Channel Allocation for Social Networking Features on Publish/Subscribe-based Mobile Application
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1 Allocation for Social Networking Features on Publish/Subscribe-based Mobile Application Alfian Ramadhan, Achmad Imam Kistijantoro Laboratory of Distributed System School of Electrical Engineering and Informatics, Institut Teknologi Bandung Abstract Developing mobile applications with social networking features often requires application specific server-side code to handle interactions and communication among users. This paper proposes a model for mobile applications with social networking features that are developed on top of commonly available publish/subscribe service, thus alleviating the need of developing application specific server to support the mobile apps. The mobile application that we develop has social networking features, such as friendship, location sharing, and chatting, which are implemented using publish/subscribe model. This paper also describes channel allocation which can be used for system with restrictions in maximum number of subscribers. Result shows that social networking features in mobile application can be implemented using publish/subscribe model. There is no bandwidth wasted in system without restriction. Nevertheless, result still yield low scalability and need some further developments in restricted system. I. INTRODUCTION ROADCASTING is a process to distribute Bmessages to other clients simultaneously [1]. This is used to inform many users in a short time which is needed by scalable system. Publish/subscribe is a model to perform distributed interaction or communication in scalable system [2]. Publish/subscribe system sends broadcast messages to many clients in channels. is a basic concept of publish/subscribe which serves as a medium to make communication among clients. Publish/subscribe model has been used in MMO (Massively Multiplayer Online) games with dozen users, such as Mercury which is used for internet games applications [3]. Although many multiplayer games focus on fighting or making an avatar, there are many social networking features that attract player personally, for example The Sims and Second Life [4]. Publish/subscribe model has already been used in multiplayer and online games, but none of them has use publish/subscribe model for implementing social networking features. Publish/subscribe-based implementation gives advantage to developer for developing code for handling interaction between clients. This due to the fact that there are already many available publish/subscribe servers that could be used as the basis for developing applications, such as PubNub, RabbitMQ, and PlayerIO. Furthermore, even the database supports for the applications can be implemented as publish/subscribe model thus remove the responsibility from the developers to manage their own database servers. For mobile applications, publish/subscribe model may help reduce the load for managing network traffic, as publish/subscribe model may provide extensive filtering mechanisms. To support communication between clients in mobile applications, channels have to be allocated for each client so that they can send and receive appropriate messages to each other. To build social networking features, clients need to be allocated optimally, so that within a channel, only related clients (clients that are all have friendship relation with each others) are joining the same channel. But, there are conditions that make this could not happen. Supposed that there is a channel that consists of several clients but not all of them have friendship relation with each other. Each message that a client sent will be received by other unknown clients. So filtering is a process that will be occurred (either at client device or server) and results in some wasted bandwidth. This paper assumes that the publish/subscribe server does not have the filtering capability, so that the filtering must be done at the client device. The aim of this paper is to implement social networking features on mobile application using publish/subscribe model. First, we describe the model to implement social networking features such as friendship, location sharing and chatting using publish/subscribe model. Second, we propose an algorithm that can allocate channel to clients optimally both in restricted and unrestricted system, so that the amount of unnecessary messages received by /13/$ IEEE 119
2 client device can be reduced. II. RELATED WORK There are various research for publish/subscribe systems, such as Mercury, PADRES, and grid monitoring. Mercury is a system which use publish/subscribe in order to make scalable internet games [3]. PADRES uses content based publish/subscribe to build middleware platform to make business process automation, monitoring, and execution [5]. [6] compares some publish/subscribe middleware which were developed for Grid monitoring. Also there is publish/subscribe system which is performed by Corona to build a high performance system for the World Wide Web [7]. Corona used publish/subscribe to make framework for detecting updates to online data. This paper focuses on using publish/subscribe for developing social networking features in mobile application. Differences among previous researches are in how publish/subscribe model could be implemented for communication among users to build social networking features. III. CONCEPT Publish/subscribe consists of publisher and subscriber. Subscriber can listen to a particular event that is published by publisher with the same interests [2]. Publisher can send a message to subscribers which have the same interests [2]. See Fig. 1. for more details to describe the concept of how it works. publishers and subscribers. Subscribers receive messages in particular channel. Publishers also send messages in certain channel. In Fig. 2., publisher sends messages to 1. All of the subscribers in 1 will get the messages which are forwarded by the server to all of the subscribers in 1. Services that can be used to do publish/subscribe are quite a lot, some of them are PubNub and RabbitMQ. RabbitMQ is an open source server [8]. PubNub is a service provider which is well used by massive player application [9]. Publisher Subscriber 3 Subscriber 1 Publisher/Subscriber Message Flow Fig. 2. Publish/Subscribe Communication Subscriber 2 IV. PROBLEM AND ANALYSIS This paper focuses on implementing mobile application having social networking features which use publish/subscribe model. Social networking features consist of friendship, location sharing, and chatting. Friendship feature is barely created, unless it has a third component in order to store user database and friendship relations. A B Fig. 1. Publish/subscribe scheme [2] subscribe publish Publish/subscribe decouples space, time and synchronous between parties that are communicating. In space decoupling, people who interact with others do not need to know each other. In time decoupling, people who interact with others do not need to actively participate in the same time. In synchronous decoupling, publisher does not disturb subscribers while producing events and subscriber get the events asynchronously when doing something else. Fig. 2. shows the concept of sending information using publish/subscribe. s are the mediator to execute message transaction. Fig. 2. also illustrates the possibility to make a communication between many User 1 User 2 Fig. 3. Publish and Subscribe Mechanism Fig 3 shows publish and subscribe mechanism between two users. Supposed that User 1 wants to send message to Users 2. User 1 will publish an event to B. Then User 2 will get the event from B. Event could be act as a message. We could create some mechanisms so that messages could be act as a location information or chat messages that will be delivered by users. Location sharing feature needs certain channel 120
3 allocation. It is showed in Fig. 4. That each user has his/her own private channel to share his/her location. It works by sending periodic location information to his channel. Other users just need to subscribe to his friend s channel to receive the messages. With this mechanism, location sharing is implementedprecisely between two users. User 1 User 2 User 3 previous allocation discussed before could not be used since it is used only for system without subscriber limitation. In brief, our previous allocation is best used for system without restriction so that we have to think about different channel allocation for system with restriction which is limitting the number of subscribers. Hence, this paper also proposes channel allocation that can be used for restricted systems that has limitation such as described above. Send Position Send Position Send Position Fig. 4. Mechanism for location sharing Chatting is a way of people interact by sending messages each other. allocation is done by using another private channel especially for chatting. Previously we have channel allocation specific for location sharing. With similar mechanism, channel allocation in chatting is performed by changing the direction of arrow so that it will switch the subscriber and publisher. Fig. 5. shows how chatting works. User 1 User 2 Chat(msg, id) Fig. 6. One Allocation For discussion, there are two alternatives for channel allocation in system with restriction. The first is that we have only one channel allocation that contains all of the users, even though they do not have friendship relation with one another, such as showed in Fig. 6. This allocation will yield minimum number of total subscribers. However, it will produce maximum bandwidth loss. Bandwidth loss is really important in mobile devices. More bandwidth loss will produce more useless computing power and memory in mobile device. 1 2 Fig. 5. Mechanism for Chatting Hence, channel allocation is given by using those schemes. Location sharing and chatting among friends could be implemented by using publish/subscribe model. mechanism is performed by creating private channel location sharing and chatting by each user. Many publicly available publish/subscribe servers impose some restrictions in publish/subscribe service they provided. One best example found in PubNub which has restriction in the number of total subscriber. Subscriber limitation means that every user in every channel is counted as one subscriber. As the user creates two channels, it will be counted as two subscribers. Due to the restriction, we could not easily give allowance to users in making many channels. Supposed that each user has two channels so that there are (2 x n) channels in order to make communication occurred. If the system has the subscriber limitation, we have to limit the number of channels and our Fig. 7. Many s Allocation A second alternative is by using many channels allocation showed in Fig. 7. We will have many channels that contains two users have friendship relation with each other. will be created in each friendship relation between two users. It will give the maximum number of total subscriber. But, it will have no bandwidth loss. This channel allocation is very cheap for mobile device computation. There are no bandwidth loss but a it has a large number of subscribers. Hence, this allocation is probably not suggested for system with subscriber restriction. Therefore, we need an appropriate algorithm to get the appropriate number of subscribers. One channel allocation might be a best solution for subscriber limitation, but not safe way for mobile devices. In this 121
4 paper, we will create algorithm to make channel allocation. Based on Fig. 8., there are users represented by node and lines connecting the nodes represent of their friendship. allocation will transform those nodes into many channels. Fig. 9. shows information about channel description. To allocate the users into an optimal channel, appropriate algorithm is needed. An optimal allocation channel is presented by the minimum of subscriber and bandwidth loss. In order to get the fewest subscriber and bandwidth loss, there are many criteria that need to be considered, i.e. the number of subscribers, wrong messages, double messages, and time computing. Server Publish/Subscribe(Fig. 10). Server publish/subscribe is a component which act as a server to maintain publish and subscribe messages. Client is end users which is the center component among others. Gateway is the third component that helps Client to get channel allocation which is calculated to perform publish/subscribe. Gateway Client Fig. 10. System Components Server Publish/ Subscribe We use RabbitMQ [8] for publish/subscribe server. It is an open source system and provide publish/subscribe services. Fig. 11. shows the communication between Client and Server. Client publishes its events in an interval of time to server. This interval of time let Client to send information about location to all of his friends. Fig. 8. Graph Transformation into s The main idea of algorithm is to create a channel consisting all of the users like channel allocation in Fig. 8. Then, while the total subscribers do not reach the limit, pick some users and all of his friends to create new channel. The new channel consists of two users which has in friend status. Thus, it can reduce the bandwidth loss from the big channel and spread users into many channels under subscriber limitation. The best case happensas all of the channels consist of two users and still do not reach the subscriber limitation. This allocation does not produce any bandwidth loss. The worst case happens as the allocation consists only a channel so that it will result a large amount of bandwidth loss. Fig. 9. s Information V. IMPLEMENTATION This paper perform a case study in developing social networking features for mobile application using publish/subscribe model. The system consists of three components: Gateway, Client, and Client publish subscribe Server Publish/ Subscribe Fig. 11. Client Server Publish/Subscribe Communication Message delivery of publish/subscribe is performed by sending a message in the form of a string. Second component is Gateway, which is a server which is implemented as a web service. Client will ask to the Gateway component about channel allocation in order to use it to interact with all of his friends. allocation given by Gateway consists of channel groups with its members. Gateway will give information about channel which has to be subscribed and channel which has to be published. Functions that could be used from this component are registration for new users, list of users, list of friends, make request, make friend, make unfriend. The third component is Client which is mobile devices as end users. Client in this implementation is developed using LibGdx which use Java for programming language. LibGdx is a platform which is a multiplatform application [10]. Client makes request to Gateway using httprequest showed in Fig. 12. Then Gateway gives respond by sending channel information to Client. Afterward, client will intense in a particular time to make communication with Gateway. Gateway request channel info Client Fig. 12. Client Gateway Communication 122
5 Communication between client and Gateway occurred using httprequest. Client which is built using Java, is an active component that routinely ask information from Gateway. In an interval time which is used 1 second in this study case, client will ask Gateway to get three information which are channel allocation information, all application s users, and information of friends. VI. EXPERIMENTAL RESULTS As stated in introduction, the objective of the experiment is to find out that social networking features which are friendship, location sharing, and chatting features are working. Using publish/subscribe, the experiment also collect statistical data fro2m system with restriction and no restriction. And also to find out boundaries that happen for example maximum number of users, channel, etc. Testing environment consists of devices which are laptop, computer, and mobile device. Table I shows type of devices which are used in testing. There are four devices. Each device has its own capability and resource which realized in processor and memory. Other specifications are operating system and java version of the system. There are three scenarios which are functional testing, restricted system testing, and scalability testing. Each scenario are built in order to reach the testing goal. In functional testing, all of the features which are friendship, location sharing, and chatting result in perfect conditions. Using publish/subscribe model, those features could be implemented very well. There are no error and those features work fine. Based on results on previous section, publish/subscribe is successfully capable to implement mobile application. Testing in system without restriction neither resulted any wrong messages nor double messages showed in Table II. Hence, there are no bandwidth wasted. Hence this allocation style is appropriate for social networking features defined and do not need any modification at all. However in restricted system, it yields some wrong messages and double messages. These problems are showed from Table III. This result means that publish/subscribe still working with bandwidth loss as predicted in creating algorithm in previous section. Thus, our result matches for all criteria made previously. By avoiding double messages and wrong messages, bandwidth loss can be reduced. On the other hand, time computing is not a considerable thing since both yield close results. Meanwhile, there exists some problems in performance. Scalability of system does not reach many numbers of users. When number of people increase to hundreds, surprisingly system got an error and stopped working. The error notification said that it could not create more native threads in system. TABLE I LIST OF TESTING DEVICES Typ e Name Processor Memory OS Java 1 Laptop Intel Core Windows 8 V GB i7 64 bit 64bit 2 Compu Intel Core Windows 7 V GB ter 2 Duo 32 bit 32bit 3 Compu Intel Core V GB Fedora 2.1 ter 2 Duo 32bit 4 Mobile 800MHz 238MB Android Friend TABLE II DATA STATISTIC OF UNRESTRICTED SYSTEM Sent Receive d Wrong Sending Receiving Friend TABLE III DATA STATISTIC OF RESTRICTED SYSTEM Sent Receive d Wrong Sending Receiving Each system has its own threading capability. Different system, especially poor hardware system such as mobile devices will reject large number of threads. It supposed that system could not strong enough to calculate larger number of people. Consequently, first type of devices shown in Table I hold the highest number of threads among all as it has the highest specification. Then the last type of devices hold the fewest number of threads. Threading problems may occur because of thread created by RabbitMQ API. Probably each connection built by RabbitMQ will produce a native thread in the system. As RabbitMQ build one connection for one user, there will be many connections as the increasing number of users. Creating many connections in a time would result many threads created by RabbitMQ in the system. In different opinions, probably there are other such correct programming ways to implement RabbitMQ API so that they will not create many threads as long as many people use this application. For instance, we can modify the code in using RabbitMQ API to create many users in only one RabbitMQ connection. Thus, there will be one connection built by RabbitMQ for managing many users at once in order to deliver and 123
6 receive messages so that thread problems will not occur. On the other hand, interval time of sending messages yields different result. In fewer milliseconds of interval time, animation run faster but needs much computing process. Otherwise, more milliseconds of interval time, animation run slower, but processor computes smaller resources. In fact, publish/subscribe server will be much busier to send messages in smaller interval time. Meanwhile, communicating to a central server in small interval time rapidly are not a good solution especially for mobile devices. However in real world, social networking application does not require quick animation or other graphics visualization. We may change the interval time to an efficient duration so that it does not really make the server busy, for example 5 minutes or longer. For instance, google maps mobile application showing friends location in different places all over the world does not require 1 millisecond update interval time. Other solutions may likely build distributed publish/subscribe servers in order to avoid the polling central server. It will be a hot topic discussion as further development in publish/subscribe area. Furthermore, it is a feasible approach since developers need a generic social networking server for quick development in building mobile applications. VII. CONCLUSION Due to the result, social networking features could be implemented using publish/subscribe model in mobile application. Friendship, location sharing, and chatting are social networking features which are implemented by allocating some channels in publish/subscribe model. Further implementation of publish/subscribe will be likely in many various problems needing server. Then publish/subscribe server could be used for generic server managing social networking features then. The algorithm proposed in this paper can be used to reduce the number of channel subscribers without resulting unnecessary duplication in message delivery in system with restriction. Thus, it produces less bandwidth and appropriate with mobile devices behavior. Every computers/mobile device has different capabilities. Implementing channel subscription in mobile device with multi-threading limits the numbers of channel subscriptions that can be created, thus restrict the number of users that the mobile device can interact with. Implementing the channel subscription with event-driven technique can increase the scalability of the applications. REFERENCES [1] A. S. Tanenbaum, Computer Networks, Prentice H all PTR (ECS Professional), [2] P. T. Eugster, P. A. Felber, R. Guerraoui and A.-M. Kermarrec, "The Many Faces of Publish/Subscribe," ACM Computing Surveys, Vol. 35, No. 2, pp , [3] A. R. Bharambe, S. Rao and S. Seshan, "Mercury: a scalable publish-subscribe system for internet games," in Proceedings of the 1st workshop on Network and system support for games, [4] D. Hansen, B. Shneiderman and M. A. Smith, Analyzing Social Media Networks with NodeXL: Insight from A Connected World, USA: Elsevier Inc., [5] E. Fidler, H.-A. Jacobsen, G. Li and S. Mankovski, "The PADRES Distributed Publish/Subscribe System," Middleware Systems Research Group. [6] C. Huang, P. R. Hobson, G. A. Taylor and P. Kyberd, "A Study of Publish/Subscribe Systems for Real- Grid Monitoring," IEEE, [7] V. Ramasubramanian, R. Peterson and E. G. Sirer, "Corona: A High Performance Publish-Subscribe System for the World Wide Web," Microsoft Research. [8] RabbitMQ, "RabbitMQ Documentation," 22 Mei [Online]. Available: [9] PubNub, "How PubNub Works," 22 Mei [Online]. Available: [10] LibGdx, "Homepage," 26 Mei [Online]. Available: 124
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