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Virtual Router Using DSDV 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 Davan Institute Of Advance Management Studies Page 1
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Virtual Router Using DSDV

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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