A small presentation about the concepts behind real-time multiplayer games and a glimpse on how to implement them with Godot Engine.
See working demo and source code: https://github.com/Faless/godotcon-multiplayer
qCUDA-ARM : Virtualization for Embedded GPU Architectures 柏瑀 黃
This document discusses qCUDA-ARM, a virtualization solution for embedded GPU architectures. It provides an overview of edge computing challenges, GPU virtualization methods like API remoting, and the design and implementation of qCUDA-ARM. Key aspects covered include using address space conversion to enable zero-copy memory between guest and host, a pinned memory allocation mechanism for ARM, and improvements to memory bandwidth when copying data. The document evaluates qCUDA-ARM's performance on various benchmarks and applications compared to rCUDA and native CUDA.
Method of NUMA-Aware Resource Management for Kubernetes 5G NFV Clusterbyonggon chun
Introduce the container runtime environment which is set up with Kubernetes and various CRI runtimes(Docker, Containerd, CRI-O) and the method of NUMA-aware resource management(CPU Manager, Topology Manager, Etc) for CNF(Containerized Network Function) within Kubernetes and related issues.
The document discusses game architecture and programming. It describes popular game engines, common game programming languages, and the typical layers of game architecture. These include hardware abstraction, the game engine framework, and graphics/rendering handled by APIs like OpenGL and DirectX. Game development can use proprietary or open source engines. Key concepts in game development include vectors, matrices, physics simulation, rendering loops, and multiplayer networking.
The document discusses efficient threading techniques on Android. It begins by explaining that the UI thread must be optimized to avoid jank. It then covers various threading approaches including native threads, Java threads, executors, HandlerThreads, AsyncTask, services, IntentServices, AsyncQueryHandler, and loaders. Each technique has advantages for different use cases such as one-shot tasks, concurrent execution, sequential execution, task management, and asynchronous data operations. The goal is to understand which technique to use for background thread execution based on the specific needs of the task.
Even though Python allows many ways to easily debug and profile your code, it is not uncommon to see people overusing simple print statements for this. The presentation will provide an overview of the most common basic debugging techniques that every Python programmer should know. Additionally, for debugging speed or memory problems, couple profilers are presented. Outline:
Basic techniques (print statements, logging)
Debuggers (pdb, winpdb/rpdb2)
Profiling (cProfile, guppy, ...)
Understanding the Android System ServerOpersys inc.
This document discusses the Android system server. It provides an overview of the bootup sequence where the system server is started. It then describes some of the key services run by the system server, such as the activity manager, package manager, window manager, and others. It also discusses how to observe the system server in action using logcat and how applications interface with system services via Binder.
qCUDA-ARM : Virtualization for Embedded GPU Architectures 柏瑀 黃
This document discusses qCUDA-ARM, a virtualization solution for embedded GPU architectures. It provides an overview of edge computing challenges, GPU virtualization methods like API remoting, and the design and implementation of qCUDA-ARM. Key aspects covered include using address space conversion to enable zero-copy memory between guest and host, a pinned memory allocation mechanism for ARM, and improvements to memory bandwidth when copying data. The document evaluates qCUDA-ARM's performance on various benchmarks and applications compared to rCUDA and native CUDA.
Method of NUMA-Aware Resource Management for Kubernetes 5G NFV Clusterbyonggon chun
Introduce the container runtime environment which is set up with Kubernetes and various CRI runtimes(Docker, Containerd, CRI-O) and the method of NUMA-aware resource management(CPU Manager, Topology Manager, Etc) for CNF(Containerized Network Function) within Kubernetes and related issues.
The document discusses game architecture and programming. It describes popular game engines, common game programming languages, and the typical layers of game architecture. These include hardware abstraction, the game engine framework, and graphics/rendering handled by APIs like OpenGL and DirectX. Game development can use proprietary or open source engines. Key concepts in game development include vectors, matrices, physics simulation, rendering loops, and multiplayer networking.
The document discusses efficient threading techniques on Android. It begins by explaining that the UI thread must be optimized to avoid jank. It then covers various threading approaches including native threads, Java threads, executors, HandlerThreads, AsyncTask, services, IntentServices, AsyncQueryHandler, and loaders. Each technique has advantages for different use cases such as one-shot tasks, concurrent execution, sequential execution, task management, and asynchronous data operations. The goal is to understand which technique to use for background thread execution based on the specific needs of the task.
Even though Python allows many ways to easily debug and profile your code, it is not uncommon to see people overusing simple print statements for this. The presentation will provide an overview of the most common basic debugging techniques that every Python programmer should know. Additionally, for debugging speed or memory problems, couple profilers are presented. Outline:
Basic techniques (print statements, logging)
Debuggers (pdb, winpdb/rpdb2)
Profiling (cProfile, guppy, ...)
Understanding the Android System ServerOpersys inc.
This document discusses the Android system server. It provides an overview of the bootup sequence where the system server is started. It then describes some of the key services run by the system server, such as the activity manager, package manager, window manager, and others. It also discusses how to observe the system server in action using logcat and how applications interface with system services via Binder.
Kafka’s New Control Plane: The Quorum Controller | Colin McCabe, ConfluentHostedbyConfluent
Currently, Apache Kafka® uses Apache ZooKeeper™ to store its metadata. Data such as the location of partitions and the configuration of topics are stored outside of Kafka itself, in a separate ZooKeeper cluster. In 2019, we outlined a plan to break this dependency and bring metadata management into Kafka itself through a dynamic service that runs inside the Kafka Cluster. We call this the Quorum Controller.
In this talk, we’ll look at how the Quorum Controller works and how it integrates with other parts of the next-generation Kafka architecture, such as the Raft quorum and snapshotting mechanism. We’ll also explain how the Quorum Controller will simplify operations, improve security, and enhance scalability and performance.
Finally, we’ll look at some of the practicalities, such as how to monitor and run the Quorum Controller yourself. We’ll talk about some of the performance gains we’ve seen, and our plans for the future.
gRPC is an open source high performance RPC framework that can connect services across data centers efficiently using pluggable support for load balancing, tracing, health checking and authentication. It supports languages like Go, Java, Python and C++ and can connect devices, mobile apps, and browsers to backend services. gRPC uses HTTP/2 for communication over TCP, supports Protocol Buffers and JSON, and offers features like request multiplexing and server push. Many large companies use gRPC in production including Google, Square, Dropbox, and Netflix.
Albion Online - A Cross-Platform MMO (Unite Europe 2016, Amsterdam)David Salz
Albion Online is a cross-platform sandbox MMO RPG game. This talk takes you behind the (technical) scenes. We will take a look at the structure of the server farm and its inner workings, the databases, the threading and message processing model and many other interesting implementation aspects. On the client side, Albion uses the well-known Unity game engine. The second part of the talk will describe how we use Unity (and which features we do not use, which is just as important!)
BitSquid Tech: Benefits of a data-driven renderertobias_persson
BitSquid Tech is a data-driven game engine developed by BitSquid that aims to provide flexibility and fast iteration. Key aspects include supporting hot-reloading of content, utilizing multi-core processors, and having multiple specialized tools instead of a single large editor. The data-driven renderer uses a JSON configuration file to define the entire rendering pipeline, including resources, layers, and resource generators for post-processing, allowing the pipeline to vary dramatically between projects or hardware while remaining high-level and hot-reloadable. This provides significant benefits for flexibility, experimentation, and scaling to different hardware.
Discusses sociotechnical issues that arose in the design of a national digital learning system intended for use by more than a million students and their teachers
Cross platform app development with flutterHwan Jo
Brief explanation of Flutter(Android / iOS cross platform development framework made by Google), presented on May 2018 at developers meetup, by Hyperconnect Inc.
Optimize your game with the Profile Analyzer - Unite Copenhagen 2019Unity Technologies
Have you ever needed to compare the difference in performance between two versions of your project? This session will show you how to use Unity's Profile Analyzer to see the impact of an asset or code change, optimization work, settings modification, or Unity version upgrade to verify enhancements.
Speaker: Lyndon Homewood- Unity
Watch the session on YouTube: https://youtu.be/0lzqdDdE9Tc
Back in 2015, Square and Google collaborated to launch gRPC, an open source RPC framework backed by protocol buffers and HTTP/2, based on real-world experiences operating microservices at scale. If you build microservices, you will be interested in gRPC.
This webcast covers:
- a technical overview of gRPC
- use cases and applicability in your stack
- a deep dive into the practicalities of operationalizing gRPC
Take a dive deep into the new prefab features with developers Steen Lund. What's the inside versus outside of a prefab? How does it relate to Prefab mode, overrides, unpacking, and prefab variants? How has the new prefab back-end changed? This session will give you a better understanding of the Prefab system, the pros and cons of various implementation decisions, and some Aha moments working with Prefab nesting.
This document provides an introduction to the Go programming language. It discusses Go's history, syntax, types, control structures, functions, interfaces, concurrency features using goroutines and channels, and some examples. Key points are that Go was created at Google in 2007 for ease of programming, type safety, memory safety, and concurrency. It has similarities to C syntax but is garbage collected and uses channels for communicating between goroutines.
Slides for a presentation given at the Go MN meetup https://www.meetup.com/golangmn/ given on 4/15/2020.
The associated code is available at https://github.com/andreburgaud/meetup-golang-lua. The topic is about the interoperability between Go and Lua, or Lua and Go.
GStreamer is a pipeline-based multimedia framework that allows processing and streaming multimedia data. It supports many common media formats and codecs through plugins. The talk introduces GStreamer and shows how to build pipelines with elements like decoders and filters to play or convert audio and video files using command line tools or code examples in Python.
This document summarizes a presentation on Qt Quick and QML. It covers QML concepts like properties, types, binding, and identities. It demonstrates a "Hello World" example in QML. It discusses topics like nested elements, graphical types, text items, anchors, and mouse input. The document contains code examples and screenshots to illustrate QML concepts.
Linux has become integral part of Embedded systems. This three part presentation gives deeper perspective of Linux from system programming perspective. Stating with basics of Linux it goes on till advanced aspects like thread and IPC programming.
This third part of Linux internals talks about Thread programming and using various synchronization mechanisms like mutex and semaphores. These constructs helps users to write efficient programs in Linux environment
- gRPC is an open source RPC framework originally developed by Google in 2015. It uses HTTP/2 for transport, Protocol Buffers as the interface definition language, and provides features like authentication, bidirectional streaming and interface definitions.
- Compared to REST, gRPC is faster, more efficient through binary encoding (Protocol Buffers), supports bidirectional streaming, and generates client and server code. However, it lacks browser support and has fewer available tools.
- gRPC is best suited for internal microservices communication where high performance is required and tight coupling is acceptable. It supports unary, server streaming, client streaming and bidirectional streaming RPC patterns.
This document discusses asynchronous programming using async/await in C#. It covers why multithreading is important, how to use async/await to offload work or scale applications, and how to properly structure asynchronous code. The key points are: async/await provides an easier way to write multithreaded code compared to previous approaches; methods should be marked async if they use await; and tasks can be used to start asynchronous work and wait for completion in a non-blocking way.
Game engines have long been in the forefront of taking advantage of the ever increasing parallel compute power of both CPUs and GPUs. This talk is about how the parallel compute is utilized in practice on multiple platforms today in the Frostbite game engine and how we think the parallel programming models, hardware and software in the industry should look like in the next 5 years to help us make the best games possible
The document provides instructions for setting up an OpenVPN 2.1 server in bridged mode on FreeBSD 8. It describes installing OpenVPN, generating certificates, configuring the server, creating up and down scripts, configuring the firewall, and testing the server. The bridged mode allows VPN clients to access local network resources as if they were on site by assigning them an IP on the server's subnet.
Welcome to the second webinar in the "Taming the Dragon" series about Zenoh and its use for robotics, autonomous vehicle and Internet-scale HPC communities.
What is Zenoh?
Zenoh is a Pub/Sub/Query protocol that unifies data in motion, data at rest and computations from embedded microcontrollers up to data centers.
In this webinar, Luca Cominardi, our Product Conductor here at ZettaScale Technology, talks about how you can get started with Zenoh. You can read more about Zenoh and give it a try here: https://www.zettascale.tech/product/zenoh
Stay up to date with the latest news:
Twitter: https://twitter.com/zettascaletech
LinkedIn: https://www.linkedin.com/company/zettascaletech/
Website: https://www.zettascale.tech/
Newsletter: http://eepurl.com/igPw31
Kafka’s New Control Plane: The Quorum Controller | Colin McCabe, ConfluentHostedbyConfluent
Currently, Apache Kafka® uses Apache ZooKeeper™ to store its metadata. Data such as the location of partitions and the configuration of topics are stored outside of Kafka itself, in a separate ZooKeeper cluster. In 2019, we outlined a plan to break this dependency and bring metadata management into Kafka itself through a dynamic service that runs inside the Kafka Cluster. We call this the Quorum Controller.
In this talk, we’ll look at how the Quorum Controller works and how it integrates with other parts of the next-generation Kafka architecture, such as the Raft quorum and snapshotting mechanism. We’ll also explain how the Quorum Controller will simplify operations, improve security, and enhance scalability and performance.
Finally, we’ll look at some of the practicalities, such as how to monitor and run the Quorum Controller yourself. We’ll talk about some of the performance gains we’ve seen, and our plans for the future.
gRPC is an open source high performance RPC framework that can connect services across data centers efficiently using pluggable support for load balancing, tracing, health checking and authentication. It supports languages like Go, Java, Python and C++ and can connect devices, mobile apps, and browsers to backend services. gRPC uses HTTP/2 for communication over TCP, supports Protocol Buffers and JSON, and offers features like request multiplexing and server push. Many large companies use gRPC in production including Google, Square, Dropbox, and Netflix.
Albion Online - A Cross-Platform MMO (Unite Europe 2016, Amsterdam)David Salz
Albion Online is a cross-platform sandbox MMO RPG game. This talk takes you behind the (technical) scenes. We will take a look at the structure of the server farm and its inner workings, the databases, the threading and message processing model and many other interesting implementation aspects. On the client side, Albion uses the well-known Unity game engine. The second part of the talk will describe how we use Unity (and which features we do not use, which is just as important!)
BitSquid Tech: Benefits of a data-driven renderertobias_persson
BitSquid Tech is a data-driven game engine developed by BitSquid that aims to provide flexibility and fast iteration. Key aspects include supporting hot-reloading of content, utilizing multi-core processors, and having multiple specialized tools instead of a single large editor. The data-driven renderer uses a JSON configuration file to define the entire rendering pipeline, including resources, layers, and resource generators for post-processing, allowing the pipeline to vary dramatically between projects or hardware while remaining high-level and hot-reloadable. This provides significant benefits for flexibility, experimentation, and scaling to different hardware.
Discusses sociotechnical issues that arose in the design of a national digital learning system intended for use by more than a million students and their teachers
Cross platform app development with flutterHwan Jo
Brief explanation of Flutter(Android / iOS cross platform development framework made by Google), presented on May 2018 at developers meetup, by Hyperconnect Inc.
Optimize your game with the Profile Analyzer - Unite Copenhagen 2019Unity Technologies
Have you ever needed to compare the difference in performance between two versions of your project? This session will show you how to use Unity's Profile Analyzer to see the impact of an asset or code change, optimization work, settings modification, or Unity version upgrade to verify enhancements.
Speaker: Lyndon Homewood- Unity
Watch the session on YouTube: https://youtu.be/0lzqdDdE9Tc
Back in 2015, Square and Google collaborated to launch gRPC, an open source RPC framework backed by protocol buffers and HTTP/2, based on real-world experiences operating microservices at scale. If you build microservices, you will be interested in gRPC.
This webcast covers:
- a technical overview of gRPC
- use cases and applicability in your stack
- a deep dive into the practicalities of operationalizing gRPC
Take a dive deep into the new prefab features with developers Steen Lund. What's the inside versus outside of a prefab? How does it relate to Prefab mode, overrides, unpacking, and prefab variants? How has the new prefab back-end changed? This session will give you a better understanding of the Prefab system, the pros and cons of various implementation decisions, and some Aha moments working with Prefab nesting.
This document provides an introduction to the Go programming language. It discusses Go's history, syntax, types, control structures, functions, interfaces, concurrency features using goroutines and channels, and some examples. Key points are that Go was created at Google in 2007 for ease of programming, type safety, memory safety, and concurrency. It has similarities to C syntax but is garbage collected and uses channels for communicating between goroutines.
Slides for a presentation given at the Go MN meetup https://www.meetup.com/golangmn/ given on 4/15/2020.
The associated code is available at https://github.com/andreburgaud/meetup-golang-lua. The topic is about the interoperability between Go and Lua, or Lua and Go.
GStreamer is a pipeline-based multimedia framework that allows processing and streaming multimedia data. It supports many common media formats and codecs through plugins. The talk introduces GStreamer and shows how to build pipelines with elements like decoders and filters to play or convert audio and video files using command line tools or code examples in Python.
This document summarizes a presentation on Qt Quick and QML. It covers QML concepts like properties, types, binding, and identities. It demonstrates a "Hello World" example in QML. It discusses topics like nested elements, graphical types, text items, anchors, and mouse input. The document contains code examples and screenshots to illustrate QML concepts.
Linux has become integral part of Embedded systems. This three part presentation gives deeper perspective of Linux from system programming perspective. Stating with basics of Linux it goes on till advanced aspects like thread and IPC programming.
This third part of Linux internals talks about Thread programming and using various synchronization mechanisms like mutex and semaphores. These constructs helps users to write efficient programs in Linux environment
- gRPC is an open source RPC framework originally developed by Google in 2015. It uses HTTP/2 for transport, Protocol Buffers as the interface definition language, and provides features like authentication, bidirectional streaming and interface definitions.
- Compared to REST, gRPC is faster, more efficient through binary encoding (Protocol Buffers), supports bidirectional streaming, and generates client and server code. However, it lacks browser support and has fewer available tools.
- gRPC is best suited for internal microservices communication where high performance is required and tight coupling is acceptable. It supports unary, server streaming, client streaming and bidirectional streaming RPC patterns.
This document discusses asynchronous programming using async/await in C#. It covers why multithreading is important, how to use async/await to offload work or scale applications, and how to properly structure asynchronous code. The key points are: async/await provides an easier way to write multithreaded code compared to previous approaches; methods should be marked async if they use await; and tasks can be used to start asynchronous work and wait for completion in a non-blocking way.
Game engines have long been in the forefront of taking advantage of the ever increasing parallel compute power of both CPUs and GPUs. This talk is about how the parallel compute is utilized in practice on multiple platforms today in the Frostbite game engine and how we think the parallel programming models, hardware and software in the industry should look like in the next 5 years to help us make the best games possible
The document provides instructions for setting up an OpenVPN 2.1 server in bridged mode on FreeBSD 8. It describes installing OpenVPN, generating certificates, configuring the server, creating up and down scripts, configuring the firewall, and testing the server. The bridged mode allows VPN clients to access local network resources as if they were on site by assigning them an IP on the server's subnet.
Welcome to the second webinar in the "Taming the Dragon" series about Zenoh and its use for robotics, autonomous vehicle and Internet-scale HPC communities.
What is Zenoh?
Zenoh is a Pub/Sub/Query protocol that unifies data in motion, data at rest and computations from embedded microcontrollers up to data centers.
In this webinar, Luca Cominardi, our Product Conductor here at ZettaScale Technology, talks about how you can get started with Zenoh. You can read more about Zenoh and give it a try here: https://www.zettascale.tech/product/zenoh
Stay up to date with the latest news:
Twitter: https://twitter.com/zettascaletech
LinkedIn: https://www.linkedin.com/company/zettascaletech/
Website: https://www.zettascale.tech/
Newsletter: http://eepurl.com/igPw31
Netty is used extensively at Apple for building scalable networking services. Some key points:
- Netty is used in over 400,000 instances processing 10s of petabytes of data and 10s of millions of requests per second.
- Apple engineers contribute back to Netty's open source development, submitting over 250 commits in one year.
- The native Netty implementation optimized for Linux provides significantly better performance than the Java NIO implementation, reducing garbage collection pressure and memory fragmentation.
This document provides information on networking topics in Linux including:
- How to connect to Linux systems using SSH and things that can be done from the Linux command line interface
- IP addressing and subnet masking
- Setting up networks and creating permanent network configuration files
- Network troubleshooting tools like traceroute, nmap, netstat
- Reasons why network software may not work like firewalls blocking ports or network speed issues
- An overview of VPNs versus proxy servers and how each works
1. FPGAs allow balancing computation between an embedded processor and custom application-specific data processing pipelines.
2. Offloading streaming data tasks to an FPGA data plane can meet performance needs by freeing the processor for other tasks.
3. An FPGA implementation combining an embedded processor control plane and custom data plane reduces costs and development time compared to separate chips.
In this presentation from OzKFest 2015, I contemplate various methods to connect an Apple II host running a BBS to the internet for others to 'call' without the need for a modem.
I describe the Lantronix UDS100 serial server device and how I configured it to connect a physical Apple IIgs to the internet and show how to connect to it from an emulated Apple IIgs.
The document provides an overview of client/server networking and the protocol stack. It discusses how each layer of the stack uses the services of the layer below and provides a service to the layer above. The lowest layers include the link layer, IP, TCP/UDP, and sockets. Higher level layers like HTTP and APIs hide the lower layers. Networking involves sharing resources between participants that follow common rules without a central controller. Packets are the fundamental unit of shared information, carrying data, addresses, and other information from source to destination in a multi-hop process guided by routing tables.
WebSockets Everywhere: the Future Transport Protocol for Everything (Almost)Ericom Software
WebSockets couples the performance and flexibility of TCP with the reach of HTTP Prediction: WebSockets will replace simple TCP as preferred underlying protocol.
To see how Websockets are used in a popular HTML5-based remote access solution, by visiting the following URL: http://j.mp/1luquBQ
NAT and firewall presentation - how setup a nice firewallCassiano Campes
This is a presentation I did during my internship @ PARKS in 2014. It shows how to configure NAT & firewall rules using IPTABLES.
I hope this can be useful to somebody in the future.
This document summarizes key concepts about IP, packet forwarding, and switch fabrics. It discusses how IP provides connectionless delivery of packets using headers that include source and destination addresses. Packets are forwarded based on their destination address, and routers maintain forwarding tables. Switch fabrics must deliver packets from input to output ports, and approaches include shared bus, crossbar, and self-routing switches like Banyan networks. Bisection bandwidth measures the minimum bandwidth between equally divided sets of ports in a network.
The document provides instructions for running an Intel DPDK hands-on session to demonstrate packet forwarding using the l3fwd example. It describes downloading and compiling DPDK, getting and applying patches to l3fwd, configuring three VMs with pktgen to generate and receive packets and l3fwd to forward between them, and running l3fwd and pktgen manually or automatically on system startup.
The Presentation given at Guru Gobind Singh Polytechnic, Nashik for Third Year Information Technology and Computer Engineering Students on 08/02/2011.
Topic: Java Network Programming
This document provides instructions for configuring network infrastructure including VLANs, voice ports, and dial peers for a voice lab.
The key tasks covered are:
1. Creating VLANs on a switch for voice and data traffic between headquarters and a remote site.
2. Configuring voice ports on routers to support different voice protocols including MGCP, SIP, and H323. This includes configuring T1 and E1 ports to communicate with call managers and service providers.
3. Creating dial peers on routers to allow inbound and outbound PSTN calling for 911, local, long distance, and international calls.
Building a Network IP Camera using ErlangFrank Hunleth
This is my Erlang Factory SF 2014 talk on using the Nerves project to make a streaming IP camera with the Beaglebone Black and a custom image sensor cape. The presentation provides throughput, latency, and memory usage measurements to motivate using Erlang in embedded Linux-based devices.
The document provides step-by-step instructions for building and running Intel DPDK sample applications on a test environment with 3 virtual machines connected by 10G NICs. It describes compiling and running the helloworld, L2 forwarding, and L3 forwarding applications, as well as using the pktgen tool for packet generation between VMs to test forwarding performance. Key steps include preparing the Linux kernel for DPDK, compiling applications, configuring ports and MAC addresses, and observing packet drops to identify performance bottlenecks.
Network Test Automation - Net Ops Coding 2015Hiroshi Ota
1. The document discusses network test automation using tools like Serverspec, Infrataster, Lbspec, and Rspec-ssltls to test network configurations and connectivity. These tools use Ruby and RSpec to test servers, DNS, firewalls, load balancers, and SSL/TLS without requiring changes to production systems.
2. Examples are provided showing how to test server reachability, DNS entries, firewall rules, load balancer behavior, and SSL/TLS settings using the different tools. Tests can be run to check configurations without affecting live networks.
3. Running the RSpec tests produces results indicating how many examples passed and failed, allowing engineers to test network changes with confidence before deploying
Building fast,scalable game server in node.jsXie ChengChao
Charlie Crane presented on building fast, scalable game servers using Node.js and the open source framework Pomelo. Pomelo is a distributed, scalable framework for real-time applications that abstracts servers and provides request/response and broadcast capabilities. It addresses challenges of scalability for games through techniques like area of interest and splitting processes. Performance testing showed Pomelo can support over 500 concurrent users on a single server. Pomelo has been used successfully for games and real-time messaging platforms supporting millions of users.
TensorFlow can be installed and run in a distributed environment using Docker. The document discusses setting up TensorFlow workers and parameter servers in Docker containers using a Docker compose file. It demonstrates building Docker images for each role, and configuring the containers to communicate over gRPC. A Jupyter server container is also built to host notebooks. The distributed TensorFlow environment is deployed locally for demonstration purposes. Future directions discussed include running the distributed setup on a native cluster using tools like Docker Swarm or RancherOS, and testing TensorFlow with GPU support in Docker.
This document discusses various issues in client/server programming and network server design. It covers topics like identifying servers, UDP and TCP client design, specifying local addresses, partial socket closes, concurrent vs iterative servers, and design alternatives like one process per client, preforked servers, and prethreaded servers. The best design depends on factors like expected client load, transaction sizes, and available system resources. Understanding these issues and testing alternatives is important for choosing an optimal server architecture.
An Empirical Evaluation of TCP Performance in Online GamesAcademia Sinica
A fundamental design question to ask in the development of a network game is—Which transport protocol should be used—TCP, UDP, or some other protocols? Seeking an objective answer to the choice of communication protocol for MMORPGs, we assess whether TCP, a popular choice, is suitable for MMORPGs based on empirical evidence. To the best of our knowledge, this work is the first evaluation of transport protocol performance using real-life game traces.
We analyze a 1, 356-million-packet trace from ShenZhou Online, a TCP-based, commercial, mid-sized MMORPG. Our analysis indicates that TCP is unwieldy and inappropriate for MMORPGs. This is due to four distinctive characteristics of MMORPG traffic: 1) tiny packets, 2) low packet rate, 3) application-limited traffic generation, and 4) bidirectional traffic. We show that because TCP was originally designed for unidirectional and network-limited bulk data transfers, it cannot adapt well to MMORPG traffic. In particular, the window-based congestion control and the fast retransmit algorithm for loss recovery are ineffective. Furthermore, TCP is overkill, as not every game packet needs to be transmitted in a reliably and orderly manner. We also show that the degraded network performance did impact users’ willingness to continue a game. Finally, we discuss guidelines in designing transport protocols for online games.
Similar to Real-time Online Multiplayer with Godot Engine (20)
Preparing Non - Technical Founders for Engaging a Tech AgencyISH Technologies
Preparing non-technical founders before engaging a tech agency is crucial for the success of their projects. It starts with clearly defining their vision and goals, conducting thorough market research, and gaining a basic understanding of relevant technologies. Setting realistic expectations and preparing a detailed project brief are essential steps. Founders should select a tech agency with a proven track record and establish clear communication channels. Additionally, addressing legal and contractual considerations and planning for post-launch support are vital to ensure a smooth and successful collaboration. This preparation empowers non-technical founders to effectively communicate their needs and work seamlessly with their chosen tech agency.Visit our site to get more details about this. Contact us today www.ishtechnologies.com.au
Unveiling the Advantages of Agile Software Development.pdfbrainerhub1
Learn about Agile Software Development's advantages. Simplify your workflow to spur quicker innovation. Jump right in! We have also discussed the advantages.
A Comprehensive Guide on Implementing Real-World Mobile Testing Strategies fo...kalichargn70th171
In today's fiercely competitive mobile app market, the role of the QA team is pivotal for continuous improvement and sustained success. Effective testing strategies are essential to navigate the challenges confidently and precisely. Ensuring the perfection of mobile apps before they reach end-users requires thoughtful decisions in the testing plan.
Malibou Pitch Deck For Its €3M Seed Roundsjcobrien
French start-up Malibou raised a €3 million Seed Round to develop its payroll and human resources
management platform for VSEs and SMEs. The financing round was led by investors Breega, Y Combinator, and FCVC.
Microservice Teams - How the cloud changes the way we workSven Peters
A lot of technical challenges and complexity come with building a cloud-native and distributed architecture. The way we develop backend software has fundamentally changed in the last ten years. Managing a microservices architecture demands a lot of us to ensure observability and operational resiliency. But did you also change the way you run your development teams?
Sven will talk about Atlassian’s journey from a monolith to a multi-tenanted architecture and how it affected the way the engineering teams work. You will learn how we shifted to service ownership, moved to more autonomous teams (and its challenges), and established platform and enablement teams.
14 th Edition of International conference on computer visionShulagnaSarkar2
About the event
14th Edition of International conference on computer vision
Computer conferences organized by ScienceFather group. ScienceFather takes the privilege to invite speakers participants students delegates and exhibitors from across the globe to its International Conference on computer conferences to be held in the Various Beautiful cites of the world. computer conferences are a discussion of common Inventions-related issues and additionally trade information share proof thoughts and insight into advanced developments in the science inventions service system. New technology may create many materials and devices with a vast range of applications such as in Science medicine electronics biomaterials energy production and consumer products.
Nomination are Open!! Don't Miss it
Visit: computer.scifat.com
Award Nomination: https://x-i.me/ishnom
Conference Submission: https://x-i.me/anicon
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Using Query Store in Azure PostgreSQL to Understand Query PerformanceGrant Fritchey
Microsoft has added an excellent new extension in PostgreSQL on their Azure Platform. This session, presented at Posette 2024, covers what Query Store is and the types of information you can get out of it.
Why Apache Kafka Clusters Are Like Galaxies (And Other Cosmic Kafka Quandarie...Paul Brebner
Closing talk for the Performance Engineering track at Community Over Code EU (Bratislava, Slovakia, June 5 2024) https://eu.communityovercode.org/sessions/2024/why-apache-kafka-clusters-are-like-galaxies-and-other-cosmic-kafka-quandaries-explored/ Instaclustr (now part of NetApp) manages 100s of Apache Kafka clusters of many different sizes, for a variety of use cases and customers. For the last 7 years I’ve been focused outwardly on exploring Kafka application development challenges, but recently I decided to look inward and see what I could discover about the performance, scalability and resource characteristics of the Kafka clusters themselves. Using a suite of Performance Engineering techniques, I will reveal some surprising discoveries about cosmic Kafka mysteries in our data centres, related to: cluster sizes and distribution (using Zipf’s Law), horizontal vs. vertical scalability, and predicting Kafka performance using metrics, modelling and regression techniques. These insights are relevant to Kafka developers and operators.
8 Best Automated Android App Testing Tool and Framework in 2024.pdfkalichargn70th171
Regarding mobile operating systems, two major players dominate our thoughts: Android and iPhone. With Android leading the market, software development companies are focused on delivering apps compatible with this OS. Ensuring an app's functionality across various Android devices, OS versions, and hardware specifications is critical, making Android app testing essential.
Most important New features of Oracle 23c for DBAs and Developers. You can get more idea from my youtube channel video from https://youtu.be/XvL5WtaC20A
The Key to Digital Success_ A Comprehensive Guide to Continuous Testing Integ...kalichargn70th171
In today's business landscape, digital integration is ubiquitous, demanding swift innovation as a necessity rather than a luxury. In a fiercely competitive market with heightened customer expectations, the timely launch of flawless digital products is crucial for both acquisition and retention—any delay risks ceding market share to competitors.
E-commerce Development Services- Hornet DynamicsHornet Dynamics
For any business hoping to succeed in the digital age, having a strong online presence is crucial. We offer Ecommerce Development Services that are customized according to your business requirements and client preferences, enabling you to create a dynamic, safe, and user-friendly online store.
UI5con 2024 - Boost Your Development Experience with UI5 Tooling ExtensionsPeter Muessig
The UI5 tooling is the development and build tooling of UI5. It is built in a modular and extensible way so that it can be easily extended by your needs. This session will showcase various tooling extensions which can boost your development experience by far so that you can really work offline, transpile your code in your project to use even newer versions of EcmaScript (than 2022 which is supported right now by the UI5 tooling), consume any npm package of your choice in your project, using different kind of proxies, and even stitching UI5 projects during development together to mimic your target environment.
Odoo releases a new update every year. The latest version, Odoo 17, came out in October 2023. It brought many improvements to the user interface and user experience, along with new features in modules like accounting, marketing, manufacturing, websites, and more.
The Odoo 17 update has been a hot topic among startups, mid-sized businesses, large enterprises, and Odoo developers aiming to grow their businesses. Since it is now already the first quarter of 2024, you must have a clear idea of what Odoo 17 entails and what it can offer your business if you are still not aware of it.
This blog covers the features and functionalities. Explore the entire blog and get in touch with expert Odoo ERP consultants to leverage Odoo 17 and its features for your business too.
An Overview of Odoo ERP
Odoo ERP was first released as OpenERP software in February 2005. It is a suite of business applications used for ERP, CRM, eCommerce, websites, and project management. Ten years ago, the Odoo Enterprise edition was launched to help fund the Odoo Community version.
When you compare Odoo Community and Enterprise, the Enterprise edition offers exclusive features like mobile app access, Odoo Studio customisation, Odoo hosting, and unlimited functional support.
Today, Odoo is a well-known name used by companies of all sizes across various industries, including manufacturing, retail, accounting, marketing, healthcare, IT consulting, and R&D.
The latest version, Odoo 17, has been available since October 2023. Key highlights of this update include:
Enhanced user experience with improvements to the command bar, faster backend page loading, and multiple dashboard views.
Instant report generation, credit limit alerts for sales and invoices, separate OCR settings for invoice creation, and an auto-complete feature for forms in the accounting module.
Improved image handling and global attribute changes for mailing lists in email marketing.
A default auto-signature option and a refuse-to-sign option in HR modules.
Options to divide and merge manufacturing orders, track the status of manufacturing orders, and more in the MRP module.
Dark mode in Odoo 17.
Now that the Odoo 17 announcement is official, let’s look at what’s new in Odoo 17!
What is Odoo ERP 17?
Odoo 17 is the latest version of one of the world’s leading open-source enterprise ERPs. This version has come up with significant improvements explained here in this blog. Also, this new version aims to introduce features that enhance time-saving, efficiency, and productivity for users across various organisations.
Odoo 17, released at the Odoo Experience 2023, brought notable improvements to the user interface and added new functionalities with enhancements in performance, accessibility, data analysis, and management, further expanding its reach in the market.
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Consistent toolbox talks are critical for maintaining workplace safety, as they provide regular opportunities to address specific hazards and reinforce safe practices.
These brief, focused sessions ensure that safety is a continual conversation rather than a one-time event, which helps keep safety protocols fresh in employees' minds. Studies have shown that shorter, more frequent training sessions are more effective for retention and behavior change compared to longer, infrequent sessions.
Engaging workers regularly, toolbox talks promote a culture of safety, empower employees to voice concerns, and ultimately reduce the likelihood of accidents and injuries on site.
The traditional method of conducting safety talks with paper documents and lengthy meetings is not only time-consuming but also less effective. Manual tracking of attendance and compliance is prone to errors and inconsistencies, leading to gaps in safety communication and potential non-compliance with OSHA regulations. Switching to a digital solution like Safelyio offers significant advantages.
Safelyio automates the delivery and documentation of safety talks, ensuring consistency and accessibility. The microlearning approach breaks down complex safety protocols into manageable, bite-sized pieces, making it easier for employees to absorb and retain information.
This method minimizes disruptions to work schedules, eliminates the hassle of paperwork, and ensures that all safety communications are tracked and recorded accurately. Ultimately, using a digital platform like Safelyio enhances engagement, compliance, and overall safety performance on site. https://safelyio.com/
What to do when you have a perfect model for your software but you are constrained by an imperfect business model?
This talk explores the challenges of bringing modelling rigour to the business and strategy levels, and talking to your non-technical counterparts in the process.
2. 1 Introduction
Goals
Problems
Guidelines
Common techniques
TCP vs UDP
2 Godot Low Level Networking
Server
Client
Problems
Solutions
3 Godot High Level Networking
Server
Client
Optimizations
4 Benet module
5 End
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3. Introduction Godot Low Level Networking Godot High Level Networking Benet module End
Goals
Having multiple persons playing the same game together, on different
machines, through a network.
No apparent input delay: Players must feel like they are playing the
game on their computer
No apparent lag or video delay: Players should experience a good
simulation
No cheaters: Players should not be allowed to do or see anything besides
what allowed by the game
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4. Introduction Godot Low Level Networking Godot High Level Networking Benet module End
The Internet is not a pipe
This is wrong
This is more like it
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5. Introduction Godot Low Level Networking Godot High Level Networking Benet module End
Problems
Networks are unreliable (packets can take different route and
arrive out of order or get lost)
Networks have limited data rate and can be slow or become
clogged
Networks add delay (even the light takes time, imagine a
decades old copper twisted pair)
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6. Introduction Godot Low Level Networking Godot High Level Networking Benet module End
Guidelines
There is no one fit all solution.
It really depends on you game. (genre, mechanics, interactions).
There are a few general guidelines
Everything should happen on the server, clients are mere
dummy displays.
Clients should only send their inputs or commands (server
must discard disallowed commands)
Send as little data as possible as often as possible to keep
latency at a minimum for RT games.
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7. Introduction Godot Low Level Networking Godot High Level Networking Benet module End
Common techniques
UDP Networking
State synchronization
Interpolation
Compression/Size optimizations
Lag compensation
Common techniques
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8. Introduction Godot Low Level Networking Godot High Level Networking Benet module End
TCP vs UDP
TCP
Connection based
Reliable delivery
Ordered delivery
High latency
UDP
Connectionless
Unreliable delivery
Unordered delivery
Low latency
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9. Introduction Godot Low Level Networking Godot High Level Networking Benet module End
Godot low level UDP
Echo Server
var _clients = []
var _udp = PacketPeerUDP .new()
func _ready ():
_udp.listen (4321)
set_process (true)
func _process(delta ):
var msgs = []
while _udp. get_available_packet_count () > 0:
var pkt = _udp.get_var () # or get_packet ()
var ip = _udp. get_packet_ip ()
var port = _udp. get_packet_port ()
if _clients.find(ip + ":" + str(port )) == -1:
# New client
_clients.append(ip + ":" + str(port ))
# Prepare message to be broadcasted
msgs.append(ip + ":" + str(port) + "-" + str(pkt ))
# Broadcast messages
for c in _clients:
var splitted = c.split(":")
_udp. set_send_address (splitted [0], int(splitted [1]))
for msg in msgs:
_udp.put_var(msg)
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Godot low level UDP
Client
var _udp = PacketPeerUDP .new()
func _ready ():
_udp. set_send_address ("localhost" ,4321)
set_process (true)
func _process(delta ):
var msgs = []
while _udp. get_available_packet_count () > 0:
var pkt = _udp.get_var () # or get_packet ()
msgs.append("Server␣says:␣" + str(pkt ))
# Show messages
for msg in msgs:
print(msg)
func send_data(data ):
_udp.put_var(data) # or put_packet
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Problems with UDP
Detect client disconnection (ping/timeout)
Detect out of order packets (time sync)
Detect/resend packet lost if we want it to be reliable
(sequence/acks)
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Some solutions
Have the client sends some ping packet, if a ping is not
received by the server for more than X seconds, the client
is considered disconnected
Send and additional time value with packets you want to be
ordered. Keep the last received time, if you receive a lower
time, drop it. (see wrap)
Have the two parties add sequence numbers to pacekets and
send acknowledgment of received data. Keep a queue of
last sent/received packets. Stop sending until you receive an
ack for the lowest missing packet if the new packet has a
sequence number higher than the lowsest plus the ack window
size. Reorder received packets... mess!
Note: have a look at var2bytes and bytes2var
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Godot High Level Networking
Based on ENet library (might change in the future or on
specific platform)
Allow both reliable and unreliable communication over UDP
Based on RPC calls
See http://docs.godotengine.org/en/latest/tutorials/high level multiplayer.html
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Godot High Level Networking II
Node network modes:
Master: This node is considered master (this instance owns it)
Slave: This node is considered slave (someone else owns it)
RPC/RSET modes:
sync: called both locally and over network
remote: called only remotely (no matter the owner)
slave: the function will be called only on slave nodes
master: the function will be called only on the master node
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15. Introduction Godot Low Level Networking Godot High Level Networking Benet module End
Server
func create_server ():
set_network_mode ( NETWORK_MODE_MASTER )
var host = NetworkedMultiplayerENet .new()
host. create_server (4321 , 4)
get_tree (). set_network_peer (host)
var time = 0
func update_remote_state (tick ): # Tick is ideally 20/30 FPS (ie. 0.05/0.03)
var state = []
# Parse the game state
# ... eg.
state.append(get_pos ())
state.append( get_linear_velocity ())
# Send RPC , called on the node with the SAME PATH in the client
time += 1
rpc_unreliable (" update_state ", time , tick , state)
slave func update_state (time , tick , state ):
# ... (see next slide)
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16. Introduction Godot Low Level Networking Godot High Level Networking Benet module End
Client
func create_client ():
set_network_mode ( NETWORK_MODE_SLAVE )
var client = NetworkedMultiplayerENet .new()
client. create_client ("127.0.0.1", 4321)
get_tree (). set_network_peer (client)
var last_time = 0
slave func update_state (time , tick , state ):
# Handle wrap -around , see rfc1185 as reference
if last_time >= time: # Out of order packet ... drop
return
last_time = time
# Handle state update here eg. tween this object
get_node("Tween"). stop_all ()
get_node("Tween"). interpolate_method (self , "set_pos",
get_pos (), state [0], tick ,
Tween.TRANS_LINEAR , Tween.EASE_IN)
get_node("Tween"). interpolate_method (self , " set_linear_velocity ",
get_linear_velocity (), state [1], tick ,
Tween.TRANS_LINEAR , Tween.EASE_IN)
get_node("Tween"). start ()
Note: the node that makes the RPC MUST have the same node path for in
both server and client for this to work
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Optimizations?
Try to bundle homogeneous data in the same state update
(but make sure the maximum packet size will be less than
400-450 bytes, or it might get dropped).
Optimize your state update! (see note, eg. boolean can be 1
byte instead of 4)
Use prediction!
Instead of interpolating recv pos and recv vel, interpolate to recv pos
+ recv vel * tick , and keep predicting till next frame
Note: http://docs.godotengine.org/en/stable/reference/binary serialization api.html
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Benet module
Developed to use ENet at full power
Does not use RPC (unless you want to)
Allow for broadcast send (to specific client)
Uses signals to notify of recv packets, clients
connect/disconnect
Allow for unreliable but ordered channels (you don’t have to
manage time)
Allows multiple channels
Github: https://github.com/Faless/godot-enet-better
Note: will likely not be included in Godot, I’m looking to port it to the C API
by karroffel and bojidar-bg when it’s ready
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Thanks for your time!
Questions?
Useful link:
http://gafferongames.com/networking-for-game-programmers/
Gaffer on Games - Game Networking
https://developer.valvesoftware.com/wiki/Lag compensation
Valve Wiki - Lag compensation
Full working demos in this presentation: https://github.com/Faless/godotcon-multiplayer
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