Fault Tolerant servers

fault tolerant


Fault Tolerance (FT) equates to zero downtime a fault tolerant systems service must always be available irrelevant of component or software failure. Unlike HA were the system waits for a failure to occur before failing over FT pre-empts a problem so the failover can be invoked before the failure occurs.To achieve this every aspect of the system is duplicated and monitored; each set of components runs the same processes individually and simultaneously using shared nothing architecture. Each process runs 8 times in multiple machines, twice in one machine, four times between a pair and duplicated again in another geographical location, the probability of all 8 machines failing at the same time is quantifiably unlikely. There are many FT technologies available including esx fault tolerant and vsphere fault tolerant.

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What is High Availability

High Availability (HA) is a design concept commonly associated with enterprise level services, a system which is considered HA does not have a single point of failure (SPOF). Duplication is used in all elements of a system capable of disrupting its ability to deliver its service in the event of its failure. Should a component … Continue reading

Cloud Computing for Animation Rendering

Cloud computing is a rapidly growing in popularity due to its scalability, efficiency and ease of use. Cloud servers are accessed remotely allowing the user access wherever the location allowing them to concentrate on their website or service rather than hardware maintenance or configuration. Cloud computing ppt offers virtually limitless scalability, allowing instant increases in … Continue reading

Parallel matlab Computing & Distributed Rendering

Parallel computing involves the computation of multiple parallel calculations running simultaneously to divide large tasks into smaller pieces to be processed concurrently. Parallel rendering also referred to as Distributed rendering can be used to reduce rendering times greatly by sharing the workload across the CPU cores of interconnected systems over a network or more commonly … Continue reading

GPU Acceleration for Rendering Animation in a flash

GPU Acceleration harnesses the immense parallel computing power of modern graphic processing units enabling their use for tasks other than their primary purpose of visual processing. It has been used for a many years in tasks such as video decoding, encoding and editing due to similarities in the parallel nature of both processes. Unsurprisingly the … Continue reading

vray Rendering Rasterization

Rendering is the final stage in the creation of animation such as rendering in vray and images in which information on values such as lighting, shading and texture stored in models created with graphical modelling software packages such as Blender & 3DS Max is processed to generate realistic life like pictures or animation. The increase … Continue reading

proprietary render farm software review

proprietary render software review The majority of proprietary render management applications are multi platform supporting Microsoft’s Windows, Apples OSX and Linux, as the solution will be developed purely for use on a Linux based system this is the only area on which this analysis will focus. I will be installing each proprietary rendering management application … Continue reading

Research methods (goms)

The GOMS model examines the amount of time required to efficiently complete an objective, focusing on each individual research method component of the user experience rather than concentrating on the system as a whole. The acronym GOMS refers to -:

Metamorphic web usability

Metamorphic web usability uses metaphors to communicate abstract concepts or procedures through the use of graphical representations of system commands, applications and directory locations. The use of graphical representations enables a user to learn how to utilize a system quickly allowing them to draw on their own life experience. Metamorphic Design also draws on a … Continue reading

Nielsen’s Ten Principles of Design

Jacob Nielson created his refined principles on user interface design based on a set of heuristics originally developed in collaboration with Rolf Molich in 1990 as part of their heuristic evaluation paper. These principles set out guidelines for system design aimed to increase the overall usability of a systems functionality, they are as follows -: … Continue reading