摘要:
A method and system dynamically create aggregate tables. An aggregate table manager is instantiated that receives a plurality of aggregate table definitions, and generates aggregate tables based on the received aggregate table definitions. The aggregate table manager creates a view corresponding to each of the aggregate tables. The aggregate table manager creates and updates data entries in the aggregate tables based on their corresponding aggregate table definitions and data extracted from web site log files.
摘要:
A method and system for balancing server work load for cellular phone client-proxy applications in an environment where the clients change position within a given geographic area is disclosed. The method comprises the steps of mapping, monitoring, automatically re-mapping the system when required, updating a map address book, and updating a client address book. The system has a mapping system and a communication system connected to a plurality of servers, proxy servers and applications by an internal network. The proxy servers are connected to a plurality of clients by the Internet. If a threshold is exceeded, the monitoring program sends a message to a mapping program. Upon receipt of the message, the mapping program uses a rules engine to calculate a new map graph to remove load from an overloaded server (or servers) and to adjust communication requirements for data by reconfiguring partitions.
摘要:
A method and system dynamically create aggregate tables. An aggregate table manager is instantiated that receives a plurality of aggregate table definitions, and generates aggregate tables based on the received aggregate table definitions. The aggregate table manager creates a view corresponding to each of the aggregate tables. The aggregate table manager creates and updates data entries in the aggregate tables based on their corresponding aggregate table definitions and data extracted from web site log files.
摘要:
The disclosed massive multi-player on-line gaming environment and method eliminate the coordination and synchronization problems between servers by assigning each game user to a specific client proxy server for game duration and utilizing a space information distribution center to indicate client specific changes in game space. Such configuration eliminates the need to use “grey” areas around partitioning boundaries and servers having to “own” client objects thereby improving massive multi-player on-line gaming scalability.