Optimizing Paxos with batching and pipelining
نویسندگان
چکیده
منابع مشابه
Optimizing Paxos with batching and pipelining
Paxos is probably the most popular state machine replication protocol. Two optimizations that can greatly improve its performance are batching and pipelining. However, tuning these two optimizations to achieve high-throughput can be challenging, as their effectiveness depends on many parameters like the network latency and bandwidth, the speed of the nodes, and the properties of the application...
متن کاملTuning Paxos for High-Throughput with Batching and Pipelining
Paxos is probably the most known state machine replication protocol. Two optimizations that can greatly improve its performance are batching and pipelining. Their effectiveness depends significantly on the system properties, mainly network latency and bandwidth, but also on the CPU speed and properties of the application. This makes it hard to know when and how to use each optimization to achie...
متن کاملOptimizing Parsing with Multiple Pipelining
This paper presents a technique for tagging in natural language processing that can enhance the speed and accuracy of the part-of-speech tagging in the statistical parsing by using pipelining concept for fast searching and indexing. The running time of a parser depends upon the searching of respective words in the word-bank and their respective tags to match with the parse trees stored in the P...
متن کاملThe Performance of Paxos and Fast Paxos
Paxos and Fast Paxos are optimal consensus algorithms that are simple and elegant, while suitable for efficient implementation. In this paper, we compare the performance of both algorithms in failure-free and failure-prone runs using Treplica, a general replication toolkit that implements these algorithms in a modular and efficient manner. We have found that Paxos outperforms Fast Paxos for sma...
متن کاملOptimizing Draw Call Batching Using Transient Data-Guided Texture Atlases
Rendering a large number of 2D textures in real-time requires reducing the overhead of a large number of draw calls on the CPU caused by binding different textures when drawing. Texture atlases are used to avoid switching textures by packing textures into one larger texture before rendering. Graphics hardware APIs limit the size of a texture, so textures need to be partitioned into multiple atl...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
ژورنال
عنوان ژورنال: Theoretical Computer Science
سال: 2013
ISSN: 0304-3975
DOI: 10.1016/j.tcs.2012.10.002