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application <strong>in</strong>terfaces without disturb<strong>in</strong>g the API’s already <strong>in</strong> place<br />

support<strong>in</strong>g other application classes.<br />

• Over the lifetime of a product, object is the most productive software<br />

development environment available. More time is <strong>in</strong>vested up front<br />

design<strong>in</strong>g the object model and the overall architecture, but with the design<br />

done, new versions and extensions to exist<strong>in</strong>g products are published much<br />

faster than with conventional programm<strong>in</strong>g. This enables Andromedia to<br />

shorten product development cycles considerably, thereby gett<strong>in</strong>g newer<br />

products <strong>in</strong> the hands of our customers faster.<br />

• Object is <strong>in</strong>herently the most suitable environment for build<strong>in</strong>g software<br />

systems that will reside on the WWW, as the Web itself is an object<br />

oriented environment.<br />

Overall, the product Andromedia is build<strong>in</strong>g is expected to l<strong>in</strong>k <strong>in</strong>extricably to<br />

many other modules provided by companies other than Andromedia. Therefore,<br />

choos<strong>in</strong>g an object paradigm for build<strong>in</strong>g our solution is critically important.<br />

2) Multi-thread<strong>in</strong>g for Scaleability and High Performance<br />

To capture and manage the volumes of data generated by websites today and<br />

project volume just 18 months from today, Andromedia must make full use of all<br />

available hardware <strong>in</strong> the network as well as hardware local to the servers runn<strong>in</strong>g<br />

the network. Andromedia simply had no option of build<strong>in</strong>g s<strong>in</strong>gle-threaded<br />

systems that only work serially on one process or one transaction at a time. It is<br />

required to load-balance the process<strong>in</strong>g across hardware resources with<strong>in</strong> a s<strong>in</strong>gle<br />

system and across a network. Every available resource <strong>in</strong> the network must be<br />

considered a potential candidate to assist <strong>in</strong> balanc<strong>in</strong>g the load. Beyond simple<br />

course-gra<strong>in</strong>ed “multi-process” architectures of the past 10 years, “threads” have<br />

become the lead<strong>in</strong>g way of achiev<strong>in</strong>g maximum performance out of available<br />

hardware. Threads are a f<strong>in</strong>er gra<strong>in</strong>ed approach to splitt<strong>in</strong>g up a task for<br />

process<strong>in</strong>g. Thousands of threads can be comb<strong>in</strong>ed to make up s<strong>in</strong>gle processes.<br />

Without multi-thread<strong>in</strong>g the Andromedia system performance overall would be<br />

limited to the performance of a s<strong>in</strong>gle thread path through the hardware and<br />

network platform. With multi-thread<strong>in</strong>g, the performance ceil<strong>in</strong>g is lifted by at<br />

least a factor of 1,000.<br />

______________________________________________________________________________<br />

The Aria Architecture Page 13 Andromedia, Inc.<br />

White Paper July 1996

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