I had an interesting conversation this week with Greg Ferro about the network and how we’re constantly proving whether a problem is or is not the fault of the network. I postulated that the network gets blamed when old software has a hiccup. Greg’s response was:
Which led me to think about why we have such a hard time proving the innocence of the network. And I think it’s because we have a problem with applications.
Writing applications is hard. I base this on the fact that I am a smart person and I can’t do it. Therefore it must be hard, like quantum mechanics and figuring out how to load the dishwasher. The few people I know that do write applications are very good at turning gibberish into usable radio buttons. But they have a world of issues they have to deal with.
Error handling in applications is a mess at best. When I took C Programming in college, my professor was an actual coder during the day. She told us during the error handling Continue reading
The platform can move legacy applications to the cloud.
The initial platform support is tied to AWS Lambda, but Azure Functions is on the schedule.
An update of PERL libraries broke a number of my scripts (don't ask). Here's the current status:
Anything else not working? Please write a comment or send me an email. Thank you!
TCP congestion control, buffer bloat and micro bursting are just a few of the things that can ruin your network and, as a consequence, your business.
On the Solarwinds Thwack Geek Speak blog I looked at these issues and more, examining the elements that make up network performance. Please do take a trip to Thwack and check out my post, “Your Network: The Glue Holding the Business Together“.
Please see my Disclosures page for more information about my role as a Solarwinds Ambassador.
If you liked this post, please do click through to the source at Your Network: The Glue Holding the Business Together (Thwack) and give me a share/like. Thank you!
Fig 1.1- Viptela SD-WAN Solution |
What is deadlock situation in MPLS Traffic Engineering ? What happens when deadlock occurs ? Is there any mechanism to prevent deadlock ? I will explain all the details in this post. Deadlock occurs when LSP needs to move to the other link but due to lack of available bandwidth cannot move to […]
The post What is Deadlock situation in MPLS Traffic Engineering ? appeared first on Cisco Network Design and Architecture | CCDE Bootcamp | orhanergun.net.
It all comes down to the speed of light. It always does. The speed of light limits the latency possible between someone using the Internet and the application they are accessing. It doesn’t matter if they are walking down the street hailing a car using a ride-sharing app, sitting in an office accessing a SaaS application on the web, or if their wearable device is reporting health information over WiFi. The speed of light is everywhere.
When you can’t fight the speed of light you only have one possible solution: move closer to where the end users are. In simplistic terms, that’s what Cloudflare has done by building its network of 117 data centers around the world. We’ve cut the latency between users and servers by moving closer.
But to date all we’ve moved closer are things like SSL handshakes, WAF processing of requests and caching of content. All those things help make Internet applications faster and safer, but there’s a huge missing component... code.
The code that makes Internet applications work is still sequestered in servers and cloud services around the world. And there are only a limited number of such locations even for large cloud Continue reading
TL;DR: You'll soon be able to deploy Javascript to Cloudflare's edge, written against an API similar to Service Workers.
Try writing a Worker in the playground »
Every technology, when sufficiently complicated, becomes programmable.
You see this everywhere, but as a lifelong gamer, my personal favorite example is probably graphics cards. In the '90s, graphics hardware generally provided a fixed set of functionality. The OpenGL standard specified that the geometry pipeline would project points from 3D space onto your viewport, then the raster pipeline would draw triangles between them, with gradient shading and perhaps a texture applied. You could only use one texture at a time. There was only one lighting algorithm, which more or less made every surface look like plastic. If you wanted to do anything else, you often had to give up the hardware entirely and drop back to software.
Of course, new algorithms and techniques were being developed all the time. So, hardware vendors would add the best ideas to their hardware as "extensions". OpenGL ended up with hundreds of vendor-specific extensions to support things like multi-texturing, bump maps, reflections, dynamic shadows, and more.
Then, in 2001, everything changed. The first GPU with a programmable Continue reading
Fig 1.1- WAN Optimization |
Fig 1.1- FEX Connectivity |
In this video, David Bombal shows you how to use Linux commands on three network operating systems.