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  • Entity system and rendering types

    - by Papi75
    I would like to implement entity system in my game and I've got some question about entity system and rendering. Currently, my renderer got two types of elements: Current design Mesh : A default renderable with a Material, a Geometry and a Transformable Sprite : A type of mesh with some methods like "flip" and "setRect" methods and a rect member (With an imposed geometry, a quad) This objects inherit from "Spacial" class. Questions: How can I handle this two types in an entity system? I'm thinking about using "MeshComponent" and "SpriteComponent", but if I do that, an entity could have a Mesh and a Sprite at the same type, it's look stupid, right? I thought the idea to have a parent "rendering" component : "RenderableComponent" for "MeshComponent" and "SpriteComponent" but it will be difficult to handle "cast" in the game (ex: did I need to ask entity-getComponent or SpineComponent, …) Thanks a lot for reading me! My entity system work like that: --------------------------------------------------------------------------- Entity* entity = world->createEntity(); MeshComponent* mesh = entity->addComponent<MeshComponent>(material); mesh->loadFromFile("monkey.obj"); PhysicComponent* physic = entity->addComponent<PhysicComponent>(); physic->setMass(5.4f); physic->setVelocity( 0.5f, 2.f ); --------------------------------------------------------------------------- class RenderingSystem { private: Scene scene; public: void onEntityAdded( Entity* entity ) { scene.addMesh( entity->getComponent<MeshComponent>() ); } } class PhysicSystem { private: World world; public: void onEntityAdded( Entity* entity ) { world.addBody( entity->getComponent<PhysicComponent>()->getBody() ); } void process( Entity* entity ) { PhysicComponent* physic = entity->getComponent<PhysicComponent>(); } } ---------------------------------------------------------------------------

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  • Executing Components in an Entity Component System

    - by John
    Ok so I am just starting to grasp the whole ECS paradigm right now and I need clarification on a few things. For the record, I am trying to develop a game using C++ and OpenGL and I'm relatively new to game programming. First of all, lets say I have an Entity class which may have several components such as a MeshRenderer,Collider etc. From what I have read, I understand that each "system" carries out a specific task such as calculating physics and rendering and may use more that one component if needed. So for example, I would have a MeshRendererSystem act on all entities with a MeshRenderer component. Looking at Unity, I see that each Gameobject has, by default, got components such as a renderer, camera, collider and rigidbody etc. From what I understand, an entity should start out as an empty "container" and should be filled with components to create a certain type of game object. So what I dont understand is how the "system" works in an entity component system. http://docs.unity3d.com/ScriptReference/GameObject.html So I have a GameObject(The Entity) class like class GameObject { public: GameObject(std::string objectName); ~GameObject(void); Component AddComponent(std::string name); Component AddComponent(Component componentType); }; So if I had a GameObject to model a warship and I wanted to add a MeshRenderer component, I would do the following: warship->AddComponent(new MeshRenderer()); In the MeshRenderers constructor, should I call on the MeshRendererSystem and "subscribe" the warship object to this system? In that case, the MeshRendererSystem should probably be a Singleton("shudder"). From looking at unity's GameObject, if each object potentially has a renderer or any of the components in the default GameObject class, then Unity would iterate over all objects available. To me, this seems kind of unnecessary since some objects might not need to be rendered for example. How, in practice, should these systems be implemented?

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  • C++ property system interface for game editors (reflection system)

    - by Cristopher Ismael Sosa Abarca
    I have designed an reusable game engine for an project, and their functionality is like this: Is a completely scripted game engine instead of the usual scripting languages as Lua or Python, this uses Runtime-Compiled C++, and an modified version of Cistron (an component-based programming framework).to be compatible with Runtime-Compiled C++ and so on. Using the typical GameObject and Component classes of the Component-based design pattern, is serializable via JSON, BSON or Binary useful for selecting which objects will be loaded the next time. The main problem: We want to use our custom GameObjects and their components properties in our level editor, before used hardcoded functions to access GameObject base class virtual functions from the derived ones, if do you want to modify an property specifically from that class you need inside into the code, this situation happens too with the derived classes of Component class, in little projects there's no problem but for larger projects becomes tedious, lengthy and error-prone. I've researched a lot to find a solution without luck, i tried with the Ogitor's property system (since our engine is Ogre-based) but we find it inappropiate for the component-based design and it's limited only for the Ogre classes and can lead to performance overhead, and we tried some code we find in the Internet we tested it and worked a little but we considered the macro and lambda abuse too horrible take a look (some code omitted): IWE_IMPLEMENT_PROP_BEGIN(CBaseEntity) IWE_PROP_LEVEL_BEGIN("Editor"); IWE_PROP_INT_S("Id", "Internal id", m_nEntID, [](int n) {}, true); IWE_PROP_LEVEL_END(); IWE_PROP_LEVEL_BEGIN("Entity"); IWE_PROP_STRING_S("Mesh", "Mesh used for this entity", m_pModelName, [pInst](const std::string& sModelName) { pInst->m_stackMemUndoType.push(ENT_MEM_MESH); pInst->m_stackMemUndoStr.push(pInst->getModelName()); pInst->setModel(sModelName, false); pInst->saveState(); }, false); IWE_PROP_VECTOR3_S("Position", m_vecPosition, [pInst](float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_POSITION); pInst->m_stackMemUndoVec3.push(pInst->getPosition()); pInst->saveState(); pInst->m_vecPosition.Get()[0] = fX; pInst->m_vecPosition.Get()[1] = fY; pInst->m_vecPosition.Get()[2] = fZ; pInst->setPosition(pInst->m_vecPosition); }, false); IWE_PROP_QUATERNION_S("Orientation (Quat)", m_quatOrientation, [pInst](float fW, float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_ROTATE); pInst->m_stackMemUndoQuat.push(pInst->getOrientation()); pInst->saveState(); pInst->m_quatOrientation.Get()[0] = fW; pInst->m_quatOrientation.Get()[1] = fX; pInst->m_quatOrientation.Get()[2] = fY; pInst->m_quatOrientation.Get()[3] = fZ; pInst->setOrientation(pInst->m_quatOrientation); }, false); IWE_PROP_LEVEL_END(); IWE_IMPLEMENT_PROP_END() We are finding an simplified way to this, without leading confusing the programmers, (will be released to the public) i find ways to achieve this but they are only available for the common scripting as Lua or editors using C#. also too portable, we can write "wrappers" for different GUI toolkits as Qt or GTK, also i'm thinking to using Boost.Wave to get additional macro functionality without creating my own compiler. The properties designed to use in the editor they are removed in the game since the save file contains their data and loads it using an simple 'load' function to reduce unnecessary code bloat may will be useful if some GameObject property wants to be hidden instead. In summary, there's a way to implement an reflection(property) system for a level editor based in properties from derived classes? Also we can use C++11 and Boost (restricted only to Wave and PropertyTree)

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  • How to code UI / HUD in Entity System?

    - by Sylpheed
    I think I already got the idea of the Entity System inspired by Adam Martin (t-machine). I want to start using this for my next project. I already know the basic of Entity, Components, and Systems. My problem is how to handle UI / HUD. For example, a quest window, skill window, character info window, etc. How do you handle UI events (eg. pressing a button)? These are stuff that doesn't need to be processed every frame. Currently, I'm using MVC to code UI but I don't think that'll be compatible for Entity System. I've read that Entity System is embedded on a larger OOP. I don't know if UI is outside of ES or not. How do I approach this one?

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  • Why ubuntu 12.04 Operating System too slow..?

    - by Sumit Singh
    I was using ubuntu 10.10 from last year. every thing was Ok with that. recently I've installed Ubuntu 12.04 in place of 10.10, after installing that on my Dell laptop, I started to feel uncomfortable. It to slow event if you move mouse then its feel like i'll take 1min to move one place 2 another.. I know why this is happening, all because of 12.04 runs my CPU up to 99%-100% all over time. And there are 2-3 processes who use all the cpu.. like 1. System_Monitor 2. compiz I don't know why its use all the CPU even Other app can't able to run .. in Ubuntu 10.10 every think was Ok.. Any solution for this problem..!! | Thank's

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  • System monitor network speed monitor not working for LAN but works for my Wi-fi

    - by Pavak
    I'm on Ubuntu 13.10. I generally use wi-fi to connect to the internet. But Yesterday my wi-fi router occurred some problem and now it's out for warranty. So temporarily I'm using LAN. System monitor displayed the network speed correctly when I was in wi-fi. But now it's not showing any kinda network speed in System Monitor. I checked the preferences opption but couldn't find a way. I also checked "ksysguard"(KDE's system monitor) and conky. None of them working. How can i solve this? I'm attaching a screenshot to clear the problem.

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  • System Settings icons missing

    - by pst007x
    Is there any way to reset the System Settings Control Panel page? The Control Panel was fine, but the for no apparent reason, PRIVACY, BACKGROUND and a host of other icons have vanished... My system seems pretty messed up after the upgrade... Shutdown, Reset, and Logout from the menu no longer work either... However, I can launch the Privacy panel from the terminal: activity-log-manager and it runs... so why is this, and others, now missing from the System Setting Control Panel? I have checked and: activity-log-manager-control-center is installed Is there a config file I can check, or a setting in Gconf where the list of icons are referenced? I have run - in desperation - sudo apt-get purge unity* sudo apt-get purge ubuntu* sudo apt-get autoremove Run Gconf-cleaner and Janitor then re-installed all packages Still the same issue....?

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  • Design a Distributed System

    - by Bonton255
    I am preparing for an interview on Distributed Systems. I have gone through a lot of text and understand the basics of the area. However, I need some examples of discussions on designing a distributed system given a scenario. For example, if I were to design a distributed system to calculate if a number N is primary or not, what will the be design of the system, what will be the impact of network latency, CPU performance, node failure, addition of nodes, time synchronization etc. If you guys could present your in-depth thoughts on this example, or point me to some similar discussion, that would be really helpful.

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  • What should a system architect know? [closed]

    - by marko
    What does the title System Architect really mean? What do you need to know to be a system architect. Do you need to know design patterns or something like that? At work we have a couple so called "System Architects". They do the same stuff as we developers, but the distinction are that they are older and thus has more experience and knowledge of the business domain we work in. But I'm not really seeing the architecting side of work really...

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  • Winforms TabControl causing spurious Paint events for UserControl

    - by Tom Bushell
    For our project, we've written a WinForms UserControl for graphing. We're seeing some strange behavior when our control is sited in a TabControl - our control continuously fires Paint events, even when there is absolutely no activity by the user. We only see this in the TabControl. When we site our control in other containers such as Forms or Splitters, Paint is only fired when you'd expect e.g. when the control is first displayed, etc. Can anyone suggest why this might be happening? Here's a stack trace from a breakpoint in our control's Paint handler, if that's any help. OverlordFrontEnd.exe!OverlordFrontEnd.MainForm.graphControl_Paint(object sender = BI_BaseGraphXY.BaseGraphXY}, System.Windows.Forms.PaintEventArgs e = {ClipRectangle = {X=0,Y=0,Width=1031,Height=408}}) Line 422 C# System.Windows.Forms.dll!System.Windows.Forms.Control.OnPaint(System.Windows.Forms.PaintEventArgs e) + 0x73 bytes BI_AppCore.dll!BI_BaseGraphXY.BaseGraphXY.OnPaint(System.Windows.Forms.PaintEventArgs e = {ClipRectangle = {X=0,Y=0,Width=1031,Height=408}}) Line 377 + 0xb bytes C# System.Windows.Forms.dll!System.Windows.Forms.Control.PaintTransparentBackground(System.Windows.Forms.PaintEventArgs e, System.Drawing.Rectangle rectangle, System.Drawing.Region transparentRegion = null) + 0x16c bytes System.Windows.Forms.dll!System.Windows.Forms.Control.PaintBackground(System.Windows.Forms.PaintEventArgs e = {ClipRectangle = {X=0,Y=0,Width=1029,Height=406}}, System.Drawing.Rectangle rectangle, System.Drawing.Color backColor, System.Drawing.Point scrollOffset) + 0xbc bytes System.Windows.Forms.dll!System.Windows.Forms.Control.PaintBackground(System.Windows.Forms.PaintEventArgs e, System.Drawing.Rectangle rectangle) + 0x63 bytes System.Windows.Forms.dll!System.Windows.Forms.Control.OnPaintBackground(System.Windows.Forms.PaintEventArgs pevent) + 0x59 bytes System.Windows.Forms.dll!System.Windows.Forms.Control.PaintWithErrorHandling(System.Windows.Forms.PaintEventArgs e = {ClipRectangle = {X=0,Y=0,Width=1029,Height=406}}, short layer, bool disposeEventArgs = false) + 0x74 bytes System.Windows.Forms.dll!System.Windows.Forms.Control.WmPaint(ref System.Windows.Forms.Message m) + 0x1ba bytes System.Windows.Forms.dll!System.Windows.Forms.Control.WndProc(ref System.Windows.Forms.Message m) + 0x33e bytes System.Windows.Forms.dll!System.Windows.Forms.Control.ControlNativeWindow.OnMessage(ref System.Windows.Forms.Message m) + 0x10 bytes System.Windows.Forms.dll!System.Windows.Forms.Control.ControlNativeWindow.WndProc(ref System.Windows.Forms.Message m) + 0x31 bytes System.Windows.Forms.dll!System.Windows.Forms.NativeWindow.Callback(System.IntPtr hWnd, int msg = 15, System.IntPtr wparam, System.IntPtr lparam) + 0x5a bytes [Native to Managed Transition] [Managed to Native Transition] System.Windows.Forms.dll!System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(int dwComponentID, int reason = -1, int pvLoopData = 0) + 0x24e bytes System.Windows.Forms.dll!System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(int reason = -1, System.Windows.Forms.ApplicationContext context = {Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.WinFormsAppContext}) + 0x177 bytes System.Windows.Forms.dll!System.Windows.Forms.Application.ThreadContext.RunMessageLoop(int reason, System.Windows.Forms.ApplicationContext context) + 0x61 bytes System.Windows.Forms.dll!System.Windows.Forms.Application.Run(System.Windows.Forms.ApplicationContext context) + 0x18 bytes Microsoft.VisualBasic.dll!Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.OnRun() + 0x81 bytes Microsoft.VisualBasic.dll!Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.DoApplicationModel() + 0xef bytes Microsoft.VisualBasic.dll!Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.Run(string[] commandLine) + 0x2c0 bytes OverlordFrontEnd.exe!OverlordFrontEnd.Program.Main() Line 36 + 0x10 bytes C# [Native to Managed Transition] [Managed to Native Transition] mscorlib.dll!System.AppDomain.ExecuteAssembly(string assemblyFile, System.Security.Policy.Evidence assemblySecurity, string[] args) + 0x3a bytes Microsoft.VisualStudio.HostingProcess.Utilities.dll!Microsoft.VisualStudio.HostingProcess.HostProc.RunUsersAssembly() + 0x2b bytes mscorlib.dll!System.Threading.ThreadHelper.ThreadStart_Context(object state) + 0x66 bytes mscorlib.dll!System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, object state) + 0x6f bytes mscorlib.dll!System.Threading.ThreadHelper.ThreadStart() + 0x44 bytes

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  • Entity System with C++ templates

    - by tommaisey
    I've been getting interested in the Entity/Component style of game programming, and I've come up with a design in C++ which I'd like a critique of. I decided to go with a fairly pure Entity system, where entities are simply an ID number. Components are stored in a series of vectors - one for each Component type. However, I didn't want to have to add boilerplate code for every new Component type I added to the game. Nor did I want to use macros to do this, which frankly scare me. So I've come up with a system based on templates and type hinting. But there are some potential issues I'd like to check before I spend ages writing this (I'm a slow coder!) All Components derive from a Component base class. This base class has a protected constructor, that takes a string parameter. When you write a new derived Component class, you must initialise the base with the name of your new class in a string. When you first instantiate a new DerivedComponent, it adds the string to a static hashmap inside Component mapped to a unique integer id. When you subsequently instantiate more Components of the same type, no action is taken. The result (I think) should be a static hashmap with the name of each class derived from Component that you instantiate at least once, mapped to a unique id, which can by obtained with the static method Component::getTypeId ("DerivedComponent"). Phew. The next important part is TypedComponentList<typename PropertyType>. This is basically just a wrapper to an std::vector<typename PropertyType> with some useful methods. It also contains a hashmap of entity ID numbers to slots in the array so we can find Components by their entity owner. Crucially TypedComponentList<> is derived from the non-template class ComponentList. This allows me to maintain a list of pointers to ComponentList in my main ComponentManager, which actually point to TypedComponentLists with different template parameters (sneaky). The Component manager has template functions such as: template <typename ComponentType> void addProperty (ComponentType& component, int componentTypeId, int entityId) and: template <typename ComponentType> TypedComponentList<ComponentType>* getComponentList (int componentTypeId) which deal with casting from ComponentList to the correct TypedComponentList for you. So to get a list of a particular type of Component you call: TypedComponentList<MyComponent>* list = componentManager.getComponentList<MyComponent> (Component::getTypeId("MyComponent")); Which I'll admit looks pretty ugly. Bad points of the design: If a user of the code writes a new Component class but supplies the wrong string to the base constructor, the whole system will fail. Each time a new Component is instantiated, we must check a hashed string to see if that component type has bee instantiated before. Will probably generate a lot of assembly because of the extensive use of templates. I don't know how well the compiler will be able to minimise this. You could consider the whole system a bit complex - perhaps premature optimisation? But I want to use this code again and again, so I want it to be performant. Good points of the design: Components are stored in typed vectors but they can also be found by using their entity owner id as a hash. This means we can iterate them fast, and minimise cache misses, but also skip straight to the component we need if necessary. We can freely add Components of different types to the system without having to add and manage new Component vectors by hand. What do you think? Do the good points outweigh the bad?

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  • Load-balancer options

    - by toolkit
    I am looking at a number of possible options for load-balancing. So far, I am constrained to the following options: DNS server load-balancer, balancing to a cluster of tomcat servers, with terracotta for session replication. Pros - don't have to buy new kit. Cons - DNS lb can keep directing to a broken server. Hardware load-balancer, direct to cluster of tomcat servers. Pros - could have second box for failover lb. Cons - expense. Apache server load-balancer. Pros - apache's lb polls for broken servers. Cons - apache server is single point of failure, plus need to buy another server. Are there any other options I should consider? Thanks. Update: Thanks for all the answers so far +1's all round. Not accepting an answer yet, to keep more ideas coming.

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  • Load balance incoming traffic

    - by justin
    Dear All Please I have the following scenario. 3 servers voip / mail / terminal one load balancing router 2 internet connections (static ip`s) My concern is to load balance incoming traffic since the outgoing traffic is being taking care by the load balancing router. For instance all offices connect to the mail server via the internet same for voip and terminal services. The mail and voip clients are set up with one of the static ip`s and the router forwards the request to the appropriate server. But obviously like this there is no fail over nor load balancing cause all requests are being directed to one internet connection. Anyone has a suggestion was thing of a dns server, does this make sens ? or maybe a hosted option ? Thanks Justin

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  • How to enable caching on Apache2 (using as load balancer)

    - by csl
    I'm using Apache 2 as my load balancer (mod_jk). I've 2 Tomcat servers behind my load balancer. What I'm trying to do is to enable caching of my static pages in my load balancer using mod_cache but nothing seems to be working. I confirmed this by creating a simple JSP page that prints out current date time and I always get the latest date time (indicating that the JSP page is not cached). OS: Ubuntu

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  • Perform action based on load avg

    - by sfx
    I'm running some web applications on an debian server and have to struggle with ddos attacks sometimes. It's eating up all my resources and I can't ssh anymore into the server. An idea was to drop all connections if the load avg is too high, so there are still resources for me and accept new connections if the load avg is low enough. Since this has to work under heavy load I'm afraid a cronjob wouldn't be fast enough or take too much resources. tl;dr: Is there a way to configure the behavior if the load avg is above a specific threshold?

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  • Coldfusion 8 Application Crashes Under Heavy Load

    - by KM01
    Hello, We have a CF8 app that runs for 20-25 minutes before crashing under heavy load ~ 1200 users. This load is generated by our load testing tool: 1200 users ramped up in 5 mins (approx behavior of our users), running for an hour. We have this app on Solaris 10, Apache 2, JRun 4 and Oracle 10g. Java version is 1.6. During the initial load tests, the thread dumps pointed to monitor deadlocks that pointed to sessions. "jrpp-173": waiting to lock monitor 0x019fdc60 (object 0x6b893530, a java.util.Hashtable), which is held by "scheduler-1" "scheduler-1": waiting to lock monitor 0x026c3ce0 (object 0x6abe2f20, a coldfusion.monitor.memory.SessionMemoryMonitor$TopMemoryUsedSessions), which is held by "jrpp-167" "jrpp-167": waiting to lock monitor 0x019fdc60 (object 0x6b893530, a java.util.Hashtable), which is held by "scheduler-1" We increased the number of sessions relative to the number of CPUs (48 simultaneous threads against 32 CPUs), and the deadlock went away. While varying the simultaneous threads helped a little bit in terms of response time, the CF server still tanked in 20-25 minutes during all of these tests. We ran more thread dumps, and saw a thread locking a monitor, for e.g.: "jrpp-475" prio=3 tid=0x02230800 nid=0x2c5 runnable [0x4397d000] java.lang.Thread.State: RUNNABLE at java.util.HashMap.getEntry(HashMap.java:347) at java.util.HashMap.containsKey(HashMap.java:335) at java.util.HashSet.contains(HashSet.java:184) at coldfusion.monitor.memory.MemoryTracker.onAddObject(MemoryTracker.java:124) at coldfusion.monitor.memory.MemoryTrackerProxy.onReplaceValue(MemoryTrackerProxy.java:598) at coldfusion.monitor.memory.MemoryTrackerProxy.onPut(MemoryTrackerProxy.java:510) at coldfusion.util.CaseInsensitiveMap.put(CaseInsensitiveMap.java:250) at coldfusion.util.FastHashtable.put(FastHashtable.java:43) - locked <0x6f7e1a78> (a coldfusion.runtime.Struct) at coldfusion.runtime.CfJspPage._arrayset(CfJspPage.java:1027) at coldfusion.runtime.CfJspPage._arraySetAt(CfJspPage.java:2117) at cfvalidation2ecfc1052964961$funcSETUSERAUDITDATA.runFunction(/app/docs/apply/cfcs/validation.cfc:377) As you see in the last line above there were several references CFMs and CFCs, and the lines have "cflock" tags, which were scoped to the "application." We (the dev team) then changed them to be scoped to a "name". After more load tests, there is no locking going on and there no deadlocks, but now the application tanks in 7-10 minutes. We've gotten system, network and DB reports from the respective admins, and they are not being taxed; even watched the server stats with server monitor, top, prstat, ran sar reports, etc. So we believe it is an issue with the CF server or maybe the JVM. I am running out of ideas as to what else we can try. Disclaimer: I am not a CF developer or Admin. I am just running the load test, analyzing the reports, threads etc, and sharing the results with the dev and admin teams, and trying the next change, and so on. So far no dice. Has anyone run into something similar? How did you go about diagnosing and troubleshooting? All thoughts and pointers welcome. Thank you for your time! KM

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  • No apparent reason for high load average

    - by Oz.
    We have several web servers running on Amazon (ec2) c1.xlarge, over Amazon AMI. The servers are duplicates of each other, running the exact same hardware and software. Each server spec is: 7 GB of memory 20 EC2 Compute Units (8 virtual cores with 2.5 EC2 Compute Units each) 1690 GB of instance storage 64-bit platform I/O Performance: High API name: c1.xlarge A couple of weeks ago we have run a yum upgrade on one of the servers. Starting on this upgrade the upgraded server started showing a high load average. Needless to say, we did not update the other servers and we can not do so until we understand the reason for this behavior. The strange thing is that when we compare the servers using top or iostat, we can not find the reason for the high load. Note that we have moved traffic from the "problematic" server to the others, which have made the "problematic" server less crowded in terms of requests, and still his load is higher. Do you have any idea what could it be, or where else can we check? Many thanks for the help! Oz. # # proper server # w command # 00:42:26 up 2 days, 19:54, 2 users, load average: 0.41, 0.48, 0.49 USER TTY FROM LOGIN@ IDLE JCPU PCPU WHAT pts/1 82.80.137.29 00:28 14:05 0.01s 0.01s -bash pts/2 82.80.137.29 00:38 0.00s 0.02s 0.00s w # # proper server # iostat command # Linux 3.2.12-3.2.4.amzn1.x86_64 _x86_64_ (8 CPU) avg-cpu: %user %nice %system %iowait %steal %idle 9.03 0.02 4.26 0.17 0.13 86.39 Device: tps Blk_read/s Blk_wrtn/s Blk_read Blk_wrtn xvdap1 1.63 1.50 55.00 367236 13444008 xvdfp1 4.41 45.93 70.48 11227226 17228552 xvdfp2 2.61 2.01 59.81 491890 14620104 xvdfp3 8.16 14.47 94.23 3536522 23034376 xvdfp4 0.98 0.79 45.86 192818 11209784 # # problematic server # w command # 00:43:26 up 2 days, 21:52, 2 users, load average: 1.35, 1.10, 1.17 USER TTY FROM LOGIN@ IDLE JCPU PCPU WHAT pts/0 82.80.137.29 00:28 15:04 0.02s 0.02s -bash pts/1 82.80.137.29 00:38 0.00s 0.05s 0.00s w # # problematic server # iostat command # Linux 3.2.20-1.29.6.amzn1.x86_64 _x86_64_ (8 CPU) avg-cpu: %user %nice %system %iowait %steal %idle 7.97 0.04 3.43 0.19 0.07 88.30 Device: tps Blk_read/s Blk_wrtn/s Blk_read Blk_wrtn xvdap1 2.10 1.49 76.54 374660 19253592 xvdfp1 5.64 40.98 85.92 10308946 21612112 xvdfp2 3.97 4.32 93.18 1087090 23439488 xvdfp3 10.87 30.30 115.14 7622474 28961720 xvdfp4 1.12 0.28 65.54 71034 16487112

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  • nginx proxy pass redirect through load balancer

    - by Brian
    I have several backend webservers that are load-balanced using LVS. These machines have only internal non-routable IPs on them. The load-balancer is the only machine with an external IP. This setup works great. I would like to add another webserver for image serving, but it will not be part of the load-balanced pool. Is it possible to proxy pass from the load-balanced web servers to the image server and have the response redirected to the client? Client--external LB--internal web server--internal image server I've gotten proxy pass working when I remove the LB from the equation, but no luck when trying to use it.

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  • FTP Load Balancer on EC2

    - by inakiabt
    I need an EC2 instance to balance all incoming FTP connections to a list of FTP servers (EC2 instances too). This list will be changed dynamically due to the load of the FTP servers (launch a new FTP server when the FTP servers are overloaded or shutdown a FTP server when the load is low). What you recommend? a FTP proxy? DNS server? Load balancer? Note: The FTP servers must support Passive Mode

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  • nginx proxy pass redirect through load balancer

    - by Brian
    I have several backend webservers that are load-balanced using LVS. These machines have only internal non-routable IPs on them. The load-balancer is the only machine with an external IP. This setup works great. I would like to add another webserver for image serving, but it will not be part of the load-balanced pool. Is it possible to proxy pass from the load-balanced web servers to the image server and have the response redirected to the client? Client--external LB--internal web server--internal image server I've gotten proxy pass working when I remove the LB from the equation, but no luck when trying to use it.

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  • FTP Load Balancer

    - by inakiabt
    I need an EC2 instance to balance all incoming FTP connections to a list of FTP servers (EC2 instances too). This list will be changed dynamically due to the load of the FTP servers (launch a new FTP server when the FTP servers are overloaded or shutdown a FTP server when the load is low). What you recommend? a FTP proxy? DNS server? Load balancer? Note: The FTP servers must support Passive Mode

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  • Load Balancing Linux Web Services and Change Config Without Restart

    - by Eric J.
    What options are available to load balance web service traffic on Linux with the ability to add or remove servers from the server pool without restarting the load balancer? This post: http://serverfault.com/questions/71437/mod-proxy-change-without-restart looks like a very promising way to switch between two servers, but I don't know enough about mod_proxy and mod_rewrite to understand how/if I can use an external file to specify the BalancerMember entries for a section. Are there other open source load balancers that support reconfiguration without restart?

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  • Apache load balancer with https real servers and client certificates

    - by Jack Scheible
    Our network requirements state that ALL network traffic must be encrypted. The network configuration looks like this: ------------ /-- https --> | server 1 | / ------------ |------------| |---------------|/ ------------ | Client | --- https --> | Load Balancer | ---- https --> | server 2 | |------------| |---------------|\ ------------ \ ------------ \-- https --> | server 3 | ------------ And it has to pass client certificates. I've got a config that can do load balancing with in-the-clear real servers: <VirtualHost *:8666> DocumentRoot "/usr/local/apache/ssl_html" ServerName vmbigip1 ServerAdmin [email protected] DirectoryIndex index.html <Proxy *> Order deny,allow Allow from all </Proxy> SSLEngine on SSLProxyEngine On SSLCertificateFile /usr/local/apache/conf/server.crt SSLCertificateKeyFile /usr/local/apache/conf/server.key <Proxy balancer://mycluster> BalancerMember http://1.2.3.1:80 BalancerMember http://1.2.3.2:80 # technically we aren't blocking anyone, but could here Order Deny,Allow Deny from none Allow from all # Load Balancer Settings # A simple Round Robin load balancer. ProxySet lbmethod=byrequests </Proxy> # balancer-manager # This tool is built into the mod_proxy_balancer module allows you # to do simple mods to the balanced group via a gui web interface. <Location /balancer-manager> SetHandler balancer-manager Order deny,allow Allow from all </Location> ProxyRequests Off ProxyPreserveHost On # Point of Balance # Allows you to explicitly name the location in the site to be # balanced, here we will balance "/" or everything in the site. ProxyPass /balancer-manager ! ProxyPass / balancer://mycluster/ stickysession=JSESSIONID </VirtualHost> What I need is for the servers in my load balancer to be BalancerMember https://1.2.3.1:443 BalancerMember https://1.2.3.2:443 But that does not work. I get SSL negotiation errors. Even when I do get that to work, I will need to pass client certificates. Any help would be appreciated.

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  • Load balancers, multiple data centers and url based routing

    - by kunkunur
    There is one data center - dc1. There is a business need to setup another data center - dc2 in another geography and there might be more in the future say dc3. Within the data center dc1: There are two web servers say WS1 and WS2. These two webservers do not share anything currently. There isnt any necessity foreseen to have more webservers within each dc. dc1 also has a local load balancer which has been setup with session stickiness. So if a user say u1 lands on dc1 and if the load balancer decides to route his first request to WS1 then from there on all u1's requests will get routed to WS1. Local load balancer and webservers are invisible to the user. Local load balancer listens to the traffic on a virtual ip which is assigned to the virtual cluster of webservers ws1 and ws2. Virtual ip is the ip to which the host name is resolved to in the DNS. There are no client specific subdomains as of now instead there is a client specific url(context). ex: www.example.com/client1 and www.example.com/client2. Given above when dc2 is onboarded I want to route the traffic between dc1 and dc2 based on the client. The options that I have found so far are. Have client specific subdomains e.g. client1.example.com and client2.example.com and assign each of them with the virtual ip of the data center to which I want to route them. or Assign www.example.com and www1.example.com to first dc i.e. dc1 and assign www2.example.com to dc2. All requests will first get routed to dc1 where WS1 and WS2 will redirect the user to www1.example.com or www2.example.com based on whether the url ends with /client1 or /client2. I need help in the following If I setup a global load balancer between dc1 and dc2 do I have any alternative solutions. That is, can a global load balancer route the traffic based on the url ? Are there drawbacks to subdomain based solutions compared to www1 solution? With www1 solution I am worried that it creates a dependency on dc1 atleast for the first request and the user will see that he is getting redirected to a different url.

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  • Load testing nginx inside AWS

    - by andy
    I'm trying to load test nginx running on AWS. I need to try to optimise it to handle 1Gbps of inbound traffic. Currently I've got it to peak at 85Mbit/s by running nginx on an m1.large with 4 other machines hitting it by using ab with -i (for head requests) -k (keepalives) -r (ignore failed requests) -n 500000 -c 20000. I'm struggling to generate more than 85 Mbit/s traffic from 4 machines, yet when I do scp a large file I get nearly 0.25Gbit/s of traffic going over the network. Are there any tools or approaches that I could use to load test nginx that might generate more load? I'm only interested in inbound traffic, so perhaps a DoS tool could help if it chucks away responses? I'm hitting a very small (40 byte) static asset, and have peaked at handling 50K concurrent connections and getting 25k reqs/s when just using a single load generator machine.

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