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SYNOPYSIS-I

Peer to Peer System

Submitted To: Submitted By:


Mr.Sharanjit Singh Vipan kumar
473128
MCA(FYIC)VI SEM

Department of Computer Science and Engineering

GURU NANAK DEV UNIVERSITY


REGIONAL CAMPUS
GURDASPUR

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TABLE OF CONTENTS

SNO. TOPIC NAME. PAGENO


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1. COMPANY PROFILE. 4-6

2. STUDY OF EXISTING SYSTEM. 8-11

3. PROPOSED SYSTEM. 13-14

4. ADVANTAGES OF PROPOSED 16
SYSTEM.

5. WHY JAVA FOR THIS PEOJECT. 18-19

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1.COMPANY PROFILE
(From pageno.4 to pageno.6)

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VEENUS MIND MEDIA

Veenus Mind Media or VMM is a Software Solutions Provider. The company specializes in providing industry-
focused solutions and customized development. The development work ranges from management oriented
solutions utilizing the latest of databases, design and programming tools to web development designing and
Network resources.

The Group
Veenus Mind Media is a software arm of Hotel Veenus International (Amritsar), it is one of the fastest growing
software solution provider extending its arms in diversified activities such as School & College Network
AMC’s, Wi-fi Internet Management solutions in school/colleges/Shopping Malls & Hotels, customized
software development, Web-Site Development & Web Marketing (SEO) The total Turn over of entire group is
more then 5 million (INR)

Visit our sister concerns:


a) Hotel Veenus International
b) S.K Tour & Travels
c) Harmind Shawls
d) Jaws Arts

VMM commenced its operations in the year 2004 as 100% software consultants. VMM was started from one
home computer and today VMM has got infrastructure of more then one million (INR).VMM operates it two
wings one is of the software consultancy services and other is VMM Education i.e. the Education wing which
deals with providing the world class computer education to its students

The company has a policy of providing our clients with unparalleled products and services with a promise of
quality, reliability, consistency and timely execution of projects. With there rich experience in designing and
implementing enterprise business applications & the client’s business driven approach, they develop systems
that offer key strategic advantages to our clients.

Ideology
VMM believes that all great ideas (including software) are initially conceived as dreams. Most people tend to
compromise and then settle for something that sort of does the job they don’t. While people at VMM realize the
importance of meeting deadlines and developing the initial product never rests at that stage. They believe in
creating an initial product and then using the C.A.N. -I (Constant and Never Ending Improvement) philosophy
to continuously refine and reinvent it. This process is implemented in all our products developed and embraced
as a corporate ideology

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Our Team
The core strength of VMM is the people. They pride themselves of having a team of dedicated, young and
energetic professionals with expertise in various fields of information technology. Great care is taken in
recruiting people to ensure only high-qualified programmers, designers and software developers become part of
there team.

They have created an ambience where creative talents and skills can prosper. An environment which encourages
people to strive for continuous learning and improvement enabling them to keep pace with the rapidly changing
field of information technology.

The VMM customer care takes care of the after sales care and support to ensure complete satisfaction of there
customers. This helps in imbibing a client based work approach in to the people.

The end result is that people are performance oriented who understand the needs and requirement of the clients
and give them the best solutions at minimum cost and time.
There team of young, dynamic, enthusiastic professionals who believe in providing the highest levels of service
and support. All the staff is highly trained and motivated.

Industries VMM serves

• Schools, Colleges & Universities


• Shopping Malls
• I.T. Parks
• Healthcare
• Tourism & Hotel Industry
• Textile & Garments Manufacturing
• Personnel Management

Services

Some of The services provided by them are

 Customized software consultancy (.Net, Java)


 Web Site Designing
 Web Site Hosting
 E-marketing
 Wi-Fi Solutions for Schools, college, Parks, Hotels & Shopping Malls
 Networking solutions LAN & WAN

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Projects & Products

Some of the Primary Products & Projects that have been handled by them are

 http://www.hotelveenus.com
 http://www.globallandindia.com
 http://www.nishattours.com
 http://www.14grams.com *
 Bell a Full functioning Hotel Management Solution
 S.W.A.N Institute Management Systems

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2.STUDY OF EXISTING
SYSTEM
(From Pageno.8 to Pageno.11)

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PEER-TO-PEER

A peer-to-peer based network.

A server based network (i.e: not peer-to-peer).

A peer-to-peer (or P2P) computer network uses diverse connectivity between participants in a network and the
cumulative bandwidth of network participants rather than conventional centralized resources where a relatively
low number of servers provide the core value to a service or application. P2P networks are typically used for
connecting nodes via largely ad hoc connections. Such networks are useful for many purposes. Sharing content
files (see file sharing) containing audio, video, data or anything in digital format is very common, and real time
data, such as telephony traffic, is also passed using P2P technology.

A pure P2P network does not have the notion of clients or servers but only equal peer nodes that simultaneously
function as both "clients" and "servers" to the other nodes on the network. This model of network arrangement
differs from the client-server model where communication is usually to and from a central server. A typical
example of a file transfer that is not P2P is an FTP server where the client and server programs are quite
distinct: the clients initiate the download/uploads, and the servers react to and satisfy these requests.

In contrast to the above discussed pure P2P network, an example of a distributed discussion system that also
adopts a client-server model is the Usenet news server system, in which news servers communicate with one
another to propagate Usenet news articles over the entire Usenet network. Particularly in the earlier days of
Usenet, UUCP was used to extend even beyond the Internet. However, the news server system acted in a client-
server form when individual users accessed a local news server to read and post articles. The same
consideration applies to SMTP email in the sense that the core email relaying network of Mail transfer agents
follows a P2P model while the periphery of e-mail clients and their direct connections is client-server. Tim

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Berners-Lee's vision for the World Wide Web, as evidenced by his WorldWideWeb editor/browser, was close
to a P2P network in that it assumed each user of the web would be an active editor and contributor creating and
linking content to form an interlinked "web" of links. This contrasts to the more broadcasting-like structure of
the web as it has developed over the years.

Some networks and channels such as Napster, OpenNAP and IRC server channels use a client-server structure
for some tasks (e.g. searching) and a P2P structure for others. Networks such as Gnutella or Freenet use a P2P
structure for all purposes, and are sometimes referred to as true P2P networks, although Gnutella is greatly
facilitated by directory servers that inform peers of the network addresses of other peers.

P2P architecture embodies one of the key technical concepts of the Internet, described in the first Internet
Request for Comments, RFC 1, "Host Software" dated April 7, 1969. More recently, the concept has achieved
recognition in the general public in the context of the absence of central indexing servers in architectures used
for exchanging multimedia files.

The concept of P2P is increasingly evolving to an expanded usage as the relational dynamic active in distributed
networks, i.e. not just computer to computer, but human to human. Yochai Benkler has coined the term
"commons-based peer production" to denote collaborative projects such as free software. Associated with peer
production are the concept of peer governance (referring to the manner in which peer production projects are
managed) and peer property (referring to the new type of licenses which recognize individual authorship but not
exclusive property rights, such as the GNU General Public License and the Creative Commons licenses).

Classifications of P2P networks

P2P networks can be classified by what they can be used for:

• file sharing
• telephony
• media streaming (audio, video)
• discussion forums

Other classification of P2P networks is according to their degree of centralization.

In 'pure' P2P networks:

• Peers act as equals, merging the roles of clients and server


• There is no central server managing the network
• There is no central router

Some examples of pure P2P application layer networks designed for file sharing are Gnutella and Freenet.

There also exist countless hybrid P2P systems:

• Has a central server that keeps information on peers and responds to requests for that information.
• Peers are responsible for hosting available resources (as the central server does not have them), for
letting the central server know what resources they want to share, and for making its shareable resources
available to peers that request it.
• Route terminals are used as addresses, which are referenced by a set of indices to obtain an absolute
address.

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Example:

• centralized P2P network such as Napster



• Structured P2P network such as CAN
• Unstructured P2P network such as Gnutella
• Hybrid P2P network (Centralized and Decentralized) such as JXTA (an open source P2P protocol
Specification).

Advantages of P2P networks

An important goal in P2P networks is that all clients provide resources, including bandwidth, storage space, and
computing power. Thus, as nodes arrive and demand on the system increases, the total capacity of the system
also increases. This is not true of a client-server architecture with a fixed set of servers, in which adding more
clients could mean slower data transfer for all users.

The distributed nature of P2P networks also increases robustness in case of failures by replicating data over
multiple peers, and -- in pure P2P systems -- by enabling peers to find the data without relying on a centralized
index server. In the latter case, there is no single point of failure in the system.

Application of P2P network besides file sharing


• Bioinformatics: P2P networks have also begun to attract attention from scientists in other disciplines,
especially those that deal with large datasets such as bioinformatics. P2P networks can be used to run
large programs designed to carry out tests to identify drug candidates. The first such program was begun
in 2001 the Centre for Computational Drug Discovery at Oxford University in cooperation with the
National Foundation for Cancer Research. There are now several similar programs running under the
auspices of the United Devices Cancer Research Project.

• Academic Search engine: The sciencenet P2P search engine provides a free and open search engine for
scientific knowledge. sciencenet is based on yacy technology. Universities / research institutes can
download the free java software and contribute with their own peer(s) to the global network. Liebel-Lab
@ Karlsruhe institute of technology KIT.

• Education and Academia: Due to the fast distribution and large storage space features, many
organizations are trying to apply P2P networks for educational and academic purposes. For instance,
Pennsylvania State University, MIT and Simon Fraser University are carrying on a project called
LionShare designed for facilitating file sharing among educational institutions globally.

• Military: The U.S. Department of Defense has already started research on P2P networks as part of its
modern network warfare strategy. In November, 2001, Colonel Robert Wardell from the Pentagon told a
group of P2P software engineers at a tech conference in Washington, DC: "You have to empower the
fringes if you are going to... be able to make decisions faster than the bad guy".[10] Wardell indicated he
was looking for P2P experts to join his engineering effort. In May, 2003 Dr. Tether. Director of Defense
Advanced Research Project Agency testified that U.S. Military is using P2P networks. Due to security
reasons, details are kept classified.

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• Business: P2P networks have already been used in business areas, but it is still in the beginning stages.
Currently, Kato et al’s studies indicate over 200 companies with approximately $400 million USD are
investing in P2P network. Besides File Sharing, companies are also interested in Distributing
Computing, Content Distribution, e-marketplace, Distributed Search engines, Groupware and Office
Automation via P2P networks. There are several reasons why companies prefer P2P sometimes, such as:
Real-time collaboration--a server cannot scale well with increasing volume of content; a process which
requires strong computing power; a process which needs high-speed communications, etc. At the same
time, P2P is not fully used as it still faces a lot of security issues.

• TV: Quite a few applications available to delivery TV content over a P2P network (P2PTV)

• Telecommunication: Nowadays, people are not just satisfied with “can hear a person from another side
of the earth”, instead, the demands of clearer voice in real-time are increasing globally. Just like the TV
network, there are already cables in place, and it's not very likely for companies to change all the cables.
Many of them turn to use the internet, more specifically P2P networks. For instance, Skype, one of the
most widely used internet phone applications is using P2P technology. Furthermore, many research
organizations are trying to apply P2P networks to cellular networks.

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3. PROPOSED SYSTEM
(From Pageno.13 to Pageno.14)

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Project Name
Java Based Point 2 point Sharing System

Objective

The objective of this project is to develop a Multithreaded Point 2 Point sharing system which can enable users
to share files between each other in a TCP/IP network

Technology to be used
Java 2 Standard Edition

J2SE API to be used


 java.net package
 swings package
 IO(Input output) package
 Java.util package

Software’s requirement
 Windows XP with SP2
 JDK 1.5

Hardware requirement
 Minimum 3 Computers
 Ethernet cards on each computer
 Hub/Switch
 Patch cords

Project Details
As the objective of the project suggests that the system aims to enable users to share files over the network, the
system shall be based on the client server technology.

Clients shall select a folder on there computer which they want to share with the other users of the system, the
client software would get initiated when it gets connected to the server, as the clients get connected the server
shall store list of all files that are available on each client system that they want to share, and creates a master
search list on the server

When the another client connected to the server wants to download a particular file the server shall provide the
client with the list of all the clients that are having the file on there computer system

On receiving the list the client can choose any computer system from which it wants to download that file.

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Highlights of the Project
 Support of Multiple clients at a single time
 Searching of files over the server
 Downloading files from other computer system
 Fully Secured Downloading as the user can select which files it wants to share

How our project is different from existing system


 Most of the existing systems possess threats of virus/malware etc because they expose all our files over
the internet our system shall give the user choice to share its files
 System requirement of our software is pretty low
 System performance of our software will be pretty high then other exiting systems due to multithreading
feature of java

Future of this Project


There are various products available in the cyber space that enables point to point sharing such as
LIMEWIRE,ARIES,EDONKEY,EMULE etc, so it can be clearly seen that the demand of such product is really
high some of the features that can be added to this project at later stage

 Resuming Broken Downloads


 Previewing files before they are downloaded
 Virus Scanning of files before the are downloaded

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4. ADVANTAGES OF PROPOSED
SYSTEM
(Pageno.16)

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Advantages of Proposed System

 It is a product of Guru Nanak Dev University so it would be free


for students of University
.

 Java is used for developing this software so it would be platform


independent.

 Java is known for its security features, so the proposed system is


also going to be security rich product.

 Due to Multithreading it would be more fast .

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5. WHY JAVA FOR THIS PROJECT
(From Pageno.18 to Pageno.19)

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Java is more secure than other programming languages like C,C++. It uses all the good features of older
languages like C++ at the same time conflicting features like pointers are removed. Java has wide range of
features discussed below .

Features of Java Language

Here we list the basic features that make Java a powerful and popular programming language:

 Platform Independence
o The Write-Once-Run-Anywhere ideal has not been achieved (tuning for different platforms
usually required), but closer than with other languages.

 Object Oriented
o Object oriented throughout - no coding outside of class definitions, including main().
o An extensive class library available in the core language packages.

 Compiler/Interpreter Combo
o Code is compiled to bytecodes that are interpreted by a Java virtual machines (JVM) .
o This provides portability to any machine for which a virtual machine has been written.
o The two steps of compilation and interpretation allow for extensive code checking and improved
security.

 Robust
o Exception handling built-in, strong type checking (that is, all data must be declared an explicit
type), local variables must be initialized.

 Several dangerous features of C & C++ eliminated:


o No memory pointers
o No preprocessor
o Array index limit checking

 Automatic Memory Management


o Automatic garbage collection - memory management handled by JVM.

 Security
o No memory pointers
o Programs runs inside the virtual machine sandbox.
o Array index limit checking
o Code pathologies reduced by

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 bytecode verifier - checks classes after loading
 class loader - confines objects to unique namespaces. Prevents loading a hacked
"java.lang.SecurityManager" class, for example.
 security manager - determines what resources a class can access such as reading and
writing to the local disk.

 Dynamic Binding
o The linking of data and methods to where they are located, is done at run-time.
o New classes can be loaded while a program is running. Linking is done on the fly.
o Even if libraries are recompiled, there is no need to recompile code that uses classes in those
libraries.

This differs from C++, which uses static binding. This can result in fragile classes for cases
where linked code is changed and memory pointers then point to the wrong addresses.

 Good Performance
o Interpretation of bytecodes slowed performance in early versions, but advanced virtual machines
with adaptive and just-in-time compilation and other techniques now typically provide
performance up to 50% to 100% the speed of C++ programs.

 Threading
o Lightweight processes, called threads, can easily be spun off to perform multiprocessing.
o Can take advantage of multiprocessors where available
o Great for multimedia displays.

 Built-in Networking
o Java was designed with networking in mind and comes with many classes to develop
sophisticated Internet communications.

Features such as eliminating memory pointers and by checking array limits greatly help to remove program
bugs. The garbage collector relieves programmers of the big job of memory management. These and the other
features can lead to a big speedup in program development compare

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