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  • I.T. Chargeback : Core to Cloud Computing

    - by Anand Akela
    Contributed by Mark McGill Consolidation and Virtualization have been widely adopted over the years to help deliver benefits such as increased server utilization, greater agility and lower cost to the I.T. organization. These are key enablers of cloud, but in themselves they do not provide a complete cloud solution. Building a true enterprise private cloud involves moving from an admin driven world, where the I.T. department is ultimately responsible for the provisioning of servers, databases, middleware and applications, to a world where the consumers of I.T. resources can provision their infrastructure, platforms and even complete application stacks on demand. Switching from an admin-driven provisioning model to a user-driven model creates some challenges. How do you ensure that users provisioning resources will not provision more than they need? How do you encourage users to return resources when they have finished with them so that others can use them? While chargeback has existed as a concept for many years (especially in mainframe environments), it is the move to this self-service model that has created a need for a new breed of chargeback applications for cloud. Enabling self-service without some form of chargeback is like opening a shop where all of the goods are free. A successful chargeback solution will be able to allocate the costs of shared I.T. infrastructure based on the relative consumption by the users. Doing this creates transparency between the I.T. department and the consumers of I.T. When users are able to understand how their consumption translates to cost they are much more likely to be prudent when it comes to their use of I.T. resources. This also gives them control of their I.T. costs, as moderate usage will translate to a lower charge at the end of the month. Implementing Chargeback successfully create a win-win situation for I.T. and the consumers. Chargeback can help to ensure that I.T. resources are used for activities that deliver business value. It also improves the overall utilization of I.T. infrastructure as I.T. resources that are not needed are not left running idle. Enterprise Manager 12c provides an integrated metering and chargeback solution for Enterprise Manager Targets. This solution is built on top of the rich configuration and utilization information already available in Enterprise Manager. It provides metering not just for virtual machines, but also for physical hosts, databases and middleware. Enterprise Manager 12c provides metering based on the utilization and configuration of the following types of Enterprise Manager Target: Oracle VM Host Oracle Database Oracle WebLogic Server Using Enterprise Manager Chargeback, administrators are able to create a set of Charge Plans that are used to attach prices to the various metered resources. These plans can contain fixed costs (eg. $10/month/database), configuration based costs (eg. $10/month if OS is Windows) and utilization based costs (eg. $0.05/GB of Memory/hour) The self-service user provisioning these resources is then able to view a report that details their usage and helps them understand how this usage translates into cost. Armed with this information, the user is able to determine if the resources are delivering adequate business value based on what is being charged. Figure 1: Chargeback in Self-Service Portal Enterprise Manager 12c provides a variety of additional interfaces into this data. The administrator can access summary and trending reports. Summary reports allow the administrator to drill-down through the cost center hierarchy to identify, for example, the top resource consumers across the organization. Figure 2: Charge Summary Report Trending reports can be used for I.T. planning and budgeting as they show utilization and charge trends over a period of time. Figure 3: CPU Trend Report We also provide chargeback reports through BI Publisher. This provides a way for users who do not have an Enterprise Manager login (such as Line of Business managers) to view charge and usage information. For situations where a bill needs to be produced, chargeback can be integrated with billing applications such as Oracle Billing and Revenue Management (BRM). Further information on Enterprise Manager 12c’s integrated metering and chargeback: White Paper Screenwatch Cloud Management on OTN

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  • Oracle auf der CeBIT 2011 in Hannover

    - by franziska.schneider(at)oracle.com
    Cloud Computing als Organisationsstrategie in heterogenen Umgebungen 02.03.2011, 15:40 - 16:00 Halle 4, Stand A 58 Veranstalter: BITKOM Veranstaltungsreihe: Cloud Computing World Referent: Helene Lengler, Vice President, ORACLE Deutschland B.V. & Co. KG   Weiterhin können Sie viele Oracle Partner auf der CeBIT treffen. Schreiben Sie uns einfach mit Ihrem Themenwunsch an und wir organisieren einen Termin.

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  • Pay in the future should make you think in the present

    - by BuckWoody
    Distributed Computing - and more importantly “-as-a-Service” models of computing have a different cost model. This is something that sounds obvious on the surface but it’s often forgotten during the design and coding phase of a project. In on-premises computing, we’re used to purchasing a server and all of the hardware infrastructure and software licenses needed not only for one project, but several. This is an up-front or “sunk” cost that we consume by running code the organization needs to perform its function. Using a direct connection over wires you’ve already paid for, we don’t often have to think about bandwidth, hits on the data store or the amount of compute we use - we just know more is better. In a pay-as-you-go model, however, each of these architecture decisions has a potential cost impact. The amount of data you store, the number of times you access it, and the amount you send back all come with a charge. The offset is that you don’t buy anything at all up-front, so that sunk cost is freed up. And financial professionals know that money now is worth more than money later. Saving that up-front cost allows you to invest it in other things. It’s not just that you’re using things that now cost money - it’s that the design itself in distributed computing has a cost impact. That can be a really good thing, such as when you dynamically add capacity for paying customers. If you can tie back the cost of a series of clicks to what a user will pay to do so, you can set a profit margin that is easy to track. Here’s a case in point: Assume you are using a large instance in Windows Azure to compute some data that you retrieve from a SQL Azure database. If you don’t monitor the path of the application, you may not know what you are really using. Since you’re paying by the size of the instance, it’s best to maximize it all the time. Recently I evaluated just this situation, and found that downsizing the instance and adding another one where needed, adding a caching function to the application, moving part of the data into Windows Azure tables not only increased the speed of the application, but reduced the cost and more closely tied the cost to the profit. The key is this: from the very outset - the design - make sure you include metrics to measure for the cost/performance (sometimes these are the same) for your application. Windows Azure opens up awesome new ways of doing things, so make sure you study distributed systems architecture before you try and force in the application design you have on premises into your new application structure.

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  • What Parallel computing APIs make good use of sockets?

    - by Ole Jak
    My program uses sockets, what Parallel computing APIs could I use that would help me without obligating me to go from sockets to anything else? When we are on a cluster with a special, non-socket infrastructure system this API would emulate something like sockets but using that infrastructure (so programs perform much faster than on sockets, but still use the sockets API).

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  • Relational Database pioneer Chris Date is giving a seminar 13th/14th May Edinburgh on "SQL and Relat

    - by tonyrogerson
    One of the pioneers of the Relational Database, Chris Date is giving a 2 day seminar in Edinburgh (13th and 14th May 2010) based around his new book "SQL and Relational Theory - How to Write Accurate SQL Code" which if you don't already have I'd say is a must buy. When I first saw this and what he will cover I thought, oh yer - this is going to cost the earth, well it doesn't - its £750 for the two days and there are discounts available for multiple bookings, being a member...(read more)

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  • Terminology for mobile computing with a tablet?

    - by Idrise_Coulombe
    This is more of a terminology question... I'm developing an occasionally connected application that will run on a tablet for clinicians or field service workers but I'm struggling with what this type of computing is referred to. Mobile computing as connotations of a phone app. Whereas our clients may be occasionally at their desk. Microsoft uses Smart Client a lot, but I'm not sure if that best describes this scenario or is the common term for this kind of computing.

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  • solve TOR edge node problem by using .onion proxy?

    - by rd.
    I would like to improve the TOR network, where the exit nodes are a vulnerability to concealing traffic. From my understanding, traffic to .onion sites are not decrypted by exit nodes, so therefore - in theory - a .onion site web proxy could be used to further anonymize traffic. Yes/no? perhaps you have insight into the coding and routing behind these concepts to elaborate on why this is a good/not good idea.

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  • Emulating old-school sprite flickering (theory and concept)

    - by Jeffrey Kern
    I'm trying to develop an oldschool NES-style video game, with sprite flickering and graphical slowdown. I've been thinking of what type of logic I should use to enable such effects. I have to consider the following restrictions if I want to go old-school NES style: No more than 64 sprites on the screen at a time No more than 8 sprites per scanline, or for each line on the Y axis If there is too much action going on the screen, the system freezes the image for a frame to let the processor catch up with the action From what I've read up, if there were more than 64 sprites on the screen, the developer would only draw high-priority sprites while ignoring low-priority ones. They could also alternate, drawing each even numbered sprite on opposite frames from odd numbered ones. The scanline issue is interesting. From my testing, it is impossible to get good speed on the XBOX 360 XNA framework by drawing sprites pixel-by-pixel, like the NES did. This is why in old-school games, if there were too many sprites on a single line, some would appear if they were cut in half. For all purposes for this project, I'm making scanlines be 8 pixels tall, and grouping the sprites together per scanline by their Y positioning. So, dumbed down I need to come up with a solution that.... 64 sprites on screen at once 8 sprites per 'scanline' Can draw sprites based on priority Can alternate between sprites per frame Emulate slowdown Here is my current theory First and foremost, a fundamental idea I came up with is addressing sprite priority. Assuming values between 0-255 (0 being low), I can assign sprites priority levels, for instance: 0 to 63 being low 63 to 127 being medium 128 to 191 being high 192 to 255 being maximum Within my data files, I can assign each sprite to be a certain priority. When the parent object is created, the sprite would randomly get assigned a number between its designated range. I would then draw sprites in order from high to low, with the end goal of drawing every sprite. Now, when a sprite gets drawn in a frame, I would then randomly generate it a new priority value within its initial priority level. However, if a sprite doesn't get drawn in a frame, I could add 32 to its current priority. For example, if the system can only draw sprites down to a priority level of 135, a sprite with an initial priority of 45 could then be drawn after 3 frames of not being drawn (45+32+32+32=141) This would, in theory, allow sprites to alternate frames, allow priority levels, and limit sprites to 64 per screen. Now, the interesting question is how do I limit sprites to only 8 per scanline? I'm thinking that if I'm sorting the sprites high-priority to low-priority, iterate through the loop until I've hit 64 sprites drawn. However, I shouldn't just take the first 64 sprites in the list. Before drawing each sprite, I could check to see how many sprites were drawn in it's respective scanline via counter variables . For example: Y-values between 0 to 7 belong to Scanline 0, scanlineCount[0] = 0 Y-values between 8 to 15 belong to Scanline 1, scanlineCount[1] = 0 etc. I could reset the values per scanline for every frame drawn. While going down the sprite list, add 1 to the scanline's respective counter if a sprite gets drawn in that scanline. If it equals 8, don't draw that sprite and go to the sprite with the next lowest priority. SLOWDOWN The last thing I need to do is emulate slowdown. My initial idea was that if I'm drawing 64 sprites per frame and there's still more sprites that need to be drawn, I could pause the rendering by 16ms or so. However, in the NES games I've played, sometimes there's slowdown if there's not any sprite flickering going on whereas the game moves beautifully even if there is some sprite flickering. Perhaps give a value to each object that uses sprites on the screen (like the priority values above), and if the combined values of all objects w/ sprites surpass a threshold, introduce the sprite flickering? IN CONCLUSION... Does everything I wrote actually sound legitimate and could work, or is it a pipe dream? What improvements can you all possibly think with this game programming theory of mine?

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