This report is submitted in partial fblfillment of the requirements for the Bachelor of Computer Science (Computer Networking)



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WIRELESS AD-HOC ROUTING SYSTEM (WARS) MOHD FAIRUZ BIN HAMZAH This report is submitted in partial fblfillment of the requirements for the Bachelor of Computer Science (Computer Networking) FACULTY OF INFORMATION AND COMMUNICATION TECHNOLOGY UNIVERSITI TEKNIKAL MALAYSIA MELAKA 2007

ABSTRACT Wireless Ad-Hoc Routing System (WARS) is a system for routing in multihop mobile wireless ad-hoc networks. AODV engine will be embedded to the system. An analysis module based on log file of the engine will be done to create a new interface of the system. The AODV engine is developing using C language and new analysis module is developing using Java Language. This system will allow connection of ad-hoc node that outranges using another ad-hoc node in the middle that is in ad-hoc signal coverage. Currently, there are limited resources of system to route mobile ad-hoc nodes in one ad-hoc network. User cannot connect to other node that outrange of ad-hoc signal range capability. It is impossible to connect to outrange node because ad-hoc capability one limit to one hop only. The project has many benefits, especially to anyone who concerned with the need of temporary networking to transfer data or other works on other user devices. They may be for students, lecturers, or personal users that need an easy and fast connection within critical time. This project is expected to develop a fully functional prototype system by embedding AODV engine and analysis module to the system therefore capable of connecting multihop mobile ad-hoc up to three hops and create a multihop mobile wireless ad-hoc networking.

ABSTRAK Wireless Ad-Hoc Routing System (WARS) merupakan satu sistem yang akan membuat laluan dalam rangkaian berbilang ad-hoc. Enjin AODV akan diintegrasikan ke dalam sistem ini. Satu modul analisis melalui fail log enjin akan dibangunkan untuk membuat antaramuka pengguna baru. Enjin AODV dibangunkan menggunakan bahasa pemprosesan C manakala modul analisis baru akan dibangunkan menggunakan bahasa pemprosesan Java. Sistem ini akan menghubungkan komputer ad-hoc yang di luar jarak capaian signal menggunakan ad-hoc di tengah-tengah untuk menghantar maklumat. Pada masa ini, tidak banyak sistem yang sedia ada untuk membuat laluan dalam rangakaian berbilang ad-hoc. Pengguna tidak boleh menghubungi komputer ad-hoc di luar jarak capaian signal disebabkan jarak capaian signal yang terbatas. Adalah mustahil untuk menghubungi komputer ad-hoc di luar jarak signal kerana, secara urnumnya ad-hoc hanya membataskan hubungan antara jarak sahaja. Projek ini mempunyai banyak kebaikan terutamanya untuk pengguna yang memerlukan hubungan rangkaian komputer sementara untuk menghantar maklumat pada komputer lain. Mungkin untuk pelajar, pensyarah mahupun pengguna biasa yang memerlukan hubungan rangkaian komputer dalam masa yang cepat. Project ini dijangkakan akan menghasilkan satu prototaip lengkap sistem menggunakan enjin AODV dan tambahan modul analisis maka adalah diharapkan sistem ini mampu membuat hubungan ke berbilang komputer ad-hoc di luar jarak signal melebihi 3 komputer ad-hoc.

CHAPTER I INTRODUCTION 1.1 Project Background This project is about developing a system for routing in mobile wireless adhoc network. This system will also call WARS (Wireless Ad-Hoc Routing System). The idea of this project is to connect ad-hoc node that is outrange using another adhoc node in the middle that is in ad-hoc signal coverage. Therefore, Access point is not required in this network. Wireless adapter that capable of doing ad-hoc mode will be used at three nodes in this project. Currently, operating systems that are provided for user did not have a system to route mobile wireless ad-hoc network. There are no tools to do such kind of connection in wireless ad-hoc network. This system can be use by user that has computer or laptop that capable of wireless ad-hoc networking. This system is not only connecting one ad-hoc node to other, but it will keep connecting other user that already in one Extended Service Set Identification (ESSID) within ad-hoc coverage. Ad-hoc On-demand Distance Vector (AODV) routing protocol will be use in this system. Others ad-hoc routing protocols are also identified and analyzed in details to choose the right routing protocol to use in this system. User requirements are carefully prepared to make sure this system develop well and have the most appropriate interface for user.

1.2 Problems Statements In an ad-hoc network, nodes communicate with each other using multi-hop wireless links. There is no stationary idiastructure such as base stations like Access Point. Ad-Hoc network is a temporary and short range networking. Each node in the network also acts as a router, forwarding data packets for other nodes. The process of routing is unknown to user because the engine does not have output to user. We do not know which neighbor is up or down except by doing manually ip route or ping command to check it. There is no system embedded to the engine to analyze and interact with user. There are limited resources of system to route mobile ad-hoc nodes in one adhoc network. User cannot connect to other node that outrange of ad-hoc signal range capability. It is impossible to connect to outrange node because ad-hoc capability one limit to one hop only. Even the mobile ad-hoc nodes are in range, it is hard to connect between each other because user does not know to use existing tools in their Existing system does not have interfaces for user. The engine does it jobs transparently and did not have interfaces for user to input data. User mainly just started the engine and let it be throughout the day. User cannot have any input to interact with the engine. It is important for user to see neighbors around them in their networking environment. 13 Objective The objectives of this project are to develop a system for routing in multihop wireless ad-hoc network. Upon completing this project, it is expected that the following objectives will be achieved:-

13.1 Establish connection between outrange ad-hoc node using middle ad-hoc node to divert transmission. Available ad-hoc routing protocols will be identified and researched in details to make sure the routing protocol chosen capable of mobile ad-hoc networking. 1.3.2 To integrate system with existing wireless network adapter. In this project, three D-Link DWL-G122 vb1 wireless USB network adapter will be used to run in Ad-Hoc mode in Linux using kernel 2.6.9. Firmware h m Ralink Tech Inc. will be use with this hardware to integrate with the system. 13.3 Create interface for user. A simple interface will be created for user to interact with the system. The user will have enough choices to know the available nodes around. 1.3.4 To make Linux as a suitable platform to develop the system in fully open source codes. All tools will be used are open source and free to use. Interface using java codes will be integrated with the system. More controls and development are hoped to be done in L i environment.

1.4 Scope WARS is target to wireless ad-hoc user to use at their company or home. The scopes of this system are: (1) It is limited to three nodes. Computers used in this mobile wireless ad-hoc network will have to use the same wireless USB network adapter with the exact firmware given by the manufacturer. (2) This system is limited to Linux environment. It will be running on Linux Fedora Core 3 with kernel 2.6.9. Java 1.5 SDK will be use to run the interface module. (3) There are no GUI interfaces for this system. User will have to interact with the system with the interfaces running on Terminal, command line. (4) User of the system must know Linux environment. KDE session used for desktop interface. 1.5 Project Significance This project is very important as a breakthrough to mobile wireless ad-hoc networking environment. The analysis has done can be bring forward to create a better routing protocols for wireless ad-hoc networking. Problems are identified and requirements are analyzed to know the current situation and ways to overcome it. This project are developed to let people know that mobile wireless ad-hoc networking are possible to do in the right way and suitable for normal user.

The project has many benefits, especially to anyone who concerned with the need of temporary networking to transfer data or other works on other user devices. They may be for students, lecturers, or personal users that need an easy and fast connection within critical time. The cost of the network devices for organization or workgroup can be reduced by implementing this system. Access Point, Router, and other wired devices can less used in their networking environment. User can now connect to mobile wireless ad-hoc nodes without having to move around near them. 1.6 Expected Output In this project, there are some expected outputs when this system is fully developed. This project is expected to develop a fully functional prototype system by embedding AODV engine and analysis module to the system. This system capable of connecting mobile ad-hoc up to three hops and creates a multihop mobile wireless ad-hoc networking. User can route messages betweens nodes if each node have this system. Analysis module will be done to analyze the wireless ad-hoc routing activities based on log files of AODV engine. It will be shown to user via interface developed in JAVA language programming. The information and analysis will be used to find the right routing protocol to implement with the system. The existing wireless network hardware can integrate with the operating system and WARS itself to run the system smoothly and without emr. The configurations provided with the hardware devices are compatible with the system and enough to do the development of WARS.

1.7 Conclusion As a conclusion, this project is a breakthrough to mobile ad-hoc networking. The appropriate engine will be used to embed with WARS. It will bring many benefits to user and create a new style of networking to the existing network environment technology. For the next chapter in this project is Literature Review and Project Methodology. This chapter is important because as guideline to develop this project. The method of developing this project are consist compatibility of step development that will be done h m preliminary until the end of this project.

CHAPTER I1 LITERATURE REVIEW AND PROJECT METHODOLOGY 2.1 Introduction Literature review is a very important part that needs to be done in order to get hold of more information and findings regarding this project. By doing literature review, the original concept of what is going to be developed can be clearly defined and as the project develops, it can be seen that researches done by doing literature review is able to help a lot during progress of the project. Theories, approaches and different methods which are created and used by other people can be studied and applied in own way when all ideas are combined or added up to develop a new idea. All homework done to discover facts and findings related to the project will be in used in order to seek more ideas for building this project. A literature review summarizes, interprets and evaluates existing literature or published material in order to establish current knowledge of a subject. The purpose for doing so relates to ongoing research to develop the knowledge. The literature review may resolve a controversy, establish the need for additional research and/or define a topic of injury. The purpose of a literature review is to establish current knowledge on an issue that relates to the topic of research. Literature review is an important process in a system development. Literature review provides the necessary background and information and thus acts as a base to start off a research with. In this stage,

findings, sumary, analysis and synthesis of the system will be done. This is to ensure the full understanding of the system and that the most suitable software and tools are used. When building a product or a system, it is essential to go through a series of predictable steps so that it can ensure that the project is on track. This is known as project methodology and it acts as like a roadmap that helps to create a timely quality result. By choosing the right tactic to implement the project, sequence of activities done for phases of the project can be done efficiently. 2.2 Fact and Findings 2.2.1 Domain The identified domain of this project is the used of this system in multihop mobile wireless ad-hoc network environment whereby it will create a multihop mobile wireless ad-hoc networking. It is based on ICT in Advanced Manufacturing Technology. 2.2.2 Networking According to Mitchell B., networking is the practice of linking two or more computing devices together for the purpose of sharing data. Networks are built with a mix of computer hardware and computer software. Networks can be categorized in several different ways. One approach defines the type of network according to the geographic area it spans. Local area networks (LANs), for example, typically reach across a single home, whereas wide area networks (WANs), reach across cities, states, or even across the world. The Internet is the world's largest public WAN.

Computer networks also differ in their design. The two types of high-level network design are called client-server and peer-to-peer. Client-server networks feature centralized server computers that store email, Web pages, files and or applications. On a peer-to-peer network, conversely, all computers tend to support the same hctions. Client-server networks are much more common in business and peer-to-peer networks much more common in homes. A network topology represents its layout or structure fiom the point of view of data flow. In so-called bus networks, for example, all of the computers share and communicate across one common conduit, whereas in a star network, all data flows through one centralized device. Common types of network topologies include bus, star, ring and mesh. Computer networks for the home and small business can be built using either wired or wireless technology. Wired Ethernet has been the traditional choice in homes, but Wi-Fi wireless technologies are gaining ground fast. Both wired and wireless can claim advantages over the other and both represent viable options for home and other local area networks (LANs). 2.23 Wireless Networking According to Mitchell B., Wireless networks utilize radio waves andfor microwaves to maintain communication channels between computers. Wireless networking is a more modern alternative to wired networking that relies on copper and/or fiber optic cabling between network devices. A wireless network offers advantages and disadvantages compared to a wired network. Advantages of wireless include mobility and elimination of unsightly cables. Disadvantages of wireless include the potential for radio interference due to weather, other wireless devices, or obstructions like walls. Wireless is rapidly gaining in popularity for both home and business networking. Wireless technology continues to improve, and the cost of wireless products continues to decrease.

Popular wireless local area networking (WAN) products conform to the 802.1 1 " Wi-Fi" standards. 2.2.4 Wireless Local Area Networking (WLAN) According to Mitchell B., WLANs provide wireless network communication over short distances using radio or infrared signals instead of traditional network cabling. A WLAN typically extends an existing wired local area network. WLANs are built by attaching a device called the access point (AP) to the edge of the wired network. Clients communicate with the AP using a wireless network adapter similar in function to a traditional Ethernet adapter. WANs use a transmission medium, just like wired LANs. Instead of using twisted-pair or fibre-optic cable, WLANs use either infrared light (IR) or radio frequencies (RF). Of the two, RF is far more popular for its longer-range, higherbandwidth, and wider coverage. Most wireless network LANs today use the 2.4- gigahertz (GHz) frequency band, the only portion of the RF spectnun reserved around the world for unlicensed devices. The fi-eedom and flexibility of wireless networking can be applied both within buildings and between buildings. Network security remains an important issue for WLANs. Random wireless clients must usually be prohibited from joining the WLAN. Technologies like WEP raise the level of security on wireless networks to rival that of traditional wired networks.

2.2.4.1 WLAN Architecture WLAN Architecture consists of 4 which are stations, basic service set, extended service set and distribution system. (1) Stations All components that can connect into a wireless medium in a network are referred to as stations. All stations are equipped with wireless network interface cards (WNICs). Wireless stations fall into one of two categories access points and clients. Access points (APs) are base stations for the wireless network. They transmit and receive radio frequencies for wireless enabled devices to communicate with. Wireless clients can be mobile devices such as laptops, personal digital assistants, IP phones, or fixed devices such as desktops and workstations that are equipped with a wireless network interface. (2) Basic service set The basic service set (BSS) is a set of all stations that can communicate with each other. There are two types of BSS which are independent BSS and inkstructure BSS. Every BSS has an identification 0) called the BSSID, which is the MAC address of the access point servicing the BSS. An independent BSS is an ad-hoc network that contains no access points, which means they can not connect to any other basic service set. An idhstmcture BSS can communicate with other stations not in the same basic service set by communicating through access points. (3) Extended service set An extended service set (ESS) is a set of connected BSSes. Access points in an ESS are connected by a distribution system. Each ESS has an ID called the SSID which is a 32-byte (maximum) character string. For example, "linksys" is the default SSID for Linksys routers.

(4) Distribution system setup. A distribution system connects access points in an extended service 2.2.4.2 W AN Types There are two main types of WLAN which are peer-to-peer and client server. (1) Peer-to-peer (Ad-Hoc WAN) Figure 2.1 : W AN Peer-to-peer network A peer-to-peer (P2P) allows wireless devices to directly communicate with each other. Figure above shows that wireless devices within range of each other can discover and communicate directly without involving central access points. This method is typically used by two computers so that they can connect to each other to form a network. If a signal strength meter is used in this situation, it may not read the strength accurately and can be misleading, because it registers the strength of the strongest signal, which may be the closest computer. 802.11 specs define the physical layer (PHY) and MAC (Media Access Control) layers. However, unlike most other IEEE specs, 802.11 includes three alternative PHY standards, diffuse infiared operating at 1 Mbit/s in, frequency-hopping spread spectrum operating at 1 Mbit/s or 2 Mbit/s, and direct-sequence spread

spectrum operating at 1 Mbit/s or 2 Mbit/s. A single 802.11 MAC standard is based on CSMCA (Carrier Sense Multiple Access with Collision Avoidance). The 802.11 specification includes provisions designed to minimize collisions. Because two mobile units may both are in range of a common access point, but not in range of each other. The 802.11 has two basic modes of operation which is Ad-hoc mode, enables peer-to-peer transmission between mobile units. Infrastructure mode in which mobile units communicate through an access point that serves as a bridge to a wired network infrastructure is the more common wireless LAN application the one being covered. Since wireless communication uses a more open medium for communication in comparison to wired LANs, the 802.1 1 designers also included a shared-key encryption mechanism, called wired equivalent privacy (WEP), or Wi-Fi Protected Access, (WPA, WPM) to secure wireless computer networks. (2) Client Server Figure 2.2: WLAN client server newok Figure above shows, installing an access point can extend the range of an ad hoc network, effectively doubling the range at which the devices can

communicate. Since the access point is connected to the wired network, each client can have access to server resources as well as to other clients. Each access point can accommodate many clients and the specific number depends on the number and nature of the transmissions involved. Many real-world applications exist where a single access point services from 15-50 client devices. Access points have a finite range, on the order of 500 feet indoor and 1000 feet outdoors. In a very large facility such as a warehouse, or on a college campus, it may be necessary to install more than one access point. Access point positioning is accomplished by means of a site survey. The goal is to blanket the coverage area with overlapping coverage cells so that clients can range throughout the area without ever losing network contact. The ability of clients to move seamlessly among a cluster of access points is called roaming. Access points hand the client off h m one access point to another in a way that is invisible to the client, ensuring unbroken connectivity. 2.2.5 Defining Ad-Hoc According to Ozan, K. Tonguz, Gianluigi Ferrari, ad-hoc is a network connection method which is most often associated with wireless devices. The connection is established for the duration of one session and requires no base station. Instead, devices discover others within range to form a network for those computers. Devices may search for target nodes that are out of range by flooding the network with broadcasts that are forwarded by each node. Connections are possible over multiple nodes (multihop ad-hoc network). Routing protocols then provide stable connections even if nodes are moving around.

2.2.6 Routing According to Medhi, Deepankar, Ramasamy and Karthikeyan, routing is the process of selecting paths in a network along which to send data or physical traffic. Routing is performed for many kinds of networks, including the telephone network, the Internet, and transport networks. Routing directs forwarding, the passing of logically addressed packets from their source toward their ultimate destination through intermediary nodes. Ordinary computers with multiple network cards can also forward packets and perform routing, though with more limited performance. The routing process usually directs forwarding on the basis of routing tables which maintain a record of the routes to various network destinations. Thus constructing routing tables, which are held in the routers' memory, becomes very important for efficient routing. 2.2.7 Ad-Hoc On Demand Distance Vector (AODV) According to Charles E. Perkins and Elizabeth M. Royer., the Ad-hoc Ondemand Distance Vector (AODV) routing algorithm is an algorithm for routing data across Mobile Ad-hoc Networks (MANets) and other wireless ad-hoc networks. It is capable of both unicast and multicast routing. It is a reactive routing protocol. Therefore, it establishes a route to a destination only on demand. In AODV, the network is silent until a connection is needed. At that point the network node that needs a connection broadcasts a request for connection. Other AODV nodes forward this message, and record the node that they heard it from, creating a temporary route back to the needy node. When a node receives such a message and already has a route to the desired node, it sends a message backwards through a temporary route to the requesting node. The needy node then begins using the route that has the least number of hops through other nodes. Unused entries in the routing tables are recycled after a time.

When a link fails, a routing error is passed back to a transmitting node, and the process repeats. 2.2.8 Existing System In Reactive Routing Protocol there is several existing system that has been build to route packets between computing devices in a mobile ad-hoc network (MANET). Below are the sub topics that describe some existing system. 2.2.8.1 Mobile Ad-Hoc On Demand Data Delivery Protocol (MAODDP) According to Bakht H., researcher from School of Computing and Mathematical Sciences, Liverpool John Moores University, Mobile ad-hoc on Demand Data Delivery protocol (MAODDP) is relatively a new addition in the family of routing protocol for mobile ad-hoc network. The key features of MAODDP is the establishment of route and data delivery simultaneously one after the other. MAODDP deals some of the routing related issues along side routing. It is designed to minimize reaction to topological changes uses combination of sequence numbers and broadcast ID to ensure the freshness of routes. MAODDP is loopfiee, selfstarting, and can scales to different sizes of mobile ad-hoc network. MAODDP offers quick adaptation to dynamic link conditions, low processing and memory overhead, low network utilization, and determines routes to the destinations within the mobile ad-hoc network. Bakht H. added that MAODDP functional model has developed in Java and evaluated on Scalable Wireless Network Simulator (SWANS). Seven different set of experiments were conducted under various network environments. MAODDP found to be applicable in all types of network. Protocol showed an impressive data delivery ratio with minimum consumption of available memory. MAODDP compared against AODV and DSR, where it performed well in comparison with each of these scheme.

2.2.8.2 Dynamic Source Routing @SR) According to David B. Johnson, Dynamic Source Routing (DSR) is a routing protocol for wireless mesh networks. It is similar to AODV in that it forms a route on-demand when a transmitting computer requests one. However, it uses source routing instead of relying on the routing table at each intermediate device. Determining source routes requires accumulating the address of each device between the source and destination during route discovery. The accumulated path information is cached by nodes processing the route discovery packets. The learned paths are used to route packets. To accomplish source routing, the routed packets contain the address of each device the packet will traverse. To avoid using source routing, DSR optionally defines a flow id option that allows packets to be forwarded on a hop-by-hop basis. This protocol is truly based on source routing whereby all the routing information is maintained (continually updated) at mobile nodes. It has only 2 major phases which are Route Discovery and Route Maintenance. Route Reply would only be generated if the message has reached the intended destination node (route record which is initially contained in Route Request would be inserted into the Route Reply). To return the Route Reply, the destination node must have a route to the source node. If the route is in the Destination Node's route cache, the route would be used. Otherwise, the node will reverse the route based on the route record in the Route Reply message header.in the event of fatal transmission, the Route Maintenance Phase is initiated whereby the Route Error packets are generated at a node. The erroneous hop will be removed from the node's route cache, all routes containing the hop are truncated at that point. Again, the Route Discovery Phase is initiated to determine the most viable route.

23 Project Methodology System development methodology is a collection of techniques used in building a model that is applied across the system lifecycle. A model is a process of system development used by software engineers or system developers to describe their approach in producing a system. The development method to use for WARS is the "Rapid Application Development (FWD)" using iterative prototyping. RAD process consists of four lifecycle stages which are Requirements Planning, User Design, Construction, and Implementation. 23.1 Chosen Methodology Justification According to Walter M., Rapid Application Development (RAD) is a software development methodology that focuses on building applications in a very short amount of time, traditionally with compromises in usability, features or execution speed. Basically it was originally intended to describe a process of development that involves application prototyping and iterative development. Speed and quality are the primary advantages of Rapid Application Development, while potentially reduced scalability and feature sets are the disadvantages. Because RAD focuses on development of a prototype that is iteratively developed into a full system, WARS may lack the scalability of a solution that was designed as a full application from the start.

RAPID APPLICATION DEVELOPMENT USING ITERATIVE PROTOTYPING Figure 23: RAD using iterative prototyping Iterative prototyping means creating increasingly functional versions of a system in short development cycles. Figure above show, each version is reviewed with the user requirements to produce requirements that feed the next version. The process is repeated until all functionality has been developed. The ideal length of iterations is between one day and three weeks. Each development cycle provides the user an opportunity to provide feedback, refine requirements, and view progress. It is ultimately the iterative development that solves the problems inherent in the inflexible methodologies created in years before. 23.1.1 Requirement Planning The Requirements Planning phase also known as the Concept Definition Phase consists on both developing a high level list of initial requirements as well as setting WARS scope. In this phase, result must be clear in a list of entities as well as action diagrams that define the interactions between processes and data elements and should take between one and four weeks. Ideally requirements should be captured in

a structured tool such as Microsoft Visio. At the end of the Requirements Planning phase project estimation should be considered. 2.3.1.2 User Design During the User Design phase also known as the Functional Design phase details requirements are flushed out in more detail, test plans are developed, and creates screen flows and layouts for essential parts WARS. Before moving to the Construction Phase next steps must be focused by flushing out the project plan and focusing on effort estimates. Focusing on next steps is an important element of the User Design phase, because the initial iteration of the Construction Phase should focus on a feature light prototype. In order to keep development iterations as short as possible, and to gain the maximum benefit of RAD's agile nature, core requirements should be identified and targeted for the initial prototype, and secondary requirements should be identified and targeted for hture development iterations. 2.3.1.3 Construction In Construction Phase, application in iterative cycles of development, testing, requirements refining, and development again, are developed until WARS is complete. Development iterations should last between one day and three weeks. It is vital to keep each development iteration on track, and functionality may need to be dropped to keep development within the time box. Once the prototype has been developed within target time, WARS initial prototype using test scripts developed during the User Design stage are tested. Core and secondary requirements are identified, next development iteration are planned out, keep the user in the loop regarding what will be done, and then the next iteration of development are started over again. As WARS approaches a sufficient state the developer should focus WARS as a finished application rather than a prototype. During the final iterations of development developer define the steps necessary for implementation.

2.3.1.4 Implementation The Implementation Phase also known as the Deployment phase consists of integrating WARS. Developer prepares data and implements interfaces to the systems. Developer trains the system users while the users perform acceptance testing. Developer helps the users transfer from their old procedures to new ones that involve WARS, trouble shoots after the deployment, and identifies and tracks potential enhancements. 2.4 Project Requirements This section will briefly explain requirements needed to implement wireless ad-hoc routing system. It includes software requirements, hardware requirements plus additional side requirements. 2.4.1 Software Requirements Software is used for many purposes in this project. Different softwares are used for different tasks. Some of them are used as the pre-requisite and some of them are used to build the system or the project itself. Below is the list of software use to develop WARS. (1) Linux Fedora Core 3 (2) Java 1.5 SDK (3) TextPad 4.7.3 (4) Microsoft Project 2003 (5) Microsoft Visio 2003 (6) Microsoft Power Point 2003 (7) Microsoft Word 2003

2.4.2 Hardware Requirements Hardware is the device used in order to build or aid the development of the project. Below is the list of hardware use to develop WARS. (1) 3 Units computer. (2) 3 Units wireless USB adapter. 2.5 Project Schedule and Milestones In Table 2.1, it displays the project milestones for Projek Sarjana Muda. Below is the table for every activity done throughout the project. Num. 1. 2. 3. 4. 5. 6. 7. Table 2.1 : Project Milestones Milestones Duration Start Date Selecting project title and 2 days 9/5/2007 supervisor Submit proposal to supervisor approval Plan the project Gather Information for Chapter 1 : Introduction ~etennin~contents for Chapter 1 Gather Information for Chapter 2: Literature Review and Project Methodology Determine content for Chapter 2 1 day 4 days 2 days 3 days 2 days 3 days 1 1/05/2007 15/5/2007 15/5/2007 16/05/2007 21/05/2007 22/05/2007 End Date 10/5/2007 11/05/2007 18/05/2007 16/05/2007 18/05/2007 22/05/2007 24/05/2007

8. Submit Chapter 1 and Chapter 2 1 day 25/05/2007 25/05/2007 9. Analysis problem statement 2 days 04/06/2007 05/06/2007 10. Analysis system requirement 2 days 05/06/2007 06/06/2007 1 1. Determine and priority system 3 days 05/06/2007 07/06/2007 requirement 12. 13. Submit Chapter 3: Analysis Gather information that 1 day 2 days 08/06/2007 11/06/2007 08/06/2007 12/06/2007 correlate routing protocols 14. 15. 16.. ~ User Interface Design Submit Chapter 4:Design Finalizing PSM 1 Report 3 days 1 day 5 days 12/06/2007 15/06/2007 18/06/2007 14/06/2007 15/06/2007 22/06/2007 17. PSM 1 Presentation 5 days 25/06/2007 29/06/2007 18. Detailed Design :Chapter 4 5 days 23/07/2007 27/07/2007 19. 20. Submit Detailed Design Gather information that 1 day 14 days 03/08/2007 05/08/2007 03/08/2007 19/08/2007 correlates wireless usb adapter configuration system implementation. 2 1. System implementation 14 days 20/08/2007 3010812007 22. 23. Submit Chapter 5 Planning system testing 1 day 5 days 6/09/2007 1010912007 06/09/2007 14/09/2007 24. Testing system and error 14 days 1 7/09/2007 0 1 11 0/2007 handling 25. Submit Chapter 6: Testing 1 day 0511 012007 0511 012007 26. Performers and progress project 1 5 days 0 1 11 012007 2 111 012007 evolution 27. Complete and submit PSM 2 1 day 2211 012007 2211 012007 final report 28. Present Project 5 days 2211 012007 2611 012007

2.6 Conclusion In this chapter, literature review makes it clear for determining what the project going to be developed is all about. Current problems from the existing systems are studied and the major requirements, mostly for interfacing, have been identified for developing WARS. The process methodology is also determined at this stage in order to plan out steps to be taken to develop the project in a timely manner and successfully accomplish the development of the project. Overall, this project has a clear purpose and will be developed.the next chapter will describe in detailed about the analysis phase for this project.