Design And Implementation Of A Cloud Based Lecture Notes (Material) Distribution System

Design And Implementation Of A Cloud Based Lecture Notes (Material) Distribution System
Abstract
Peer-to-peer file sharing applications have been in existence for some time. Familiar applications or architectures such as Napster, Gnutella, and Freenet have a large user base. The main design idea of these systems is files are distributed throughout nodes. This is much different from traditional client/server systems, where files would lie on one central machine, and all transfers would occur only between the individual clients and that machine. In peer-to-peer, file transfers can occur between the individual nodes.
The proposed system is a peer-to-peer file sharing application. Why did we decide to create one more file sharing system? The answer is that the proposed system has some unique properties, which distinguish it from other existing systems. The system is developed to be an auxiliary in distributing academic resources among students. The proposed system is developed in such manner that it provides maximum user friendly interface using PHP (Hypertext pre-processor) programming language using the XAMPP as the testbed.
Chapter One
1.0 Introduction
1.1 Background of Study
File sharing is the distribution of digital media using peer-topeer (P2P) networking technology which is most suitable for the distribution of lecture materials. P2P file sharing allows users to access media files such as books, music, movies, and games using a P2P software program that searches for other connected computers on a P2P network to locate the desired content. The nodes (peers) of such networks are end-user computer systems that are interconnected via the Internet.
Peer-to-peer file sharing technology has evolved through several design stages from the early networks like Napster, which popularized the technology, to the later models like the BitTorrent protocol.
Several factors contributed to the widespread adoption and facilitation of peer-to-peer file sharing. These included increasing Internet bandwidth, the widespread digitization of physical media, and the increasing capabilities of residential personal computers. Users were able to transfer either one or more files from one computer to another across the Internet through various file transfer systems and other file-sharing networks.
Historical Background
Peer-to-peer file sharing became popular in 1999 with the introduction of Napster, a file sharing application and a set of central servers that linked people who had files with those who requested files. The central index server indexed the users and their shared content. When someone searched for a file, the server searched all available copies of that file and present them to the user. The files would be transferred directly between the two private computers. A limitation was that only music files could be shared. Because this process occurred on a central server, however, Napster was held liable for copyright infringement and shut down in July 2001. It later reopened as a pay service.
After Napster was shut down, the most popular peer-to-peer services were Gnutella and Kazaa. These services also allowed users to download files other than music, such as movies and games.
1.2 Statement of Research Problem
The existing system is semi-automated system. Here in this system needs to save the information in the form of excel sheets or Disk Drives. There is no sharing is possible if the data is in the form Disk drives. This system gives us very less security for saving data; some data may be lost due to mismanagement. It’s a limited system and fewer users friendly. Searching of particular information is very critical it takes lot of time. The users cannot able to restrict the file sharing options. The users only know his information only not others. It is very critical to share public information to all users.
1.3 Aim and Objectives of the Study
The aim of this system is to design and implement a cloud based lecture resource (material) distribution system
The project objectives are:
- To develop an algorithm for the gridlock control system for mobile telecommunication based on an already instigated design
- Based on the algorithm developed, to develop and realize a source code for the proposed system.
- To deploy the individual modules generated from the source codes into a functional software prototype using the CORBA protocol.
- To test the system to ensure it is free from bugs, data leaks and other software related vulnerabilities using the sublime text editor.
Also, the project will be concerned with the following features: Ability of sharing file with route ip address, Creation of share group among the network, Security issues handling (file protection before destination).
1.4 Significance of the Study
This work will be of great importance to the communication network, also the project work will reduce network traffic by enabling file synchronization and FTP file resume, the work will promote communication through digital media as one can transfer information in a digitalized source to one another
1.5 Scope and Limitation of the Study
This work is limited to the following factors, below are some of the reason to which the new system cannot function upon.
Network:
This system is based and operates on a wireless network, of which without the availability of network the system cannot function
Light:
This system sorely depends on power supply for functionality, if there is no source light the system can also not function too.
Platform:
This system is developed to run only on window platform operating system, therefore, will and cannot run on any other platform.
Among this are some of the limitation of the system beside that, the system is tested and ran and confirmed to be perfect in its functionality.
1.6 Definition Of Terms
Platform:
Is a computer environment that runs and manage the other operation and functions of all other programs and software within a system e.g Windows, Linux, Mac
System:
A system is an electronic device capable of receiving, processing and producing and output as its outcome, also a system is a collection of related machines that works together for the achievement of one goal
Peer:
A peer or peer to peer is an analogy used when two systems are connect to each other within the networking or more
IP:
An IP is an internet Protocol which is unique to each use in connecting ones system over the network/internet
Route: in computer route is the pat in which a system is linked to the network
Chapter Five
5.0 Conclusion, Summary and Recommendation
5.1 Conclusion
A Student lecturer real time file distribution system is implemented, as it enables students and lecturers to engage in class participation, check student’s attendance, share lecture materials, doc files, pdf`s, media files (audio and videos) and clarify any misconceptions in real time. The application of this system will give positive feedback and students and there will be no negative effects on student learning.
However, good implementation could be time consuming and response to questions need to be designed cautiously to prevent misleading students. Overall it is beneficial to integrate the system into the school system to enhance class interaction and participation.
5.2 Summary of the Finding
The chapter one of this work looks into the introduction to real time interactive systems with the definitions and breakdown. The chapter two is the literature review of the research work providing more details on interactivity and giving deep understanding of a student lecturer real time interactive system. the chapter three looks at the various materials and methods that was used for the designing of the work research work. Chapter takes a dive into the implementation, result analysis and testing of the prototype of the research work. The chapter five conclude this piece of work rounding up with the conclusion, summary and recommendation.
5.3 Recommendation
I will like to conclude this piece of work with the following recommendation:
- I humbly recommend that the student lecturer real time interactive system should be incorporated in our educational system.
- The area of real time interactivity can be fully harnessed to reach its full potentials by the Nigerian educational body to help enhance learning at various level of education in Nigeria.
- I will also like to recommend that
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