees to relay data packets to other computers upon request. This agreement
places a premium on the ability to determine the shortest number of hops for a route to a
destination we would like to avoid unnecessarily disturbing mobile hosts if they are in sleep
mode. In this way a mobile computer may exchange data with any other mobile computer in the
group even if the target of the data is not within range for direct communication. If the
notification of which other mobile computers are accessible from any particular computer in the
collection is done at layer 2, then DSDV will work with whatever higher layer (e.g., Network
Layer) protocol might be in use.
The data broadcast by each mobile computer will contain its new sequence number and
the following information for each new route:
1. The destination’ s address;
2. The number of hops required to reach the destination; and
3. The sequence number of the information received regarding that destination, as originally
stamped by the destination;
This project is practically applied using the specifications that are defined through Destination
Sequenced Distance Vector Routing Algorithm.
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2 Organization Profile
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3 Literature Survey:
3.1 Introduction to Windows
Windows 9 xs is the popularly used Operating System that handles many tasks like managing
resource allocation, hence reducing the traffic density, utilizing the memory in an efficient
manner
3.2 Introduction to Java
Java was conceived by James Gosling, Patrick Naughton, Chris Wrath, Ed Frank, and Mike
Sheridan at Sun Micro system. It is an platform independent programming language that extends
it’s features wide over the network.Java2 version introduces an new component called “Swing” –
is a set of classes that provides more powerful & flexible components than are possible
with AWT.
- It’s a light weight package, as they are not implemented by platform-specific code.
-related classes are contained in javax.swing and its sub packages, such as javax.swing.tree.-
components explained in the Swing have more capabilities than those of AWT.
The Java Language
What Is Java?
Java is two things: a programming language and a platform.
The Java Programming Language
Java is a high-level programming language that is all of the following:
Simple
Object-oriented
Distributed
Interpreted
Robust
Secure
Architecture-neutral
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Portable
High-performance
Multithreaded
Dynamic
Java is also unusual in that each Java program is both compiled and interpreted. With a
compiler, you translate a Java program into an intermediate language called Java byte codes--the
platform-independent codes interpreted by the Java interpreter. With an interpreter, each Java
byte code instruction is parsed and run on the computer. Compilation happens just once;
interpretation occurs each time the program is executed. This figure illustrates how this works.
Java byte codes can be considered as the machine code instructions for the Java Virtual Machine
(Java VM). Every Java interpreter, whether it's 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. The Java program can be
compiled 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. For example, the same Java program can run on
Windows NT, Solaris, and Macintosh.
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The Java Platform
A platform is the hardware or software environment in which a program runs. The Java platform
differs from most other platforms in that it's a software-only platform that runs on top of other,
hardware-based platforms. Most other platforms are described as a combination of hardware and
operating system.
The Java platform has two components:
The Java Virtual Machine (Java VM)
The Java Application Programming Interface (Java API)
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 (packages) of related components.
The following figure depicts a Java program, such as an application or applet, that's
running on the Java platform. As the figure shows, the Java API and Virtual Machine insulates
the Java program from hardware dependencies.
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As a platform-independent environment, Java can be a bit slower than native code. However,
smart compilers, well-tuned interpreters, and just-in-time byte code compilers can bring Java's
performance close to that of native code without threatening portability.
What Can Java Do?
Probably the most well-known Java programs are Java applets. An applet is a Java program that
adheres to certain conventions that allow it to run within a Java-enabled browser.
However, Java is not just for writing cute, entertaining applets for the World Wide Web
("Web"). Java is a general-purpose, high-level programming language and a powerful software
platform. Using the generous Java API, we can write many types of programs.
The most common types of programs are probably applets and applications, where a Java
application is a standalone program that runs directly on the Java platform.
How does the Java API support all of these kinds of programs? With packages of software
components that provide a wide range of functionality. The core API is the API included in
every full implementation of the Java platform. The core API gives you the following features:
The Essentials: Objects, strings, threads, numbers, input and output, data structures, system
properties, date and time, and so on.
Applets: The set of conventions used by Java applets.
Networking: URLs, TCP and UDP sockets, and IP 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/private key
management, access control, and certificates.
Software components: Known as JavaBeans, can plug into existing component architectures
such as Microsoft's OLE/COM/Active-X architecture, OpenDoc, and Netscape's Live Connect.
Object serialization: Allows lightweight persistence and communication via Remote Method
Invocation (RMI).
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Java Database Connectivity (JDBC): Provides uniform access to a wide range of relational
databases.
Java not only has a core API, but also standard extensions. The standard extensions define APIs
for 3D, servers, collaboration, telephony, speech, animation, and more.
How Will Java Change My Life?
Java is likely to make your programs better and requires less effort than other languages. We
believe that Java will help you do the following:
Get started quickly: Although Java is a powerful object-oriented language, it's 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 Java can be four times smaller than the same program in C++.
Write better code: The Java language encourages good coding practices, and its garbage
collection helps you avoid memory leaks. Java's object orientation, its JavaBeans component
architecture, and its wide-ranging, easily extendible API let you reuse other people's tested code
and introduce fewer bugs.
Develop programs faster: Your development time may be as much as twice as fast versus
writing the same program in C++. Why? You write fewer lines of code with Java and Java is a
simpler programming language than C++.
Avoid platform dependencies with 100% Pure Java: You can keep your program portable by
following the purity tips mentioned throughout this book and avoiding the use of libraries written
in other languages.
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: You can upgrade applets easily from a central server. Applets
take advantage of the Java feature of allowing new classes to be loaded "on the fly," without
recompiling the entire program.
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We explore the java.net package, which provides support for networking. Its creators have
called Java “programming for the Internet.” These networking classes encapsulate the “socket”
paradigm pioneered in the Berkeley Software Distribution (BSD) from the University of
California at Berkeley.
3.3 Basics of Networks
3.3.1 MANET:
In situations where networks are constructed and destructed in ad-hoc manner, mobile ad-
hoc networking is an excellent choice. The idea of mobile ad-hoc or packet radio
networks has been under development since 1970s. Since the mid-90s, when the
definition of standards such as IEEE802.11 helped cause commercial wireless technology to
emerge, mobile ad-hoc networking has been identified as a challenging evolution in wireless
technology .
A MANET is an autonomous collection of mobile users communicating over a relatively
bandwidth-constrained wireless link with limited battery power with highly dynamic
environments. The network topology, due to the mobility in the network, is dynamic and may
change rapidly and unpredictably over time. Hence, the connectivity among the nodes may vary
with time because of node departures, new node arrivals, and the possibility of having
mobile nodes. To maintain communication between the nodes in the network, each node works
as a transmitter, host and a router. The management and control functions are also distributed
among the nodes.
3.3.2 Mobile Ad hoc Networks Communication Architecture: Protocol Stack
MANET protocol stack -which is similar to the TCP/IP suite -is shown. The main
difference between these two protocols stacks lies in the network layer. Mobile nodes (which are
both hosts and routers) use an ad hoc routing protocol to route packets. In the physical and data
link layer, mobile nodes run protocols that have been designed for wireless channels. Some
options are the IEEE standard for wireless LANs, IEEE 802.11, the European ETSI
standard for a high-speed wireless LAN, and finally an industry approach toward wireless
personal area networks, i.e. wireless LANs at an even smaller range, Bluetooth. In the
simulation tool used in this project, the standard IEEE 802.11 is used in these layers.
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3.3.3 Characteristics Of MANET
MANETs have several salient characteristics:
Dynamic topologies:
Nodes are free to move arbitrarily; thus, the network topology--which is typically
multi-hop may change randomly and rapidly at unpredictable times, and may consist of both
bidirectional and unidirectional links.
Bandwidth-constrained, variable capacity links
Wireless links will continue to have significantly lower capacity than their
hardwired counterparts. In addition, the realized throughput of wireless communications--
after accounting for the effects of multiple access, fading, noise, and interference conditions,
etc.--is often much less than a radio's maximum transmission rate.
Energy-constrained operation
Some or all of the nodes in a MANET may rely on batteries or other exhaustible means
for their energy. For these nodes, the most important system design criteria for
optimization may be energy conservation.
Limited physical security
Mobile wireless networks are generally more prone to physical security threats than are
fixed-cable nets. The increased possibility of eavesdropping, spoofing, and denial-of-service
attacks should be carefully considered. These characteristics create a set of underlying
assumptions and performance concerns for protocol design which extend beyond those guiding
the design of routing within the higher-speed, semi-static topology of the fixed Internet.
3.3.4 Applications Of MANET
With the increase of portable devices as well as progress in wireless communication, ad
hoc networking is gaining importance with the increasing number of widespread
applications. Ad hoc networking can be applied anywhere where there is little or no
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communication infrastructure or the existing infrastructure is expensive or inconvenient to
use. Ad hoc networking allows the devices to maintain connections to the network as well as
easily adding and removing devices to and from the network. The set of applications for
MANETs is diverse, ranging from large-scale, mobile, highly dynamic networks, to small,
static networks that are constrained by power sources. Besides the legacy applications that
move from traditional infrastructure environment into the ad hoc context, a great deal of
new services can and will be generated for the new environment.
Military battlefield
The modern digital battlefield demands robust and reliable communication in many
forms. Most communication devices are installed in mobile vehicles, tanks, trucks etc. Also
soldiers could carry telecomm devices that could talk to a wireless base station or directly to
other telecom devices if they are within the radio range. However these forms of communication
are considered to be primitive.
Sensor Networks
Another application of MANETs is sensor networks. This technology is a network
composed of a very large number of small sensors. These can be used to detect any
number of properties of an area. Examples include temperature, pressure, toxins,
pollutions, etc. Applications are the measurement of ground humidity for agriculture,
forecast of earthquakes. The capabilities of each sensor are very limited, and each must rely on
others in order to forward data to a central computer.
Automotive Applications
Automotive networks are widely discussed currently. Cars should be enabled to talk to
the road, to traffic lights, and to each other, forming ad-hoc networks of various sizes. The
network will provide the drivers with information about road conditions, congestions, and
accident-ahead warnings, helping to optimize traffic flow.
Commercial sector
Ad hoc can be used in emergency/rescue operations for disaster relief efforts, e.g. in fire,
flood, or earthquake. Emergency rescue operations must take place where non-existing or
damaged communications infrastructure and rapid deployment of a communication network
is needed. Information is relayed from one rescue team member to another over a small
handheld.
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Personal Area Network
Personal Area Networks (PANs) are formed between various mobile (and
immobile) devices mainly in an ad-hoc manner, e.g. for creating a home network. They can
remain an autonomous network, interconnecting various devices, at home, for example,
but PANs will become more meaningful when connected to a larger network.
3.4 Literature Review
3.4.1 ROUTING PROTOCOL
The Destination Sequenced Distance Vector (DSDV) routing protocol is a
proactive routing protocol, developed in 1994 by C. Perkins. It is a modification of conventional
Bellman-Ford routing algorithm. This protocol adds a new attribute, sequence number, to each
route table entry at each node. Routing table is maintained at each node and with this table,
node transmits the packets to other nodes in the network. This protocol was motivated for
the use of data exchange along changing and arbitrary paths of interconnection which may
not be close to any base station.
3.4.2 BELLMAN-FORD ALGORITHM
The Bellman–Ford algorithm, a label correcting algorithm, computes single-source
shortest paths in a weighted digraph (where some of the edge weights may be negative).
Dijkstra's algorithm solves the same problem with a lower running time, but requires edge
weights to be non-negative. Thus, Bellman–Ford is usually used only when there are negative
edge weights. The algorithm was developed by Richard Bellman and Lester Ford. According to
Robert Sedgewick, "Negative weights are not merely a mathematical curiosity; [they] arise
in a natural way when we reduce other problems to shortest-paths problems". If a graph
contains a cycle of total negative weight then arbitrarily low weights are achievable and so
there's no solution; Bellman-Ford detects this case. If the graph does contain a cycle of negative
weights, Bellman-Ford can only detect this; Bellman-Ford cannot find the shortest path that
does not repeat any vertex in such a graph.
3.4.3 ALGORITHM
Bellman–Ford is in its basic structure very similar to Dijkstra's algorithm, but instead of
greedily selecting the minimum-weight node not yet processed to relax, it simply relaxes all the
edges, and does this |V| − 1 times, where |V| is the number of vertices in the graph. The
repetitions allow minimum distances to accurately propagate throughout the graph, 16 since, in
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the absence of negative cycles, the shortest path can only visit each node at most once. Unlike
the greedy approach, which depends on certain structural assumptions derived from positive
weights, this straightforward approach extends to the general case. Bellman–Ford runs in O (|V|·|
E|) time, where |V| and |E| are the number of vertices and edges respectively.
3.3.4 DESIGN GOALS OF DSDV
The Bellman Ford Routing Algorithm is computationally efficient and easy to implement.
This algorithm can cause routing loops that can occur if the internetwork's slow
convergence on a new configuration causes inconsistent routing entries. Another problem that
cannot be handled by this algorithm is counting to infinity. This condition continuously
loops packets around the network, despite the fundamental fact that the destination
network is down. While the routers are counting to infinity, the invalid information allows
a routing loop to exist. Modifications eliminate the problem of loops but need some inter-
nodal coordination mechanisms which imply few topological changes. Now, this algorithm is
not designed to handle rapid topological changes. So, the design goals of DSDV are:
-- Keep the simplicity of Bellman Ford algorithm.
-- Avoid the looping problem.
Therefore, the approach that is followed to attain these goals is:
-- Model each host as a router.
-- Tag each routing table entry with a sequence number.
3.3.5 ROUTING TABLE
Each node in the network maintains routing table for the transmission of the packets and
also for the connectivity to different stations in the network. These stations list for all the
available destinations, and the number of hops required to reach each destination in the routing
table. The routing entry is tagged with a sequence number which is originated by the destination
station. In order to maintain the consistency, each station transmits and updates its routing
table periodically. The packets being broadcasted between stations indicate which stations
are accessible and how many hops are required to reach that particular station. The
packets may be transmitted containing the layer 2 or layer 3 address.
The data broadcast by each node will contain its new sequence number and the following
information for each new route:
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-- The destination address
-- The next hop for each destination
-- The number of hops required to reach the destination and 18
-- The new sequence number, originally stamped by the destination
-- Install Time
-- Stable Data
The transmitted routing tables will also contain the hardware address, network address of
the mobile host transmitting them. The routing tables will contain the sequence number created
by the transmitter and hence the most new destination sequence number is preferred as the
basis for making forwarding decisions. This new sequence number is also updated to all the hosts
in the network which may decide on how to maintain the routing entry for that originating
mobile host.
3.3.6 TRANSMITTING ROUTE INFORMATION
Routing information is advertised by broadcasting or multicasting the packets which are
transmitted periodically as when the nodes move within the network. The DSDV protocol
requires that each mobile station in the network must constantly; advertise to each of its
neighbors, its own routing table. Since, the entries in the table my change very quickly, the
advertisement should be made frequently to ensure that every node can locate its
neighbors in the network. The broadcasting of the information in the DSDV protocol is of two
types namely:
1. Full dump: Full dump broadcasting will carry all the routing information and
requires multiple NPDU’s (network protocol data units).
2. Incremental dump: The incremental dump will carry only information that has changed
since last full dump. Incremental dump requires only one NPDU to fit in all the information.
3.3.7 SELECTION OF ROUTES
If new routing information is received, selection of routes is done as follows:
1) Any route with a more recent sequence number is used.
2) If the new route has equal sequence number but better metric, then this route is chosen.
3) Newly recorded routes are scheduled for immediate advertisement.
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4 Software and Hardware Requirement
4.1 Software Requirements:
Java1.4 or More
Java Swing – front end
Windows 98 or more.
4.2 Hardware Requirements:
10GB HDD
128 MB RAM
Pentium P4 Processor
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5 Software Requirements Specification
5.1 Introduction
The software requirement specification is produced at the culmination of the analysis task. The
function and performance allocated to software as part of system engineering are refined by
establishing a complete information description as functional representation, a representation of
system behavior, an indication of performance requirements and design constraints, appropriate
validation criteria.
5.1.1 Purpose
The purpose of this Software requirement specification is to define the requirement
as people begin to have mobile computers handy for whatever purposes sharing information
between the computers will become a natural requirement. Currently such sharing is made
difficult by the need for users to perform administrative tasks and set up static bi-directional
links between their computers. However, if the wireless communications systems in the mobile
computers support a broadcast mechanism, much more flexible and useful ways of sharing
information can be imagined. For instance, any number of people could conceivably enter a
conference room and agree to support communications links between themselves, without
necessarily engaging the services of any preexisting equipment in the room
5.1.2 Scope
Software requirement specification is the only written document that describes the
requirements of the system. It is ment for use by the developers and will be the basics for
validating the final delivered system.
The scope of this document is to list the Functional, Non-functional & General
requirements of the Virtual Router.
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5.1.3 Developers Responsibilities Overview:
The developer is responsible for,
Developing the system.
Installing the software on the client’s hardware.
For conducting any user training that might be needed for using the system.
Maintaining the system for specific period after installation.
5.2 Software System Attributes
5.2.1 Reliability
Developed Tool should be reliable on windows platform. This Tool will work properly in the
background of other tools. Hence its reliability mainly depends from where the data captured.
5.2.2 Availability
Only submitted report should be expected to Generate Report. Recovery of Report is
recommended on save. If the report is to be skipped, there should be provision for remarks
5.2.3 Security
Security would be ensured through the role-based specification. It means based on the
authorization they can able to play-around the Tool.
5.2.4 Maintainability
It shouldn’t corrupt or make any changes to the background tools.
Tool must be extensible based on the enhancement of background tools
It’s Maintenance is same as just other tools
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5.2.5 Portability
While shifting the software and hardware, the down time (excluding the actual movement and re-
building) should not take more than one hour. Hence, the software should be easy to install and
work on any PC with windows platform.
5.2.6 Performance
Number of At-most Users supported: 50
Loading time is based on the volume of data captured from other tools: At most 30 Seconds
Maximum session waiting is as the standard of Internet Explorer: 30 Minutes
5.3 Acceptance Criteria
The software shall be accepted provided the following conditions are met
Documentation/Deliverables include:
Project Plan
Requirement Document.
Test Reports.
Bug free Software Product, Executables.
Installation Guide and user manual'
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6 System Definitions
6.1 Existing System
System definition is the process of obtaining a clear understanding of the problem space
such as your business opportunities; user needs, or market environment and defining an
application or system to solve that problem.
In the existing system, direction communication between moving objects like mobiles is
not possible with out intervention of some administrative task. In these types of communications
a lot overhead involves on the administration part to regulate the traffic in terms of number of
requests coming from different mobiles. Moreover if the request is coming in greater number
beyond the capacity of the administration the network is going to come to stake.
The information generated at the client side while under the standard of transfer should
be secure enough and protected by any intrusions and interceptions that may occur while the
information is transferred. The overall system should concentrate on the best algorithm that can
be implemented for al the resource standards that can be implemented as per the standards of the
technical quality.
6.2 Proposed System
The proposed system is planned to have the following features. In the new system there
should not be any administrative task get involved. Instead each node should accept to behave as
router. In this approach we can reduce the overhead on one single point (administration server).
Advantages of Proposed System
. The advantages of this System are:
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No requirement of centralized administrative task.
Time effective transfer of message
In this fast growing world where every individual requires access to the information on the
network and more over most of them equipped with latest technology the necessity will be
arising often to form a private network and go ahead with the communication. This will be the
case essentially in activities like a group of people forming with moving laptops to form a
network in order to undergo some conference system.
If the organizations are going to have this system with them they can go ahead with the
task of establishing the private moving objects network, and can go ahead with the
communications of their intended interest as discussed above.
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7 System Design
7.1 Elements of Design
The design of the system includes the proper display of the motion of the nodes in good
graphical means.
The design of system, basically involve the interface architecture. In the interface design
we involve with the design of the user interface with GUI standards and a proper navigation
system where the user need to enter into the flow of transactions starting with the entry in to the
system by entering the node of nodes values. Then the user can have the view of the intended
graphical display through GUI Interface.
After the display is ready with the display of simulated motion of the nodes the user of
the application is provided with the option of finding the routes between selected nodes of his
desire. After the feasible path between selected nodes is displayed the user can check the validity
of the route by checking the computations generated on each node in terms of routing table. He
can exercise this option by selecting the node name from the drop down list provided on the
interface. Once the node is selected routing table for that will be displayed in easily viewable
graphical display. In this way by check the routing tables all occurring in the path and can have
verification of the path.
7.1.1 Design Philosophy
The Virtual Router is designed to provide the better understanding of the working model
of the DSDV Protocol. The basic idea in implementing this system is to establish the fact that
DSDV Protocol can be used in ad-hoc networks to decide the path to be chosen in order to
facilitate the propagation of the message between the intended nodes.
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7.2 Data Flow Diagrams [DFD]:
Context Level DFD
Top Level Data Flow
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Specify The
Nodes
Generate the
Unique ID’s Nods
Identifying
Generate the Routing Table
Showing the paths between the source and distribution of
movies objects
The Nodes falling in Vicinity
Moving
Objects Registration
DSDV System
Modeling each Host
as a Routes
The each routing
table with Seq No
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Transmitting Routing Information
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Generate the routing information
Broadcast the info to distributed
system
Update Significant topology
change as available
Assign the sequence
Number by destination
Full Dump
Incremental Dump
Two Possibilities
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Route Selection
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Mobile Hare (MH) broadcasts the update information
Check the available Collection
s
Each MH receives
the routing information
Compose sequence number from the routing table
Update the routing
table with latest info
Broadcast the
updated output
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7.3 Use case Diagram
Node Movement
Find Route
View Routing Table
User
Start/Stop nodes
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8 Implementation
The Major Design Goal is:
Keep the simplicity of distributed dynamic routing
Avoid the looping problem when the nodes in distributed environment are dynamic.
The Basic Approach:
Model each identified host as a routing
Tap each touting table entry with a sequence number to identify the first communication
in the total forest.
Transmitting Route Information:
The routing information along the dynamic nodes is transmitted through broad casting.
The total routing table is dynamic in its maintenance as the nodes in the environment are
not static i.e., whenever a host is dynamically mating a shift of its position the routing
table is updated immediately with the nearest immediate node
To recognize the nearest node that is in request for communication the destination node should
be in scope of vicinity of the source node
The different scansion that can be generated as per the applicable of the source and destination
nodes existence is
1. The source and destination nodes are in vicinity
2. The source and destination nodes are not in vicinity
Source and destination nodes in vicinity case
The source node that broadcasts a request to the detonation node eagerly waits for the
acknowledgement from the destination node in the form of response. The response that was
received by minimum hops the response that was received without any hops indicate that the
source and destination are in vicinity and the data exchange is completed as per the requirement.
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Source and destination nodes not in vicinity case
The source node that broadcasts a request to the destination node eagerly wits for the
acknowledgement from the destination node in the form of response. But here the concept is
bound to dynamic moment ion of the nodes become of the case, the destination node in the forest
may not fall in the vicinity of the source node, under this kind of situation, the system waits for
some specified time limit for the acknowledgement to be received from the destination, if the
acknowledgement is not received within a specified time limit, the system, tries to communicate
through broadcasting the request to tell the other nodes is its vicinity and is touch, these nodes
broach\cost the request to other nodes and this chain of broadcast continue until all nodes in the
overall network are communicating with one another and generating the required number of
hops, that are very practically required for this rouging communication to get completed now the
system has a huge database of all the possible combination of the hops that are necessary to
execute the communication. But the concept here is which path is the most efficient path out of
all the combinations that are produced. Here the best shortest path is calculated through the
number of hops that were encountered for the overall process of communication to beget
completed. The path that provides the least number of hoops is immediately recognized and the
virtual acuity is established though that path and the process of communication are completed.
Example of DSDV Operation
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The routing Table for the above position of nodes
Destination Next Hop Metric Seq. No
MH4 MH4 0 S406_MH4
MH1 MH2 2 S128_MH1
MH2 MH2 1 S564_MH2
MH3 MH2 2 S710_MH3
MH5 MH6 2 S392_MH5
MH6 MH6 1 S076_MH6
MH7 MH6 2 S128_MH7
MH8 MH6 3 S050_MH8
The Problem of Concentration
As the entire system is dynamic in nature and the geographical composition of many
nodes can change at any time without prior intimation the routing table vector becomes very
dynamic in nature and the routing values can change in very high frequency beyond one
compassion. The other critical component that can chattel the whole lot of the problem is when
many nodes are raising the request for the same destination node at the same time, or the
destination node that is under the request by other nodes is acting as a sender at the sometime.
If these being of concurrency issues are not handled the whole process gets into a status
of dead lock, pushing the whole process gets into a status of dead lock, pushing the overall
system into a fatal failure. To handle these kinds of critical issues the total system has been
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designed in such a way that whenever a hop is calculated, each hop is calculated with a sequence
number, even with a time gap of microseconds. The sequence number specified the association
of nodes in a proper order and avoids the problem of dead lock that can arise.
The weight age of the total application to pickup the best hopping node is decided by the
number of hops that can singe depending upon the communication path that get generated. Here
each node acts as a self-learning routing keeping the data of information of all the immediate
nodes or routers within the vicinity.
The overall project is divided into the following modules.
1. Recognition of the registered overall dynamic objects.
2. Corn checks the immediate node within the vicinity specific to every node in the forest.
3. Raising the request for communication and identifying the shortest distance.
4. The first module is maintained by proper registration of all the registered nodes by
supplying their details and unique identification
5. In the second module to recognize the proper path the moving objects are expected to be
recognized which are following in the proper vicinity as per the specified standards.
6. In the third module as soon as the request for communication is raised, the nodes in
vicinity are recognized the broadcasting sequence starts as soon as the broadcasting
mechanism completes, we have a list of all the recognized hops with proper registration
of hopping weightier and the shortest distance is selected.
The software requirement specification can produce at the culmination of the analysis task.
The function and performance allocated to software as part of system engineering are refined by
established a complete information description, a detailed functional description, a representation
of system behavior, an indication of performance and design constrain, appropriate validation
criteria, and other information pertinent to requirements.
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9 Testing
The test procedure used in the testing process is Black box testing. Test cases are
analyzed accordingly
9.1 Black Box Testing
This test involves the manual evaluation of the flow from one module to the other and
check accordingly for the process flow. This process of testing is with the following criteria
Simulated Motion of the nodes depiction on screen
Finding Route
Viewing the Routing Tables.
The flow is initialized with User entering the value for number of nodes to be registered.
The details are verified and validated in the database. When the system finds a match the control
is transferred to the next section, which displays the screen depicting the simulated motion of the
nodes. In addition to this the screen is equipped with some other controls as mentioned below:
2 Textboxes (Source & Destination Nodes)
Find Route Button
Routing Table selection
Start/Stop Button
Textboxes
These textboxes are used to accept the source and destination node values so that system
can evaluate the path. Find Route Button. This button when clicked evaluates the path and
displays it.
Routing Table selection
This button enables the selection of routing table on each node for view.
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Case Generation Report:
Test Type Case Expected Result
Operational /
Unit / Functional
Test
Nodes
Registration
Successful/unsuccessful Registration of Nodes
-do- Find Route Receives the source and destination values and
evaluates the path.
-do- Routing
Table
Gives the option of selecting the node for
viewing the routing table computed on that
node.
-do- Start/Stop Enables starting and stopping of the motion of
nodes.
Test Report:
Test Type Case Observed Result
Functional test Nodes
Registration
Successful Registration
-do- Find Route Successfully displayed route
-do- Routing Table Successfully table loaded
-do- Stop Graph Motion was successfully stopped.
All the above validations on buttons have been verified and they are successfully
executed. The flow is tested at different possible conditions by means of this testing.
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10 User Manual
Registration of Nodes
Accepting Number of Nodes
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Simulated Motion of nodes
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Accepting Source & Destination Nodes to find the route
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Path Between selected Nodes
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Routing Tables generated on each node when the shown path was above.
Table on H2
Table on H3
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Table on H4
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11 Conclusions
The entire project has been developed and implemented as per the requirements, it is
found to be bug free as per the testing standards that is implemented. Any specification-untraced
errors will be concentrated in the coming versions, which are planned for development in near
future. The system developed was successful in depicting the aim. As the system developed was
successful in depicting the operation of DSDV Protocol it can be automatically integrated with
some minor changes in real time application where it communicates with hardware components
(mobiles).
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12 Bibliography
1. The Complete Reference Java 2 by Patrick Naughton HerbertSchildt, Tata McGraw – Hill, 5
Edition, 2002.
2. Java Certification by Jaworsick, Tech Media Publications, 1998.
3. Complete Java 2 by Robert Heller’s Ernest, DPB Publications,1998.
4. Cryptography Demystified by John E Hershey, Tata McGraw Hill, 2004.
5. Mastering Java Security by Rich Helton Johnnie Helton, Wiley Dreamtech, 2002.
6. Java Network Programming, Oreilly Publications, 2004.
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