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  • Building an Infrastructure Cloud with Oracle VM for x86 + Enterprise Manager 12c

    - by Richard Rotter
    Cloud Computing? Everyone is talking about Cloud these days. Everyone is explaining how the cloud will help you to bring your service up and running very fast, secure and with little effort. You can find these kinds of presentations at almost every event around the globe. But what is really behind all this stuff? Is it really so simple? And the answer is: Yes it is! With the Oracle SW Stack it is! In this post, I will try to bring this down to earth, demonstrating how easy it could be to build a cloud infrastructure with Oracle's solution for cloud computing.But let me cover some basics first: How fast can you build a cloud?How elastic is your cloud so you can provide new services on demand? How much effort does it take to monitor and operate your Cloud Infrastructure in order to meet your SLAs?How easy is it to chargeback for your services provided? These are the critical success factors of Cloud Computing. And Oracle has an answer to all those questions. By using Oracle VM for X86 in combination with Enterprise Manager 12c you can build and control your cloud environment very fast and easy. What are the fundamental building blocks for your cloud? Oracle Cloud Building Blocks #1 Hardware Surprise, surprise. Even the cloud needs to run somewhere, hence you will need hardware. This HW normally consists of servers, storage and networking. But Oracles goes beyond that. There are Optimized Solutions available for your cloud infrastructure. This is a cookbook to build your HW cloud platform. For example, building your cloud infrastructure with blades and our network infrastructure will reduce complexity in your datacenter (Blades with switch network modules, splitter cables to reduce the amount of cables, TOR (Top Of the Rack) switches which are building the interface to your infrastructure environment. Reducing complexity even in the cabling will help you to manage your environment more efficient and with less risk. Of course, our engineered systems fit into the cloud perfectly too. Although they are considered as a PaaS themselves, having the database SW (for Exadata) and the application development environment (for Exalogic) already deployed on them, in general they are ideal systems to enable you building your own cloud and PaaS infrastructure. #2 Virtualization The next missing link in the cloud setup is virtualization. For me personally, it's one of the most hidden "secret", that oracle can provide you with a complete virtualization stack in terms of a hypervisor on both architectures: X86 and Sparc CPUs. There is Oracle VM for X86 and Oracle VM for Sparc available at no additional  license costs if your are running this virtualization stack on top of Oracle HW (and with Oracle Premier Support for HW). This completes the virtualization portfolio together with Solaris Zones introduced already with Solaris 10 a few years ago. Let me explain how Oracle VM for X86 works: Oracle VM for x86 consists of two main parts: - The Oracle VM Server: Oracle VM Server is installed on bare metal and it is the hypervisor which is able to run virtual machines. It has a very small footprint. The ISO-Image of Oracle VM Server is only 200MB large. It is very small but efficient. You can install a OVM-Server in less than 5 mins by booting the Server with the ISO-Image assigned and providing the necessary configuration parameters (like installing an Linux distribution). After the installation, the OVM-Server is ready to use. That's all. - The Oracle VM-Manager: OVM-Manager is the central management tool where you can control your OVM-Servers. OVM-Manager provides the graphical user interface, which is an Application Development Framework (ADF) application, with a familiar web-browser based interface, to manage Oracle VM Servers, virtual machines, and resources. The Oracle VM Manager has the following capabilities: Create virtual machines Create server pools Power on and off virtual machines Manage networks and storage Import virtual machines, ISO files, and templates Manage high availability of Oracle VM Servers, server pools, and virtual machines Perform live migration of virtual machines I want to highlight one of the goodies which you can use if you are running Oracle VM for X86: Preconfigured, downloadable Virtual Machine Templates form edelivery With these templates, you can download completely preconfigured Virtual Machines in your environment, boot them up, configure them at first time boot and use it. There are templates for almost all Oracle SW and Applications (like Fusion Middleware, Database, Siebel, etc.) available. #3) Cloud Management The management of your cloud infrastructure is key. This is a day-to-day job. Acquiring HW, installing a virtualization layer on top of it is done just at the beginning and if you want to expand your infrastructure. But managing your cloud, keeping it up and running, deploying new services, changing your chargeback model, etc, these are the daily jobs. These jobs must be simple, secure and easy to manage. The Enterprise Manager 12c Cloud provides this functionality from one management cockpit. Enterprise Manager 12c uses Oracle VM Manager to control OVM Serverpools. Once you registered your OVM-Managers in Enterprise Manager, then you are able to setup your cloud infrastructure and manage everything from Enterprise Manager. What you need to do in EM12c is: ">Register your OVM Manager in Enterprise ManagerAfter Registering your OVM Manager, all the functionality of Oracle VM for X86 is also available in Enterprise Manager. Enterprise Manager works as a "Manger" of the Manager. You can register as many OVM-Managers you want and control your complete virtualization environment Create Roles and Users for your Self Service Portal in Enterprise ManagerWith this step you allow users to logon on the Enterprise Manager Self Service Portal. Users can request Virtual Machines in this portal. Setup the Cloud InfrastructureSetup the Quotas for your self service users. How many VMs can they request? How much of your resources ( cpu, memory, storage, network, etc. etc.)? Which SW components (templates, assemblys) can your self service users request? In this step, you basically set up the complete cloud infrastructure. Setup ChargebackOnce your cloud is set up, you need to configure your chargeback mechanism. The Enterprise Manager collects the resources metrics, which are used in a very deep level. Almost all collected Metrics could be used in the chargeback module. You can define chargeback plans based on configurations (charge for the amount of cpu, memory, storage is assigned to a machine, or for a specific OS which is installed) or chargeback on resource consumption (% of cpu used, storage used, etc). Or you can also define a combination of configuration and consumption chargeback plans. The chargeback module is very flexible. Here is a overview of the workflow how to handle infrastructure cloud in EM: Summary As you can see, setting up an Infrastructure Cloud Service with Oracle VM for X86 and Enterprise Manager 12c is really simple. I personally configured a complete cloud environment with three X86 servers and a small JBOD san box in less than 3 hours. There is no magic in it, it is all straightforward. Of course, you have to have some experience with Oracle VM and Enterprise Manager. Experience in setting up Linux environments helps as well. I plan to publish a technical cookbook in the next few weeks. I hope you found this post useful and will see you again here on our blog. Any hints, comments are welcome!

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  • How to Reuse Your Old Wi-Fi Router as a Network Switch

    - by Jason Fitzpatrick
    Just because your old Wi-Fi router has been replaced by a newer model doesn’t mean it needs to gather dust in the closet. Read on as we show you how to take an old and underpowered Wi-Fi router and turn it into a respectable network switch (saving your $20 in the process). Image by mmgallan. Why Do I Want To Do This? Wi-Fi technology has changed significantly in the last ten years but Ethernet-based networking has changed very little. As such, a Wi-Fi router with 2006-era guts is lagging significantly behind current Wi-Fi router technology, but the Ethernet networking component of the device is just as useful as ever; aside from potentially being only 100Mbs instead of 1000Mbs capable (which for 99% of home applications is irrelevant) Ethernet is Ethernet. What does this matter to you, the consumer? It means that even though your old router doesn’t hack it for your Wi-Fi needs any longer the device is still a perfectly serviceable (and high quality) network switch. When do you need a network switch? Any time you want to share an Ethernet cable among multiple devices, you need a switch. For example, let’s say you have a single Ethernet wall jack behind your entertainment center. Unfortunately you have four devices that you want to link to your local network via hardline including your smart HDTV, DVR, Xbox, and a little Raspberry Pi running XBMC. Instead of spending $20-30 to purchase a brand new switch of comparable build quality to your old Wi-Fi router it makes financial sense (and is environmentally friendly) to invest five minutes of your time tweaking the settings on the old router to turn it from a Wi-Fi access point and routing tool into a network switch–perfect for dropping behind your entertainment center so that your DVR, Xbox, and media center computer can all share an Ethernet connection. What Do I Need? For this tutorial you’ll need a few things, all of which you likely have readily on hand or are free for download. To follow the basic portion of the tutorial, you’ll need the following: 1 Wi-Fi router with Ethernet ports 1 Computer with Ethernet jack 1 Ethernet cable For the advanced tutorial you’ll need all of those things, plus: 1 copy of DD-WRT firmware for your Wi-Fi router We’re conducting the experiment with a Linksys WRT54GL Wi-Fi router. The WRT54 series is one of the best selling Wi-Fi router series of all time and there’s a good chance a significant number of readers have one (or more) of them stuffed in an office closet. Even if you don’t have one of the WRT54 series routers, however, the principles we’re outlining here apply to all Wi-Fi routers; as long as your router administration panel allows the necessary changes you can follow right along with us. A quick note on the difference between the basic and advanced versions of this tutorial before we proceed. Your typical Wi-Fi router has 5 Ethernet ports on the back: 1 labeled “Internet”, “WAN”, or a variation thereof and intended to be connected to your DSL/Cable modem, and 4 labeled 1-4 intended to connect Ethernet devices like computers, printers, and game consoles directly to the Wi-Fi router. When you convert a Wi-Fi router to a switch, in most situations, you’ll lose two port as the “Internet” port cannot be used as a normal switch port and one of the switch ports becomes the input port for the Ethernet cable linking the switch to the main network. This means, referencing the diagram above, you’d lose the WAN port and LAN port 1, but retain LAN ports 2, 3, and 4 for use. If you only need to switch for 2-3 devices this may be satisfactory. However, for those of you that would prefer a more traditional switch setup where there is a dedicated WAN port and the rest of the ports are accessible, you’ll need to flash a third-party router firmware like the powerful DD-WRT onto your device. Doing so opens up the router to a greater degree of modification and allows you to assign the previously reserved WAN port to the switch, thus opening up LAN ports 1-4. Even if you don’t intend to use that extra port, DD-WRT offers you so many more options that it’s worth the extra few steps. Preparing Your Router for Life as a Switch Before we jump right in to shutting down the Wi-Fi functionality and repurposing your device as a network switch, there are a few important prep steps to attend to. First, you want to reset the router (if you just flashed a new firmware to your router, skip this step). Following the reset procedures for your particular router or go with what is known as the “Peacock Method” wherein you hold down the reset button for thirty seconds, unplug the router and wait (while still holding the reset button) for thirty seconds, and then plug it in while, again, continuing to hold down the rest button. Over the life of a router there are a variety of changes made, big and small, so it’s best to wipe them all back to the factory default before repurposing the router as a switch. Second, after resetting, we need to change the IP address of the device on the local network to an address which does not directly conflict with the new router. The typical default IP address for a home router is 192.168.1.1; if you ever need to get back into the administration panel of the router-turned-switch to check on things or make changes it will be a real hassle if the IP address of the device conflicts with the new home router. The simplest way to deal with this is to assign an address close to the actual router address but outside the range of addresses that your router will assign via the DHCP client; a good pick then is 192.168.1.2. Once the router is reset (or re-flashed) and has been assigned a new IP address, it’s time to configure it as a switch. Basic Router to Switch Configuration If you don’t want to (or need to) flash new firmware onto your device to open up that extra port, this is the section of the tutorial for you: we’ll cover how to take a stock router, our previously mentioned WRT54 series Linksys, and convert it to a switch. Hook the Wi-Fi router up to the network via one of the LAN ports (consider the WAN port as good as dead from this point forward, unless you start using the router in its traditional function again or later flash a more advanced firmware to the device, the port is officially retired at this point). Open the administration control panel via  web browser on a connected computer. Before we get started two things: first,  anything we don’t explicitly instruct you to change should be left in the default factory-reset setting as you find it, and two, change the settings in the order we list them as some settings can’t be changed after certain features are disabled. To start, let’s navigate to Setup ->Basic Setup. Here you need to change the following things: Local IP Address: [different than the primary router, e.g. 192.168.1.2] Subnet Mask: [same as the primary router, e.g. 255.255.255.0] DHCP Server: Disable Save with the “Save Settings” button and then navigate to Setup -> Advanced Routing: Operating Mode: Router This particular setting is very counterintuitive. The “Operating Mode” toggle tells the device whether or not it should enable the Network Address Translation (NAT)  feature. Because we’re turning a smart piece of networking hardware into a relatively dumb one, we don’t need this feature so we switch from Gateway mode (NAT on) to Router mode (NAT off). Our next stop is Wireless -> Basic Wireless Settings: Wireless SSID Broadcast: Disable Wireless Network Mode: Disabled After disabling the wireless we’re going to, again, do something counterintuitive. Navigate to Wireless -> Wireless Security and set the following parameters: Security Mode: WPA2 Personal WPA Algorithms: TKIP+AES WPA Shared Key: [select some random string of letters, numbers, and symbols like JF#d$di!Hdgio890] Now you may be asking yourself, why on Earth are we setting a rather secure Wi-Fi configuration on a Wi-Fi router we’re not going to use as a Wi-Fi node? On the off chance that something strange happens after, say, a power outage when your router-turned-switch cycles on and off a bunch of times and the Wi-Fi functionality is activated we don’t want to be running the Wi-Fi node wide open and granting unfettered access to your network. While the chances of this are next-to-nonexistent, it takes only a few seconds to apply the security measure so there’s little reason not to. Save your changes and navigate to Security ->Firewall. Uncheck everything but Filter Multicast Firewall Protect: Disable At this point you can save your changes again, review the changes you’ve made to ensure they all stuck, and then deploy your “new” switch wherever it is needed. Advanced Router to Switch Configuration For the advanced configuration, you’ll need a copy of DD-WRT installed on your router. Although doing so is an extra few steps, it gives you a lot more control over the process and liberates an extra port on the device. Hook the Wi-Fi router up to the network via one of the LAN ports (later you can switch the cable to the WAN port). Open the administration control panel via web browser on the connected computer. Navigate to the Setup -> Basic Setup tab to get started. In the Basic Setup tab, ensure the following settings are adjusted. The setting changes are not optional and are required to turn the Wi-Fi router into a switch. WAN Connection Type: Disabled Local IP Address: [different than the primary router, e.g. 192.168.1.2] Subnet Mask: [same as the primary router, e.g. 255.255.255.0] DHCP Server: Disable In addition to disabling the DHCP server, also uncheck all the DNSMasq boxes as the bottom of the DHCP sub-menu. If you want to activate the extra port (and why wouldn’t you), in the WAN port section: Assign WAN Port to Switch [X] At this point the router has become a switch and you have access to the WAN port so the LAN ports are all free. Since we’re already in the control panel, however, we might as well flip a few optional toggles that further lock down the switch and prevent something odd from happening. The optional settings are arranged via the menu you find them in. Remember to save your settings with the save button before moving onto a new tab. While still in the Setup -> Basic Setup menu, change the following: Gateway/Local DNS : [IP address of primary router, e.g. 192.168.1.1] NTP Client : Disable The next step is to turn off the radio completely (which not only kills the Wi-Fi but actually powers the physical radio chip off). Navigate to Wireless -> Advanced Settings -> Radio Time Restrictions: Radio Scheduling: Enable Select “Always Off” There’s no need to create a potential security problem by leaving the Wi-Fi radio on, the above toggle turns it completely off. Under Services -> Services: DNSMasq : Disable ttraff Daemon : Disable Under the Security -> Firewall tab, uncheck every box except “Filter Multicast”, as seen in the screenshot above, and then disable SPI Firewall. Once you’re done here save and move on to the Administration tab. Under Administration -> Management:  Info Site Password Protection : Enable Info Site MAC Masking : Disable CRON : Disable 802.1x : Disable Routing : Disable After this final round of tweaks, save and then apply your settings. Your router has now been, strategically, dumbed down enough to plod along as a very dependable little switch. Time to stuff it behind your desk or entertainment center and streamline your cabling.     

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  • How to diagnose failing 6Gbps SATA connection?

    - by whitequark
    I have a Samsung RC530 notebook and OCZ Vertex-3 6Gbps SATA SSD working in AHCI mode. # dmesg | grep DMI SAMSUNG ELECTRONICS CO., LTD. RC530/RC730/RC530/RC730, BIOS 03WD.M008.20110927.PSA 09/27/2011 # lspci -nn 00:1f.2 SATA controller [0106]: Intel Corporation 6 Series/C200 Series Chipset Family 6 port SATA AHCI Controller [8086:1c03] (rev 04) # sdparm -a /dev/sda /dev/sda: ATA OCZ-VERTEX3 2.15 At the boot, the following messages are present in dmesg (I am running Debian wheezy @ Linux 3.2.8): # dmesg | grep -iE '(ata|ahci)' [ 5.179783] ahci 0000:00:1f.2: version 3.0 [ 5.179802] ahci 0000:00:1f.2: PCI INT B -> GSI 19 (level, low) -> IRQ 19 [ 5.179864] ahci 0000:00:1f.2: irq 42 for MSI/MSI-X [ 5.195424] ahci 0000:00:1f.2: AHCI 0001.0300 32 slots 6 ports 6 Gbps 0x5 impl SATA mode [ 5.195429] ahci 0000:00:1f.2: flags: 64bit ncq sntf pm led clo pio slum part ems apst [ 5.195436] ahci 0000:00:1f.2: setting latency timer to 64 [ 5.204035] scsi0 : ahci [ 5.204301] scsi1 : ahci [ 5.204447] scsi2 : ahci [ 5.204592] scsi3 : ahci [ 5.204682] scsi4 : ahci [ 5.204799] scsi5 : ahci [ 5.204917] ata1: SATA max UDMA/133 abar m2048@0xf7c06000 port 0xf7c06100 irq 42 [ 5.204920] ata2: DUMMY [ 5.204923] ata3: SATA max UDMA/133 abar m2048@0xf7c06000 port 0xf7c06200 irq 42 [ 5.204924] ata4: DUMMY [ 5.204926] ata5: DUMMY [ 5.204927] ata6: DUMMY [ 5.523039] ata3: SATA link up 1.5 Gbps (SStatus 113 SControl 300) [ 5.525911] ata3.00: ATAPI: TSSTcorp CDDVDW SN-208BB, SC00, max UDMA/100 [ 5.531006] ata1: SATA link up 6.0 Gbps (SStatus 133 SControl 300) [ 5.533703] ata3.00: configured for UDMA/100 [ 5.542790] ata1.00: ATA-8: OCZ-VERTEX3, 2.15, max UDMA/133 [ 5.542800] ata1.00: 117231408 sectors, multi 16: LBA48 NCQ (depth 31/32), AA [ 5.552751] ata1.00: configured for UDMA/133 [ 5.553050] scsi 0:0:0:0: Direct-Access ATA OCZ-VERTEX3 2.15 PQ: 0 ANSI: 5 [ 5.559621] scsi 2:0:0:0: CD-ROM TSSTcorp CDDVDW SN-208BB SC00 PQ: 0 ANSI: 5 [ 5.564059] sd 0:0:0:0: [sda] 117231408 512-byte logical blocks: (60.0 GB/55.8 GiB) [ 5.564127] sd 0:0:0:0: [sda] Write Protect is off [ 5.564131] sd 0:0:0:0: [sda] Mode Sense: 00 3a 00 00 [ 5.564158] sd 0:0:0:0: [sda] Write cache: enabled, read cache: enabled, doesn't support DPO or FUA [ 5.564582] sda: sda1 [ 5.564810] sd 0:0:0:0: [sda] Attached SCSI disk [ 5.572006] sr0: scsi3-mmc drive: 16x/24x writer dvd-ram cd/rw xa/form2 cdda tray [ 5.572010] cdrom: Uniform CD-ROM driver Revision: 3.20 [ 5.572189] sr 2:0:0:0: Attached scsi CD-ROM sr0 [ 6.717181] ata1.00: exception Emask 0x50 SAct 0x1 SErr 0x280900 action 0x6 frozen [ 6.717238] ata1.00: irq_stat 0x08000000, interface fatal error [ 6.717291] ata1: SError: { UnrecovData HostInt 10B8B BadCRC } [ 6.717342] ata1.00: failed command: READ FPDMA QUEUED [ 6.717395] ata1.00: cmd 60/50:00:20:39:58/00:00:00:00:00/40 tag 0 ncq 40960 in [ 6.717396] res 40/00:00:20:39:58/00:00:00:00:00/40 Emask 0x50 (ATA bus error) [ 6.717503] ata1.00: status: { DRDY } [ 6.717553] ata1: hard resetting link [ 7.033417] ata1: SATA link up 6.0 Gbps (SStatus 133 SControl 300) [ 7.055234] ata1.00: configured for UDMA/133 [ 7.055262] ata1: EH complete [ 7.147280] ata1.00: exception Emask 0x10 SAct 0xf8 SErr 0x280100 action 0x6 frozen [ 7.147340] ata1.00: irq_stat 0x08000000, interface fatal error [ 7.147393] ata1: SError: { UnrecovData 10B8B BadCRC } [ 7.147460] ata1.00: failed command: READ FPDMA QUEUED [ 7.147529] ata1.00: cmd 60/08:18:88:17:41/00:00:02:00:00/40 tag 3 ncq 4096 in [ 7.147531] res 40/00:38:50:99:64/00:00:02:00:00/40 Emask 0x10 (ATA bus error) [ 7.147691] ata1.00: status: { DRDY } [ 7.147754] ata1.00: failed command: READ FPDMA QUEUED [ 7.147821] ata1.00: cmd 60/00:20:f8:42:4c/01:00:02:00:00/40 tag 4 ncq 131072 in [ 7.147822] res 40/00:38:50:99:64/00:00:02:00:00/40 Emask 0x10 (ATA bus error) [ 7.147977] ata1.00: status: { DRDY } [ 7.148036] ata1.00: failed command: READ FPDMA QUEUED [ 7.148100] ata1.00: cmd 60/50:28:f8:43:4c/00:00:02:00:00/40 tag 5 ncq 40960 in [ 7.148101] res 40/00:38:50:99:64/00:00:02:00:00/40 Emask 0x10 (ATA bus error) [ 7.148255] ata1.00: status: { DRDY } [ 7.148315] ata1.00: failed command: READ FPDMA QUEUED [ 7.148379] ata1.00: cmd 60/00:30:50:98:64/01:00:02:00:00/40 tag 6 ncq 131072 in [ 7.148380] res 40/00:38:50:99:64/00:00:02:00:00/40 Emask 0x10 (ATA bus error) [ 7.148534] ata1.00: status: { DRDY } [ 7.148593] ata1.00: failed command: READ FPDMA QUEUED [ 7.148657] ata1.00: cmd 60/00:38:50:99:64/01:00:02:00:00/40 tag 7 ncq 131072 in [ 7.148658] res 40/00:38:50:99:64/00:00:02:00:00/40 Emask 0x10 (ATA bus error) [ 7.148813] ata1.00: status: { DRDY } [ 7.148875] ata1: hard resetting link [ 7.464842] ata1: SATA link up 6.0 Gbps (SStatus 133 SControl 300) [ 7.486794] ata1.00: configured for UDMA/133 [ 7.486822] ata1: EH complete [ 7.546395] ata1.00: exception Emask 0x10 SAct 0x2f SErr 0x280100 action 0x6 frozen [ 7.546470] ata1.00: irq_stat 0x08000000, interface fatal error [ 7.546531] ata1: SError: { UnrecovData 10B8B BadCRC } [ 7.546588] ata1.00: failed command: READ FPDMA QUEUED [ 7.546648] ata1.00: cmd 60/00:00:e0:4b:61/01:00:02:00:00/40 tag 0 ncq 131072 in [ 7.546649] res 40/00:28:e0:4c:61/00:00:02:00:00/40 Emask 0x10 (ATA bus error) [ 7.546794] ata1.00: status: { DRDY } [ 7.546847] ata1.00: failed command: READ FPDMA QUEUED [ 7.546906] ata1.00: cmd 60/00:08:90:2f:48/01:00:02:00:00/40 tag 1 ncq 131072 in [ 7.546907] res 40/00:28:e0:4c:61/00:00:02:00:00/40 Emask 0x10 (ATA bus error) [ 7.547053] ata1.00: status: { DRDY } [ 7.547106] ata1.00: failed command: READ FPDMA QUEUED [ 7.547165] ata1.00: cmd 60/00:10:90:30:48/01:00:02:00:00/40 tag 2 ncq 131072 in [ 7.547166] res 40/00:28:e0:4c:61/00:00:02:00:00/40 Emask 0x10 (ATA bus error) [ 7.547310] ata1.00: status: { DRDY } [ 7.547363] ata1.00: failed command: READ FPDMA QUEUED [ 7.547422] ata1.00: cmd 60/00:18:50:c7:64/01:00:02:00:00/40 tag 3 ncq 131072 in [ 7.547423] res 40/00:28:e0:4c:61/00:00:02:00:00/40 Emask 0x10 (ATA bus error) [ 7.547568] ata1.00: status: { DRDY } [ 7.547621] ata1.00: failed command: READ FPDMA QUEUED [ 7.547681] ata1.00: cmd 60/00:28:e0:4c:61/01:00:02:00:00/40 tag 5 ncq 131072 in [ 7.547682] res 40/00:28:e0:4c:61/00:00:02:00:00/40 Emask 0x10 (ATA bus error) [ 7.547825] ata1.00: status: { DRDY } [ 7.547882] ata1: hard resetting link [ 7.864408] ata1: SATA link up 6.0 Gbps (SStatus 133 SControl 300) [ 7.886351] ata1.00: configured for UDMA/133 [ 7.886375] ata1: EH complete [ 7.890012] ata1: limiting SATA link speed to 3.0 Gbps [ 7.890016] ata1.00: exception Emask 0x10 SAct 0x7 SErr 0x280100 action 0x6 frozen [ 7.890093] ata1.00: irq_stat 0x08000000, interface fatal error [ 7.890152] ata1: SError: { UnrecovData 10B8B BadCRC } [ 7.890210] ata1.00: failed command: READ FPDMA QUEUED [ 7.890272] ata1.00: cmd 60/00:00:90:33:48/01:00:02:00:00/40 tag 0 ncq 131072 in [ 7.890273] res 40/00:10:e0:4f:61/00:00:02:00:00/40 Emask 0x10 (ATA bus error) [ 7.890418] ata1.00: status: { DRDY } [ 7.890472] ata1.00: failed command: READ FPDMA QUEUED [ 7.890530] ata1.00: cmd 60/00:08:90:34:48/01:00:02:00:00/40 tag 1 ncq 131072 in [ 7.890531] res 40/00:10:e0:4f:61/00:00:02:00:00/40 Emask 0x10 (ATA bus error) [ 7.890672] ata1.00: status: { DRDY } [ 7.890724] ata1.00: failed command: READ FPDMA QUEUED [ 7.890781] ata1.00: cmd 60/78:10:e0:4f:61/00:00:02:00:00/40 tag 2 ncq 61440 in [ 7.890782] res 40/00:10:e0:4f:61/00:00:02:00:00/40 Emask 0x10 (ATA bus error) [ 7.890925] ata1.00: status: { DRDY } [ 7.890981] ata1: hard resetting link [ 8.208021] ata1: SATA link up 3.0 Gbps (SStatus 123 SControl 320) [ 8.230100] ata1.00: configured for UDMA/133 [ 8.230124] ata1: EH complete Looks like the SATA interface tries to use 6Gbps link, then fails miserably and Linux fallbacks to 3Gbps. This is somewhat fine for me, as the system boots successfully each time and works under high load (cd linux-3.2.8; make -j16). I've also ran memtest86+ and it did not find any errors. What concerns me more is that Grub sometimes takes a long time to load the images and/or fails to load itself completely. The error is consistent and is probablistic: that is, each time I boot I have a certain chance to fail. Actually, I have a slight suspiction on the cause of the failure. Look at the cabling: What kind of engineer does it this way? Nah. Even 1Gbps Ethernet hardly tolerates cables bent over a small angle, and there you have 6Gbps SATA. How cound I determine and fix the cause of errors and/or switch the link to 3Gbps mode permanently?

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  • 256 Windows Azure Worker Roles, Windows Kinect and a 90's Text-Based Ray-Tracer

    - by Alan Smith
    For a couple of years I have been demoing a simple render farm hosted in Windows Azure using worker roles and the Azure Storage service. At the start of the presentation I deploy an Azure application that uses 16 worker roles to render a 1,500 frame 3D ray-traced animation. At the end of the presentation, when the animation was complete, I would play the animation delete the Azure deployment. The standing joke with the audience was that it was that it was a “$2 demo”, as the compute charges for running the 16 instances for an hour was $1.92, factor in the bandwidth charges and it’s a couple of dollars. The point of the demo is that it highlights one of the great benefits of cloud computing, you pay for what you use, and if you need massive compute power for a short period of time using Windows Azure can work out very cost effective. The “$2 demo” was great for presenting at user groups and conferences in that it could be deployed to Azure, used to render an animation, and then removed in a one hour session. I have always had the idea of doing something a bit more impressive with the demo, and scaling it from a “$2 demo” to a “$30 demo”. The challenge was to create a visually appealing animation in high definition format and keep the demo time down to one hour.  This article will take a run through how I achieved this. Ray Tracing Ray tracing, a technique for generating high quality photorealistic images, gained popularity in the 90’s with companies like Pixar creating feature length computer animations, and also the emergence of shareware text-based ray tracers that could run on a home PC. In order to render a ray traced image, the ray of light that would pass from the view point must be tracked until it intersects with an object. At the intersection, the color, reflectiveness, transparency, and refractive index of the object are used to calculate if the ray will be reflected or refracted. Each pixel may require thousands of calculations to determine what color it will be in the rendered image. Pin-Board Toys Having very little artistic talent and a basic understanding of maths I decided to focus on an animation that could be modeled fairly easily and would look visually impressive. I’ve always liked the pin-board desktop toys that become popular in the 80’s and when I was working as a 3D animator back in the 90’s I always had the idea of creating a 3D ray-traced animation of a pin-board, but never found the energy to do it. Even if I had a go at it, the render time to produce an animation that would look respectable on a 486 would have been measured in months. PolyRay Back in 1995 I landed my first real job, after spending three years being a beach-ski-climbing-paragliding-bum, and was employed to create 3D ray-traced animations for a CD-ROM that school kids would use to learn physics. I had got into the strange and wonderful world of text-based ray tracing, and was using a shareware ray-tracer called PolyRay. PolyRay takes a text file describing a scene as input and, after a few hours processing on a 486, produced a high quality ray-traced image. The following is an example of a basic PolyRay scene file. background Midnight_Blue   static define matte surface { ambient 0.1 diffuse 0.7 } define matte_white texture { matte { color white } } define matte_black texture { matte { color dark_slate_gray } } define position_cylindrical 3 define lookup_sawtooth 1 define light_wood <0.6, 0.24, 0.1> define median_wood <0.3, 0.12, 0.03> define dark_wood <0.05, 0.01, 0.005>     define wooden texture { noise surface { ambient 0.2  diffuse 0.7  specular white, 0.5 microfacet Reitz 10 position_fn position_cylindrical position_scale 1  lookup_fn lookup_sawtooth octaves 1 turbulence 1 color_map( [0.0, 0.2, light_wood, light_wood] [0.2, 0.3, light_wood, median_wood] [0.3, 0.4, median_wood, light_wood] [0.4, 0.7, light_wood, light_wood] [0.7, 0.8, light_wood, median_wood] [0.8, 0.9, median_wood, light_wood] [0.9, 1.0, light_wood, dark_wood]) } } define glass texture { surface { ambient 0 diffuse 0 specular 0.2 reflection white, 0.1 transmission white, 1, 1.5 }} define shiny surface { ambient 0.1 diffuse 0.6 specular white, 0.6 microfacet Phong 7  } define steely_blue texture { shiny { color black } } define chrome texture { surface { color white ambient 0.0 diffuse 0.2 specular 0.4 microfacet Phong 10 reflection 0.8 } }   viewpoint {     from <4.000, -1.000, 1.000> at <0.000, 0.000, 0.000> up <0, 1, 0> angle 60     resolution 640, 480 aspect 1.6 image_format 0 }       light <-10, 30, 20> light <-10, 30, -20>   object { disc <0, -2, 0>, <0, 1, 0>, 30 wooden }   object { sphere <0.000, 0.000, 0.000>, 1.00 chrome } object { cylinder <0.000, 0.000, 0.000>, <0.000, 0.000, -4.000>, 0.50 chrome }   After setting up the background and defining colors and textures, the viewpoint is specified. The “camera” is located at a point in 3D space, and it looks towards another point. The angle, image resolution, and aspect ratio are specified. Two lights are present in the image at defined coordinates. The three objects in the image are a wooden disc to represent a table top, and a sphere and cylinder that intersect to form a pin that will be used for the pin board toy in the final animation. When the image is rendered, the following image is produced. The pins are modeled with a chrome surface, so they reflect the environment around them. Note that the scale of the pin shaft is not correct, this will be fixed later. Modeling the Pin Board The frame of the pin-board is made up of three boxes, and six cylinders, the front box is modeled using a clear, slightly reflective solid, with the same refractive index of glass. The other shapes are modeled as metal. object { box <-5.5, -1.5, 1>, <5.5, 5.5, 1.2> glass } object { box <-5.5, -1.5, -0.04>, <5.5, 5.5, -0.09> steely_blue } object { box <-5.5, -1.5, -0.52>, <5.5, 5.5, -0.59> steely_blue } object { cylinder <-5.2, -1.2, 1.4>, <-5.2, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <5.2, -1.2, 1.4>, <5.2, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <-5.2, 5.2, 1.4>, <-5.2, 5.2, -0.74>, 0.2 steely_blue } object { cylinder <5.2, 5.2, 1.4>, <5.2, 5.2, -0.74>, 0.2 steely_blue } object { cylinder <0, -1.2, 1.4>, <0, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <0, 5.2, 1.4>, <0, 5.2, -0.74>, 0.2 steely_blue }   In order to create the matrix of pins that make up the pin board I used a basic console application with a few nested loops to create two intersecting matrixes of pins, which models the layout used in the pin boards. The resulting image is shown below. The pin board contains 11,481 pins, with the scene file containing 23,709 lines of code. For the complete animation 2,000 scene files will be created, which is over 47 million lines of code. Each pin in the pin-board will slide out a specific distance when an object is pressed into the back of the board. This is easily modeled by setting the Z coordinate of the pin to a specific value. In order to set all of the pins in the pin-board to the correct position, a bitmap image can be used. The position of the pin can be set based on the color of the pixel at the appropriate position in the image. When the Windows Azure logo is used to set the Z coordinate of the pins, the following image is generated. The challenge now was to make a cool animation. The Azure Logo is fine, but it is static. Using a normal video to animate the pins would not work; the colors in the video would not be the same as the depth of the objects from the camera. In order to simulate the pin board accurately a series of frames from a depth camera could be used. Windows Kinect The Kenect controllers for the X-Box 360 and Windows feature a depth camera. The Kinect SDK for Windows provides a programming interface for Kenect, providing easy access for .NET developers to the Kinect sensors. The Kinect Explorer provided with the Kinect SDK is a great starting point for exploring Kinect from a developers perspective. Both the X-Box 360 Kinect and the Windows Kinect will work with the Kinect SDK, the Windows Kinect is required for commercial applications, but the X-Box Kinect can be used for hobby projects. The Windows Kinect has the advantage of providing a mode to allow depth capture with objects closer to the camera, which makes for a more accurate depth image for setting the pin positions. Creating a Depth Field Animation The depth field animation used to set the positions of the pin in the pin board was created using a modified version of the Kinect Explorer sample application. In order to simulate the pin board accurately, a small section of the depth range from the depth sensor will be used. Any part of the object in front of the depth range will result in a white pixel; anything behind the depth range will be black. Within the depth range the pixels in the image will be set to RGB values from 0,0,0 to 255,255,255. A screen shot of the modified Kinect Explorer application is shown below. The Kinect Explorer sample application was modified to include slider controls that are used to set the depth range that forms the image from the depth stream. This allows the fine tuning of the depth image that is required for simulating the position of the pins in the pin board. The Kinect Explorer was also modified to record a series of images from the depth camera and save them as a sequence JPEG files that will be used to animate the pins in the animation the Start and Stop buttons are used to start and stop the image recording. En example of one of the depth images is shown below. Once a series of 2,000 depth images has been captured, the task of creating the animation can begin. Rendering a Test Frame In order to test the creation of frames and get an approximation of the time required to render each frame a test frame was rendered on-premise using PolyRay. The output of the rendering process is shown below. The test frame contained 23,629 primitive shapes, most of which are the spheres and cylinders that are used for the 11,800 or so pins in the pin board. The 1280x720 image contains 921,600 pixels, but as anti-aliasing was used the number of rays that were calculated was 4,235,777, with 3,478,754,073 object boundaries checked. The test frame of the pin board with the depth field image applied is shown below. The tracing time for the test frame was 4 minutes 27 seconds, which means rendering the2,000 frames in the animation would take over 148 hours, or a little over 6 days. Although this is much faster that an old 486, waiting almost a week to see the results of an animation would make it challenging for animators to create, view, and refine their animations. It would be much better if the animation could be rendered in less than one hour. Windows Azure Worker Roles The cost of creating an on-premise render farm to render animations increases in proportion to the number of servers. The table below shows the cost of servers for creating a render farm, assuming a cost of $500 per server. Number of Servers Cost 1 $500 16 $8,000 256 $128,000   As well as the cost of the servers, there would be additional costs for networking, racks etc. Hosting an environment of 256 servers on-premise would require a server room with cooling, and some pretty hefty power cabling. The Windows Azure compute services provide worker roles, which are ideal for performing processor intensive compute tasks. With the scalability available in Windows Azure a job that takes 256 hours to complete could be perfumed using different numbers of worker roles. The time and cost of using 1, 16 or 256 worker roles is shown below. Number of Worker Roles Render Time Cost 1 256 hours $30.72 16 16 hours $30.72 256 1 hour $30.72   Using worker roles in Windows Azure provides the same cost for the 256 hour job, irrespective of the number of worker roles used. Provided the compute task can be broken down into many small units, and the worker role compute power can be used effectively, it makes sense to scale the application so that the task is completed quickly, making the results available in a timely fashion. The task of rendering 2,000 frames in an animation is one that can easily be broken down into 2,000 individual pieces, which can be performed by a number of worker roles. Creating a Render Farm in Windows Azure The architecture of the render farm is shown in the following diagram. The render farm is a hybrid application with the following components: ·         On-Premise o   Windows Kinect – Used combined with the Kinect Explorer to create a stream of depth images. o   Animation Creator – This application uses the depth images from the Kinect sensor to create scene description files for PolyRay. These files are then uploaded to the jobs blob container, and job messages added to the jobs queue. o   Process Monitor – This application queries the role instance lifecycle table and displays statistics about the render farm environment and render process. o   Image Downloader – This application polls the image queue and downloads the rendered animation files once they are complete. ·         Windows Azure o   Azure Storage – Queues and blobs are used for the scene description files and completed frames. A table is used to store the statistics about the rendering environment.   The architecture of each worker role is shown below.   The worker role is configured to use local storage, which provides file storage on the worker role instance that can be use by the applications to render the image and transform the format of the image. The service definition for the worker role with the local storage configuration highlighted is shown below. <?xml version="1.0" encoding="utf-8"?> <ServiceDefinition name="CloudRay" >   <WorkerRole name="CloudRayWorkerRole" vmsize="Small">     <Imports>     </Imports>     <ConfigurationSettings>       <Setting name="DataConnectionString" />     </ConfigurationSettings>     <LocalResources>       <LocalStorage name="RayFolder" cleanOnRoleRecycle="true" />     </LocalResources>   </WorkerRole> </ServiceDefinition>     The two executable programs, PolyRay.exe and DTA.exe are included in the Azure project, with Copy Always set as the property. PolyRay will take the scene description file and render it to a Truevision TGA file. As the TGA format has not seen much use since the mid 90’s it is converted to a JPG image using Dave's Targa Animator, another shareware application from the 90’s. Each worker roll will use the following process to render the animation frames. 1.       The worker process polls the job queue, if a job is available the scene description file is downloaded from blob storage to local storage. 2.       PolyRay.exe is started in a process with the appropriate command line arguments to render the image as a TGA file. 3.       DTA.exe is started in a process with the appropriate command line arguments convert the TGA file to a JPG file. 4.       The JPG file is uploaded from local storage to the images blob container. 5.       A message is placed on the images queue to indicate a new image is available for download. 6.       The job message is deleted from the job queue. 7.       The role instance lifecycle table is updated with statistics on the number of frames rendered by the worker role instance, and the CPU time used. The code for this is shown below. public override void Run() {     // Set environment variables     string polyRayPath = Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), PolyRayLocation);     string dtaPath = Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), DTALocation);       LocalResource rayStorage = RoleEnvironment.GetLocalResource("RayFolder");     string localStorageRootPath = rayStorage.RootPath;       JobQueue jobQueue = new JobQueue("renderjobs");     JobQueue downloadQueue = new JobQueue("renderimagedownloadjobs");     CloudRayBlob sceneBlob = new CloudRayBlob("scenes");     CloudRayBlob imageBlob = new CloudRayBlob("images");     RoleLifecycleDataSource roleLifecycleDataSource = new RoleLifecycleDataSource();       Frames = 0;       while (true)     {         // Get the render job from the queue         CloudQueueMessage jobMsg = jobQueue.Get();           if (jobMsg != null)         {             // Get the file details             string sceneFile = jobMsg.AsString;             string tgaFile = sceneFile.Replace(".pi", ".tga");             string jpgFile = sceneFile.Replace(".pi", ".jpg");               string sceneFilePath = Path.Combine(localStorageRootPath, sceneFile);             string tgaFilePath = Path.Combine(localStorageRootPath, tgaFile);             string jpgFilePath = Path.Combine(localStorageRootPath, jpgFile);               // Copy the scene file to local storage             sceneBlob.DownloadFile(sceneFilePath);               // Run the ray tracer.             string polyrayArguments =                 string.Format("\"{0}\" -o \"{1}\" -a 2", sceneFilePath, tgaFilePath);             Process polyRayProcess = new Process();             polyRayProcess.StartInfo.FileName =                 Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), polyRayPath);             polyRayProcess.StartInfo.Arguments = polyrayArguments;             polyRayProcess.Start();             polyRayProcess.WaitForExit();               // Convert the image             string dtaArguments =                 string.Format(" {0} /FJ /P{1}", tgaFilePath, Path.GetDirectoryName (jpgFilePath));             Process dtaProcess = new Process();             dtaProcess.StartInfo.FileName =                 Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), dtaPath);             dtaProcess.StartInfo.Arguments = dtaArguments;             dtaProcess.Start();             dtaProcess.WaitForExit();               // Upload the image to blob storage             imageBlob.UploadFile(jpgFilePath);               // Add a download job.             downloadQueue.Add(jpgFile);               // Delete the render job message             jobQueue.Delete(jobMsg);               Frames++;         }         else         {             Thread.Sleep(1000);         }           // Log the worker role activity.         roleLifecycleDataSource.Alive             ("CloudRayWorker", RoleLifecycleDataSource.RoleLifecycleId, Frames);     } }     Monitoring Worker Role Instance Lifecycle In order to get more accurate statistics about the lifecycle of the worker role instances used to render the animation data was tracked in an Azure storage table. The following class was used to track the worker role lifecycles in Azure storage.   public class RoleLifecycle : TableServiceEntity {     public string ServerName { get; set; }     public string Status { get; set; }     public DateTime StartTime { get; set; }     public DateTime EndTime { get; set; }     public long SecondsRunning { get; set; }     public DateTime LastActiveTime { get; set; }     public int Frames { get; set; }     public string Comment { get; set; }       public RoleLifecycle()     {     }       public RoleLifecycle(string roleName)     {         PartitionKey = roleName;         RowKey = Utils.GetAscendingRowKey();         Status = "Started";         StartTime = DateTime.UtcNow;         LastActiveTime = StartTime;         EndTime = StartTime;         SecondsRunning = 0;         Frames = 0;     } }     A new instance of this class is created and added to the storage table when the role starts. It is then updated each time the worker renders a frame to record the total number of frames rendered and the total processing time. These statistics are used be the monitoring application to determine the effectiveness of use of resources in the render farm. Rendering the Animation The Azure solution was deployed to Windows Azure with the service configuration set to 16 worker role instances. This allows for the application to be tested in the cloud environment, and the performance of the application determined. When I demo the application at conferences and user groups I often start with 16 instances, and then scale up the application to the full 256 instances. The configuration to run 16 instances is shown below. <?xml version="1.0" encoding="utf-8"?> <ServiceConfiguration serviceName="CloudRay" xmlns="http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceConfiguration" osFamily="1" osVersion="*">   <Role name="CloudRayWorkerRole">     <Instances count="16" />     <ConfigurationSettings>       <Setting name="DataConnectionString"         value="DefaultEndpointsProtocol=https;AccountName=cloudraydata;AccountKey=..." />     </ConfigurationSettings>   </Role> </ServiceConfiguration>     About six minutes after deploying the application the first worker roles become active and start to render the first frames of the animation. The CloudRay Monitor application displays an icon for each worker role instance, with a number indicating the number of frames that the worker role has rendered. The statistics on the left show the number of active worker roles and statistics about the render process. The render time is the time since the first worker role became active; the CPU time is the total amount of processing time used by all worker role instances to render the frames.   Five minutes after the first worker role became active the last of the 16 worker roles activated. By this time the first seven worker roles had each rendered one frame of the animation.   With 16 worker roles u and running it can be seen that one hour and 45 minutes CPU time has been used to render 32 frames with a render time of just under 10 minutes.     At this rate it would take over 10 hours to render the 2,000 frames of the full animation. In order to complete the animation in under an hour more processing power will be required. Scaling the render farm from 16 instances to 256 instances is easy using the new management portal. The slider is set to 256 instances, and the configuration saved. We do not need to re-deploy the application, and the 16 instances that are up and running will not be affected. Alternatively, the configuration file for the Azure service could be modified to specify 256 instances.   <?xml version="1.0" encoding="utf-8"?> <ServiceConfiguration serviceName="CloudRay" xmlns="http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceConfiguration" osFamily="1" osVersion="*">   <Role name="CloudRayWorkerRole">     <Instances count="256" />     <ConfigurationSettings>       <Setting name="DataConnectionString"         value="DefaultEndpointsProtocol=https;AccountName=cloudraydata;AccountKey=..." />     </ConfigurationSettings>   </Role> </ServiceConfiguration>     Six minutes after the new configuration has been applied 75 new worker roles have activated and are processing their first frames.   Five minutes later the full configuration of 256 worker roles is up and running. We can see that the average rate of frame rendering has increased from 3 to 12 frames per minute, and that over 17 hours of CPU time has been utilized in 23 minutes. In this test the time to provision 140 worker roles was about 11 minutes, which works out at about one every five seconds.   We are now half way through the rendering, with 1,000 frames complete. This has utilized just under three days of CPU time in a little over 35 minutes.   The animation is now complete, with 2,000 frames rendered in a little over 52 minutes. The CPU time used by the 256 worker roles is 6 days, 7 hours and 22 minutes with an average frame rate of 38 frames per minute. The rendering of the last 1,000 frames took 16 minutes 27 seconds, which works out at a rendering rate of 60 frames per minute. The frame counts in the server instances indicate that the use of a queue to distribute the workload has been very effective in distributing the load across the 256 worker role instances. The first 16 instances that were deployed first have rendered between 11 and 13 frames each, whilst the 240 instances that were added when the application was scaled have rendered between 6 and 9 frames each.   Completed Animation I’ve uploaded the completed animation to YouTube, a low resolution preview is shown below. Pin Board Animation Created using Windows Kinect and 256 Windows Azure Worker Roles   The animation can be viewed in 1280x720 resolution at the following link: http://www.youtube.com/watch?v=n5jy6bvSxWc Effective Use of Resources According to the CloudRay monitor statistics the animation took 6 days, 7 hours and 22 minutes CPU to render, this works out at 152 hours of compute time, rounded up to the nearest hour. As the usage for the worker role instances are billed for the full hour, it may have been possible to render the animation using fewer than 256 worker roles. When deciding the optimal usage of resources, the time required to provision and start the worker roles must also be considered. In the demo I started with 16 worker roles, and then scaled the application to 256 worker roles. It would have been more optimal to start the application with maybe 200 worker roles, and utilized the full hour that I was being billed for. This would, however, have prevented showing the ease of scalability of the application. The new management portal displays the CPU usage across the worker roles in the deployment. The average CPU usage across all instances is 93.27%, with over 99% used when all the instances are up and running. This shows that the worker role resources are being used very effectively. Grid Computing Scenarios Although I am using this scenario for a hobby project, there are many scenarios where a large amount of compute power is required for a short period of time. Windows Azure provides a great platform for developing these types of grid computing applications, and can work out very cost effective. ·         Windows Azure can provide massive compute power, on demand, in a matter of minutes. ·         The use of queues to manage the load balancing of jobs between role instances is a simple and effective solution. ·         Using a cloud-computing platform like Windows Azure allows proof-of-concept scenarios to be tested and evaluated on a very low budget. ·         No charges for inbound data transfer makes the uploading of large data sets to Windows Azure Storage services cost effective. (Transaction charges still apply.) Tips for using Windows Azure for Grid Computing Scenarios I found the implementation of a render farm using Windows Azure a fairly simple scenario to implement. I was impressed by ease of scalability that Azure provides, and by the short time that the application took to scale from 16 to 256 worker role instances. In this case it was around 13 minutes, in other tests it took between 10 and 20 minutes. The following tips may be useful when implementing a grid computing project in Windows Azure. ·         Using an Azure Storage queue to load-balance the units of work across multiple worker roles is simple and very effective. The design I have used in this scenario could easily scale to many thousands of worker role instances. ·         Windows Azure accounts are typically limited to 20 cores. If you need to use more than this, a call to support and a credit card check will be required. ·         Be aware of how the billing model works. You will be charged for worker role instances for the full clock our in which the instance is deployed. Schedule the workload to start just after the clock hour has started. ·         Monitor the utilization of the resources you are provisioning, ensure that you are not paying for worker roles that are idle. ·         If you are deploying third party applications to worker roles, you may well run into licensing issues. Purchasing software licenses on a per-processor basis when using hundreds of processors for a short time period would not be cost effective. ·         Third party software may also require installation onto the worker roles, which can be accomplished using start-up tasks. Bear in mind that adding a startup task and possible re-boot will add to the time required for the worker role instance to start and activate. An alternative may be to use a prepared VM and use VM roles. ·         Consider using the Windows Azure Autoscaling Application Block (WASABi) to autoscale the worker roles in your application. When using a large number of worker roles, the utilization must be carefully monitored, if the scaling algorithms are not optimal it could get very expensive!

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