Originally posted by DimPrawn
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Reply to: System architecture opinions sought
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Previously on "System architecture opinions sought"
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I don't that a multithreaded garbage collected environment could be classed as real-time.
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Originally posted by CheeseSlice View Post
I wouldn't touch Windows NLB with a barge pole if this is for a highly-available production service. App health awareness is non-existent. I've seen NLB systems loadbalancing requests quite happily to systems throwing .NET server errors. There are workarounds, but not simple. With the hardware option you can at least put some intelligence in there to spot this.
Could talk for hours about this subject, but I charge for that
HTH
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Originally posted by TheRefactornator View PostAny thoughts on load balancing hardware? I'm aware of the Barracuda 640 that is able to handle 2000tps and redundant configuration for high availability http://www.barracudanetworks.com/ns/...cer_models.php but I would be interested to learn about other possible options.
These are robust pieces of kit and used by the likes of telcos.
They'll do lots of different LB algorithms, round-robin, least loaded, sticky, non-sticky, etc, etc.
Depends what your requirements are and how much you're willing to spend.
I wouldn't touch Windows NLB with a barge pole if this is for a highly-available production service. App health awareness is non-existent. I've seen NLB systems loadbalancing requests quite happily to systems throwing .NET server errors. There are workarounds, but not simple. With the hardware option you can at least put some intelligence in there to spot this.
Could talk for hours about this subject, but I charge for that
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Realtime means that the time taken is quantifiable, not that it's fast.
Stick to noddy .NET "apps".
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Originally posted by AtW View Post
UDP is used by all popular online games.
It is indeed not reliable protocol but you can easily solve this by adding counters and confirmations via UDP too.
UDP is ideal for small packets and cases when server needs to process lots of those packets.
Are you going to run this on LAN? If not you need to think about security for the data you send over public networks.
This will not run on the LAN so I've already considered encryption, but the sensitivity of the data will need to be confirmed by the vendor so I'm not sure if encryption is required yet.
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Originally posted by TheRefactornator View PostI did consider this as an option but as I understand it, UDP does not transport well over the internet because UDP packets are likely to be dropped by routers along the path.
UDP is used by all popular online games.
It is indeed not reliable protocol but you can easily solve this by adding counters and confirmations via UDP too.
UDP is ideal for small packets and cases when server needs to process lots of those packets.
Are you going to run this on LAN? If not you need to think about security for the data you send over public networks.
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Originally posted by AtW View PostUsing UDP rather than TCP in this case might make sense.
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Originally posted by DimPrawn View PostWith regards to the data, what happens if data is lost, do you need guaranteed delivery of data to the server? Retries? Is the order the data is received important?
Would bog std Windows Server NLB give you the scalability you require?
The serial comms layer will implement it's own application level retry mechanism, but to keep TCP/IP network traffic to a minimum the socket layer is unlikely to be implemented in a request/response type arrangement. It's more likely to simply be one where the data gatherer packages up a handful of transactions, sends and forgets until next time.
I really have no idea about Windows Server NLB and it's capabilities but thanks for the pointer - it is something to consider.
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Originally posted by TheRefactornator View PostIn fact the system being discussed here is a large distributed model of an existing smaller localized system where UI latency actually is 1 second. 1 second has always been perceived by the users and the system vendor to be real-time in this application.
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Originally posted by AtW View PostActual length of "real-time" depends on a particular situation, in this case 1 second should be pretty real time (0.2 sec updates are not real time in embedded sense)
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With regards to the data, what happens if data is lost, do you need guaranteed delivery of data to the server? Retries? Is the order the data is received important?
Would bog std Windows Server NLB give you the scalability you require?
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