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Machine Problem 1: Let’s chat<br />Post Date 09/08/2009 Due Date 09/25/2009<br />In MP1, we will build a P2P Chat App for Android, where several android phones can exchange messages with each other pair-wise using Internet over WiFi. The purpose of this MP is to learn the GUI design, to use intent and broadcast to communicate between GUI interfaces, and to practice threading and socket programming. It should be the most difficult MP since there is a big learning curve for most of you. Start early with your group members. Since message exchange is the building block for P2P file sharing application in MP2 and other P2P applications in MP3, think in advance what components you can reuse and the corresponding API specification. <br />Assignment Description <br />Implement an Android App Chat, which enables mobile phones to exchange messages over Internet from phone GUI (For now, we will program and demo on Android Emulators). A Chat client is uniquely defined by the IP address of the mobile phone and TCP listening port, through which the other Chat clients or membership server can communicate with it using sockets. Yet, users view the other clients by their usernames for convenience.  Peer info for a Chat client is a tuple containing the username, IP address of the mobile phone and Chat’s TCP listening port. Chat application consists of 2 components.<br />Component 1: Membership Management (Peer Registration and Membership Update)<br />Step 1: Chat obtains the username via Registration GUI;<br />Step 2: Chat registers the phone with the membership server, which listens at the public IP address and TCP port, by sending a ‘register’ request message with the peer information from the peer to the membership server. (By now, Chat should have established the server listening socket at the specified TCP port.) Upon receiving the ‘register’ request message, the membership server starts a Peer List if this is the first peer registration, or updates the existing peer list with subsequent peer registrations. <br />Step 3: In return, the membership server sends back the Peer List, which contains all the peer info for active Chat clients. An active client is the one which has recently registered with the server for less than 30 seconds.<br />Step 4: Chat lists all the active peers in Peer List GUI.<br />Step 5: Chat periodically registers with the membership server every 15 seconds (Repeat Step 2 and 3) and updates the Peer List GUI whenever needed.  This step not only keeps the Chat client active in server’s peer list, but also reflects the updated peers (newly joining or leaving peers) which register afterwards locally. <br />Membership management component is designed for user mobility.  It means that no matter which sub-network (WiFi) the Android peer nodes reside on and which socket port they are listening at, two Android phones can exchange messages.  In the emulator, a phone uses IP address of the computer to communicate with other emulators or the membership server. In the upcoming MPs (MP2 and MP3), real devices get a public IP address by using WiFi connection.   <br />Languages to implement the membership servers are at your choice, like php, java, c++ or python. You can look at the following reference for server implementation.<br /> [1] http://www.prasannatech.net/2008/07/socket-programming-tutorial.html<br />[2] http://beej.us/guide/bgnet/output/html/multipage/index.html<br />Peer list can be implemented as either a database or a file.  However, a file-based implementation is sufficient for this MP. TCP socket is recommended so you do not worry about packet loss. <br />We illustrate the above steps in Figure 1. <br />[Name, IP, ListeningPort]Update Peer Database (Peer ListMembership Servercairo.cs.uiuc.eduFigure  SEQ Figure  ARABIC 1 Registration<br />We show some example screen shots in Table 1.<br />7620044451162052349537528513970Registration GUIPeer List GUIwhen Andy first registersPeer List GUI after Julie joins @ Julie’s phone<br />Table  SEQ Table  ARABIC 1 Example Screen Shot for Registration Phase<br />Component 2: P2P Message Exchange among multiple clients<br />Step 1: A user (U1 @phone P1) selects a peer with username U2 from the Peer List GUI.<br />Step 2: Chat client C1 (C1 @ U1’s phone P1) initiates a TCP socket connection to Chat client C2 (C2 @ U2’s phone P2). <br />Step 3: U1 writes a message in Messaging GUI. After the send button is clicked in GUI, C1 sends on behalf of U1 the message to Chat server C2, through the TCP connection in step 2.<br />Step 4: Consider a third user (U3@phone P3), where Chat client C3 (C3@U3’s phone P3) sends a message to Chat server C1 (C1@U1’s phone P1).  After receiving a message at P1 from user U3 through C1’s server socket, C1 shows the message in Messaging GUI if it currently has an active conversion with U3 (Messaging GUI is on top) or indicates that a new message is received from U3.<br />Step 3 and Step 4 can alternate in arbitrary order, depending on the message sending sequence. Nevertheless, U1 and other Chat users (U2 and U3) can exchange message reliably with each other, back and forth. There is a separates messaging GUI for each peer, which means that a conversation happens between a pair of nodes with multiple concurrent conversations. <br />There are several things you need to pay special attention to. <br />First, programs are built upon user-friendly GUI. You can utilize different GUI components to simplify the users’ operation, such as editable text, text view, button, list and images. <br />Second, programs should be responsive to users’ interaction. There is a 5 second rule, which says that an application must respond to any user action, such as a key press or screen touch, within 5 seconds. However, in the common case, users may expect much shorter delay, like 1 second. We use threading and background service heavily to enable responsiveness, when performing time-consuming tasks, such as complex computation, network operation and file IO.<br />Third, you need to make sure the phone application is able to handle multiple messaging sessions with different peers simultaneously. Thread is the key again. A separate thread is dispatched for each socket connection request. <br />Example screen shots are shown in Table 2. However, you are not limited to those choices.<br /> ANDY initiate some messagesAn icon of new messages shows up @ Julie’s PhoneMessages exchange back and forth @ ANDY’s phoneMessages exchange back and forth @ JULIE’s phone<br />Table  SEQ Table  ARABIC 2 Example Screen Shots for Message Exchange<br />Comments (Tips):<br />,[object Object],Ref: http://www.anddev.org/socket_programming-t325.html<br />,[object Object]
Ref: [1] http://developerlife.com/tutorials/?p=290
        [2] http://saeedsiam.blogspot.com/2009/02/first-look-into-android-thread.html
How to run two networking emulators in a computer A using the public IP address of A, during debugging and demo?Use telnet localhost to forward port (or adb forward as shown in tutorial, use –s option to specify the emulator instance). Suppose we have emulator A listening at TCP port 15216 and emulator B listening at TCP port 13126. For emulator A, perform the following 2 steps in command line<br />,[object Object],Type “telnet localhost 5554”; On the telnet console, type “redir add tcp:15216:15216”<br />,[object Object],Type “stcppipe localhost 15216 15216 “<br />Do the similar things for Emulator B (telnet localhost 5556; redir add tcp:13126:13126; stcppipe localhost 13126 13126). Now the two emulators can communicate with each other using public IP address of the computer. Basic concepts and tools for emulator networking are located at http://developer.android.com/guide/developing/tools/emulator.html#emulatornetworking<br />,[object Object],<uses-permission android:name=quot;
android.permission.INTERNETquot;
 /><br />,[object Object],It is important to have a public IP address for your programming computer to test the correctness of socket-related implementation. This means that your computer is not behind router or firewalls. Otherwise, you will face the network address translation (NAT) problem. Hence, it is OK for you to work in lab or campus network. But it is troublesome to work at home if you want to test the socket-related functions. <br />Since the purpose of MPs is to understand the important concepts and related techniques in the area of distributed systems, you are not required to solve the NAT problem. If you are interested in solving it for practical purpose or for fun, you can refer to wiki website (http://en.wikipedia.org/wiki/NAT_traversal) or the post (http://www.blog.jasonederle.com/?p=36l). <br />Delivery<br />Each group delivers: <br />,[object Object]
Each major source file should include
File Name: Name of the File
Description: Short description what the file includes (general description, what kind of classes, interfaces are embedded in the file).

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