CloudCraft: Cloud-based Data Management for MMORPGs
|
|
|
- Malcolm Hunter
- 10 years ago
- Views:
Transcription
1 Databases and Information Systems VIII H.-M. Haav et al. (Eds.) 2014 The authors and IOS Press. This article is published online with Open Access by IOS Press and distributed under the terms of the Creative Commons Attribution Non-Commercial License. doi: / CloudCraft: Cloud-based Data Management for MMORPGs 71 Ziqiang DIAO 1, Shuo WANG, Eike SCHALLEHN and Gunter SAAKE Institute of Technical and Business Information Systems, Otto-von-Guericke University Magdeburg, Magdeburg, Germany Abstract. Massively Multiplayer Online Role-Playing Games (MMORPGs) are very sophisticated applications, which have significantly grown in popularity since their early days in the mid-90s. Along with growing numbers of users the requirements on these systems have reached a point where technical problems become a severe risk for the commercial success. Within the CloudCraft project we investigate how Cloud-based architectures and data management can help to solve some of the most critical problems regarding scalability and consistency. In this article, we describe an implemented working environment based on the Cassandra DBMS and some of the key findings outlining its advantages and shortcomings for the given application scenario. Keywords. Cloud storage system, online game, data persistence Introduction Massively Multiplayer Online Role-Playing Games (MMORPGs) have popularized the term Persistent World [10], which describes a virtual environment which continuously exists and changes, no matter whether millions of users, only few users, or even none at all interact with it [20]. From a computer science perspective, these Persistent Worlds represent very complex information systems consisting of multi-tiered architectures of game clients [18], game logic, and game data management which typically implement application-specific patterns of partitioning/sharding, replication, and load-balancing to fulfill the high requirements regarding performance, scalability, and availability [9,19]. On the other hand, MMORPGs, because of their popularity, have become common applications with a huge economic importance 2. To support the development of such complex applications, recently developed Cloud DBMS like Cassandra, HBase, Riak, etc. seem like a perfect match for these requirements [23]. Nevertheless, a closer look shows some problems, mainly in two fields: 1 Corresponding Author: Ziqiang Diao, Otto-von-Guericke University Magdeburg, B. 29, Universitaetsplatz 2, Magdeburg, Germany; [email protected]. 2 (accessed )
2 72 Z. Diao et al. / CloudCraft: Cloud-Based Data Management for MMORPGs Table 1. Data classification and game consistency. Data Sets Description Consistency Account Data player account and account balance strong consistency Game Data game world s geometry and appearance, metadata Causal consistency of object and NPC, system logs, server configurations, and game rules/scripts State Data metadata of avatar, position information, state Read-your-writes consistency of avatars and objects, and inventory Log Data player s chat history and operation logs Timed consistency Consistency and availability: MMORPGs require a very high consistency of some data sets, e.g. for account and game state data. In accordance with the CAP Theorem [3] consistency in Cloud data management is either very loosely defined (e.g. eventual consistency) or must be traded versus availability and/or performance. The latter may not be an option for MMORPGs. Scalability and performance: the advantages of an easily scalable data management solution for the development and maintenance of an MMORPG are obvious, but some specific requirements like partitioned game logic servers, real-time requirements, and very specific workloads (e.g. write intensive phases of checkpoints) do not easily fit with what these systems were developed for and raise the question of how the systems could be used optimally. Within the CloudCraft project we address the question of how to take advantage of the capabilities of Cloud data management solutions while finding ways to address their shortcomings for this class of applications [22]. For this purpose, we implemented an environment based on the Darkstar MMORPG open source project [21] that we ported to run on Cassandra, one of the most popular Cloud DBMS. Furthermore, we developed an environment to run simulated, scripted interactions of many clients with many game logic servers as well as Cassandra nodes. Based on observations made within this environment, we illustrate approaches to efficiently use the scaling capabilities and how to achieve the consistency-level required for some data sets. 1. A Cloud-based Service Infrastructure for MMORPGs In this section we will analyze requirements of MMORPGs and, based on this, sketch an infrastructure that serves as a frame for our research activities within the CloudCraft project. To point out data management requirements, for our following considerations we classify data into four data sets (see Table 1). These different classes vary widely regarding their requirements and have to be managed accordingly. A more detailed version of this classification can be found in our analysis in [5]. Account data: this category of data includes user account information, such as user ID, password, recharge records, and account balance. These data are mostly used when players log in to or log out of a game for identification and accounting purposes. Game data: data such as world geometry and appearance, object and NPC (Non Player Character) metadata (name, race, appearance, etc.), system logs, server configurations, and game rules/scripts in an MMORPG are generally only modified by game developers. Some significant part of the game data is often stored on the client side to
3 Z. Diao et al. / CloudCraft: Cloud-Based Data Management for MMORPGs 73 minimize network traffic for unchangeable data and is often not subject for the server side data management. State data: player character (also called avatar) metadata, position as well as state of avatars and objects, and inventory in MMORPGs are modified constantly. Typically also within the CloudCraft project, modifications of state data are currently executed by an in-memory database in real-time [26,25] and backed up to the disk resident database periodically [24,25]. Log data: analyzing user chat history and operation logs in an MMORPG is the most objective and direct way for game providers to evaluate the game, find out the operating habits of players, explore the game development trends, and even supervise the financial system of the game world. To support the management of such heterogeneous data sets, there are numerous requirements that need to be fulfilled, e.g. regarding performance, availability, flexibility, security, etc. For our research described within the context of this paper, we will focus on the following requirements: Support for different levels of consistency: in a collaborative game, players interact with each other. Changes of state data must be synchronously propagated to the relevant players within an accepted period of time. For this purpose we need a continuous consistency model in MMORPGs [6]. Changes of state data and account data must be recorded in the database. It is intolerable that players find that their last game records are lost when they log in to the game again. As a result, a strong or at least a Read- Your-Writes consistency [7] is required for such data. However, strong consistency is not necessary for log data and game data. For example, the existence of a tree in the map is allowed to be different among client sides. Log data are generally not analyzed immediately. Hence, eventual consistency [7] is sufficient for these two classes of data. Scalability: typically, online games start with a small or medium number of users. If the game is successful, the number can grow extremely. To avoid problems of a system laid out for too few users or costs of a system initially laid out for too many users, the data management needs to be extremely scalable [8]. Furthermore, log data will be appended continuously and retained in the database statically for a long time [9]. The expansion of data scale should not affect the database performance. Hence, database should have the ability to accommodate the growth by adding hardware [9]. Ease of use, Composability, and Re-usability: The data management system should be easy to use for developers, and it should be easy to apply it to various MMORPGs. Companies developing and maintaining MMORPGs should be able to reuse or easily adapt existing data management solutions to new games, similar to the idea of separating the game engine from the game content applied for conventional games. 2. Design and Implementation of the CloudCraft MMORPG Environment In order to provide a proof of concept for Cloud-based online game, as well as to investigate the scalability and performance of it, we have designed and implemented a prototypical game platform. For this purpose we applied an open source MMORPGs test environment and ported it to Cassandra [12].
4 74 Z. Diao et al. / CloudCraft: Cloud-Based Data Management for MMORPGs Figure 1. Architecture of the CloudCraft environment 2.1. Prototype Architecture Figure 1 shows the architecture of our game prototype, which consists of a client side and a server side. The client side can be scripted to support experimental setups of thousands of players; the server side is responsible for handling requests from game clients and managing the various data sets in the game. There are four layers at the server side, namely, the communication layer, the game logic layer, the data access layer, and the physical storage layer. The game client and the game server communicate via a socket server, which we named the communication layer; the game logic layer is responsible for handling commands sent by players and dealing with game logics; the data access layer is used for communication between the logic layer and the storage layer; the physical storage layer performs data accessing operations and hosts data in the game. In our prototype, we have adopted a Cassandra 3 cluster on the physical storage layer. Cassandra is an open source Cloud DBMS, and designed to provide high performance and scalability, and an appropriate choice for an MMORPG for reasons outlined in [5] Game Database Schema Design with Cassandra The process of building a new data-driven application running on top of an RDBMS is typically designing tables based on an application scenario and then normalizing it by applying primary/foreign key relationships. However, the design concepts applied for a wide column store like Cassandra differ from RDBMS [4]. Cassandra does not support a powerful query language and cannot perform join operations. In order to avoid join operations, denormalization is common in Cassandra [4]. That means, we add data redundancy in column families so that all necessary data could be obtained from one row. In this case, there is no more join operation in a query. For this reason, schema design for Cassandra often starts with analyzing queries/use cases. Namely, it is necessary to 3 Cassandra website: (accessed ).
5 Z. Diao et al. / CloudCraft: Cloud-Based Data Management for MMORPGs 75 <<Table>> Inventory <<Table>> Item (a) Inventory and item table design in RDBMS <<Column Family>> Inventory <<Column Family>> Item (b) Inventory and item column family design in Cassandra Figure 2. Comparison of schema design determine first what queries an application does use, to think about query patterns up front, then organize the data around the queries, and design column families accordingly. An example to highlight the difference is shown in Figure 2. In an RDBMS, only the character ID and item ID is stored in an inventory table to reduce the data redundancy. A foreign key (item ID) is used to join inventory and item tables when querying the inventory of an avatar. However, in Cassandra all information should be stored in a single row of the inventory column family, so there is no expensive join across clusters required. Cassandra is a partitioned row store, which has no fixed schema as required by RDBMS. Each row could have different columns. Hence, we can store an item name as column name and an item description as the column value in a row if the item name is unique. Although we still need an item column family in our prototype, it is only queried by the game engine during the game and has no relation with the inventory column family Implementation of the MMORPG Environment Our research focuses on analyzing the influence of using a Cloud storage system for MMOGs rather than designing a real and complex online game. Therefore, a simplified but robust game client and game server supporting basic game logics suffice to fulfill our experimental requirements. We have implemented a game prototype based on an open source project JMMORPG 4, which consists of a simple Java game client and a game server running on an RDBMS. We have used the architecture and the client GUI (Graphical User Interface) of it, such as avatar figures and maps (see Figure 3). Based on this, we have redesigned a new game server so that it can run on the Cassandra cluster. 4 JMMORPG project: (accessed ).
6 76 Z. Diao et al. / CloudCraft: Cloud-Based Data Management for MMORPGs Figure 3. Game GUI The communication layer in the prototype is based on the Darkstar project 5, which provides a convenient functions library, which helps developers to deal with the challenging aspects of networked game development [21]. In the logic layer, we have simulated some basic game logics, such as responding to commands ordered by clients (e.g., players login and avatars movements) and supporting interactions among players (e.g., chatting and trading), all of which involve querying the database. We have applied a high-level Java API (Hector 6 ) for the data access layer, which makes it possible to access Cassandra through an RPC (Remote Procedure Call) serialization mechanism. Furthermore, we have created the previously outlined database schema with according column families for accounts, avatars, NPCs, logs, maps, inventories, and items in the Cassandra cluster. 3. Supporting Game Scalability We have to point out that physical resources for the experiments were limited as described below, so the focus is mostly on scaling the number of clients versus a small set of up to five Cassandra servers. Nevertheless, we got some interesting results Experimental Setup For running this prototype, we have applied 8 virtual machines with an Ubuntu operating system, each of which configures 2.40 GHz CPU, 8 GB memory (28.3% 34.5% used during the experiment) and 91GB hard disk (20GB used). For security reasons, these virtual machines cannot be visited from outside directly. A client needs to connect a stepping stone server through the security shell (SSH) protocol firstly and then get access to the virtual machines via it indirectly. These virtual machines are used to deploy the Cassandra cluster (version 1.2.5) and game servers. (See Figure 4) We have implemented a simplified command-line game client for the experiments because it consumes less system resources and works like the GUI client. Our benchmark is a player s normal behavior, such as moving and trading. From data management 5 DarkStar website: (accessed ). 6 Hector website: (accessed ).
7 Z. Diao et al. / CloudCraft: Cloud-Based Data Management for MMORPGs 77 Figure 4. Infrastructure of the prototype Maximum number of concurrent players (a) Concurrent clients on one game server (b) Maximum number of clients Figure 5. Scalability of game server perspective, the essence of these operations is performing writes/reads to the database. We have created one row for each avatar in the avatar column family to host its state data, each of which consists of 20 columns and has 540 bytes (row size). The game client randomly orders a write/read command regarding one of those columns, and then sends it to the game server. Meanwhile, the response time of each command has been recorded. The evaluation focuses on the potential scalability and performance of our prototype in the case of multi-player concurrent accesses. For guaranteeing data consistency as well as avoiding the effect of replication on the reading/writing performance, we set the replication factor of the Cassandra cluster as one. That means, the cluster has only one copy for each row and a read/write operation will succeed once a node responds to it Scalability of the Game Server From this experiment, we intend to get the maximum number of concurrent clients that our game server can support. Therefore, we have fixed the number of nodes in the Cassandra cluster to five, and added one to three game servers during the experiment. The number of concurrent clients connecting to the server is increased from 100 to Each client randomly sends 500 read/write commands. We present the experimental results with a single game server in Figure 5(a). When the client number is not more than 500, the response time for each read/write command is under 15ms. That means, 500 concurrent clients put little pressure on the game server as well as the 5-node Cassandra cluster. However, when the client number is up to 600, the game server throws many time-out exceptions, which block the acceptance of sub-
8 78 Z. Diao et al. / CloudCraft: Cloud-Based Data Management for MMORPGs (a) One-node Cassandra (b) Two-node Cassandra (c) Three-node Cassandra (d) Four-node Cassandra (e) Five-node Cassandra Figure 6. Performance of Cassandra cluster sequent commands. So the maximum number of concurrent clients in the case of single game server is around 500. Similarly, we found that the client number is directly proportional to the growth of the number of game servers (see Figure 5(b)). Therefore, we came to the conclusion that the total amount of clients is limited by the concurrent processing capability of the game server, whereas it could be raised easily by adding more servers Potential Scalability of Cloud Database in MMORPG Scalability of a database is reflected by its ability that by increasing the number of database nodes to improve database performance. Hence, this time we have fixed the number of game servers to three, and set the node number in the Cassandra cluster from one to five. Each game server is connected by 100, 200, 300, 400, and 500 clients in turn. That means, the Cassandra cluster handles 300, 600, 900, 1200, 1500 clients separately.
9 Z. Diao et al. / CloudCraft: Cloud-Based Data Management for MMORPGs 79 (a) Average response time of writes (b) Average response time of reads Figure 7. Comparison of response time for write and read commands Every client sends 500 read or write commands. The corresponding response time of each command is recorded and afterwards the mean response time is calculated. From Figure 6(a) we can find that, a high performance of one-node Cassandra is achieved for less than 300 and 600 clients. When the number of clients reaches 900, the response time of read operation increases sharply over 180ms, which is unexpected. If we start 1200 clients, the Cassandra cluster will not respond to the write and read request normally. Many clients report a connection time out exception because of limitation of Cassandra I/O. So we terminate the first-round experiment and conclude that one-node Cassandra can only support up to 600 clients in our experimental environment. Figure 6(b) shows that the maximum number of clients reaches 1200 when there are two nodes in the Cassandra cluster. In the case of 1500 concurrent connections, the issue of timeout appears again. Therefore, we conclude that a two-node Cassandra cluster can support about 1200 clients by using our prototype. Figure 6(c), 6(d) and 6(e) present that, when the number of nodes in Cassandra cluster is more than three, our prototype can support at least 1500 concurrent players. In order to observe the different results in Figure 6, we plot the writing and reading response time in Figure 7(a) and 7(b). According to the experimental result, we can observe the following tendency: 1. The number of concurrent players supported by our prototype can be increased (from 600 to 1500) by adding more nodes into the Cassandra cluster; 2. Cassandra presents a satisfactory writing performance (around 20ms), which is relatively better than the reading performance. Furthermore, the change in the number of nodes has little influence on writing performance (concentrated between 15ms and 25ms). In contrast, reading performance is obviously improved by adding nodes. In the case of five-node Cassandra cluster, reading and writing performance tends to become similar; 3. The five-node Cassandra cluster exhibits the best and most stable performance in all range of clients number. With increasing number of clients, there is no obvious variation of reading and writing response time. Both of them fluctuate around 15ms; 4. Generally, the system performance has been improved by scaling out the Cassandra cluster. For example, five-node has the best performance; three-node and four-node cluster are observably better than two-node cluster. However, there are still some exceptions. An example is that the performance of three-node and four-
10 80 Z. Diao et al. / CloudCraft: Cloud-Based Data Management for MMORPGs node Cassandra is similar. Theoretically, four-node Cassandra should be better. However, our experiment shows some contrary results, such as reading response time at 1500 clients and writing response time at 900 clients. It may be caused by network latency, system configurations, or even some internal processing mechanism of Cassandra. Unfortunately, our prototype cannot reveal the reason. 5. One-node Cassandra shows a better performance in the case of 300 or 600 clients. The reason could be that the advantage of a multi-node Cassandra cluster is not outstanding when the number of concurrent players is relatively small. In addition, the communication between nodes also consumes some time since data are distributed on different nodes. Based on the analysis above, we can conclude that Cassandra exhibits a satisfactory scalability for typical MMORPG requirements. With increasing numbers of clients, the database performance encounters a bottleneck. However, the database throughput as well as response time can be improved easily by scaling out the cluster; Cassandra shows a high performance in the experiment. The response time of writing and reading typically fluctuates between 10ms and 40ms, which fulfills the requirement of an MMOG [13]; Cassandra is a write-intensive database. The experimental results show that its writing performance is stable and excellent. This feature makes it suitable to perform a backend database of a multi-player online game, which needs to handle more write requirements. 4. Supporting Game Consistency Though, as shown in the previous section, using a Cloud storage system can efficiently solve the system scalability issue, it also introduces new challenges, such as the guarantee of a consistency level suitable for MMORPGs. Corresponding requirements and possible solutions are discussed in this section. Note that neither in this paper nor within the project we are going to discuss the data synchronization issue among game clients [11], for which established solutions on the upper levels of the game architecture exist Game Data Persistence Issue in the Cloud Inconsistent data in a database may lead to system anomalies and/or even have economic consequences triggered by unsatisfied user requirements. Therefore, RDBMSs adopt various measures to ensure data consistency. In contrast, Cloud storage systems deliberately tolerate this situation. There are two main factors causing data inconsistent in the Cloud: 1. According to the CAP theorem [3], a distributed system can only have two of the three properties: consistency, availability, and partition tolerance. Cloud storage system typically sacrifices data consistency to get high availability. For example, although in Cassandra we can set the replication factor to determine the consistency level of each read/write operation, data consistency is confined to a row level. Hence, updates across rows can only be propagated asynchronously (eventual consistency) in Cassandra. 2. Concerns of query efficiency, convenience, data protection, and communication cost lead to exploit data redundancy in a distributed database. Unfortunately, data anomalies may occur after partially updating the redundant data. Particularly in
11 Z. Diao et al. / CloudCraft: Cloud-Based Data Management for MMORPGs 81 a Cloud storage system like Cassandra, which does not support transactions and relies on denormalization to ensure data consistency becomes more difficult. Typical application scenarios of Cloud storage systems like social networking services usually have no strong requirements regarding the timeliness of data, so inconsistent data will not affect the user experience. However, it is sometimes unacceptable in online games. For this reason, data inconsistency becomes a new issue that has to be addressed. Particularly, how to solve it in a concurrent environment becomes a challenge Classification of Data Consistency in Online Game In order to take advantages of a Cloud storage system, ensure system availability, and maintain the normal operation of a game, we need to analyze game-specific requirements of consistency. Within the CloudCraft project, we classify them as follows (see Table 1): Strong consistency. In a distributed database system, it means that each replica should hold the same view on data values at any time. Strong consistency is required by account data. Anomalies of such data will cause problems for players as well as the game provider, or even lead to an economic or legal dispute. Read-your-writes consistency. Changes of state data must be returned timely when a player reads them again. However, for game engine and other players, timeliness of these data is not so critical. Hence, data inconsistency among replicas is allowed. We only need to take some measures to ensure the owner of an avatar to get the up-to-date view. Hence, a read-your-writes consistency is acceptable [7]. Causal consistency. Some of the game data have a local replica on the client side, or have been replicated on all game servers. Some of them (e.g. item information in Figure 2(b)) may be redundant in the avatar s state information. Only game developers have permission to modify them. In addition, changes of these data cannot be propagated synchronously to all replicas. These data could be eventually consistent when a player/game server is online. Other offline players/game servers will continue to retain the outdated data. In this paper, we state this kind of consistency as causal consistency [7,14]. Timed consistency. Logs usually cause big data volumes, which consume large amounts of network bandwidth and affect the system performance while propagating them. Note that log data are generally analyzed after a long time. Therefore, asynchronous propagation is feasible when the database is idle. We propose a deadline-based consistency model (timed consistency) for log data [15,16]. Here, timed consistency represents that updated values must be propagated to all replicas within a bounded time Extension for Cloud Storage System In order to fulfill all requirements of consistency in a Cloud-based online game efficiently, the game server has to spread the database workload. Support of strong consistency. Cassandra is capable of ensuring strong consistency at a row level. So only considering this aspect, Cassandra is qualified for managing account data. The proviso is that the replication factor of writes is set to ALL. Trading among players involves a transaction across operation sequences on several rows. For this purpose, a centralized in-memory relational database is applied on the server side to take over the responsibility of Cassandra. That means, during the game, players only query data from a memory-resident database. There are three main tasks of the Cassandra
12 82 Z. Diao et al. / CloudCraft: Cloud-Based Data Management for MMORPGs (a) Write operation (b) Read Operation Figure 8. Executions of Write/Read Operations: in Figure 8(a), W(1) describes a general backup operation; W(2) shows the process of data persistence when a player quits the game; in Figure 8(b), PR(1) shows a general read request from the player; In the case of PR(2), the backup operation is not yet completed when the read request arrives; GER presents the execution of a read operation from the game engine [17] cluster in the new architecture: sending avatar s state data to the player and game server when a player starts the game; backing up state data from in-memory database and store log data periodically during the game; persisting avatar s state data after a player quits the game. (The avatar s state data will then be deleted from the in-memory database.) The optimized architecture makes it possible to take advantages of RDBMS and Cloud storage system. The in-memory database can support transaction processing (strong consistency), powerful queries, and real-time constraints, which is much faster than the Cassandra cluster (a distributed disk-resident database). The retrieval functionality of Cassandra is simplified so that it can focus on game scalability. Furthermore, persisting data in Cassandra keeps data of the in-memory database in a small-scale. Support of read-your-writes consistency. The most convenient way is to specify the sum of consistency level of write and read greater than the replica number in Cassandra cluster. In other words, both writes and reads need to get responses from multiple replicas. Obviously, this strategy causes unnecessary data propagation, thereby effecting on database performance and availability. We propose to introduce a data access server on the server side to assist with ensuring data consistency [17]. The data access server is responsible for data exchange among players, game servers, and the Cassandra cluster. It maintains a timestamp table, which records the last time (timestamp) of when an avatar s state data was backed up to Cassandra (see Figure 8(a)). This timestamp is used here as version identification, which is also stored with the state data in Cassandra in parallel. Figure 8(b) shows that when a player starts a game, the read request will be sent with a relative timestamp from the data access server to Cassandra. Through comparing the timestamp, Cassandra can accurately obtain the latest record. Our proposal can significantly reduce the amount of data propagation inside the Cassandra cluster. That is because state data of an avatar needs only be propagated to most/all replicas when the player quits the game. Moreover, a read request normally only needs to obtain the response from one replica. Queries from the game engine do not need to compare the timestamp and thereby may get outdated values.
13 Z. Diao et al. / CloudCraft: Cloud-Based Data Management for MMORPGs 83 Support of causal consistency. Inconsistent data caused by data redundancy cannot be detected and fixed by Cassandra itself. The game server has to play a role of arbitrator, when data conflict occurs during the game. The latest data will be then updated to Cassandra. For example, the item information is redundant in all avatars state data (see Figure 2(b)), so changes of that cannot be synchronized to all replicas. For this reason, an item column family is required in Cassandra, which keeps the up-to-date information of items and is retrieved by game server to reconcile conflicts. Support of timed consistency. While storing log data, the data access server is used as a global counter, which generates a monotonically increasing timestamp. The timestamp will be exploited in the row key in Cassandra. Writes of log data will be propagated to a quorum of replicas at first. The internal consistency strategy of Cassandra, such as Anti-Entropy, will then ensures that the log data are eventually consistent and ordered. 5. Conclusion Within the CloudCraft project we investigate how Cloud-based data management solutions can be applied to implement scalable and re-usable services providing levels of consistency suitable for the application specific requirements of MMORPGs. In this article, we described our test environment and summarized key findings. Scalability was investigated within an experimental setup that, first of all, provided a proof of concept for using Cloud data management for MMORPGs. Secondly, despite the limits regarding the number of servers tested with the prototype, the experiments have shown that the scalability is satisfactory and makes this a viable alternative to the typically used RDBMS. Nevertheless, the consistency levels provided by Cloud-DBMS may not be sufficient for all MMORPG data sets. We provided an according overview of relevant data sets and derived suitable consistency levels and how these could be achieved by extending existing Cloud data management solutions and mixing them with existing technology (in-memory transactional DBMS). In our future work we will focus on the evaluation of scalability (continued) and consistency, as well as a clean separation of concerns by providing minimal interfaces for persistence services. References [1] Das S., Agrawal D., Abbadi A. E. G-store: a scalable data store for transactional multi key access in the cloud. In: Hellerstein J. M., Chaudhuri S., Rosenblum M. (eds.) Proceedings of the 1st ACM symposium on Cloud computing, June, Indianapolis, Indiana, USA. NY: ACM, [2] Muhammad Y. Evaluation and Implementation of Distributed NoSQL Database for MMO Gaming Environment [dissertation]. Uppsala: Uppsala University press, p. [3] Gilbert S., Lynch N. Brewer s conjecture and the feasibility of consistent, available, partition-tolerant web services. ACM Special Interest Group on Algorithms and Computation Theory, 2002, 33(2), [4] Hewitt E. Cassandra: The Definitive Guide. Sebastopol: OReilly Media, p. [5] Diao Z., Schallehn E., Wang S., Mohammad S. Cloud Data Management for Online Games: Potentials and Open Issues. Datenbank-Spektrum, 2013, 13(3), [6] Li F. W. B., Li L. W. F., Lau R. W. H. Supporting continuous consistency in multiplayer online games. In: Schulzrinne H., Dimitrova N., Sasse M. A., Moon S. B., Lienhart R. (eds.) Proceedings of the 12th annual ACM international conference on Multimedia, October, New York, NY, USA. NY: ACM, 2004, [7] Vogels W. Eventually consistent. ACM Queue, 2008, 6(6),
14 84 Z. Diao et al. / CloudCraft: Cloud-Based Data Management for MMORPGs [8] Gupta N., Demers A., Gehrke J. SEMMO: A Scalable Engine for Massively Multiplayer Online Games. In: Wang J. T. (ed.) ACM SIGMOD Conference, June, Vancouver, BC, Canada. NY: ACM, [9] White W., Koch C., Gupta N., Gehrke J., Demers A. Database research opportunities in Computer Games. ACM Special Interest Group on Management of Data, 2007, 36(3), [10] Zhang K., Kemme B., Denault A. Persistence in Massively Multiplayer Online Games. In: Claypool M. (ed.) Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games [NETGAMES 2008], October, Worcester, Massachusetts, USA NY:ACM, [11] Zhang K., Kemme B. Transaction Models for Massively Multiplayer Online Games. In: Jimnez-Peris R.,Madrid P. D. (eds.) Proceedings of the 2011 IEEE 30th International Symposium on Reliable Distributed Systems [SRDS 2011], 4-7 October, Madrid, Spain. Piscataway:IEEE, [12] Wang S. Towards Cloud Data Management for Online Games - A Prototype Platform [dissertation]. Magdeburg: OVGU press, p. [13] Chen K., Huang P., Huang C., Lei C. Game Traffic Analysis: An MMORPG Perspective. Computer Networks, 2006, 50(16), [14] Lamport L. Time, clocks, and the ordering of events in a distributed system. Communications of the ACM, 1978, 21(7), [15] Liu H., Bowman M., Chang F. Survey of state melding in virtual worlds. ACM Computing Surveys, 2012, 44(4), [16] Torres-Rojas F. J., Ahamad M., Raynal M. Timed consistency for shared distributed objects. In: Coan B. A., Welch J. L. (eds.) Proceedings of the eighteenth annual ACM symposium on Principles of distributed computing, 3-6 May, Atlanta, Georgia, USA. NY: ACM, [17] Diao Z. Consistency Models for Cloud-based Online Games: the Storage System s Perspective. In: Sattler K., Baumann S., Beier F., Betz H., Gropengieer F., Hagedorn S. (eds.) 25rd GI-Workshop on Foundations of Database, May, Ilmenau, Germany. Aachen: CEUR-WS, [18] Kienzle J., Verbrugge C., Kemme B., Denault A., Hawker M. Mammoth A Massively Multiplayer Game Research Framework. In: Whitehead J., Young R. M. (eds.) Proceedings of the 4th International Conference on Foundations of Digital Games [FDG 2009], April, Orlando, FL, USA. NY: ACM [19] Fischer T., Daum M., Irmert F., Neumann C., Lenz, R. Exploitation of event-semantics for distributed publish/subscribe systems in massively multiuser virtual environments. In: Desai B. C., Bernardino J. (eds.) Proceedings of the Fourteenth International Database Engineering and Applications Symposium on [IDEAS 2010], August, New York, New York, USA. NY: ACM Press, [20] Iosup A., Lascateu A., Japui N. CAMEO: Enabling social networks for Massively Multiplayer Online Games through Continuous Analytics and cloud computing. In Cheok A., Huang J., Ishibashi Y. (eds.)proceedings of the 9th Annual Workshop on Network and Systems Support for Games [NetGames 2010], November, Taipei, Taiwan. Piscataway: IEEE, [21] Burns B. Darkstar: The Java Game Server. Sebastopol: O Reilly Media, p. [22] Abadi D. J. Data Management in the Cloud Limitations and Opportunities. IEEE Data Engineering Bulletin, 2009, 32(1), [23] Cattell R. Scalable SQL and NoSQL Data Stores. ACM Special Interest Group on Management of Data [SIGMOD 2010], 2010, 39(4), [24] Cao T., Vaz Salles M., Sowell B., Yue Y., Demers A., Gehrke J., White W. Fast checkpoint recovery algorithms for frequently consistent applications. In: Sellis T. K., Miller R. J., Kementsietsidis A., Velegrakis Y. (eds.) Proceedings of the 2011 international conference on Management of data [SIGMOD 2011], June, New York, New York, USA. NY: ACM, [25] Vaz Salles M., Cao T., Sowell B., Demers A., Gehrke J., Koch C., White W. An evaluation of checkpoint recovery for massively multiplayer online games. Proceedings of the VLDB Endowment, 2009, 2(1), [26] Cao T., Sowell B., Salles M. V., Demers A., Gehrke J. BRRL : A Recovery Library for Main-Memory Applications in the Cloud Categories and Subject Descriptors. In: Sellis T. K., Miller R. J., Kementsietsidis A., Velegrakis Y. (eds.) Proceedings of the 2011 international conference on Management of data [SIGMOD 2011], June, New York, New York, USA. NY: ACM,
Consistency Models for Cloud-based Online Games: the Storage System s Perspective
Consistency Models for Cloud-based Online Games: the Storage System s Perspective Ziqiang Diao Otto-von-Guericke University Magdeburg 39106 Magdeburg, Germany [email protected] ABSTRACT The
Locality Based Protocol for MultiWriter Replication systems
Locality Based Protocol for MultiWriter Replication systems Lei Gao Department of Computer Science The University of Texas at Austin [email protected] One of the challenging problems in building replication
Distributed Data Stores
Distributed Data Stores 1 Distributed Persistent State MapReduce addresses distributed processing of aggregation-based queries Persistent state across a large number of machines? Distributed DBMS High
NoSQL Databases. Institute of Computer Science Databases and Information Systems (DBIS) DB 2, WS 2014/2015
NoSQL Databases Institute of Computer Science Databases and Information Systems (DBIS) DB 2, WS 2014/2015 Database Landscape Source: H. Lim, Y. Han, and S. Babu, How to Fit when No One Size Fits., in CIDR,
ZooKeeper. Table of contents
by Table of contents 1 ZooKeeper: A Distributed Coordination Service for Distributed Applications... 2 1.1 Design Goals...2 1.2 Data model and the hierarchical namespace...3 1.3 Nodes and ephemeral nodes...
How to Choose Between Hadoop, NoSQL and RDBMS
How to Choose Between Hadoop, NoSQL and RDBMS Keywords: Jean-Pierre Dijcks Oracle Redwood City, CA, USA Big Data, Hadoop, NoSQL Database, Relational Database, SQL, Security, Performance Introduction A
Benchmarking Cassandra on Violin
Technical White Paper Report Technical Report Benchmarking Cassandra on Violin Accelerating Cassandra Performance and Reducing Read Latency With Violin Memory Flash-based Storage Arrays Version 1.0 Abstract
Introduction to NOSQL
Introduction to NOSQL Université Paris-Est Marne la Vallée, LIGM UMR CNRS 8049, France January 31, 2014 Motivations NOSQL stands for Not Only SQL Motivations Exponential growth of data set size (161Eo
An Efficient Hybrid P2P MMOG Cloud Architecture for Dynamic Load Management. Ginhung Wang, Kuochen Wang
1 An Efficient Hybrid MMOG Cloud Architecture for Dynamic Load Management Ginhung Wang, Kuochen Wang Abstract- In recent years, massively multiplayer online games (MMOGs) become more and more popular.
Data Distribution with SQL Server Replication
Data Distribution with SQL Server Replication Introduction Ensuring that data is in the right place at the right time is increasingly critical as the database has become the linchpin in corporate technology
Practical Cassandra. Vitalii Tymchyshyn [email protected] @tivv00
Practical Cassandra NoSQL key-value vs RDBMS why and when Cassandra architecture Cassandra data model Life without joins or HDD space is cheap today Hardware requirements & deployment hints Vitalii Tymchyshyn
An Approach to Implement Map Reduce with NoSQL Databases
www.ijecs.in International Journal Of Engineering And Computer Science ISSN: 2319-7242 Volume 4 Issue 8 Aug 2015, Page No. 13635-13639 An Approach to Implement Map Reduce with NoSQL Databases Ashutosh
Load Balancing in Distributed Data Base and Distributed Computing System
Load Balancing in Distributed Data Base and Distributed Computing System Lovely Arya Research Scholar Dravidian University KUPPAM, ANDHRA PRADESH Abstract With a distributed system, data can be located
How To Handle Big Data With A Data Scientist
III Big Data Technologies Today, new technologies make it possible to realize value from Big Data. Big data technologies can replace highly customized, expensive legacy systems with a standard solution
Eventually Consistent
Historical Perspective In an ideal world there would be only one consistency model: when an update is made all observers would see that update. The first time this surfaced as difficult to achieve was
Comparing Microsoft SQL Server 2005 Replication and DataXtend Remote Edition for Mobile and Distributed Applications
Comparing Microsoft SQL Server 2005 Replication and DataXtend Remote Edition for Mobile and Distributed Applications White Paper Table of Contents Overview...3 Replication Types Supported...3 Set-up &
Can the Elephants Handle the NoSQL Onslaught?
Can the Elephants Handle the NoSQL Onslaught? Avrilia Floratou, Nikhil Teletia David J. DeWitt, Jignesh M. Patel, Donghui Zhang University of Wisconsin-Madison Microsoft Jim Gray Systems Lab Presented
NoSQL Performance Test In-Memory Performance Comparison of SequoiaDB, Cassandra, and MongoDB
bankmark UG (haftungsbeschränkt) Bahnhofstraße 1 9432 Passau Germany www.bankmark.de [email protected] T +49 851 25 49 49 F +49 851 25 49 499 NoSQL Performance Test In-Memory Performance Comparison of SequoiaDB,
Scaling Objectivity Database Performance with Panasas Scale-Out NAS Storage
White Paper Scaling Objectivity Database Performance with Panasas Scale-Out NAS Storage A Benchmark Report August 211 Background Objectivity/DB uses a powerful distributed processing architecture to manage
2) Xen Hypervisor 3) UEC
5. Implementation Implementation of the trust model requires first preparing a test bed. It is a cloud computing environment that is required as the first step towards the implementation. Various tools
BENCHMARKING CLOUD DATABASES CASE STUDY on HBASE, HADOOP and CASSANDRA USING YCSB
BENCHMARKING CLOUD DATABASES CASE STUDY on HBASE, HADOOP and CASSANDRA USING YCSB Planet Size Data!? Gartner s 10 key IT trends for 2012 unstructured data will grow some 80% over the course of the next
Referential Integrity in Cloud NoSQL Databases
Referential Integrity in Cloud NoSQL Databases by Harsha Raja A thesis submitted to the Victoria University of Wellington in partial fulfilment of the requirements for the degree of Master of Engineering
A REVIEW PAPER ON THE HADOOP DISTRIBUTED FILE SYSTEM
A REVIEW PAPER ON THE HADOOP DISTRIBUTED FILE SYSTEM Sneha D.Borkar 1, Prof.Chaitali S.Surtakar 2 Student of B.E., Information Technology, J.D.I.E.T, [email protected] Assistant Professor, Information
Performance And Scalability In Oracle9i And SQL Server 2000
Performance And Scalability In Oracle9i And SQL Server 2000 Presented By : Phathisile Sibanda Supervisor : John Ebden 1 Presentation Overview Project Objectives Motivation -Why performance & Scalability
Data Consistency on Private Cloud Storage System
Volume, Issue, May-June 202 ISS 2278-6856 Data Consistency on Private Cloud Storage System Yin yein Aye University of Computer Studies,Yangon [email protected] Abstract: Cloud computing paradigm
ADDING A NEW SITE IN AN EXISTING ORACLE MULTIMASTER REPLICATION WITHOUT QUIESCING THE REPLICATION
ADDING A NEW SITE IN AN EXISTING ORACLE MULTIMASTER REPLICATION WITHOUT QUIESCING THE REPLICATION Hakik Paci 1, Elinda Kajo 2, Igli Tafa 3 and Aleksander Xhuvani 4 1 Department of Computer Engineering,
HDFS Users Guide. Table of contents
Table of contents 1 Purpose...2 2 Overview...2 3 Prerequisites...3 4 Web Interface...3 5 Shell Commands... 3 5.1 DFSAdmin Command...4 6 Secondary NameNode...4 7 Checkpoint Node...5 8 Backup Node...6 9
How To Scale Out Of A Nosql Database
Firebird meets NoSQL (Apache HBase) Case Study Firebird Conference 2011 Luxembourg 25.11.2011 26.11.2011 Thomas Steinmaurer DI +43 7236 3343 896 [email protected] www.scch.at Michael Zwick DI
A Load Balancing Algorithm based on the Variation Trend of Entropy in Homogeneous Cluster
, pp.11-20 http://dx.doi.org/10.14257/ ijgdc.2014.7.2.02 A Load Balancing Algorithm based on the Variation Trend of Entropy in Homogeneous Cluster Kehe Wu 1, Long Chen 2, Shichao Ye 2 and Yi Li 2 1 Beijing
MASTER PROJECT. Resource Provisioning for NoSQL Datastores
Vrije Universiteit Amsterdam MASTER PROJECT - Parallel and Distributed Computer Systems - Resource Provisioning for NoSQL Datastores Scientific Adviser Dr. Guillaume Pierre Author Eng. Mihai-Dorin Istin
High Availability for Database Systems in Cloud Computing Environments. Ashraf Aboulnaga University of Waterloo
High Availability for Database Systems in Cloud Computing Environments Ashraf Aboulnaga University of Waterloo Acknowledgments University of Waterloo Prof. Kenneth Salem Umar Farooq Minhas Rui Liu (post-doctoral
Data Management in the Cloud
Data Management in the Cloud Ryan Stern [email protected] : Advanced Topics in Distributed Systems Department of Computer Science Colorado State University Outline Today Microsoft Cloud SQL Server
Real-time Data Replication
Real-time Data Replication from Oracle to other databases using DataCurrents WHITEPAPER Contents Data Replication Concepts... 2 Real time Data Replication... 3 Heterogeneous Data Replication... 4 Different
Big Data & Scripting storage networks and distributed file systems
Big Data & Scripting storage networks and distributed file systems 1, 2, adaptivity: Cut-and-Paste 1 distribute blocks to [0, 1] using hash function start with n nodes: n equal parts of [0, 1] [0, 1] N
Tips and Tricks for Using Oracle TimesTen In-Memory Database in the Application Tier
Tips and Tricks for Using Oracle TimesTen In-Memory Database in the Application Tier Simon Law TimesTen Product Manager, Oracle Meet The Experts: Andy Yao TimesTen Product Manager, Oracle Gagan Singh Senior
Benchmarking Couchbase Server for Interactive Applications. By Alexey Diomin and Kirill Grigorchuk
Benchmarking Couchbase Server for Interactive Applications By Alexey Diomin and Kirill Grigorchuk Contents 1. Introduction... 3 2. A brief overview of Cassandra, MongoDB, and Couchbase... 3 3. Key criteria
In-Memory Columnar Databases HyPer. Arto Kärki University of Helsinki 30.11.2012
In-Memory Columnar Databases HyPer Arto Kärki University of Helsinki 30.11.2012 1 Introduction Columnar Databases Design Choices Data Clustering and Compression Conclusion 2 Introduction The relational
Scala Storage Scale-Out Clustered Storage White Paper
White Paper Scala Storage Scale-Out Clustered Storage White Paper Chapter 1 Introduction... 3 Capacity - Explosive Growth of Unstructured Data... 3 Performance - Cluster Computing... 3 Chapter 2 Current
Facebook: Cassandra. Smruti R. Sarangi. Department of Computer Science Indian Institute of Technology New Delhi, India. Overview Design Evaluation
Facebook: Cassandra Smruti R. Sarangi Department of Computer Science Indian Institute of Technology New Delhi, India Smruti R. Sarangi Leader Election 1/24 Outline 1 2 3 Smruti R. Sarangi Leader Election
Introduction to Windows Azure Cloud Computing Futures Group, Microsoft Research Roger Barga, Jared Jackson,Nelson Araujo, Dennis Gannon, Wei Lu, and
Introduction to Windows Azure Cloud Computing Futures Group, Microsoft Research Roger Barga, Jared Jackson,Nelson Araujo, Dennis Gannon, Wei Lu, and Jaliya Ekanayake Range in size from edge facilities
A Brief Analysis on Architecture and Reliability of Cloud Based Data Storage
Volume 2, No.4, July August 2013 International Journal of Information Systems and Computer Sciences ISSN 2319 7595 Tejaswini S L Jayanthy et al., Available International Online Journal at http://warse.org/pdfs/ijiscs03242013.pdf
MADOCA II Data Logging System Using NoSQL Database for SPring-8
MADOCA II Data Logging System Using NoSQL Database for SPring-8 A.Yamashita and M.Kago SPring-8/JASRI, Japan NoSQL WED3O03 OR: How I Learned to Stop Worrying and Love Cassandra Outline SPring-8 logging
On- Prem MongoDB- as- a- Service Powered by the CumuLogic DBaaS Platform
On- Prem MongoDB- as- a- Service Powered by the CumuLogic DBaaS Platform Page 1 of 16 Table of Contents Table of Contents... 2 Introduction... 3 NoSQL Databases... 3 CumuLogic NoSQL Database Service...
Database Replication with MySQL and PostgreSQL
Database Replication with MySQL and PostgreSQL Fabian Mauchle Software and Systems University of Applied Sciences Rapperswil, Switzerland www.hsr.ch/mse Abstract Databases are used very often in business
Berkeley Ninja Architecture
Berkeley Ninja Architecture ACID vs BASE 1.Strong Consistency 2. Availability not considered 3. Conservative 1. Weak consistency 2. Availability is a primary design element 3. Aggressive --> Traditional
Distributed File System. MCSN N. Tonellotto Complements of Distributed Enabling Platforms
Distributed File System 1 How do we get data to the workers? NAS Compute Nodes SAN 2 Distributed File System Don t move data to workers move workers to the data! Store data on the local disks of nodes
SAP HANA - Main Memory Technology: A Challenge for Development of Business Applications. Jürgen Primsch, SAP AG July 2011
SAP HANA - Main Memory Technology: A Challenge for Development of Business Applications Jürgen Primsch, SAP AG July 2011 Why In-Memory? Information at the Speed of Thought Imagine access to business data,
Distributed File Systems
Distributed File Systems Paul Krzyzanowski Rutgers University October 28, 2012 1 Introduction The classic network file systems we examined, NFS, CIFS, AFS, Coda, were designed as client-server applications.
High Throughput Computing on P2P Networks. Carlos Pérez Miguel [email protected]
High Throughput Computing on P2P Networks Carlos Pérez Miguel [email protected] Overview High Throughput Computing Motivation All things distributed: Peer-to-peer Non structured overlays Structured
Architectures for Big Data Analytics A database perspective
Architectures for Big Data Analytics A database perspective Fernando Velez Director of Product Management Enterprise Information Management, SAP June 2013 Outline Big Data Analytics Requirements Spectrum
High Performance Cluster Support for NLB on Window
High Performance Cluster Support for NLB on Window [1]Arvind Rathi, [2] Kirti, [3] Neelam [1]M.Tech Student, Department of CSE, GITM, Gurgaon Haryana (India) [email protected] [2]Asst. Professor,
CLOUDDMSS: CLOUD-BASED DISTRIBUTED MULTIMEDIA STREAMING SERVICE SYSTEM FOR HETEROGENEOUS DEVICES
CLOUDDMSS: CLOUD-BASED DISTRIBUTED MULTIMEDIA STREAMING SERVICE SYSTEM FOR HETEROGENEOUS DEVICES 1 MYOUNGJIN KIM, 2 CUI YUN, 3 SEUNGHO HAN, 4 HANKU LEE 1,2,3,4 Department of Internet & Multimedia Engineering,
Introduction to Hadoop. New York Oracle User Group Vikas Sawhney
Introduction to Hadoop New York Oracle User Group Vikas Sawhney GENERAL AGENDA Driving Factors behind BIG-DATA NOSQL Database 2014 Database Landscape Hadoop Architecture Map/Reduce Hadoop Eco-system Hadoop
Hosting Transaction Based Applications on Cloud
Proc. of Int. Conf. on Multimedia Processing, Communication& Info. Tech., MPCIT Hosting Transaction Based Applications on Cloud A.N.Diggikar 1, Dr. D.H.Rao 2 1 Jain College of Engineering, Belgaum, India
CitusDB Architecture for Real-Time Big Data
CitusDB Architecture for Real-Time Big Data CitusDB Highlights Empowers real-time Big Data using PostgreSQL Scales out PostgreSQL to support up to hundreds of terabytes of data Fast parallel processing
Assignment # 1 (Cloud Computing Security)
Assignment # 1 (Cloud Computing Security) Group Members: Abdullah Abid Zeeshan Qaiser M. Umar Hayat Table of Contents Windows Azure Introduction... 4 Windows Azure Services... 4 1. Compute... 4 a) Virtual
CASE STUDY: Oracle TimesTen In-Memory Database and Shared Disk HA Implementation at Instance level. -ORACLE TIMESTEN 11gR1
CASE STUDY: Oracle TimesTen In-Memory Database and Shared Disk HA Implementation at Instance level -ORACLE TIMESTEN 11gR1 CASE STUDY Oracle TimesTen In-Memory Database and Shared Disk HA Implementation
The Cloud Trade Off IBM Haifa Research Storage Systems
The Cloud Trade Off IBM Haifa Research Storage Systems 1 Fundamental Requirements form Cloud Storage Systems The Google File System first design consideration: component failures are the norm rather than
Tier Architectures. Kathleen Durant CS 3200
Tier Architectures Kathleen Durant CS 3200 1 Supporting Architectures for DBMS Over the years there have been many different hardware configurations to support database systems Some are outdated others
Report Data Management in the Cloud: Limitations and Opportunities
Report Data Management in the Cloud: Limitations and Opportunities Article by Daniel J. Abadi [1] Report by Lukas Probst January 4, 2013 In this report I want to summarize Daniel J. Abadi's article [1]
www.basho.com Technical Overview Simple, Scalable, Object Storage Software
www.basho.com Technical Overview Simple, Scalable, Object Storage Software Table of Contents Table of Contents... 1 Introduction & Overview... 1 Architecture... 2 How it Works... 2 APIs and Interfaces...
F1: A Distributed SQL Database That Scales. Presentation by: Alex Degtiar ([email protected]) 15-799 10/21/2013
F1: A Distributed SQL Database That Scales Presentation by: Alex Degtiar ([email protected]) 15-799 10/21/2013 What is F1? Distributed relational database Built to replace sharded MySQL back-end of AdWords
Database Replication with Oracle 11g and MS SQL Server 2008
Database Replication with Oracle 11g and MS SQL Server 2008 Flavio Bolfing Software and Systems University of Applied Sciences Chur, Switzerland www.hsr.ch/mse Abstract Database replication is used widely
http://www.paper.edu.cn
5 10 15 20 25 30 35 A platform for massive railway information data storage # SHAN Xu 1, WANG Genying 1, LIU Lin 2** (1. Key Laboratory of Communication and Information Systems, Beijing Municipal Commission
G22.3250-001. Porcupine. Robert Grimm New York University
G22.3250-001 Porcupine Robert Grimm New York University Altogether Now: The Three Questions! What is the problem?! What is new or different?! What are the contributions and limitations? Porcupine from
Cisco UCS and Fusion- io take Big Data workloads to extreme performance in a small footprint: A case study with Oracle NoSQL database
Cisco UCS and Fusion- io take Big Data workloads to extreme performance in a small footprint: A case study with Oracle NoSQL database Built up on Cisco s big data common platform architecture (CPA), a
Accelerating Enterprise Applications and Reducing TCO with SanDisk ZetaScale Software
WHITEPAPER Accelerating Enterprise Applications and Reducing TCO with SanDisk ZetaScale Software SanDisk ZetaScale software unlocks the full benefits of flash for In-Memory Compute and NoSQL applications
Big Data Storage Architecture Design in Cloud Computing
Big Data Storage Architecture Design in Cloud Computing Xuebin Chen 1, Shi Wang 1( ), Yanyan Dong 1, and Xu Wang 2 1 College of Science, North China University of Science and Technology, Tangshan, Hebei,
CHAPTER 5 WLDMA: A NEW LOAD BALANCING STRATEGY FOR WAN ENVIRONMENT
81 CHAPTER 5 WLDMA: A NEW LOAD BALANCING STRATEGY FOR WAN ENVIRONMENT 5.1 INTRODUCTION Distributed Web servers on the Internet require high scalability and availability to provide efficient services to
Survey on Comparative Analysis of Database Replication Techniques
72 Survey on Comparative Analysis of Database Replication Techniques Suchit Sapate, Student, Computer Science and Engineering, St. Vincent Pallotti College, Nagpur, India Minakshi Ramteke, Student, Computer
Cloud Storage Solution for WSN Based on Internet Innovation Union
Cloud Storage Solution for WSN Based on Internet Innovation Union Tongrang Fan 1, Xuan Zhang 1, Feng Gao 1 1 School of Information Science and Technology, Shijiazhuang Tiedao University, Shijiazhuang,
Optimizing Performance. Training Division New Delhi
Optimizing Performance Training Division New Delhi Performance tuning : Goals Minimize the response time for each query Maximize the throughput of the entire database server by minimizing network traffic,
Performance Testing of Big Data Applications
Paper submitted for STC 2013 Performance Testing of Big Data Applications Author: Mustafa Batterywala: Performance Architect Impetus Technologies [email protected] Shirish Bhale: Director of Engineering
In-Memory Analytics for Big Data
In-Memory Analytics for Big Data Game-changing technology for faster, better insights WHITE PAPER SAS White Paper Table of Contents Introduction: A New Breed of Analytics... 1 SAS In-Memory Overview...
Snapshots in Hadoop Distributed File System
Snapshots in Hadoop Distributed File System Sameer Agarwal UC Berkeley Dhruba Borthakur Facebook Inc. Ion Stoica UC Berkeley Abstract The ability to take snapshots is an essential functionality of any
How In-Memory Data Grids Can Analyze Fast-Changing Data in Real Time
SCALEOUT SOFTWARE How In-Memory Data Grids Can Analyze Fast-Changing Data in Real Time by Dr. William Bain and Dr. Mikhail Sobolev, ScaleOut Software, Inc. 2012 ScaleOut Software, Inc. 12/27/2012 T wenty-first
Comparing SQL and NOSQL databases
COSC 6397 Big Data Analytics Data Formats (II) HBase Edgar Gabriel Spring 2015 Comparing SQL and NOSQL databases Types Development History Data Storage Model SQL One type (SQL database) with minor variations
Informix Dynamic Server May 2007. Availability Solutions with Informix Dynamic Server 11
Informix Dynamic Server May 2007 Availability Solutions with Informix Dynamic Server 11 1 Availability Solutions with IBM Informix Dynamic Server 11.10 Madison Pruet Ajay Gupta The addition of Multi-node
MEASURING WORKLOAD PERFORMANCE IS THE INFRASTRUCTURE A PROBLEM?
MEASURING WORKLOAD PERFORMANCE IS THE INFRASTRUCTURE A PROBLEM? Ashutosh Shinde Performance Architect [email protected] Validating if the workload generated by the load generating tools is applied
An Overview of Distributed Databases
International Journal of Information and Computation Technology. ISSN 0974-2239 Volume 4, Number 2 (2014), pp. 207-214 International Research Publications House http://www. irphouse.com /ijict.htm An Overview
Cluster Computing. ! Fault tolerance. ! Stateless. ! Throughput. ! Stateful. ! Response time. Architectures. Stateless vs. Stateful.
Architectures Cluster Computing Job Parallelism Request Parallelism 2 2010 VMware Inc. All rights reserved Replication Stateless vs. Stateful! Fault tolerance High availability despite failures If one
Performance and Scalability Overview
Performance and Scalability Overview This guide provides an overview of some of the performance and scalability capabilities of the Pentaho Business Analytics Platform. Contents Pentaho Scalability and
AN OVERVIEW OF QUALITY OF SERVICE COMPUTER NETWORK
Abstract AN OVERVIEW OF QUALITY OF SERVICE COMPUTER NETWORK Mrs. Amandeep Kaur, Assistant Professor, Department of Computer Application, Apeejay Institute of Management, Ramamandi, Jalandhar-144001, Punjab,
Performance Prediction, Sizing and Capacity Planning for Distributed E-Commerce Applications
Performance Prediction, Sizing and Capacity Planning for Distributed E-Commerce Applications by Samuel D. Kounev ([email protected]) Information Technology Transfer Office Abstract Modern e-commerce
Oracle Big Data SQL Technical Update
Oracle Big Data SQL Technical Update Jean-Pierre Dijcks Oracle Redwood City, CA, USA Keywords: Big Data, Hadoop, NoSQL Databases, Relational Databases, SQL, Security, Performance Introduction This technical
Scaling Microsoft SQL Server
Recommendations and Techniques for Scaling Microsoft SQL To support many more users, a database must easily scale out as well as up. This article describes techniques and strategies for scaling out the
The Total Cost of (Non) Ownership of a NoSQL Database Cloud Service
The Total Cost of (Non) Ownership of a NoSQL Database Cloud Service Jinesh Varia and Jose Papo March 2012 (Please consult http://aws.amazon.com/whitepapers/ for the latest version of this paper) Page 1
Hadoop IST 734 SS CHUNG
Hadoop IST 734 SS CHUNG Introduction What is Big Data?? Bulk Amount Unstructured Lots of Applications which need to handle huge amount of data (in terms of 500+ TB per day) If a regular machine need to
References. Introduction to Database Systems CSE 444. Motivation. Basic Features. Outline: Database in the Cloud. Outline
References Introduction to Database Systems CSE 444 Lecture 24: Databases as a Service YongChul Kwon Amazon SimpleDB Website Part of the Amazon Web services Google App Engine Datastore Website Part of
Introduction to Database Systems CSE 444
Introduction to Database Systems CSE 444 Lecture 24: Databases as a Service YongChul Kwon References Amazon SimpleDB Website Part of the Amazon Web services Google App Engine Datastore Website Part of
A survey of big data architectures for handling massive data
CSIT 6910 Independent Project A survey of big data architectures for handling massive data Jordy Domingos - [email protected] Supervisor : Dr David Rossiter Content Table 1 - Introduction a - Context
Introduction to Apache Cassandra
Introduction to Apache Cassandra White Paper BY DATASTAX CORPORATION JULY 2013 1 Table of Contents Abstract 3 Introduction 3 Built by Necessity 3 The Architecture of Cassandra 4 Distributing and Replicating
Non-Stop for Apache HBase: Active-active region server clusters TECHNICAL BRIEF
Non-Stop for Apache HBase: -active region server clusters TECHNICAL BRIEF Technical Brief: -active region server clusters -active region server clusters HBase is a non-relational database that provides
POWER ALL GLOBAL FILE SYSTEM (PGFS)
POWER ALL GLOBAL FILE SYSTEM (PGFS) Defining next generation of global storage grid Power All Networks Ltd. Technical Whitepaper April 2008, version 1.01 Table of Content 1. Introduction.. 3 2. Paradigm
Availability Digest. www.availabilitydigest.com. Raima s High-Availability Embedded Database December 2011
the Availability Digest Raima s High-Availability Embedded Database December 2011 Embedded processing systems are everywhere. You probably cannot go a day without interacting with dozens of these powerful
Portable Scale-Out Benchmarks for MySQL. MySQL User Conference 2008 Robert Hodges CTO Continuent, Inc.
Portable Scale-Out Benchmarks for MySQL MySQL User Conference 2008 Robert Hodges CTO Continuent, Inc. Continuent 2008 Agenda / Introductions / Scale-Out Review / Bristlecone Performance Testing Tools /
