On.System Architecture

System Architecture (and it’s subfield Software Architecture) is a discipline which is surprisingly poorly covered. In a sense, it is still more an art than a science, and usually requires somebody intimately familiar with practical systems, to tell what’s to do and what’s to avoid when building a system.

IT Hares have lots of experience in both Software Architecture and more general System Architecture, and are trying to share their knowledge (and more importantly, their feelings) about them.

The Importance of Back-of-Envelope Estimates

August 8, 2017 by “No Bugs” Bunny

The Importance of Back-of-Envelope Estimates - Post preview image

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trying to optimize out a 3e-7 performance hit is very rarely worth the trouble.

Another Quote:

With 4S/4U boxes having typical MTBFs of 3–5 years, the next question we should ask ourselves, is “Hey, will we really be able to write software which crashes much more rarely than that?”

Filed under: On.System ArchitectureRequirement analysisDesign decisions

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Scaling Stateful Objects

June 27, 2017 by “No Bugs” Bunny

Scaling Stateful Objects - Post preview image

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it is DB which is usually The Bottleneck™ – it means that we’re saving this enormous amount of load, exactly where it really matters.

Another Quote:

as discussed above, the real-world task is always about scaling the whole system, including database; and in this regard Stateless-App-based systems exhibit significant problems.

Filed under: Book: D&D of MOGs1st beta of Vol. VII-IXOn.System ArchitectureDistributed systems

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Deterministic Components for Interactive Distributed Systems - with Transcript

May 1, 2017 by “No Bugs” Bunny

Deterministic Components for Interactive Distributed Systems - with Transcript - Post preview image

The following are slides and a transcript of my talk on ACCU2017 conference in Bristol, UK.

Filed under: On.System Architecture(Re)ActorsOtherAnnouncements

Tagged With: DeterminismTesting
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Production Crashes. Post-factum Debugging. Logging. Replayable Deterministic Re(Actors)

April 4, 2017 by “No Bugs” Bunny

Production Crashes. Post-factum Debugging. Logging. Replayable Deterministic Re(Actors) - Post preview image

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I’ve seen game companies with hundreds of thousands of dollars lost per hour of unplanned server downtime.

Another Quote:

deterministic debugging is by far the best thing I have seen for production debugging.

Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.System Architecture(Re)ActorsOn.ProgrammingDebugging

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