Peer-to-peer (P2P) applications have recently attracted a
large number of Internet users. Traditional P2P systems however, suffer from
inefficiency due to lack of information from the underlay, i.e. the physical
network.
Despite all the efforts been put in, a gap has been
witnessed between the simulation figured and results and actual real world
scenarios. Some researchers have admitted that these simulation results can no
way be compared to what they might face in real world networking environment,
other than a few researches.
Notable effort and resources are yet to be put into most
of these researches in order to make them viable for a real world practical
application. One such example is the peer to peer communication optimization
which can be very useful for multiplayer gaming and overall file sharing and
communication on the Internet.
Other such experiments in the labs have shown extremely
positive results which can change the dynamics of underlying networks
New P2P Systems:
• File sharing was first P2P application
• Other applications are coming to light
• BitTorrent: focus more on content
distribution than file sharing
– Makes use of common research
result (DHT) since 2005
• P2P extending beyond file sharing: Skype
– Skype is a P2P telephone
“system”
– Can call other computers, or
normal phones
– Based on the KaZaA network
• P2P streaming systems
– PPLive, PPStream
P2P
|
Client-Server
|
No central server
|
Central Server
|
Suitable for small
business org.
|
Scalable
|
Inexpensive
|
Expensive
|
Not secure
|
Secure
|
Conclusion:
Both the peer to peer and
client server architectures have their own pros and cons. It depends on the
organizational architecture that what suits the best in a particular scenario.
Client Server
architectures are expensive and can accommodate large number of users. They are
scalable.
For an organization with
30 nodes and data security not an issue, peer to peer is the recommended
network architecture. It is cost effective as well as suitable for small
organizations.
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