CEP (Apama) Increase performance for geofencing - performance

Need to know if it is possible (and will have effect) to implement a b-tree within a the CEP (single corerlator). The problem we face is that we can not handle more then 1000 messages per second. I think it is caused by the way the solution has been implemented.
We want to detect if a position is wihtin a zone and raise an event on entering, stop, start and leaving zone. We have now just around 500 zones and up to more then 1000 positions per second want to increase the zones. Messages are now being back-up. I think the solutions would be introducing a B-tree within the CEP. So firts you would detect if a position is in the head zone and then query if the positons are in the zones within this head zone. I think this could increase perfomance, but not realy sure if it is possible or wise.
Has anyone had any experience?

Firstly, we're deprecating the community forum in favour of answering questions here, so you're in the right place.
Secondly, the answer to your question probably needs a bit more detail about what you're doing at the moment. How are you managing your geofencing at the moment? Apama has built-in support for matching locations against rectangular areas with the location type. Using that in a hypertree expression with a listener should be very fast.
To manage other shaped geofences we'd recommend starting by using the bounding box in a listener and then doing your specific geofence calculation on events that fall within the bounding box.
To answer your question about a hierarchical approach - if the above does not help enough then you could start with corse-grained bounding boxes in an ingestion context which then delegates to multiple secondary contexts with more detailed bounding boxes again using the hypertree. These secondary contexts would be able to work in parallel.
On a single large machine we've managed to handle hundreds of thousands of location updates across thousands of geofences, although this will very much depend on what action you're taking when you get a match and what your match rate is.
HTH,
Matt

Related

How do I process a graph that is constantly updating, with low latency?

I am working on a project that involves many clients connecting to a server(servers if need be) that contains a bunch of graph info (node attributes and edges). They will have the option to introduce a new node or edge anytime they want and then request some information from the graph as a whole (shortest distance between two nodes, graph coloring, etc).
This is obviously quite easy to develop the naive algorithm for, but then I am trying to learn to scale this so that it can handle many users updating the graph at the same time, many users requesting information from the graph, and the possibility of handling a very large (500k +) nodes and possibly a very large number of edges as well.
The challenges I can foresee:
with a constantly updating graph, I need to process the whole graph every time someone requests information...which will increase computation time and latency quite a bit
with a very large graph, the computation time and latency will obviously be a lot higher (I read that this was remedied by some companies by batch processing a ton of results and storing them with an index for later use...but then since my graph is being constantly updated and users want the most up to date info, this is not a viable solution)
a large number of users requesting information which will be quite a load on the servers since it has to process the graph that many times
How do I start facing these challenges? I looked at hadoop and spark, but they seem have high latency solutions (with batch processing) or solutions that address problems where the graph is not constantly changing.
I had the idea of maybe processing different parts of the graph and indexing them, then keeping track of where the graph is updated and re-process that section of the graph (a kind of distributed dynamic programming approach), but im not sure how feasible that is.
Thanks!
How do I start facing these challenges?
I'm going to answer this question, because it's the important one. You've enumerated a number of valid concerns, all of which you'll need to deal with and none of which I'll address directly.
In order to start, you need to finish defining your semantics. You might think you're done, but you're not. When you say "users want the most up to date info", does "up to date" mean
"everything in the past", which leads to total serialization of each transaction to the graph, so that answers reflect every possible piece of information?
Or "everything transacted more than X seconds ago", which leads to partial serialization, which multiple database states in the present that are progressively serialized into the past?
If 1. is required, you may well have unavoidable hot spots in your code, depending on the application. You have immediate information for when to roll back a transaction because it of inconsistency.
If 2. is acceptable, you have the possibility for much better performance. There are tradeoffs, though. You'll have situations where you have to roll back a transaction after initial acceptance.
Once you've answered this question, you've started facing your challenges and, I assume, will have further questions.
I don't know much about graphs, but I do understand a bit of networking.
One rule I try to keep in mind is... don't do work on the server side if you can get the client to do it.
All your server needs to do is maintain the raw data, serve raw data to clients, and notify connected clients when data changes.
The clients can have their own copy of raw data and then generate calculations/visualizations based on what they know and the updates they receive.
Clients only need to know if there are new records or if old records have changed.
If, for some reason, you ABSOLUTELY have to process data server side and send it to the client (for example, client is 3rd party software, not something you have control over and it expects processed data, not raw data), THEN, you do have a bit of an issue, so get a bad ass server... or 3 or 30. In this case, I would have to know exactly what the data is and how it's being processed in order to make any kind of suggestions on scaled configuration.

performance of layered canvases vs manual drawImage()

I've written a small graphics engine for my game that has multiple canvases in a tree(these basically represent layers.) Whenever something in a layer changes, the engine marks the affected layers as "soiled" and in the render code the lowest affected layer is copied to its parent via drawImage(), which is then copied to its parent and so on up to the root layer(the onscreen canvas.) This can result in multiple drawImage() calls per frame but also prevents rerendering anything below the affected layer. However, in frames where nothing changes no rendering or drawImage() calls take place, and in frames where only foreground objects move, rendering and drawImage() calls are minimal.
I'd like to compare this to using multiple onscreen canvases as layers, as described in this article:
http://www.ibm.com/developerworks/library/wa-canvashtml5layering/
In the onscreen canvas approach, we handle rendering on a per-layer basis and let the browser handle displaying the layers on screen properly. From the research I've done and everything I've read, this seems to be generally accepted as likely more efficient than handling it manually with drawImage(). So my question is, can the browser determine what needs to be re-rendered more efficiently than I can, despite my insider knowledge of exactly what has changed each frame?
I already know the answer to this question is "Do it both ways and benchmark." But in order to get accurate data I need real-world application, and that is months away. By then if I have an acceptable approach I will have bigger fish to fry. So I'm hoping someone has been down this road and can provide some insight into this.
The browser cannot determine anything when it comes to the canvas element and the rendering as it is a passive element - everything in it is user rendered by the means of JavaScript. The only thing the browser does is to pipe what's on the canvas to the display (and more annoyingly clear it from time to time when its bitmap needs to be re-allocated).
There is unfortunately no golden rule/answer to what is the best optimization as this will vary from case to case - there are many techniques that could be mentioned but they are merely tools you can use but you will still have to figure out what would be the right tool or the right combination of tools for your specific case. Perhaps layered is good in one case and perhaps it doesn't bring anything to another case.
Optimization in general is very much an in-depth analysis and break-down of patterns specific to the scenario, that are then isolated and optimized. The process if often experiment, benchmark, re-adjust, experiment, benchmark, re-adjust, experiment, benchmark, re-adjust... of course experience reduce this process to a minimum but even with experience the specifics comes in a variety of combinations that still require some fine-tuning from case to case (given they are not identical).
Even if you find a good recipe for your current project it is not given that it will work optimal with your next project. This is one reason no one can give an exact answer to this question.
However, when it comes canvas what you want to achieve is a minimum of clear operations and minimum areas to redraw (drawImage or shapes). The point with layers is to groups elements together to enable this goal.

How can I avoid decreases in framerate in a game with a lot of instances of an object class?

I'm writing a game that requires a large amount of instances of a "Monster" class that contains very basic data - namely:
Angle of rotation
Damage potential
Max health
Current Health
And that's about it. The game starts out smoothly at 60 fps but once about 50-60 instances are created (and are active at the same time) the game dips to <30 fps. It's frustrating because I don't know how to fix it. For the record, I am removing the monsters from both the array in which they're contained and the scene in an efficient manner (I think).
One way to improve the framerate is to avoid creating and destroying a lot of objects. This can be achieved by pooling the objects. Basically you create the objects you need at the start of the game or level and when one is supposedly destroyed, you hide it and reuse it later.
Depending on the technology you're using (which you haven't specified in your post ^^), there are various ways to implement this.
You can check those links for more info and help:
http://gameprogrammingpatterns.com/object-pool.html
http://best-practice-software-engineering.ifs.tuwien.ac.at/patterns/objectpool.html
and/or just google it. The principle is pretty simple and you should be able to use it pretty easily.
Hope this helps ;)
edit: Also, depending on the technology you're using, there might be some better ways to improve framerate. If you could provide the languages / APIs you're currently using, you would probably get more useful help !

How to handle large numbers of pushpins in Bing Maps

I am using Bing Maps with Ajax and I have about 80,000 locations to drop pushpins into. The purpose of the feature is to allow a user to search for restaurants in Louisiana and click the pushpin to see the health inspection information.
Obviously it doesn't do much good to have 80,000 pins on the map at one time, but I am struggling to find the best solution to this problem. Another problem is that the distance between these locations is very small (All 80,000 are in Louisiana). I know I could use clustering to keep from cluttering the map, but it seems like that would still cause performance problems.
What I am currently trying to do is to simply not show any pins until a certain zoom level and then only show the pins within the current view. The way I am currently attempting to do that is by using the viewchangeend event to find the zoom level and the boundaries of the map and then querying the database (through a web service) for any points in that range.
It feels like I am going about this the wrong way. Is there a better way to manage this large amount of data? Would it be better to try to load all points initially and then have the data on hand without having to hit my web service every time the map moves. If so, how would I go about it?
I haven't been able to find answers to my questions, which usually means that I am asking the wrong questions. If anyone could help me figure out the right question it would be greatly appreciated.
Well, I've implemented a slightly different approach to this. It was just a fun exercise, but I'm displaying all my data (about 140.000 points) in Bing Maps using the HTML5 canvas.
I previously load all the data to the client. Then, I've optimized the drawing process so much that I've attached it to the "Viewchange" event (which fires all the time during the view change process).
I've blogged about this. You can check it here.
My example does not have interaction on it but could be easily done (should be a nice topic for a blog post). You would have thus to handle the events manually and search for the corresponding points yourself or, if the amount of points to draw and/or the zoom level was below some threshold, show regular pushpins.
Anyway, another option, if you're not restricted to Bing Maps, is to use the likes of Leaflet. It allows you to create a Canvas Layer which is a tile-based layer but rendered in client-side using HTML5 canvas. It opens a new range of possibilities. Check for example this map in GisCloud.
Yet another option, although more suitable to static data, is using a technique called UTFGrid. The lads that developed it can certainly explain it better than me, but it scales for as many points as you want with a fenomenal performance. It consists on having a tile layer with your info, and an accompanying json file with something like an "ascii-art" file describing the features on the tiles. Then, using a library called wax it provides complete mouse-over, mouse-click events on it, without any performance impact whatsoever.
I've also blogged about it.
I think clustering would be your best bet if you can get away with using it. You say that you tried using clustering but it still caused performance problems? I went to test it out with 80000 data points at the V7 Interactive SDK and it seems to perform fine. Test it out yourself by going to the link and change the line in the Load module - clustering tab:
TestDataGenerator.GenerateData(100,dataCallback);
to
TestDataGenerator.GenerateData(80000,dataCallback);
then hit the Run button. The performance seems acceptable to me with that many data points.

another Game of Life question (infinite grid)?

I have been playing around with Conway's Game of life and recently discovered some amazingly fast implementations such as Hashlife and Golly. (download Golly here - http://golly.sourceforge.net/)
One thing that I cant get my head around is how do coders implement the infinite grid? We can't keep an infinite array of anything, if you run golly and get a few gliders to fly off past the edges, wait for a few mins and zoom right out, you will see the gliders still there out in space running away, so how in gods name is this concept of infinity dealt with programmatically? Is there a well documented pattern or what?
Many thanks
It is possible to represent living nodes with some type of sparse matrix in this situation. For instance, if we store a list of (LivingNode, Coordinate) pairs instead of an array of Nodes where each is either living or dead, we are simply changing the Coordinates rather than increasing an array's size. Thus, the space required for this is proportional to the number of LivingNodes.
This solution doesn't work for states where the number of living nodes is constantly increasing, but it works very well for gliders.
EDIT: So that was off the top of my head. Turns out Wikipedia has an article that shows a much more well-thought out solution. Oh well! :) Enjoy.
Wikipedia explains it.
The basic idea is that Conway's Game of Life exhibits locality, since information travels at a slow speed compared to the pattern size and the maximum density of filled cells is around 1/2 of the cells in any region. (More will kill off cells due to overcrowding.)
Since there is locality, you can separate the field in different sections and simulate each section independently. If you choose your locality well, you will often see the same patterns. You can simulate how those evolve and store the results in a lookup table, so that other instances of the same pattern do not need to be simulated more than once. Combining adjacent patterns into larger 'metapatterns' allows you to precalculate those as well, and so on.

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