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  • Oracle NoSQL Database Exceeds 1 Million Mixed YCSB Ops/Sec

    - by Charles Lamb
    We ran a set of YCSB performance tests on Oracle NoSQL Database using SSD cards and Intel Xeon E5-2690 CPUs with the goal of achieving 1M mixed ops/sec on a 95% read / 5% update workload. We used the standard YCSB parameters: 13 byte keys and 1KB data size (1,102 bytes after serialization). The maximum database size was 2 billion records, or approximately 2 TB of data. We sized the shards to ensure that this was not an "in-memory" test (i.e. the data portion of the B-Trees did not fit into memory). All updates were durable and used the "simple majority" replica ack policy, effectively 'committing to the network'. All read operations used the Consistency.NONE_REQUIRED parameter allowing reads to be performed on any replica. In the past we have achieved 100K ops/sec using SSD cards on a single shard cluster (replication factor 3) so for this test we used 10 shards on 15 Storage Nodes with each SN carrying 2 Rep Nodes and each RN assigned to its own SSD card. After correcting a scaling problem in YCSB, we blew past the 1M ops/sec mark with 8 shards and proceeded to hit 1.2M ops/sec with 10 shards.  Hardware Configuration We used 15 servers, each configured with two 335 GB SSD cards. We did not have homogeneous CPUs across all 15 servers available to us so 12 of the 15 were Xeon E5-2690, 2.9 GHz, 2 sockets, 32 threads, 193 GB RAM, and the other 3 were Xeon E5-2680, 2.7 GHz, 2 sockets, 32 threads, 193 GB RAM.  There might have been some upside in having all 15 machines configured with the faster CPU, but since CPU was not the limiting factor we don't believe the improvement would be significant. The client machines were Xeon X5670, 2.93 GHz, 2 sockets, 24 threads, 96 GB RAM. Although the clients had 96 GB of RAM, neither the NoSQL Database or YCSB clients require anywhere near that amount of memory and the test could have just easily been run with much less. Networking was all 10GigE. YCSB Scaling Problem We made three modifications to the YCSB benchmark. The first was to allow the test to accommodate more than 2 billion records (effectively int's vs long's). To keep the key size constant, we changed the code to use base 32 for the user ids. The second change involved to the way we run the YCSB client in order to make the test itself horizontally scalable.The basic problem has to do with the way the YCSB test creates its Zipfian distribution of keys which is intended to model "real" loads by generating clusters of key collisions. Unfortunately, the percentage of collisions on the most contentious keys remains the same even as the number of keys in the database increases. As we scale up the load, the number of collisions on those keys increases as well, eventually exceeding the capacity of the single server used for a given key.This is not a workload that is realistic or amenable to horizontal scaling. YCSB does provide alternate key distribution algorithms so this is not a shortcoming of YCSB in general. We decided that a better model would be for the key collisions to be limited to a given YCSB client process. That way, as additional YCSB client processes (i.e. additional load) are added, they each maintain the same number of collisions they encounter themselves, but do not increase the number of collisions on a single key in the entire store. We added client processes proportionally to the number of records in the database (and therefore the number of shards). This change to the use of YCSB better models a use case where new groups of users are likely to access either just their own entries, or entries within their own subgroups, rather than all users showing the same interest in a single global collection of keys. If an application finds every user having the same likelihood of wanting to modify a single global key, that application has no real hope of getting horizontal scaling. Finally, we used read/modify/write (also known as "Compare And Set") style updates during the mixed phase. This uses versioned operations to make sure that no updates are lost. This mode of operation provides better application behavior than the way we have typically run YCSB in the past, and is only practical at scale because we eliminated the shared key collision hotspots.It is also a more realistic testing scenario. To reiterate, all updates used a simple majority replica ack policy making them durable. Scalability Results In the table below, the "KVS Size" column is the number of records with the number of shards and the replication factor. Hence, the first row indicates 400m total records in the NoSQL Database (KV Store), 2 shards, and a replication factor of 3. The "Clients" column indicates the number of YCSB client processes. "Threads" is the number of threads per process with the total number of threads. Hence, 90 threads per YCSB process for a total of 360 threads. The client processes were distributed across 10 client machines. Shards KVS Size Clients Mixed (records) Threads OverallThroughput(ops/sec) Read Latencyav/95%/99%(ms) Write Latencyav/95%/99%(ms) 2 400m(2x3) 4 90(360) 302,152 0.76/1/3 3.08/8/35 4 800m(4x3) 8 90(720) 558,569 0.79/1/4 3.82/16/45 8 1600m(8x3) 16 90(1440) 1,028,868 0.85/2/5 4.29/21/51 10 2000m(10x3) 20 90(1800) 1,244,550 0.88/2/6 4.47/23/53

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  • Almost Realtime Data and Web application

    - by Chris G.
    I have a computer that is recording 100 different data points into an OPC server. I've written a simple OPC client that can read all of this data. I have a front-end website on a different network that I would like to consume this data. I could easily set the OPC client to send the data to a SQL server and the website could read from it, but that would be a lot of writes. If I wanted the data to be updated every 10 seconds I'd be writing to the database every 10 seconds. (I could probably just serialize the 100 points to get 1 write / 10 seconds but that would also limit my ability to search the data later). This solution wouldn't scale very well. If I had 100 of these computers the situation would quickly grow out of hand. Obviously I am well out of my league here and I have no experience with working with a large amount of data like this. What are my options and what should I research?

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  • Basics of drawing in 2d with OpenGL 3 shaders

    - by davidism
    I am new to OpenGL 3 and graphics programming, and want to create some basic 2d graphics. I have the following scenario of how I might go about drawing a basic (but general) 2d rectangle. I'm not sure if this is the correct way to think about it, or, if it is, how to implement it. In my head, here's how I imagine doing it: t = make_rectangle(width, height) build general VBO, centered at 0, 0 optionally: t.set_scale(2) optionally: t.set_angle(30) t.draw_at(x, y) calculates some sort of scale/rotate/translate matrix (or matrices), passes the VBO and the matrix to a shader program Something happens to clip the world to the view visible on screen. I'm really unclear on how 4 and 5 will work. The main problem is that all the tutorials I find either: use fixed function pipeline, are for 3d, or are unclear how to do something this "simple". Can someone provide me with either a better way to think of / do this, or some concrete code detailing performing the transformations in a shader and constructing and passing the data required for this shader transformation?

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  • Automatically kill a process if it exceeds a given amount of RAM

    - by chrisamiller
    I work on large-scale datasets. When testing new software, a script will sometimes sneak up on me, quickly grab all available RAM, and render my desktop unusable. I'd like a way to set a RAM limit for a process so that if it exceeds that amount, it will be killed automatically. A language-specific solution probably won't work, as I use all sorts of different tools (R, Perl, Python, Bash, etc). So is there some sort of process-monitor that will let me set a threshold amount of RAM and automatically kill a process if it uses more?

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  • Testing To Prevent Cascading Bugs

    - by jfrankcarr
    Yesterday, Twitter was hit with a "Cascading Bug" as described in this blog post: A “cascading bug” is a bug with an effect that isn’t confined to a particular software element, but rather its effect “cascades” into other elements as well. I've seen this kind of bug, on a smaller scale of course, on some projects I've worked on. They can be difficult to identify in dev/test environments, even within a test driven development environment. My questions are... What are some strategies you use, beyond the basic TDD and standard regression testing, to identify and prevent the potential trouble points that might only occur in the production environment? Does the presence of such problems indicate a breakdown in the software development process or simply a by-product of complex software systems?

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  • How do you off load work from the database?

    - by TheLQ
    In at least the web development field, web servers are everywhere but are backed by very few database servers. As web servers get hit with requests they execute large queries on the database, putting the server under heavy load. While web servers are very easy to scale, db servers are much harder (at least from what I know), making them a precious resource. One way I've heard from some answers here to take load off the database is to offload the work to the web server. Easy, until you realize that now you've got a ton of traffic internally as a web server tries to run SELECT TOP 3000 (presumably to crunch the results on its own), which still slows things down. What are other ways to take load off the database?

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  • How can I distribute a unique database already in production?

    - by JVerstry
    Let's assume a successful web Spring application running on a MySQL or PostgreSQL database. The traffic is becoming so high and the amount of data is becoming so big that a distributed database solution needs to be implemented to address scalability issue. Let's also assume this application is using Hibernate and the data access layer is cleanly separated with DAOs. Ideally, one should be able to add or remove databases easily. A failback solution is welcome too. What would be the best strategy to scale this database? Is it possible to minimize sharding code (Shard) in the application?

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  • How to mimic the same fixed-size horizon as in this racing game?

    - by Aybe
    I am trying to replicate the same horizon (buildings and sky) as in the image below: As you can see, the player has advanced in a straight line, yet the horizon has still the same size: This is my attempt using 3D, while it's okay when the player is on the start line: It's not so great when the player advanced as much as in the image no. 2: This is an overview of where the horizon buildings and sky are located: Obviously this won't achieve such effect when one is close to it, so I've tried to scale up the horizon on all axes but the problem is that the buildings are too small depending where you look at them from. How can one mimic such rendering ?

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  • web services, J2EE, spring, DB integration project ideas- maybe data mining related?

    - by sj88
    Hey guys, I am a graduate CS student (Data mining and machine learning) and have a good exposure to core JAVA (3 years). I have read up a bunch of stuff on Design patterns J2EE Web services( soap and rest) spring and hibernate Java Concurrency - advanced features like Task and Executors. I would now like to do a project combining this stuff (over my free time of corse) to get a better understanding of these things and to kind of make an end to end software (to learn the best design principles etc + svn, maven). Any good project ideas would be really appreciated. I just wanna build this stuff to learn so I dont really mind re-inventing the wheel. Also, anything related to data mining would be an added bonus (fits with my research) but absolutly not necesary (since this project is more to learn to do large scale software developement)

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  • What is the worst software bug in history? [closed]

    - by Amir Rezaei
    By having for example money and human suffering as the metric. What is the worst software bug in history? Note this is a specific question. Last month automaker Toyota announced a recall of 160,000 of its Prius hybrid vehicles following reports of vehicle warning lights illuminating for no reason, and cars' gasoline engines stalling unexpectedly. But unlike the large-scale auto recalls of years past, the root of the Prius issue wasn't a hardware problem -- it was a programming error in the smart car's embedded code. The Prius had a software bug.

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  • Conky window jumps to the top

    - by Scott Severance
    Occasionally, my Conky window jumps to the top and covers all other windows. The only way to solve it is to kill and restart Conky. This happens at seemingly random times while using Compiz features. It seems especially common while using the scale plugin's window picker, but no plugin consistently causes this problem every time. I've seen several questions that appear related on the surface. However, all those questions are solved by ensuring that Conky starts after Compiz. In my case, my problems occur even if Conky starts after Compiz.

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  • Online Poker Game Programng

    - by Eyal
    I am trying to write a massive multiplayer online (mmo) for a poker site, where one user can be on a Flash client and the other on say an iOS client (iPhone / iPad), and would like to know how can interaction between two users be visible on both clients. Do I use MSMQ? AJAX? Other? I need the messaging layer (client interaction messages) to scale up to 100K+ online users to begin with. In other words; What scaleable technology can I use to make game interactions between online users visible to all game participants? Thank you much in advance! Eyal

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  • Resize content for "frame" on .aspx page which draws product content from suppliers' page

    - by zenbike
    I have a retail store site, no online sales, which displays the webpage of our supplier in a "frame" in order to have the most accurate and up to date information for our customers. (example) My issue is that the size of the page it is pulling in doesn't fit in the frame. It looks pretty poor, and part of the content is obscured. Is there a way to scale the content drawn in to the size of the frame? The same site also has an intermittent issue with the Flash banner loading. When it doesn't load, the layout of the header on the page is awful. Any ideas there will also be appreciated.

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  • Object-Oriented OpenGL

    - by Sullivan
    I have been using OpenGL for a while and have read a large number of tutorials. Aside from the fact that a lot of them still use the fixed pipeline, they usually throw all the initialisation, state changes and drawing in one source file. This is fine for the limited scope of a tutorial, but I’m having a hard time working out how to scale it up to a full game. How do you split your usage of OpenGL across files? Conceptually, I can see the benefits of having, say, a rendering class that purely renders stuff to screen, but how would stuff like shaders and lights work? Should I have separate classes for things like lights and shaders?

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  • Problem when scaling game screen in Libgdx

    - by Nicolas Martel
    Currently, I'm able to scale the screen by applying this bit of code onto an OrthographicCamera Camera.setToOrtho(true, Gdx.graphics.getWidth() / 2, Gdx.graphics.getHeight() / 2); But something quite strange is happening with this solution, take a look at this picture of my game below Seems fine right? But upon further investigation, many components are rendered off by one pixels, and the tiles all are. Take a closer look I circled a couple of the errors. Note that the shadow of the warrior I circled appears fine for the other warriors. Also keep in mind that everything is rendered at pixel-perfect precision when I disable the scaling. I actually thought of a possible source for the problem as I'm writing this but I decided to still post this because I would assume somebody else might run into the same issue.

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  • How should I organise classes for a space simulator?

    - by Peteyslatts
    I have pretty much taught myself everything I know about programming, so while I know how to teach myself (books, internet and reading API's), I'm finding that there hasn't been a whole lot in the way of good programming. I am finishing up learning the basics of XNA and I want to create a space simulator to test my knowledge. This isn't a full scale simulator, but just something that covers everything I learned. It's also going to be modular so I can build on it, after I get the basics down. One of the early features I want to implement is AI. And I want to take this into account as I'm designing my classes so I can minimize rewriting code. So my question: How should I design ship classes so that both the player and AI can use them? The only idea I have so far is: Create a ship class that contains stats, models, textures, collision data etc. The player and AI would then have the data for position, rotation, health, etc and would base their status off of the ship stats.

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  • How to adjust DPI in 14.04

    - by jake
    I asked about fixing DPI in 12.04. The 14.04 release notes list "Support for High-DPI screens and desktop scaling." Post upgrade, it seems that nothing has changed. Similar symptoms from my previous post persist: The 1" square here is closer to 1/2" Despite the line xserver-command=X -dpi 170 in /etc/lightdm/lightdm.conf, xdpyinfo reports 96x96 dpi I did find that I was able to use the "Scale for menu and title bars" slider in System SettingsDisplays to fix title bar text size instead of setting org.gnome.desktop.interface text-scaling-factor as described here. The last post also mentions that in Gnome 3, DPI is hard coded to 96. Is this a limitation in 14.04? (I am somewhat ignorant to the distinction between Gnome and Unity) Can I do anything to properly set my DPI?

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  • Building Cloud Infrastructure? Don't Miss this Webcast with SEI

    - by Zeynep Koch
    WEBCAST: How did Oracle Linux Enable SEI to Save in Infrastructure Costs and Improve Business Response Date: Tuesday, October 30, 2012 Time: 9:00 AM PDT Using the Oracle technology stack, SEI, a leading provider of wealth management solutions, developed an innovative, global platform for its business. That platform is built on a highly integrated infrastructure, operating system, and middleware that allows the organization to scale with customer demand. In this Webcast, join SEI’s Martin Breslin as he discusses: Why and how SEI migrated from a mainframe-based infrastructure to an x86-based infrastructure on Oracle Linux Why SEI chose Oracle Linux, Oracle Enterprise Manager, and Oracle Real Application Cluster for its platform-as-a-service (PaaS) environment How Oracle Linux enabled SEI to save costs and improve response time Key success factors and lessons learned when deploying an enterprise cloud Speakers: Martin Breslin, Senior Infrastructure Architect, SEI Global Monica Kumar, Senior Director, Oracle Linux, Virtualization and MySQL Product Marketing  Register TODAY

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  • How to distribute a unique database already in production?

    - by JVerstry
    Let's assume a successful web spring application running on a MySql or PostGre kind of database. The traffic is becoming so high and the amount of data is becoming so big that a distributed dataase solution needs to be implemented. It is a scalability issue. Let's assume this application is using Hibernate and the data access layer is cleanly separated with DAO objects. What would be the best strategy to scale this database? Does anyone have hands on experience to share? Is it possible to minimize sharding code (Shard) in the application? Ideally, one should be able to add or remove databases easily. A failback solution is welcome too. I am not looking for you could go for sharding or you could go no sql kind of answers. I am looking for deeper answers from people with experience.

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  • Online Poker Game Programming

    - by Eyal
    I am trying to write a massive online multiplayer client for a poker site, where one user can be on a Flash client and the other on say an iOS client (iPhone / iPad), and would like to know how can interaction between two users be visible on both clients. What would be better to use? Should I use MSMQ? AJAX? Something other? I need the messaging layer (client interaction messages) to scale up to 100K+ online users to begin with. In other words; What scalable technology can I use to make game interactions between online users visible to all game participants?

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  • About floating point precision and why do we still use it

    - by system_is_b0rken
    Floating point has always been troublesome for precision on large worlds. This article explains behind-the-scenes and offers the obvious alternative - fixed point numbers. Some facts are really impressive, like: "Well 64 bits of precision gets you to the furthest distance of Pluto from the Sun (7.4 billion km) with sub-micrometer precision. " Well sub-micrometer precision is more than any fps needs (for positions and even velocities), and it would enable you to build really big worlds. My question is, why do we still use floating point if fixed point has such advantages? Most rendering APIs and physics libraries use floating point (and suffer it's disadvantages, so developers need to get around them). Are they so much slower? Additionally, how do you think scalable planetary engines like outerra or infinity handle the large scale? Do they use fixed point for positions or do they have some space dividing algorithm?

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  • Vector.Unproject - Checking if a model intersects a large sprite

    - by Fibericon
    Let's say I have a sprite, drawn like this: spriteBatch.Draw(levelCannons[i].texture, levelCannons[i].position, null, alpha, levelCannons[i].rotation, Vector2.Zero, scale, SpriteEffects.None, 0); Picture levelCannon as being a laser beam that goes across the entire screen. I need to see if my 3d model intersects with the screen space inhabited by the sprite. I managed to dig up Vector.Unproject, but that seems to only be useful when dealing with a single point in 2d space, rather than an area. What can I do in my case?

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  • Creating a 2D Line Branch (Part 2)

    - by Danran
    Yesterday i asked this question on how to create a 2D line branch; Creating a 2D Line Branch And thanks to the answered provided, i now have this nice looking main branch; *coloured to show the different segments in the final item. Now is the time now to branch things off as discussed in the article; http://drilian.com/2009/02/25/lightning-bolts/ Again however i am confused as to the meaning of the following pseudo code; splitEnd = Rotate(direction, randomSmallAngle)*lengthScale + midPoint; I'm unsure how to actually rotate this correctly. In all honesty i'm abit unsure what to-do completely at this part, "splitEnd" will be a Vector3, so whatever happens in the rotate function must then return some form of directional rotation which is then * by a scale to create length and then added to the midPoint. I'm not sure. If someone could explain what i'm meant to be doing in this part that would be really grateful.

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  • How to pass results of bc to a variable

    - by shaolin
    I'm writing a script and I would like to pass the results from bc into a variable. I've declared 2 variables (var1 and var2) and have given them values. In my script I want to pass the results from bc into another variable say var3 so that I can work with var3 for other calculations. So far I have been able write the result to a file which is not what I'm looking for and also I've been able to echo the result in the terminal but I just want to pass the result to a variable at moment so that I can work with that variable. echo "scale=2;$var1/var2" | bc

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  • Optimizing drawing of cubes

    - by Christian Frantz
    After googling for hours I've come to a few conclusions, I need to either rewrite my whole cube class, or figure out how to use hardware instancing. I can draw up to 2500 cubes with little lag, but after that my fps drops. Is there a way I can use my class for hardware instancing? Or would I be better off rewriting my class for optimization? public class Cube { public GraphicsDevice device; public VertexBuffer cubeVertexBuffer; public Cube(GraphicsDevice graphicsDevice) { device = graphicsDevice; var vertices = new List<VertexPositionTexture>(); BuildFace(vertices, new Vector3(0, 0, 0), new Vector3(0, 1, 1)); BuildFace(vertices, new Vector3(0, 0, 1), new Vector3(1, 1, 1)); BuildFace(vertices, new Vector3(1, 0, 1), new Vector3(1, 1, 0)); BuildFace(vertices, new Vector3(1, 0, 0), new Vector3(0, 1, 0)); BuildFaceHorizontal(vertices, new Vector3(0, 1, 0), new Vector3(1, 1, 1)); BuildFaceHorizontal(vertices, new Vector3(0, 0, 1), new Vector3(1, 0, 0)); cubeVertexBuffer = new VertexBuffer(device, VertexPositionTexture.VertexDeclaration, vertices.Count, BufferUsage.WriteOnly); cubeVertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); } private void BuildFace(List<VertexPositionTexture> vertices, Vector3 p1, Vector3 p2) { vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p2.Y, p1.Z, 1, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p1.Y, p2.Z, 0, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0)); } private void BuildFaceHorizontal(List<VertexPositionTexture> vertices, Vector3 p1, Vector3 p2) { vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p1.Y, p1.Z, 1, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p2.Z, 0, 0)); } private VertexPositionTexture BuildVertex(float x, float y, float z, float u, float v) { return new VertexPositionTexture(new Vector3(x, y, z), new Vector2(u, v)); } public void Draw(BasicEffect effect) { foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(cubeVertexBuffer); device.DrawPrimitives(PrimitiveType.TriangleList, 0, cubeVertexBuffer.VertexCount / 3); } } } The following class is a list that draws the cubes. public class DrawableList<T> : DrawableGameComponent { private BasicEffect effect; private ThirdPersonCam camera; private class Entity { public Vector3 Position { get; set; } public Matrix Orientation { get; set; } public Texture2D Texture { get; set; } } private Cube cube; private List<Entity> entities = new List<Entity>(); public DrawableList(Game game, ThirdPersonCam camera, BasicEffect effect) : base(game) { this.effect = effect; cube = new Cube(game.GraphicsDevice); this.camera = camera; } public void Add(Vector3 position, Matrix orientation, Texture2D texture) { entities.Add(new Entity() { Position = position, Orientation = orientation, Texture = texture }); } public override void Draw(GameTime gameTime) { foreach (var item in entities) { effect.VertexColorEnabled = false; effect.TextureEnabled = true; effect.Texture = item.Texture; Matrix center = Matrix.CreateTranslation(new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(1f); Matrix translate = Matrix.CreateTranslation(item.Position); effect.World = center * scale * translate; effect.View = camera.view; effect.Projection = camera.proj; effect.FogEnabled = true; effect.FogColor = Color.CornflowerBlue.ToVector3(); effect.FogStart = 1.0f; effect.FogEnd = 50.0f; cube.Draw(effect); } base.Draw(gameTime); } } } There are probably many reasons that my fps is so slow, but I can't seem to figure out how to fix it. I've looked at techcraft as well, but what I have is too specific to what I want the outcome to be to just rewrite everything from scratch

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