CHAPTER ONE
CHAPTER ONE
1.0 INTRODUCTION
A thin client (or lean client) is a virtual desktop computing model that runs on the resources
stored on a central server instead of a computer's resources. Normally thin clients take the form
of low-cost computing devices that heavily rely on a server for computation. The term can also
describe software applications that use the client-server model in which the server performs all
the processing. Businesses employees, IT personnel and public environments like libraries or
government offices may use thin clients because of their level of security, scalability and
manageability. Thin clients work through connecting to a server-based computing environment.
The server will normally store data like applications and memory. Essentially, the desktop
environment is held on a server. Thin clients are managed server-side, with a virtual desktop
infrastructure (VDI). Thin clients and other lean devices rely on a constant network connection
to a central server for full computing and don't do much processing on the hardware itself. The
term is derived from the fact that small computers in networks tend to be clients and not servers.
The goal is to limit the capabilities of thin clients to only essential applications, so they tend to
be purchased and remain "thin" in terms of the client applications they include. Thin clients
could be PCs, Chromebooks or mobile devices. (Alexander, 2019).
Thin clients can be given to employees across industries for a number of reasons. They can be
used to replace computers and to help access virtual desktops or virtualized applications. It is
generally more cost-effective to use thin clients compared to a computer where all the processing
is done locally. This is because each thin client doesn't need to be as new or powerful,
considering most of the processing will be done server-side. Thin clients could also be used in
remote environments, so users don't have to worry about getting their PCs fixed as much. If the
endpoint device is downloading most of its data from a server, there are fewer moving parts on
the client side to worry about. In addition, organizations that need endpoint devices to be more
secure may choose thin clients over other architectures. Thin clients still may not be the best
choice in every situation. For example, users would have to be in an environment where they
have a strong and stable network connection. Intensive applications can run slow, as multiple
people may be accessing the network at the same time. So thin clients are recommended more
for organizations that make use of less intensive applications and have the back-end
infrastructure to support the needs of each thin client. (Alexander, 2019).
Thin client is becoming an attractive alternative for business as well as community users to
capitalize on its apparent advantages compared to traditional thick client system. Thin client
technology and server virtualization are technologies that have been in use for several years or
longer, both in the corporate world and in some institutional data centers. Client-server
architecture is predominant in this circumstance connecting multi-workstations through internet.
As issues such as management costs and security concerns rise, IT departments have looked for
solutions that specifically address device and network manageability. Organizations are turning
to two technologies thin clients and virtualization to bring device management under control.
Thin client computing can offer a solution for these problems. In this paradigm, all applications
are executed on central servers. The client device sends events (keystrokes, mouse movements,
etc.) to the server, which processes the commands, renders the appropriate graphical output and
sends the images back to the client. The client only needs to decode the graphical data. This
results in lighter devices, since all calculation logic can be stripped from the device.
Furthermore, the cost of end-devices will decrease, which is in the interest of both private and
professional users. Especially for the latter, every reduction in hardware costs, even a minor one,
is a significant gain. The maintenance cost can also be reduced since managing and securing one
central server farm is much simpler. (Dongfeng et, al. 2014)
Recently, the massive growth of mobile devices has led to a significant change in the users'
computer and internet usage, along with the dramatic development of mobile services, or mobile
computing. Smart mobile devices such as smartphone and smart pad have rapidly pervaded our
everyday life, however these devices are limited by either their capacities (CPU, memory or
battery) or their network resources, meanwhile, because of their relatively high prices and small
display screen, these devices are also inconvenient to be deployed in large areas such as
community, offices and factories. Besides, existing cloud computing technique for this kind of
service is very poor to meet the attractive quality. Therefore, developing a thin client which is
energy efficient and robust is very practical. Also, the developed thin client should adaptively
match with the cloud computing center and provide the services and information fast,
conveniently and accurately. How to get the resource and storage according to the demand is a
critical and realistic problem. (Weitao et. al. 2014)
A thin client is used for desktop virtualization, shared services, or browser-based computing.
With a virtualized desktop setup, including one where each user has a remote desktop, each
individual desktop exists within a virtual machine, which is simply a partition inside a
centralized server. Network Computing is a popular desktop virtualization solution. Several
partitions exist side by side, and each one serves a different user. Each of these users has their
own applications and operating system, similar to when they use a normal PC. The difference is
that these resources are housed on the central server instead of on their individual devices.
Further, as long as a device can connect to the server, it can make use of the resources that are
run on it, allowing for greater flexibility and more agile deployment. When terminal services are
shared, the users at the various thin client stations can use the same operating system and
applications because they are run from a central server. Users are limited with what they can do
because all activity has to be approved by the IT department. This can benefit the organization,
as user activity can be limited to the use of specific, safe, or protected applications.
a. design and implement a thin client server technology system for computer science
laboratory.
b. develop a cloud computing severs consisting of virtualization management system and
distributed file storage system.
c. implement the above (A and B) using thin client architecture design technology.
It is also important to acknowledge that network bandwidth and performance is more critical in
any type of cloud-based computing model. IT organizations must ensure that their network can
accommodate the number of users that they need to serve. If demand for bandwidth exceeds
network limits, it could result in a major loss of end user productivity. A similar risk exists inside
the data center. Servers must be sized correctly in order to deliver adequate performance to end
users. In a cloud-based computing model, the servers can also represent a single point of failure
risk. If a server fails, end users lose access to all of the resources supported by that server. This
risk can be mitigated by building redundancies, fail-over processes, backups, and load balancing
utilities into the system. Redundancy provides reliable host availability but it can add cost to
smaller user populations that lack scale.
The scope of this study is develop network virtualization for a (Rufus Giwa) computer science
laboratory for quality of service. The implementation of the system is perform through a remote
desktop systems. All applications and data for thin clients are stored in the central server and
allows local printing, device support, web browsing, and processing network computing.
1.6 PROPOSE METHODOLOGY