Ch. 13 Cloud Services. Magda El Zarki Dept. of CS UC, Irvine



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Transcription:

Ch. 13 Cloud Services Magda El Zarki Dept. of CS UC, Irvine

The Cloud Cloud CompuBng Cloud Networking

Cloud CompuBng Basic idea: renbng instead of buying IT It is a solubon that provides users with services that can be drawn upon on demand and invoiced as and when used. Suppliers of cloud services, in turn, benefit as their IT resources are used more fully and eventually achieve addibonal economies of scale. Cloud CompuBng offers flexibility whilst simultaneously reducing costs Players in the large world of clouds are: SoNware as a Service SaaS providers PlaOorms as a Service (PaaS) - Outsourcing and hosbng providers Infrastructure as a Service (IaaS) providers only hardware

History Early 90s - Grid CompuBng a forerunner of cloud compubng targeted scienbfic compubng August 24, 2006 will go down as the birthday of Cloud CompuBng as we now know it ublity compubng for enterprises (or enterprise compubng): On this day Amazon made the test version of its Elas5c Compu5ng Cloud (EC2) public - > flexible compu5ng resources accessible via the Internet. Cloud CompuBng, the term, first became popular in early 2007. The first entry in the English Wikipedia was in March 2007.

User View of Cloud CompuBng

From a Business PerspecBve

MigraBng to the Cloud Hybrid Clouds CombinaBon of Internal (Private) and Public Interim solubon MigraBon to the public cloud poses some problems for clients: Security Legacy systems cost Trust handing over full control Bridges are built that interface proprietary systems to the public cloud

A Cloud Service Scenario

Cloud Delivery Models

So#ware as a Service (Saas) ApplicaBons are supplied by the service provider no individual licenses for sonware products. These applicabons could be in human resources, finance, or customer relabonship management,... The user does not manage or control the underlying cloud infrastructure or individual applicabon capabilibes. The interface to the sonware is usually through a web browser. The pricing of such a SaaS service is typically on a per- user basis for a fixed bandwidth and storage. Monitoring applicabon- delivery performance is the responsibility of the SaaS provider.

Pla1orm as a Service (PaaS) Allows a cloud user to deploy consumer- created or acquired applicabons using programming languages and tools supported by the service provider. Provides a sonware plaoorm on which users can build their own applicabons and host them on the PaaS provider's infrastructure. The sonware plaoorm is used as a development framework to build, debug, and deploy applicabons. It onen provides middleware- style services such as database and component services for use by applicabons. The user: Has control over the deployed applicabons and, possibly, applicabon hosbng environment configurabons; Does not manage or control the underlying cloud infrastructure including network, servers, operabng systems, or storage. Pricing for PaaS can be on a per- applicabon developer license and on a hosted- seats basis.

Infrastructure as a Service (IaaS) An IaaS provider offers you "raw" compubng, storage, and network infrastructure so that you can load your own sonware, including operabng systems and applicabons, on to this infrastructure. The user is able to deploy and run arbitrary sonware, which can include operabng systems and applicabons. The user: does not manage or control the underlying cloud infrastructure, but has control over operabng systems, storage, deployed applicabons, and possibly limited control of some networking components, e.g., host firewalls. Services offered by this delivery model include: server hosbng, web servers, storage, compubng hardware, operabng systems, virtual instances, load balancing, Internet access, and bandwidth provisioning. Pricing for the IaaS can be on a usage or subscripbon basis. CPU Bme, storage space, and network bandwidth (related to data movement) are some of the resources that can be billed on a usage basis.

VirtualizaBon VirtualizaBon sonware is used to run mulbple Virtual Machines (VMs) on a single physical server to provide the same funcbons as mulbple physical machines. Known as a hypervisor, the virtualizabon sonware performs the abstracbon of the hardware to the individual VMs. A hypervisor is implemented on a server either directly running over the hardware (a Type 1 hypervisor) or running over an opera5ng system (OS) (a Type 2 hypervisor). The hypervisor supports the running of mulbple VMs and schedules the VMs along with providing them a unified and consistent access to the CPU, memory, and I/O resources on the physical machine. A VM typically runs an operabng system and applicabons. The applicabons are not aware that they are running in a virtualized environment, so they do not need to be changed to run in such an environment. In some instances they maybe > paravirtualizabon which requires some modificabons

VirtualizaBon

Public, Private and Internal Clouds Cloud service providers whose data centers are external to the users of the service (businesses or individuals) are known as public clouds both the infrastructure and control of these clouds is with the service provider. A variabon on this scenario is the private cloud. Here, the cloud provider is responsible only for the infrastructure and not for the control. This setup is equivalent to a secbon of a shared data center being parbboned for use by a specific customer. Note that the private cloud can offer SaaS, PaaS, or IaaS services, though IaaS might appear to be a more natural fit. An internal cloud is a relabvely new term applied to cloud services provided by the IT department of an enterprise from the company's own data centers. Internal cloud is onen defined as a private cloud.

ExisBng cloud infrastructure The cloud compubng infrastructure at Amazon, Google, and MicrosoN (as of mid 2012) Amazon is a pioneer in Infrastructure- as- a- Service (IaaS) Google's efforts are focused on SoNware- as- a- Service (SaaS) and PlaOorm- as- a- Service (PaaS) MicrosoN is involved in PaaS Private clouds are an alternabve to public clouds. Open- source cloud compubng plaoorms such as Eucalyptus OpenNebula Nimbus OpenStack can be used as a control infrastructure for a private cloud.

Service Level Agreement (SLA) SLA - a negobated contract between the customer and CSP; can be legally binding or informal. ObjecBves: IdenBfy and define the customer s needs and constraints including the level of resources, security, Bming, and QoS. Provide a framework for understanding; a cribcal aspect of this framework is a clear definibon of classes of service and the costs. Simplify complex issues; clarify the boundaries between the responsibilibes of clients and CSP in case of failures. Reduce areas of conflict. Encourage dialog in the event of disputes. Eliminate unrealisbc expectabons. Specifies the services that the customer receives, rather than how the cloud service provider delivers the services.

Responsibility sharing between user and CSP SaaS PaaS IaaS Interface Application Operating system Interface Application Operating system Interface Application Operating system User responsibility C L O U D U S E R Hypervisor Computing service Hypervisor Computing service Hypervisor Computing service S E R V I C E Storage service Network Local infrastructure Storage service Network Local infrastructure Storage service Network Local infrastructure P R O V I D E R Cloud Computing - RCIS May 2013 48

Cloud CompuBng - Summary It is very apracbve to the users: Economic reasons low infrastructure investment low cost - customers are only billed for resources used Convenience and performance applicabon developers enjoy the advantages of a just- in- Bme infrastructure they are free to design an applicabon without being concerned with the system where the applicabon will run; the potenbal to reduce the execubon Bme of compute- intensive and data- intensive applicabons through parallelizabon. If an applicabon can parbbon the workload in n segments and spawn n instances of itself, then the execubon Bme could be reduced by a factor close to n. Cloud compubng is also beneficial for the providers of compubng cycles - it typically leads to a higher level of resource ublizabon. However it is not ideal for all applicabons: ApplicaBons with a complex workflow and mulbple dependencies, as is onen the case in high- performance compubng. ApplicaBons which require intensive communicabon among concurrent instances. When the workload cannot be arbitrarily parbboned.

Cloud CompuBng Infrastructure The most significant infrastructure discussion is related to: the data center, the interconnecbon of data centers, and their connecbvity to the users (enterprises and consumers) of the cloud service.

Cloud CompuBng and Networking A cloud user connects to the network to access the cloud resources. The cloud is accessible through a public network (the Internet) or through a private network. Response- Bme guarantees depend upon this connecbvity. Some cloud vendors offer dedicated links to their data centers and provide appropriate SLAs for upbme or response Bme and charge for such SLAs. Others implement a best- effort scheme but provide tools for monitoring and characterizing applicabon performance and response Bme, so that users can plan their bandwidth needs.

Data Center Networking The most common network architecture for enterprises is the three- layer architecture with access, aggregabon or distribubon, and core switches. The data center requires a slightly different variabon to this layering. The data center consists mainly of servers in racks interconnected through a Top- of- Rack (TOR) Ethernet switch which (access), in turn, connects to an aggregabon switch, somebmes known as an End- of- Rack (EOR) switch which connects to a core router.

Data Center Network Architecture

Protocols for Data Center Networking The IEEE is working on new protocols and the enhancement of exisbng protocols for data centers. IEEE 802.1Qbb enables FCoE (Fiber Channel* over Ethernet) guarantees through an Ethernet link. Fibre Channel is a reliable protocol as compared to best- effort Ethernet. FCoE is enabled through a Priority Flow Control (PFC) mechanism in the IEEE 802.1Qbb standard. IEEE 802.1Qau provides end- to- end congesbon nobficabon through a signaling mechanism propagabng up to the ingress port (the port connected to the server Network Interface Card (NIC)) IEEE 802.1aq defines shortest- path bridging. Similar to the work being done in the IETF TRILL (Transparent Interconnect of Lots of Links) working group forward packets across the shortest path between the endpoints (servers) to reduce latency, instead of the root bridge based topology used in the Spanning Tree Protocol (STP) It is an incremental advance to the Mul5ple Spanning Tree Protocol (MSTP), which uses the Intermediate System- to- Intermediate System (IS- IS) link- state protocol to share learned topologies between switches IEEE 802.1Qaz, known as Enhanced Transmission Selec5on (ETS). Allows lower- priority traffic to burst and use the unused bandwidth from the higher- priority traffic queues, thus providing greater flexibility. *Fiber channel is a protocol used between servers and storage devices

Cloud Networking Network as a Service NaaS A framework that integrates current cloud compubng offerings with direct, secure, user access to the network infrastructure Users can easily deploy custom roubng and mulbcast protocols Users can efficiently implement advanced network services, such as: in- network data aggregabon, redundancy eliminabon smart caching duplicabon

Cloud Gaming Online gaming, all the game logic is executed at game clients, and the game servers are only responsible for maintaining consistent game states among mulbple game clients In cloud gaming, computer games run on cloud servers and users interact with games over the Internet, via thin clients, which run on commodity PCs, TVs with set- top boxes, and mobile devices. Usually implemented as IaaS

Current Cloud Gaming Services OnLive StreamMyGame GaiKai (Sony) G- Cluster OTOY Ubitus T5- Labs CiiNOW Nvidia Grid

Cloud Gaming Models Streaming Graphics Hybrid Streaming and Graphics

Cloud Gaming Traffic The only data that is available is for video streaming cloud services. QuesBons that need to answered in this domain: Q1: Does the network traffic for different game genres (such as first- person vs. omnipresent) differ from each other? Q2: Does the network traffic for cloud games differ from tradibonal games? Q3: Does the network traffic change with different network condibons?

Video Traffic vs Game Traffic Answer Q1: The characterisbcs of game traffic are similar for all genres, but total bitrates for downstream and upstream traffic can vary by as much as 50%. First and Third person avatar 50% > omnipresent Answer Q2: Downstream traffic is more similar to downstream live video, while upstream traffic is only somewhat similar to upstream tradibonal game traffic.

Comparison conbnued Answer Q3: Some streaming services do not appear to adapt bitrates to loss or latency, but do adapt to capacity limits. Frame rates adapt to both capacity limits and loss, but not to latency. 60fps no loss - > 30fps and 15fps with losses and lower bit rate

Comparison Contd. Applica:on Bitrate (Kbps) Packet Size (bytes) InterPkt Arr. (msec) Trad. Game 67 75 45 Virtual Env. 775 1027 9 Live Video 2222 1314 0.1 Thin Client Cloud 6247 1203 0.7 Pre- recorded Video 43914 1514 0.1

Showing some Screen Shots

Thin Client Streaming

Comparing two streaming services OnLive targets temporal resolu:on: they want the player to enjoy 60 frames per second gaming because it helps with the latency challenge and there's also the sense that a faster moving image makes it harder for the human eye to track video compression ar:fact. Gaikai's solu:on appears to be quite the opposite: halving the frame- rate but effec:vely doubling the image quality. Combine that with more powerful servers running the games at much higher graphical seqngs and the result is a drama:cally improved look to the games you're playing.

CiiNOW

Nvidia Gaming as a Service GaaS Benefits

GamingAnywhere: Open Source Gaming An open cloud gaming system The first open cloud gaming testbed in the literature. GamingAnywhere, can be used by cloud gaming developers, cloud service providers, and system researchers for sexng up a complete cloud gaming testbed. AlgorBhms, standards, protocols, and system parameters can be rigorously evaluated using real experiments, impossible on public cloud systems. Cross- plaoorm: Implemented on Windows, Linux, OS X, and Android.

PlaOorm Support

Design ObjecBves Extensibility Protability Configurability Openness: Publicly available Gaming Anywhere

Extensibility Adopts a modularized design. All components can be easily modified or replaced both plaoorm- dependent components such as audio and video capturing and, plaoorm- independent components such as codecs and networks protocols

Protability the server supports Windows and Linux, the client supports Windows, Linux, and OS X new plaoorms can be easily included by replacing plaoorm- dependent components

Configurability Conduct experiments for real- Bme mulbmedia streaming applicabons with diverse system parameters. A large number of built- in audio and video codecs are supported. GamingAnywhere exports all available configurabons to users so that it is possible to try out the best combinabons of parameters by simply edibng a text- based configurabon.

Performance of GamingAnywhere

Impact of CPU

Network Performance

Video Quality - PSNR

Video Quality compared to PC