Merge branch 'master' of github.com:jeena/GGS-report
Conflicts: report.lyx
This commit is contained in:
commit
8d63aac4a0
2 changed files with 207 additions and 175 deletions
76
report.lyx
76
report.lyx
|
@ -2618,7 +2618,8 @@ Each instance of the GGS contains several so called tables.
|
||||||
represented as a player standing up from her current table and sitting
|
represented as a player standing up from her current table and sitting
|
||||||
down at a new table, all within the same game session.
|
down at a new table, all within the same game session.
|
||||||
Therefore the main focus of the GGS is not to move players among tables,
|
Therefore the main focus of the GGS is not to move players among tables,
|
||||||
but to keep a player by one table, and to start new tables if needed instead.
|
but to keep a player seated by a table and to start new tables if needed
|
||||||
|
instead.
|
||||||
When a server reaches a certain number of players the performance will
|
When a server reaches a certain number of players the performance will
|
||||||
start to decrease, or worse, the server may even crash.
|
start to decrease, or worse, the server may even crash.
|
||||||
To avoid this the GGS will start new tables on another server, using this
|
To avoid this the GGS will start new tables on another server, using this
|
||||||
|
@ -2973,8 +2974,8 @@ reference "alg:A-simple-generator"
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
The obvious solution to this problem is to ensure mutual exclusion by using
|
The obvious solution to this problem is to ensure mutual exclusion by using
|
||||||
some sort of a lock, which may work well in many concurrent systems.
|
some sort of a lock, which may work well in many concurrent systems.
|
||||||
In a distributed system, like the GGS, this lock, along with the state,
|
In a distributed system such as the GGS however, this lock, along with the
|
||||||
would have to be distributed.
|
state, would have to be distributed.
|
||||||
If the lock is not distributed, no guaranties can be made that two nodes
|
If the lock is not distributed, no guaranties can be made that two nodes
|
||||||
in the distributed system do not generate the same identifier.
|
in the distributed system do not generate the same identifier.
|
||||||
\end_layout
|
\end_layout
|
||||||
|
@ -3028,8 +3029,8 @@ Ds generated until 3400 A.D.
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
The generation of a UUID is accomplished by gathering several different
|
The generation of a UUID is accomplished by gathering several different
|
||||||
sources of information, such as: time, MAC addresses of network cards,
|
sources of information, such as: time, MAC addresses of network cards;
|
||||||
and operating system data, such as percentage of memory in use, mouse cursor
|
and operating system data such as; percentage of memory in use, mouse cursor
|
||||||
position and process IDs.
|
position and process IDs.
|
||||||
The gathered data is then
|
The gathered data is then
|
||||||
\emph on
|
\emph on
|
||||||
|
@ -3043,16 +3044,8 @@ using an algorithm such as SHA-1.
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
When using system wide unique identifiers, such as the ones generated by
|
When using system wide unique identifiers it is extremly unlikely to have
|
||||||
algorithm
|
identifier collisions when recovering from network splits between GGS clusters.
|
||||||
\begin_inset CommandInset ref
|
|
||||||
LatexCommand ref
|
|
||||||
reference "alg:A-simple-generator"
|
|
||||||
|
|
||||||
\end_inset
|
|
||||||
|
|
||||||
with mutual exclusion, it is extremly unlikely to have identifier collisions
|
|
||||||
when recovering from network splits between the GGS clusters.
|
|
||||||
Consider figure
|
Consider figure
|
||||||
\begin_inset CommandInset ref
|
\begin_inset CommandInset ref
|
||||||
LatexCommand ref
|
LatexCommand ref
|
||||||
|
@ -3147,20 +3140,6 @@ end{centering}
|
||||||
\end_inset
|
\end_inset
|
||||||
|
|
||||||
|
|
||||||
\end_layout
|
|
||||||
|
|
||||||
\begin_layout Plain Layout
|
|
||||||
\begin_inset Note Note
|
|
||||||
status open
|
|
||||||
|
|
||||||
\begin_layout Plain Layout
|
|
||||||
Add clients on each side, and replace the cloud with pole-landlines being
|
|
||||||
cut by a pair of scissors
|
|
||||||
\end_layout
|
|
||||||
|
|
||||||
\end_inset
|
|
||||||
|
|
||||||
|
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Plain Layout
|
\begin_layout Plain Layout
|
||||||
|
@ -4374,7 +4353,7 @@ target "http://www.objectmentor.com/resources/articles/srp.pdf"
|
||||||
|
|
||||||
are widely respected as good practices in the world of software engineering
|
are widely respected as good practices in the world of software engineering
|
||||||
and development.
|
and development.
|
||||||
By dividing the GGS up into modules each part of the GGS can be modified
|
By dividing the GGS into modules each part of the GGS can be modified
|
||||||
without damaging, or requiring changes in the rest of the system.
|
without damaging, or requiring changes in the rest of the system.
|
||||||
Due to the hot code updates featured in Erlang, it is theoretically possible
|
Due to the hot code updates featured in Erlang, it is theoretically possible
|
||||||
to update parts of the GGS while the system is running, this has however
|
to update parts of the GGS while the system is running, this has however
|
||||||
|
@ -4441,6 +4420,31 @@ textbf{Object Oriented Programming}}{A programming paradigm focusing on
|
||||||
The dispatcher module
|
The dispatcher module
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
|
\begin_layout Standard
|
||||||
|
\begin_inset Note Note
|
||||||
|
status collapsed
|
||||||
|
|
||||||
|
\begin_layout Plain Layout
|
||||||
|
The discussion of the modules is divided into the following parts:
|
||||||
|
\end_layout
|
||||||
|
|
||||||
|
\begin_layout Itemize
|
||||||
|
What does the module do?
|
||||||
|
\end_layout
|
||||||
|
|
||||||
|
\begin_layout Itemize
|
||||||
|
What happens when the module fails?
|
||||||
|
\end_layout
|
||||||
|
|
||||||
|
\begin_layout Itemize
|
||||||
|
How does the module correspond to the real-world scenario of the chess club?
|
||||||
|
\end_layout
|
||||||
|
|
||||||
|
\end_inset
|
||||||
|
|
||||||
|
|
||||||
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
The dispatcher module is the first module to have contact with a player.
|
The dispatcher module is the first module to have contact with a player.
|
||||||
When a player connects to the GGS, the player is first greeted by the dispatche
|
When a player connects to the GGS, the player is first greeted by the dispatche
|
||||||
|
@ -4449,7 +4453,7 @@ r module, which sets up an accepting socket for each player.
|
||||||
system when working with sockets.
|
system when working with sockets.
|
||||||
Operating system limits concerning the number of open files, or number
|
Operating system limits concerning the number of open files, or number
|
||||||
of open sockets are handled here.
|
of open sockets are handled here.
|
||||||
The operating system limits can impose problems on the GGS, this is discussed
|
The operating system limits can impose problems in the GGS, this is discussed
|
||||||
more in detail in chapter
|
more in detail in chapter
|
||||||
\begin_inset CommandInset ref
|
\begin_inset CommandInset ref
|
||||||
LatexCommand vref
|
LatexCommand vref
|
||||||
|
@ -4487,8 +4491,8 @@ Well..
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
Returning to scenario of the chess club, the dispatcher module is the doorman
|
Returning to the scenario of the chess club, the dispatcher module is the
|
||||||
of the club.
|
doorman of the club.
|
||||||
When a player enters the chess club, the player is greeted by the doorman,
|
When a player enters the chess club, the player is greeted by the doorman,
|
||||||
letting the player in to the club.
|
letting the player in to the club.
|
||||||
The actual letting in to the club is in the GGS represented by the creation
|
The actual letting in to the club is in the GGS represented by the creation
|
||||||
|
@ -4500,8 +4504,8 @@ reference "sub:The-player-module"
|
||||||
\end_inset
|
\end_inset
|
||||||
|
|
||||||
.
|
.
|
||||||
The newly created player process is handed, and granted rights to, the
|
The newly created player process is handed and granted rights to, the socket
|
||||||
socket of the newly connected player.
|
of the newly connected player.
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Subsection
|
\begin_layout Subsection
|
||||||
|
@ -4530,7 +4534,7 @@ reference "sub:The-protocol-parser"
|
||||||
|
|
||||||
.
|
.
|
||||||
Raw communication, without passing the data through a protocol parser is
|
Raw communication, without passing the data through a protocol parser is
|
||||||
in theory possible, but is not useful.
|
in theory possible, however it is not useful.
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
|
|
306
report.lyx.orig
306
report.lyx.orig
|
@ -2617,8 +2617,9 @@ Each instance of the GGS contains several so called tables.
|
||||||
This is for example not a common occurrence in chess, where it would be
|
This is for example not a common occurrence in chess, where it would be
|
||||||
represented as a player standing up from her current table and sitting
|
represented as a player standing up from her current table and sitting
|
||||||
down at a new table, all within the same game session.
|
down at a new table, all within the same game session.
|
||||||
Therefore, the main focus of the GGS is not to move players among tables,
|
Therefore the main focus of the GGS is not to move players among tables,
|
||||||
but to keep a player in a table, and to start new tables instead.
|
but to keep a player seated by a table and to start new tables if needed
|
||||||
|
instead.
|
||||||
When a server reaches a certain number of players the performance will
|
When a server reaches a certain number of players the performance will
|
||||||
start to decrease, or worse, the server may even crash.
|
start to decrease, or worse, the server may even crash.
|
||||||
To avoid this the GGS will start new tables on another server, using this
|
To avoid this the GGS will start new tables on another server, using this
|
||||||
|
@ -2641,8 +2642,8 @@ reference "sec:Background"
|
||||||
there are two different types of scalability, structural scalability and
|
there are two different types of scalability, structural scalability and
|
||||||
load scalability.
|
load scalability.
|
||||||
To make the GGS scalable both types of scalability have to be considered.
|
To make the GGS scalable both types of scalability have to be considered.
|
||||||
Structural scalability means in this case that it should be possible to
|
Structural scalability means - in this case - that it should be possible
|
||||||
add more servers to an existing cluster of servers.
|
to add more servers to an existing cluster of servers.
|
||||||
By adding more servers the limits of with how many users a system can be
|
By adding more servers the limits of with how many users a system can be
|
||||||
burdened with is increased.
|
burdened with is increased.
|
||||||
Load scalability, in contrast to structural scalability, is not about how
|
Load scalability, in contrast to structural scalability, is not about how
|
||||||
|
@ -2661,7 +2662,7 @@ The need for load balancing varies among different kind of systems.
|
||||||
simple implementation of a load balancer, while in large systems it is
|
simple implementation of a load balancer, while in large systems it is
|
||||||
useful to have extensive and well working load balancing implementations.
|
useful to have extensive and well working load balancing implementations.
|
||||||
The need also depends on what kind of server structure the system is working
|
The need also depends on what kind of server structure the system is working
|
||||||
on, a static structure where the number of servers is predefined or a dynamic
|
on; a static structure where the number of servers is predefined or a dynamic
|
||||||
structure where this number varies.
|
structure where this number varies.
|
||||||
\begin_inset ERT
|
\begin_inset ERT
|
||||||
status open
|
status open
|
||||||
|
@ -2702,8 +2703,8 @@ Fill up the capacity of one server completely, and then move over to the
|
||||||
|
|
||||||
\begin_layout Itemize
|
\begin_layout Itemize
|
||||||
Evenly distribute all clients to all servers from the beginning.
|
Evenly distribute all clients to all servers from the beginning.
|
||||||
When the load becomes too high on all of them a new problem arises: how
|
When the load becomes too high on all of them a new problem arises: How
|
||||||
do we distribute load on these new servers?
|
do we distribute the load on these new servers?
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
|
@ -2720,11 +2721,11 @@ Load balancing is a key component to achieve scalability in network systems.
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
Load balancing can often be implemented using dedicated software, this means
|
Load balancing can often be implemented using dedicated software, this means
|
||||||
that in many applications load balancing may not be implemented because
|
that in many applications load balancing may not be implemented internally
|
||||||
there already exist functional or even better external solutions.
|
because better external solutions exist already.
|
||||||
This depends on what specific needs the system has.
|
This depends on what specific needs the system has.
|
||||||
A minor goal of this thesis is to analyze whether the GGS can use existing
|
A minor goal of this thesis is to analyze whether the GGS can use existing
|
||||||
load balancing tools or if it is necessary how to implement load balancing
|
load balancing tools or if it is necessary, how to implement load balancing
|
||||||
in the project.
|
in the project.
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
|
@ -2948,9 +2949,9 @@ Inside the GGS everything needs a unique identifier.
|
||||||
When players communicate amongst each other or with tables, they need to
|
When players communicate amongst each other or with tables, they need to
|
||||||
be able to uniquely identify all of these resources.
|
be able to uniquely identify all of these resources.
|
||||||
Within one machine, this is mostly not a problem.
|
Within one machine, this is mostly not a problem.
|
||||||
A simple system with a counter can be imagined, where each request for
|
A simple systems a counter can be imagined, where each request for a new
|
||||||
a new ID increments the previous identifier and returns the new identifier
|
ID increments the previous identifier and returns the new identifier based
|
||||||
based on the old one; see algorithm
|
on the old one; see algorithm
|
||||||
\begin_inset CommandInset ref
|
\begin_inset CommandInset ref
|
||||||
LatexCommand ref
|
LatexCommand ref
|
||||||
reference "alg:A-simple-generator"
|
reference "alg:A-simple-generator"
|
||||||
|
@ -2973,8 +2974,8 @@ reference "alg:A-simple-generator"
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
The obvious solution to this problem is to ensure mutual exclusion by using
|
The obvious solution to this problem is to ensure mutual exclusion by using
|
||||||
some sort of a lock, which may work well in many concurrent systems.
|
some sort of a lock, which may work well in many concurrent systems.
|
||||||
In a distributed system, like the GGS, this lock, along with the state,
|
In a distributed system like the GGS however, this lock, along with the
|
||||||
would have to be distributed.
|
state, would have to be distributed.
|
||||||
If the lock is not distributed, no guaranties can be made that two nodes
|
If the lock is not distributed, no guaranties can be made that two nodes
|
||||||
in the distributed system do not generate the same identifier.
|
in the distributed system do not generate the same identifier.
|
||||||
\end_layout
|
\end_layout
|
||||||
|
@ -3028,31 +3029,19 @@ Ds generated until 3400 A.D.
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
The generation of a UUID is accomplished by gathering several different
|
The generation of a UUID is accomplished by gathering several different
|
||||||
sources of information, such as: time, MAC addresses of network cards,
|
sources of information, such as: time, MAC addresses of network cards;
|
||||||
and operating system data, such as percentage of memory in use, mouse cursor
|
and operating system data such as; percentage of memory in use, mouse cursor
|
||||||
position and process IDs.
|
position and process IDs.
|
||||||
The gathered data is then
|
The gathered data is then
|
||||||
\emph on
|
\emph on
|
||||||
hashed
|
hashed
|
||||||
\emph default
|
\emph default
|
||||||
|
using an algorithm such as SHA-1.
|
||||||
\begin_inset space ~
|
|
||||||
\end_inset
|
|
||||||
|
|
||||||
using an algorithm such as SHA-1.
|
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
When using system wide unique identifiers, such as the ones generated by
|
When using system wide unique identifiers it is extremly unlikely to have
|
||||||
algorithm
|
identifier collisions when recovering from network splits between GGS clusters.
|
||||||
\begin_inset CommandInset ref
|
|
||||||
LatexCommand ref
|
|
||||||
reference "alg:A-simple-generator"
|
|
||||||
|
|
||||||
\end_inset
|
|
||||||
|
|
||||||
with mutual exclusion, it is extremly unlikely to have identifier collisions
|
|
||||||
when recovering from network splits between the GGS clusters.
|
|
||||||
Consider figure
|
Consider figure
|
||||||
\begin_inset CommandInset ref
|
\begin_inset CommandInset ref
|
||||||
LatexCommand ref
|
LatexCommand ref
|
||||||
|
@ -3081,7 +3070,7 @@ reference "alg:A-simple-generator"
|
||||||
|
|
||||||
\end_inset
|
\end_inset
|
||||||
|
|
||||||
, even when mutual system-wide exclusion is implemented.
|
, even when mutual system-wide exclusion was implemented.
|
||||||
This is exactly the problem UUIDs solve.
|
This is exactly the problem UUIDs solve.
|
||||||
\begin_inset ERT
|
\begin_inset ERT
|
||||||
status open
|
status open
|
||||||
|
@ -3147,20 +3136,6 @@ end{centering}
|
||||||
\end_inset
|
\end_inset
|
||||||
|
|
||||||
|
|
||||||
\end_layout
|
|
||||||
|
|
||||||
\begin_layout Plain Layout
|
|
||||||
\begin_inset Note Note
|
|
||||||
status open
|
|
||||||
|
|
||||||
\begin_layout Plain Layout
|
|
||||||
Add clients on each side, and replace the cloud with pole-landlines being
|
|
||||||
cut by a pair of scissors
|
|
||||||
\end_layout
|
|
||||||
|
|
||||||
\end_inset
|
|
||||||
|
|
||||||
|
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Plain Layout
|
\begin_layout Plain Layout
|
||||||
|
@ -3195,14 +3170,14 @@ The GGS only supports languages running in a sandboxed environment.
|
||||||
Each game session is started in its own sandbox.
|
Each game session is started in its own sandbox.
|
||||||
The sandboxing isolates the games in such a way that they cannot interfere
|
The sandboxing isolates the games in such a way that they cannot interfere
|
||||||
with each other.
|
with each other.
|
||||||
If sandboxing was not in place, one game could potentially modify the contents
|
If sandboxing would not have been in place, one game could potentially
|
||||||
of a different game.
|
modify the contents of a different game.
|
||||||
A similar approach is taken with the persistent storage provided by the
|
A similar approach is taken with the persistent storage provided by the
|
||||||
GGS.
|
GGS.
|
||||||
In the storage each game has its own namespace, much like a table in a
|
In the storage each game has its own namespace, much like a table in a
|
||||||
relational database.
|
relational database.
|
||||||
A game is not allowed to venture outside this namespace, and can because
|
A game is not allowed to venture outside this namespace and can, because
|
||||||
this not modify the persistent data of other games.
|
of that, not modify the persistent data of other games.
|
||||||
|
|
||||||
\begin_inset ERT
|
\begin_inset ERT
|
||||||
status open
|
status open
|
||||||
|
@ -3650,18 +3625,13 @@ textbf{Context switch}}{The act of switching from one context, commonly
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
The cost of swapping operating system processes become a problem when many
|
The cost of swapping operating system processes becomes a problem when many
|
||||||
processes are involved.
|
processes are involved.
|
||||||
If the GGS system had been developed using regular operating system processes,
|
If the GGS system had been developed using regular operating system processes,
|
||||||
it would have had to be designed in a way to minimize the number of processes.
|
it would have had to be designed in a way to minimize the number of processes.
|
||||||
Using Erlang, which is capable of running very many processes, several
|
Using Erlang, which is capable of running very many processes, several
|
||||||
<<<<<<< HEAD
|
|
||||||
times more than an operating system, the relation between the real world
|
times more than an operating system, the relation between the real world
|
||||||
system (described in
|
and the GGS (described in
|
||||||
=======
|
|
||||||
times more than an operating system can, the relation between the real
|
|
||||||
world and the GGS (described in
|
|
||||||
>>>>>>> 3584c8fd8cc02e0ed858ea7b5b5ce8fd31ccd3e3
|
|
||||||
\begin_inset CommandInset ref
|
\begin_inset CommandInset ref
|
||||||
LatexCommand vref
|
LatexCommand vref
|
||||||
reference "sec:Design-of-the"
|
reference "sec:Design-of-the"
|
||||||
|
@ -3681,7 +3651,7 @@ Erlang allows the GGS to create several processes for each player connecting,
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
Besides creating (or
|
In addition to creating (or
|
||||||
\emph on
|
\emph on
|
||||||
spawning
|
spawning
|
||||||
\emph default
|
\emph default
|
||||||
|
@ -3792,13 +3762,8 @@ reference "fig:The-layout-of"
|
||||||
The circles marked with 'C' topmost in the picture represents game clients.
|
The circles marked with 'C' topmost in the picture represents game clients.
|
||||||
These circles represent processes running on gamers computers, and not
|
These circles represent processes running on gamers computers, and not
|
||||||
on the GGS machine.
|
on the GGS machine.
|
||||||
<<<<<<< HEAD
|
|
||||||
If a game of chess is to be played on the server, the clients on the machines
|
If a game of chess is to be played on the server, the clients on the machines
|
||||||
of the gamers will be chess game clients.
|
of the gamers will be chess game clients.
|
||||||
=======
|
|
||||||
If a game of chess is to be played on the server, the clients on the gamers
|
|
||||||
machine will be chess game clients.
|
|
||||||
>>>>>>> 3584c8fd8cc02e0ed858ea7b5b5ce8fd31ccd3e3
|
|
||||||
Clients connect through a network, pictured as a cloud, to the dispatcher
|
Clients connect through a network, pictured as a cloud, to the dispatcher
|
||||||
process in the GGS.
|
process in the GGS.
|
||||||
The dispatcher process and all other modules are discussed in
|
The dispatcher process and all other modules are discussed in
|
||||||
|
@ -3825,7 +3790,6 @@ name "sec:The-usage-of-erlang"
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
<<<<<<< HEAD
|
|
||||||
As mentioned earlier, the GGS prototype is implemented in Erlang.
|
As mentioned earlier, the GGS prototype is implemented in Erlang.
|
||||||
The current section and the subsequent section function as a short introduction
|
The current section and the subsequent section function as a short introduction
|
||||||
to Erlang, focusing on the parts of the language neccessary to understand
|
to Erlang, focusing on the parts of the language neccessary to understand
|
||||||
|
@ -3835,10 +3799,6 @@ As mentioned earlier, the GGS prototype is implemented in Erlang.
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
Erlang was designed by Ericsson, beginning in 1986, for the purpose of creating
|
Erlang was designed by Ericsson, beginning in 1986, for the purpose of creating
|
||||||
concurrent applications and improving telecom software.
|
concurrent applications and improving telecom software.
|
||||||
=======
|
|
||||||
Erlang was designed by Ericsson, beginning in 1986, for creating concurrent
|
|
||||||
applications and improving telecom software.
|
|
||||||
>>>>>>> 3584c8fd8cc02e0ed858ea7b5b5ce8fd31ccd3e3
|
|
||||||
Features essential for the telecom industry to achieve high availability
|
Features essential for the telecom industry to achieve high availability
|
||||||
in telecom switches were added to the language.
|
in telecom switches were added to the language.
|
||||||
\begin_inset ERT
|
\begin_inset ERT
|
||||||
|
@ -3900,15 +3860,9 @@ Light Weight Processes.
|
||||||
\emph default
|
\emph default
|
||||||
The Erlang processes are inexpensive to create.
|
The Erlang processes are inexpensive to create.
|
||||||
Processes exist within an Erlang machine, or Erlang node.
|
Processes exist within an Erlang machine, or Erlang node.
|
||||||
<<<<<<< HEAD
|
|
||||||
The Erlang machine has its own scheduler and does not rely on the scheduler
|
The Erlang machine has its own scheduler and does not rely on the scheduler
|
||||||
of the operating system, this is a main reason of Erlang's capability of
|
of the operating system, this is a main reason of Erlang's capability of
|
||||||
running many concurrent processes
|
running many concurrent processes
|
||||||
=======
|
|
||||||
The Erlang machine has its own scheduler and does not rely on the operating
|
|
||||||
system's scheduler, this is one main reason of Erlang's capability of running
|
|
||||||
many concurrent processes
|
|
||||||
>>>>>>> 3584c8fd8cc02e0ed858ea7b5b5ce8fd31ccd3e3
|
|
||||||
\begin_inset CommandInset citation
|
\begin_inset CommandInset citation
|
||||||
LatexCommand citet
|
LatexCommand citet
|
||||||
key "Armstrong03"
|
key "Armstrong03"
|
||||||
|
@ -3931,13 +3885,8 @@ The strong isolation of Erlang processes make them ideal for multi-core
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
<<<<<<< HEAD
|
The distributed nature of Erlang is something the GGS can make use of, when
|
||||||
The distributed nature of Erlang is something the GGS can make use of when
|
|
||||||
scaling across several computers in order to achieve higher performance.
|
scaling across several computers in order to achieve higher performance.
|
||||||
=======
|
|
||||||
The distributed nature of Erlang is something the GGS makes use of, when
|
|
||||||
scaling across several computers to achieve higher performance.
|
|
||||||
>>>>>>> 3584c8fd8cc02e0ed858ea7b5b5ce8fd31ccd3e3
|
|
||||||
The distribution is also important in creating redundancy.
|
The distribution is also important in creating redundancy.
|
||||||
The GGS prototype does not make use of the distributed nature of Erlang,
|
The GGS prototype does not make use of the distributed nature of Erlang,
|
||||||
however the GGS prototype is constructed in such a way that making use
|
however the GGS prototype is constructed in such a way that making use
|
||||||
|
@ -3979,7 +3928,6 @@ s (Native implemented functions)
|
||||||
Through ports communication can take place in a similar way communication
|
Through ports communication can take place in a similar way communication
|
||||||
is performed over sockets.
|
is performed over sockets.
|
||||||
NIFs are called like any other functions without any difference to the
|
NIFs are called like any other functions without any difference to the
|
||||||
<<<<<<< HEAD
|
|
||||||
caller but are implemented in C, this implementation makes NIFs a very
|
caller but are implemented in C, this implementation makes NIFs a very
|
||||||
efficient way to interface with the outside world
|
efficient way to interface with the outside world
|
||||||
\begin_inset CommandInset citation
|
\begin_inset CommandInset citation
|
||||||
|
@ -3989,9 +3937,6 @@ key "NIF:website"
|
||||||
\end_inset
|
\end_inset
|
||||||
|
|
||||||
.
|
.
|
||||||
=======
|
|
||||||
caller but they are implemented in C.
|
|
||||||
>>>>>>> 3584c8fd8cc02e0ed858ea7b5b5ce8fd31ccd3e3
|
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
|
@ -4119,8 +4064,8 @@ gen_server
|
||||||
increasing the usefulness of the server process.
|
increasing the usefulness of the server process.
|
||||||
There are many gen_servers in the GGS, it is the most widely used behavior
|
There are many gen_servers in the GGS, it is the most widely used behavior
|
||||||
in the project.
|
in the project.
|
||||||
Besides introducing a state to the server, the gen_server behavior also
|
In addition to introducing a state to the server, the gen_server behavior
|
||||||
imposes patterns for synchronous and asynchronous communication between
|
also imposes patterns for synchronous and asynchronous communication between
|
||||||
other gen_servers and other OTP behaviors.
|
other gen_servers and other OTP behaviors.
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
|
@ -4136,8 +4081,8 @@ gen_fsm
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
Besides supplying behaviors, the OTP also has a style for packaging and
|
In addition to supplying behaviors, the OTP also has a style for packaging
|
||||||
running Erlang applications.
|
and running Erlang applications.
|
||||||
By packaging the GGS as an
|
By packaging the GGS as an
|
||||||
\emph on
|
\emph on
|
||||||
application
|
application
|
||||||
|
@ -4154,7 +4099,7 @@ status open
|
||||||
\backslash
|
\backslash
|
||||||
nomenclature{
|
nomenclature{
|
||||||
\backslash
|
\backslash
|
||||||
textbf{Application}}{A way of packaging Erlang software in an uniform way}
|
textbf{Application}}{A way of packaging Erlang software in a uniform way}
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\end_inset
|
\end_inset
|
||||||
|
@ -4167,8 +4112,8 @@ Short introduction to the Erlang syntax
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
In order to understand examples in this thesis, a small subset of Erlang
|
To understand the examples in this thesis, a small subset of Erlang must
|
||||||
must be understood.
|
be understood.
|
||||||
In this section, the very syntactic basics of Erlang are given.
|
In this section, the very syntactic basics of Erlang are given.
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
|
@ -4385,7 +4330,7 @@ name "sec:The-modular-structure"
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
The separation of concerns, and principle of single responsibility
|
The separation of concerns and principle of single responsibility
|
||||||
\begin_inset Foot
|
\begin_inset Foot
|
||||||
status open
|
status open
|
||||||
|
|
||||||
|
@ -4404,8 +4349,21 @@ target "http://www.objectmentor.com/resources/articles/srp.pdf"
|
||||||
|
|
||||||
are widely respected as good practices in the world of software engineering
|
are widely respected as good practices in the world of software engineering
|
||||||
and development.
|
and development.
|
||||||
By dividing the GGS up into modules each part of the GGS can be modified
|
By dividing the GGS into modules each part of the GGS can be modified
|
||||||
without damaging the rest of the system.
|
without damaging, or requiring changes in the rest of the system.
|
||||||
|
Due to the hot code updates featured in Erlang, it is theoretically possible
|
||||||
|
to update parts of the GGS while the system is running, this has however
|
||||||
|
not been implemented in the prototype.
|
||||||
|
The modular composition of the GGS prototype should make a transition to
|
||||||
|
a folly hot code swappable system relatively easy.
|
||||||
|
Hot code replacements are discussed in more detail in section
|
||||||
|
\begin_inset CommandInset ref
|
||||||
|
LatexCommand ref
|
||||||
|
reference "sub:Hot-code-replacement"
|
||||||
|
|
||||||
|
\end_inset
|
||||||
|
|
||||||
|
.
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
|
@ -4423,7 +4381,8 @@ reference "cha:Theory"
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
In the text below the word module refers to the actual code of the discussed
|
In the text below the different modules of the GGS are presented.
|
||||||
|
In the text the word module refers to the actual code of the discussed
|
||||||
feature, while the word process is used when referring to a running instance
|
feature, while the word process is used when referring to a running instance
|
||||||
of the code.
|
of the code.
|
||||||
\begin_inset ERT
|
\begin_inset ERT
|
||||||
|
@ -4459,7 +4418,7 @@ The dispatcher module
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
\begin_inset Note Note
|
\begin_inset Note Note
|
||||||
status open
|
status collapsed
|
||||||
|
|
||||||
\begin_layout Plain Layout
|
\begin_layout Plain Layout
|
||||||
The discussion of the modules is divided into the following parts:
|
The discussion of the modules is divided into the following parts:
|
||||||
|
@ -4484,27 +4443,17 @@ How does the module correspond to the real-world scenario of the chess club?
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
The dispatcher module is the first module to have contact with a player.
|
The dispatcher module is the first module to have contact with a player.
|
||||||
When a player connects to the GGS, it is first greeted by the dispatcher
|
When a player connects to the GGS, the player is first greeted by the dispatche
|
||||||
module, which sets up an accepting socket for each player.
|
r module, which sets up an accepting socket for each player.
|
||||||
|
|
||||||
\begin_inset Note Note
|
|
||||||
status collapsed
|
|
||||||
|
|
||||||
\begin_layout Plain Layout
|
|
||||||
Is this the proper way to day the dispatcher greets connecting players?
|
|
||||||
\end_layout
|
|
||||||
|
|
||||||
\end_inset
|
|
||||||
|
|
||||||
The dispatcher is the module which handles the interfacing to the operating
|
The dispatcher is the module which handles the interfacing to the operating
|
||||||
system when working with sockets.
|
system when working with sockets.
|
||||||
Operating system limits concerning the number of open files, or number
|
Operating system limits concerning the number of open files, or number
|
||||||
of open sockets are handled here.
|
of open sockets are handled here.
|
||||||
The operating system limits can impose problems on the GGS, this is discussed
|
The operating system limits can impose problems in the GGS, this is discussed
|
||||||
more in detail in chapter
|
more in detail in chapter
|
||||||
\begin_inset CommandInset ref
|
\begin_inset CommandInset ref
|
||||||
LatexCommand vref
|
LatexCommand vref
|
||||||
reference "cha:Problems-of-implementation"
|
reference "sec:Operating-system-limitations"
|
||||||
|
|
||||||
\end_inset
|
\end_inset
|
||||||
|
|
||||||
|
@ -4512,7 +4461,7 @@ reference "cha:Problems-of-implementation"
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
Should the dispatcher module fail to function, no new connections to the
|
Should the dispatcher module fails to function, no new connections to the
|
||||||
GGS can be made.
|
GGS can be made.
|
||||||
In the event of a crash in the dispatcher module, a supervisor process
|
In the event of a crash in the dispatcher module, a supervisor process
|
||||||
immediately restarts the dispatcher.
|
immediately restarts the dispatcher.
|
||||||
|
@ -4521,9 +4470,9 @@ Should the dispatcher module fail to function, no new connections to the
|
||||||
this window is the GGS unable to process new connection requests.
|
this window is the GGS unable to process new connection requests.
|
||||||
Due to the modular structure of the GGS, the rest of the system is not
|
Due to the modular structure of the GGS, the rest of the system is not
|
||||||
harmed by the dispatcher process not functioning.
|
harmed by the dispatcher process not functioning.
|
||||||
The process does not contain a state, therefore a simple restart of the
|
The dispatcher process does not contain a state, therefore a simple restart
|
||||||
process is sufficient in restoring the GGS to a pristine state after a
|
of the process is sufficient in restoring the GGS to a pristine state after
|
||||||
dispatcher crash
|
a dispatcher crash
|
||||||
\begin_inset Note Note
|
\begin_inset Note Note
|
||||||
status open
|
status open
|
||||||
|
|
||||||
|
@ -4538,12 +4487,12 @@ Well..
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
Returning to scenario of the chess club, the dispatcher module is the doorman
|
Returning to the scenario of the chess club, the dispatcher module is the
|
||||||
of the club.
|
doorman of the club.
|
||||||
When a player enters the chess club, the player is greeted by the doorman,
|
When a player enters the chess club, the player is greeted by the doorman,
|
||||||
letting the player in to the club.
|
letting the player in to the club.
|
||||||
The actual letting in to the club is in the GGS represented by the creation
|
The actual letting in to the club is in the GGS represented by the creation
|
||||||
of a player process discussed in
|
of a player process discussed in section
|
||||||
\begin_inset CommandInset ref
|
\begin_inset CommandInset ref
|
||||||
LatexCommand vref
|
LatexCommand vref
|
||||||
reference "sub:The-player-module"
|
reference "sub:The-player-module"
|
||||||
|
@ -4551,8 +4500,8 @@ reference "sub:The-player-module"
|
||||||
\end_inset
|
\end_inset
|
||||||
|
|
||||||
.
|
.
|
||||||
The newly created player process is handed, and granted rights to, the
|
The newly created player process is handed and granted rights to, the socket
|
||||||
socket of the newly connected player.
|
of the newly connected player.
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Subsection
|
\begin_layout Subsection
|
||||||
|
@ -4571,8 +4520,8 @@ The player module is responsible for representing a player in the system.
|
||||||
Each connected player has its own player process.
|
Each connected player has its own player process.
|
||||||
The player process has access to the connection of the player it represents,
|
The player process has access to the connection of the player it represents,
|
||||||
and can communicate with this player.
|
and can communicate with this player.
|
||||||
In order to communicate with a player, the data to and from the player
|
To communicate with a player, the data to and from the player object must
|
||||||
object must pass through a protocol parser module, discussed in
|
pass through a protocol parser module, discussed in
|
||||||
\begin_inset CommandInset ref
|
\begin_inset CommandInset ref
|
||||||
LatexCommand vref
|
LatexCommand vref
|
||||||
reference "sub:The-protocol-parser"
|
reference "sub:The-protocol-parser"
|
||||||
|
@ -4581,7 +4530,7 @@ reference "sub:The-protocol-parser"
|
||||||
|
|
||||||
.
|
.
|
||||||
Raw communication, without passing the data through a protocol parser is
|
Raw communication, without passing the data through a protocol parser is
|
||||||
in theory possible, but is not useful.
|
in theory possible but it is not useful.
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
|
@ -4624,11 +4573,19 @@ The player process resumes operation, immediately starting a new protocol
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
The window of time between the crash of the player process and the starting
|
The window of time between the crash of the player process and the starting
|
||||||
of a new player process is, as with the dispatcher, very short.
|
of a new player process is, as with the dispatcher, very short.
|
||||||
|
<<<<<<< HEAD
|
||||||
Since the connection changes owners for a short period of time, but is
|
Since the connection changes owners for a short period of time, but is
|
||||||
never dropped, the implications of a crash are only noticed, at worst,
|
never dropped, the implications of a crash are only noticed, at worst,
|
||||||
as choppy gameplay for the client.
|
as choppy gameplay for the client.
|
||||||
|
Note however that this crash recovery scheme is only partly implemented
|
||||||
|
in the GGS prototype.
|
||||||
|
=======
|
||||||
|
Since the connection changes owners for a short period of time but is never
|
||||||
|
dropped, the implications of a crash is only noticed, at worst, as choppy
|
||||||
|
gameplay for the client.
|
||||||
Note however that this crash recovery scheme is not implemented in the
|
Note however that this crash recovery scheme is not implemented in the
|
||||||
GGS prototype.
|
GGS prototype.
|
||||||
|
>>>>>>> 20eb91bc412469b90510d7c33d68d8e67ac338a8
|
||||||
|
|
||||||
\begin_inset Note Note
|
\begin_inset Note Note
|
||||||
status open
|
status open
|
||||||
|
@ -4643,8 +4600,8 @@ Can we do this..? Seems a bit sneaky.
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
Moving back to the real world example, the player process represent an actual
|
Moving back to the real world example, the player process represents an
|
||||||
person in the chess club.
|
actual person in the chess club.
|
||||||
When a person sits down at a table in the chess club, the person does so
|
When a person sits down at a table in the chess club, the person does so
|
||||||
by requesting a seat from some coordinating person, and is then seated
|
by requesting a seat from some coordinating person, and is then seated
|
||||||
by the same coordinator.
|
by the same coordinator.
|
||||||
|
@ -4667,16 +4624,15 @@ name "sub:The-protocol-parser"
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
The protocol parser is an easily interchangeable module in the GGS, handling
|
The protocol parser is an easily interchangeable module in the GGS, handling
|
||||||
the client-to-server, and server-to-client protocol parsing.
|
the client-to-server, and server-to-client protocol parsing.
|
||||||
In the GGS prototype, there is only one protocol supported, namely the
|
In the GGS prototype, there is only one protocol supported, the
|
||||||
|
|
||||||
\emph on
|
\emph on
|
||||||
GGS Protocol
|
GGS Protocol
|
||||||
\emph default
|
\emph default
|
||||||
.
|
.
|
||||||
The role of the protocol parser is to translate the meaning of packets
|
The role of the protocol parser is to translate the meaning of packets
|
||||||
sent using the protocol in use to internal messages of the GGS system.
|
sent, using the protocol in use, to internal messages of the GGS system.
|
||||||
The GGS protocol, discussed below is used as a sample protocol in order
|
The GGS protocol, discussed below is used as a sample protocol to explain
|
||||||
to explain how protocol parsers can be built for the GGS.
|
how protocol parsers can be built for the GGS.
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Subsubsection
|
\begin_layout Subsubsection
|
||||||
|
@ -4694,16 +4650,16 @@ name "sub:The-structure-of"
|
||||||
The GGS protocol is modeled after the HTTP protocol.
|
The GGS protocol is modeled after the HTTP protocol.
|
||||||
The main reason for this is the familiarity many developers already have
|
The main reason for this is the familiarity many developers already have
|
||||||
with HTTP due to its presence in internet software.
|
with HTTP due to its presence in internet software.
|
||||||
Each GGS protocol packet contains a headers section.
|
Each GGS protocol packet contains a header section.
|
||||||
The headers section is followed by a data section.
|
The header section is followed by a data section.
|
||||||
In the headers section, parameters concerning the packet is placed.
|
In the header section, parameters concerning the packet is placed.
|
||||||
In the data section, the actual data payload of the packet is placed.
|
In the data section, the actual data payload of the packet is placed.
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
There is no requirement of any specific order of the parameters in the headers
|
There is no requirement of any specific order of the parameters in the header
|
||||||
section, however the data section must always follow directly after the
|
section, however the data section must always follow directly after the
|
||||||
headers section.
|
header section.
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
|
@ -4717,10 +4673,10 @@ In the example below, line 1 contains a Game-Command parameter.
|
||||||
Line 2 specifies a game token.
|
Line 2 specifies a game token.
|
||||||
This is a UUID which is generated for each client upon authentication with
|
This is a UUID which is generated for each client upon authentication with
|
||||||
the GGS.
|
the GGS.
|
||||||
The GGS uses this token in case a client is disconnected and the new connection
|
The GGS uses this token if a client is disconnected and the new connection
|
||||||
created when the client reconnects must be re-paired with the player object
|
created when the client reconnects must be re-paired with the player object
|
||||||
inside the GGS.
|
inside the GGS.
|
||||||
The UUID is also used as a unique ID within GDL VMs.
|
The UUID is also used as an unique ID within GDL VMs.
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
|
@ -4735,14 +4691,14 @@ Line 3 specifies the content type of the payload of this particular packet.
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
Line 4 specifies the content length of the payload following immediately
|
Line 4 specifies the content length of the payload following immediately
|
||||||
after the headers section.
|
after the header section.
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
The parser of the GGS protocol implemented in the GGS prototype is designed
|
The parser of the GGS protocol implemented in the GGS prototype is designed
|
||||||
as a finite state machine using the gen_fsm behavior.
|
as a finite state machine using the gen_fsm behavior.
|
||||||
When a full message has been parsed by the parser, the message is converted
|
When a full message has been parsed by the parser, the message is converted
|
||||||
into the internal structure of the GGS messages, and sent in to the system
|
into the internal structure of the GGS messages and sent in to the system
|
||||||
from the protocol parser using message passing.
|
from the protocol parser using message passing.
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
|
@ -6226,6 +6182,13 @@ To the left normal execution is pictured; the server state is backed up.
|
||||||
|
|
||||||
\begin_layout Subsection
|
\begin_layout Subsection
|
||||||
Hot code replacement
|
Hot code replacement
|
||||||
|
\begin_inset CommandInset label
|
||||||
|
LatexCommand label
|
||||||
|
name "sub:Hot-code-replacement"
|
||||||
|
|
||||||
|
\end_inset
|
||||||
|
|
||||||
|
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
|
@ -7312,6 +7275,71 @@ The use of Thrift, Google protocol buffers - which is a different approach
|
||||||
the writing of this thesis.
|
the writing of this thesis.
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
|
\begin_layout Section
|
||||||
|
Operating system limitations
|
||||||
|
\begin_inset CommandInset label
|
||||||
|
LatexCommand label
|
||||||
|
name "sec:Operating-system-limitations"
|
||||||
|
|
||||||
|
\end_inset
|
||||||
|
|
||||||
|
|
||||||
|
\end_layout
|
||||||
|
|
||||||
|
\begin_layout Standard
|
||||||
|
The operating systems on the computers which were used to run the bots when
|
||||||
|
testing the GGS prototype had some limitations.
|
||||||
|
The operating systems used were Linux and Mac OS X, since these systems
|
||||||
|
are quite similar on a lower level they exhibited the same limitations..
|
||||||
|
\end_layout
|
||||||
|
|
||||||
|
\begin_layout Standard
|
||||||
|
The most notable limitation was a limit set on the number of simultaneously
|
||||||
|
open files.
|
||||||
|
Due to the implementation of sockets in UNIX-like systems such as Mac OS
|
||||||
|
X and Linux, a limit on the number of open files is a limit on the number
|
||||||
|
of open sockets.
|
||||||
|
In order to simulate many connections to the GGS, many sockets needed to
|
||||||
|
be opened.
|
||||||
|
Each socket had a bot connected on one end and the GGS on the other end.
|
||||||
|
On each test machine several thousand sockets needed to be open while testing
|
||||||
|
the GGS, therefore the limit on open files had to be removed.
|
||||||
|
\end_layout
|
||||||
|
|
||||||
|
\begin_layout Standard
|
||||||
|
On the Linux machines the limit of open files is configured in
|
||||||
|
\begin_inset ERT
|
||||||
|
status open
|
||||||
|
|
||||||
|
\begin_layout Plain Layout
|
||||||
|
|
||||||
|
{
|
||||||
|
\backslash
|
||||||
|
tt /etc/security/security.conf}
|
||||||
|
\end_layout
|
||||||
|
|
||||||
|
\end_inset
|
||||||
|
|
||||||
|
.
|
||||||
|
\end_layout
|
||||||
|
|
||||||
|
\begin_layout Standard
|
||||||
|
On the Mac OS X machine the limit of open files is configured in
|
||||||
|
\begin_inset ERT
|
||||||
|
status open
|
||||||
|
|
||||||
|
\begin_layout Plain Layout
|
||||||
|
|
||||||
|
{
|
||||||
|
\backslash
|
||||||
|
tt /etc/launchd.conf }
|
||||||
|
\end_layout
|
||||||
|
|
||||||
|
\end_inset
|
||||||
|
|
||||||
|
.
|
||||||
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Chapter
|
\begin_layout Chapter
|
||||||
Results and discussion
|
Results and discussion
|
||||||
\begin_inset CommandInset label
|
\begin_inset CommandInset label
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue