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無線環境下系統使用者數目上限之分析

3. Online smoothing

5.4 無線網路 802.11 MAC 運作機制

5.4.2 無線環境下系統使用者數目上限之分析

在 5.3.4 小節,我們經由量測發現,當 client 數量超過 6 個之 後,系統提供服務的情況變得不穩定,有時會顯示找不到 server,

有時成功連上了 server,但實際上卻沒有傳輸資料.理論上 54Mbps 的 802.11g 網路頻寬應該要能容納 400 多個 130kbps 的連線,(Server 和一個 Client 間的串流會佔掉 130kbyte/sec 的頻寬,因為每 40ms 要傳出一張畫面.這張畫面會被分割成 5~6 個封包,一個封包是

1024byte),但實測發現只能提供 6~8 個使用者同時使用,接下來我 全部所花的時間): 731us, 279us, 256us, 659us, 191us,這是 從傳送端送到 AP 花的時間;若再加上 AP 傳到 client,又還要多一倍 的時間,所以傳 5 個封包會用掉 2*(731+279+256+659+191)us = 4.23ms; 然而,無線網路的錯誤率比有線網路高許多(約每 20 個封包 /contention time 以及其它控制訊號的時間.且同一筆資料要先從 server 到 AP,再從 AP 到 client,等於同樣的資料用了兩次頻寬.

我們取 4 個觀測到的樣本,RTS/CTS/UDP data/ACK 花的時間如(表

除了 RTS/CTS/ACK 之外,還要考慮亂數決定的 contention time,

也就是在 back-off window 花了幾個 slot time 當作 contention time,這也會降低實際會在傳 Data 的頻寬,最後可以得到 Data 所分

在前面兩章已經看過 online 平順演算法的做法和效能,在這章 我們希望這套做法可以實際增進傳輸系統的效能,重點是如何將演算 法加入系統中.

5.1 小節介紹整個系統的架構,5.2 小節說明我們的程式是做在 大

架構的哪一個區塊中,以及如何和系統互動.另外我們希望能夠找出 系統可以容納的用戶數目上限以及網路對平順演算法的影響,所以做 了許多觀測.在 5.3 小節我們將這些觀測結果做了整理並分析其原 因.

5.4 小節更深入地探討無線網路的運作機制,在說明完 802.11 MAC 之後,我們試著分析系統用戶上限(無線網路環境下)比預期低很 多的原因.

第六章 結論

本論文主要是延伸已有的 stored video 平順演算法,使其也能 夠處理即時產生的影音資訊.我們一開始先回顧基本的平順演算法,

說明其運作方式及特性,接著再探討即時資料和已存好的資料在平順 處理上有何差異,針對這些不同之處改進原有的演算法.

從最單純的 fix size & non-overlapping window smoothing 到 需要高運算量但效能更好的 sliding window smoothing,我們詳細 地說明為何要做這些改變,最後可以發現,stored video 只是 online 把 window size 取成無窮大的一個特例.

再來是未來可以努力的方向:目前系統只能處理影像,還需要加入聲 音的部份才算完整.還有就是多個 client 同時存取同一台 camera 的 影像時,最省力的作法是讓一個 thread 集中處理,再 multiplex 給 各個 client;但目前的作法是多來一個 user 就多建一個 thread,這 個部份還有改進的空間.

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