Featuring...


So, your team has worked hard on designing a high-performance software system. One of the key components is a thread or service designed to buffer and protect the application from slow operations by caching the response of lookups from slower or more distant systems (like frequently used credential data or permissions, for example that might be coming from database servers).

On the test-bench, everything looks good and then the code goes into production. Everything scales nicely up to peak loads, and then the whole system begins to stall and stutter. Performance ratchets in a staccato sinusoid, working just fine here, and coming to an almost complete halt there. After a while, as overall load falls and end-users become frustrated, it all sorts itself out and runs smoothly, until just after the next peak load.

You direct the team to investigate, to profile code, to monitor logs and performance. Nobody can find a link. Your engineers come up with plans to optimize the cache service and eke every microsecond of performance out of it.

Mysteriously, the problem just gets worse, not better despite thousands of hours and weeks or months of investigation, and tuning. Someone discovers that disabling hyperthreading on the server mitigates the problem significantly, but nobody’s closer to a solution.

Congratulations, you’ve hit a common, but very rarely understood problem in high-performance systems design. It’s bitten almost every high-performance systems shop, yet almost nobody has truly solved the problem, because hardly anyone has understood the true cause at the time. Most engineers end up working around it, because they never quite know where to look.

Let’s save the day and tell your team where to look. It might not be the source of your particular problem, but ruling it out early can save you tens of thousands of dollars in development, and far more than that in frustrated customers.

Read the rest of this entry »


Games are not intrinsically addictive. No matter how hard game-makers try to make them grabby, games don’t represent an addiction in and of themselves.

If games were actually addictive as some claim, there’d never be any failed games.

The whole nature of psychological addiction is commonly misunderstood.

Read the rest of this entry »


Jump to the new comic, or new readers can click the banner to begin at the rather rough beginning:


Jump to the new comic, or new readers can click the banner to begin at the rather rough beginning:

In-world comic viewer

By: Tateru Nino

For those of you using the Second Life 2.0 viewer or some variant viewer with the new Shared Media support, I’ve set up an in-world comic viewer in Achlya. It’s a simple little tool, seems to work quite well, and I’m interested to know what you think.

Play it now — Pathologic

By: Tateru Nino

Play It Now!I’m in a strange town where nothing seems quite right. Everything, really, seems a bit off and the natural and the unnatural seem to exist side-by-side.

I’ve become embroiled in events and the prognosis for the outcome looks singularly bleak. The game makes a point to remind me that I’m playing a game, but even so – whilst the locals task me with this errand or that, there’s a constant sense that I’m in over my head.

While everyone seems to be keen on giving me instructions, I’m not at all certain what I’m supposed to be doing now, what I’m supposed to be doing next, or whether I’m doing the right thing.

Really, quite a lot like life.

Read the rest of this entry »


Jump to the new comic, or new readers can click the banner to begin at the rather rough beginning:

Thinking in zots

By: Tateru Nino

While known under a variety of different names in different businesses and industries over the last decade, the ‘zot’ is an increasingly popular business and workpower metric, particularly in software development.

While the zot is a highly variable sort of unit, its relationship to overall development costs and resources is actually quite specific.

Read the rest of this entry »

Gamepron

By: Tateru Nino

Gamepron! The charming, delightful, diligent, delicious and delovely Jessica Citizen has been hard at work on Gamepron, a new gaming news Website that you’ve probably seen plugged in my sidebar more than once, these last few weeks.

Read the rest of this entry »


Your Ad Here
  • Support us

    Writing is my day job. Site advertising pays for the hosting, but nothing else. Help keep us in coffee and keyboards

    ... or donate in Second Life at this location.

  • NCI - free education and information for new Second Life users