Technical Report

Towards Distributed Processing on Event-sourced Graphs

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Abstract

The processing of large-scale data sets and streaming data is challenging traditional computing platforms and lacks increasingly relevant features such as data lineage and inherent support for retrospective and predictive analytics. By combining concepts from event processing and graph computing, an Actor-related programming model, and an event-based, time-aware persistence approach into a unified distributed processing solution, we suggest a novel processing approach that embraces the idea of graph-based computing with built-in support for application history.

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... La plupart de la littérature concernant ce patron se trouve en ligne, dans des billets de blog, des présentations ou de la documentation logicielle. La littérature académique est relativement réduite et se rapporte principalement à l'étude de l'évolution de graphes dans le temps[Erb, 2015, Erb et al., 2017. Cette section fournit un aperçu des différentes définitions données de l'ES et du vocabulaire lié à ce patron de conception. ...
Thesis
L’évolution technologique du web durant ces dernières années a favorisé l’arrivée d’environnements virtuels collaboratifs pour la modélisation 3D à grande échelle. Alors que la collaboration réunit dans un même espace partagé des utilisateurs distants géographiquement pour un objectif de collaboration commun, les ressources matérielles qu'ils apportent (calcul, stockage, 3D ...) avec leurs connaissances sont encore trop rarement utilisées et cela constitue un défi. Il s'agit en effet de proposer un système simple, performant et transparent pour les utilisateurs afin de permettre une collaboration efficace à la fois sur le volet computationnel mais aussi, bien entendu, sur l'aspect métier lié à la modélisation 3D sur le web. Pour rendre efficace le passage à l’échelle, de nombreux systèmes utilisent une architecture réseau dite "hybride", combinant client serveur et pair-à-pair. La réplication optimiste s'adapte bien aux propriétés de ces environnements répartis : la dynamicité des utilisateurs et leur nombre, le type de donnée traitées (3D) et leur taille. Cette thèse présente un modèle pour les systèmes d’édition collaborative en 3D sur le web. L'architecture cliente (3DEvent) permet de déporter les aspects métiers de la 3D au plus près de l’utilisateur sous la forme d’évènements. Cette architecture orientée événements repose sur le constat d’un fort besoin de traçabilité et d’historique sur les données 3D lors de l’assemblage d’un modèle. Cet aspect est porté intrinsèquement par le patron de conception event-sourcing. Ce modèle est complété par la définition d’un intergiciel en pair-à-pair. Sur ce dernier point, nous proposons d'utiliser la technologie WebRTC qui présente une API familière aux développeurs de services en infonuagique. Une évaluation portant sur deux études utilisateur concernant l’acceptance du modèle proposé a été menée dans le cadre de tâches d’assemblage de modèles 3D sur plusieurs groupes d’utilisateurs.
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Big Data: Principles and best practices of scalable realtime data systems
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Liquid: Unifying nearline and offline big data integration
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R. C. Fernandez, P. Pietzuch, J. Kreps, N. Narkhede, J. Rao, J. Koshy, D. Lin, C. Riccomini, and G. Wang. Liquid: Unifying nearline and offline big data integration. In Online Proceedings of the Seventh Biennial Conference on Innovative Data Systems Research Online Proceedings, 2015.