Added some more text/image text for 5.1 (Stats)
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report.lyx
135
report.lyx
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@ -7431,11 +7431,11 @@ name "chap:Results-and-discussion"
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\end_layout
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\begin_layout Standard
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In this chapter the results of the GGS prototype is presented and discussed.
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The results of the testing is presented with both graphical and textual
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In this chapter the results of the GGS prototype are presented and discussed.
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The results of the testing are presented with both graphical and textual
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content.
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Together with the test data there are thoughts about how future improvements
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to the prototype could look like.
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Finally thoughts about how future improvements to the prototype could look
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like are given.
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\end_layout
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\begin_layout Section
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@ -7454,32 +7454,110 @@ Mention the hardware which the GGS was run on; A Thinkpad T410 with a core
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\end_layout
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\begin_layout Standard
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The testing of the GGS prototype occurred in two sessions, one session where
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the system was tested with clients that were using mnesia and one session
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with clients that did not use mnesia.
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The data that were measured during both test sessions where how many messages
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per second the server could handle, during the second test session the
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delay between the server and the clients also was measured.
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There was also a testing session where the number of clients were measured,
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\begin_inset Note Note
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status open
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\begin_layout Plain Layout
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The testing of the GGS prototype occurred in two sessions
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\end_layout
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\end_inset
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Testing of the GGS took place in two separate sessions.
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The first session simulates a highly demanding application, the second
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session simulated a less demanding application.
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The highly demanding application is a real time game which does several
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asynchronous database writes each second.
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The less demanding application does not perform any database reads or writes.
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\end_layout
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\begin_layout Standard
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Each of the two simulations use JavaScript as the GDL.
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The JavaScript is run through Google V8.
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The database module uses Mnesia.
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\end_layout
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\begin_layout Standard
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During the sessions two measurements were recorded.
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\end_layout
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\begin_layout Itemize
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\series bold
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Messages per second
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\series default
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is used to see how many incoming and outgoing messages the server can process
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each second.
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The results of the messages per second testing are shown in figure
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\begin_inset CommandInset ref
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LatexCommand ref
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reference "fig:msg-per-sec-MNESIA"
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\end_inset
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.
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\end_layout
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\begin_layout Itemize
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\series bold
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Latency between server and client
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\series default
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is used to measure the round-trip time for a message travelling between
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the client and server.
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This measurement is used to determine how many players the server can handle
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while still providing a playable gaming experience.
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The results of the latency test can be seen in figure
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\begin_inset CommandInset ref
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LatexCommand ref
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reference "fig:latency-graph"
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\end_inset
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.
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\end_layout
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\begin_layout Standard
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\begin_inset Note Note
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status open
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\begin_layout Plain Layout
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There was also a testing session where the number of clients were measured,
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however this was not a good measurement of performance and therefore these
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numbers will not be included in the report.
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The hardware that the GGS was running on was a Thinkpad T410, with a Intel
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\begin_inset Note Note
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status open
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\begin_layout Plain Layout
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Since we donät include this..
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should we mention it?
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\end_layout
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\end_inset
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\end_layout
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\end_inset
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The hardware that the GGS was running on was a Thinkpad T410, with a Intel
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i5 processor and 4GB of RAM.
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\end_layout
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\begin_layout Standard
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In the first test, where mnesia was used, the server had a peak value of
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In the first test, where Mnesia was used, the server had a peak value of
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nearly 6000 messages per second.
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When this number was reached mnesia warned that it was overloaded and shortly
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after that mnesia crashed.
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When this number was reached Mnesia warned that it was overloaded and shortly
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after that Mnesia failed to serve requests.
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This result was not unexpected as this test put the database under heavy
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load.
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In the next testing session, the test was conducted with another client
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that did not use mnesia.
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that did not use Mnesia.
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Without mnesia the server peaked at 60000 messages per second, however
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this was only for a very short time.
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The average throughput was around 25000 messages per second, five times
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more than what the server was able to process with mnesia.
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more than what the server was able to process with Mnesia in place.
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\end_layout
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@ -7576,7 +7654,15 @@ end{centering}
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\begin_inset Caption
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\begin_layout Plain Layout
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\begin_inset CommandInset label
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LatexCommand label
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name "fig:msg-per-sec-MNESIA"
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\end_inset
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The graph shows messages per second for intervals of clients connected.
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Each client performs 3 asynchronous writes to the Mnesia database each
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second.
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\end_layout
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\end_inset
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@ -7593,7 +7679,7 @@ end{centering}
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\begin_inset Float figure
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wide false
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sideways false
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status collapsed
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status open
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\begin_layout Plain Layout
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\begin_inset ERT
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@ -7640,7 +7726,15 @@ end{centering}
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\begin_inset Caption
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\begin_layout Plain Layout
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\begin_inset CommandInset label
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LatexCommand label
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name "fig:latency-graph"
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\end_inset
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This graph shows the latency in a low-demand application.
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The ping is measured in milliseconds for a message to make a round-trip
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between client and server.
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\end_layout
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\end_inset
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@ -7657,7 +7751,7 @@ end{centering}
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\begin_inset Float figure
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wide false
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sideways false
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status collapsed
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status open
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\begin_layout Plain Layout
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\begin_inset ERT
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@ -7704,7 +7798,8 @@ end{centering}
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\begin_inset Caption
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\begin_layout Plain Layout
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The graph shows messages per second for intervals of clients connected.
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No database is connected.
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\end_layout
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\end_inset
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