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Multiplayer games can increase player enjoyment through social interactions, cooperation, and competition. Their market popularity shows the success of especially networked multiplayer games, which pose new networking challenges to game developers. The main challenge is synchronizing game state across players. Research identifies deterministic lockstep, snapshot interpolation, and state-sync as primary methods for this task, each with distinct advantages and disadvantages.
This work, and the master thesis this paper is based on, quantitatively evaluated deterministic lockstep, demonstrating its vertical (entity count) and horizontal (player count) scaling limitations and compares the method to snapshot interpolation. Lockstep supports minimum 16,000 entities for up to 10 players and a horizontal scaling of 40 or more players with 1024 entities. However, a negative correlation between entity and player count limits was observed, which was indicated by the maximum scaling configurations 30 players with 4096 entities or 20 players with 8192 entities. Snapshot interpolation faced a vertical limit with 4096 entities and 10 players and horizontally with 40 or more players and 1024 entities.
The paper further contributes by comparing results to related work, summarizing synchronization methods, proposing a hybrid architecture model of deterministic lockstep with snapshot interpolation for re-synchronization and hot-joins, and deconstructing Unity Transport Package’s (UTP) network packets.
Talking about highly scalable and reliable sys-
tems, issues like logging and monitoring are often
disregarded. However, being able to manage to-
day’s software systems absolutely requires deep
knowledge about the current state of applications
as well as the underlying infrastructure. Extract-
ing and preparing debug information as well as
various metrics in a fast and clearly arranged
manner is an essential precondition in order to
handle this task.
Since we at Bertsch Innovation GmbH also
face increasing requirements concerning Media-
Cockpit as one of our core products, we decided
to establish a centralized logging infrastructure
in order to come up to the application’s evolution
towards a more and more distributed system.
In this paper, I want to describe the steps
that I have taken in order to setup a functioning
logging tool stack consisting of Elasticsearch,
Logstash and Kibana (usually abbreviated as ELK stack ). Besides outlining proper
setup and configuration, I will also discuss possi-
ble pitfalls as well as custom adjustments made
when ELK did not meet our demands.
Evaluating a forthcoming international bibliographic research database in form of a Zotero group
(2014)
Purpose – In order to connect the various international research hubs on physical learning spaces, a large-scale research database has been developed, using a Zotero group. Hitherto, its interface and collection index has never been examined for usability. This pilot study attempts to discover what retrieval strategy combinations users apply in the Zotero web interface, and how satisfied they are with the usability and the retrieval outcomes. The results shall not just generate ideas for the improvement of the studied database, but also provide inspiration for similar Zotero projects. Design/methodology/approach – This pilot study is designed as a qualitative field study. A sample of the project is actual target group was contacted around Copenhagen, Denmark. During a home- or office-visit, a natural search task was defined and executed by the participant on a laptop provided by the instructor. Using TechSmiths Morae usability software, screen, webcam, and voice data was recorded and analyzed; after the recording, a usability survey was filled out. Findings – Despite only two samples, the participants use and judge the three search methods of Zotero differently. Most participants favor the free text search method (1), although the retrieval results are unsatisfactory. In a large-scale, multi-language collection, like the assessed database, browsing in hierarchical categories (2), or faceting results using a tag cloud (3) may be more effective and efficient, but only a minority of participants understands and applies these methods. Furthermore, it appears that the interface lacks intuitive navigation, especially for the non-scientific community. Novice Zotero users not familiar with the concepts of bibliographic databases may fail to differentiate between the Zotero website (the service provider) and the Zotero group (the database, the actual subject of the study). Originality/value – This is the first published usability study of a large-scale Zotero group. It introduces usability issues, regarding search functions and web interface. Besides drawing inspiration from a similar Zotero bibliography, which uses RSS feeds and API interfaces, a few practical ways to enhance user search experience are suggested. The pilot study concludes with suggestions for further research, designed for more reliable participant scales.
This paper gives an overview of the advantages and weaknesses of distributed source code review tools in software engineering. We cover this topic with a specific focus on Google’s freely available software Gerrit. In chapter 1 we discuss how code-reviews are generally useful for groups of programmers. We lay out how traditional approaches differ from distributed setups where developers may be vastly distributed from a geographical point of view or where meetings are otherwise contraindicated. In chapter 2 we discuss how users can interact with Gerrit, and chapter 3 covers some basic knowledge for those people who have to administer one or more Gerrit installations. Finally, chapter 4 summarizes key points and gives an outlook on the future role of distributed code-review.