Traffic generation in the user's area

Traffic generation in the user's area
 
Generate traffic through MoonGen + DPDK + Lua in the artist's presentation
 
 
Neutralization of DDoS-attacks in real conditions requires preliminary testing and testing of various techniques. Network equipment and software should be tested in artificial conditions close to real ones - with intensive traffic flows simulating attacks. Without such experiments, it is extremely difficult to obtain reliable information about the specific features and limitations of any complex instrument.
 
 
In this material, we will uncover some of the traffic generation methods used in Qrator Labs.
 
 
WARNING ...
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We reduce the number of layers of architecture from 5 to 2

We reduce the number of layers of architecture from 5 to 2

 
Working on several open-source projects, one day I decided to simplify my life and developed an Upstream-module for nginx, which helped me to remove bulky layers of multi-layer architecture. It was a fun experience that I want to share in this article. My code is publicly available here: github.com/tarantool/nginx_upstream_module . You can lift it from scratch or download the Docker image from this link: hub.docker.com/r/tarantool/tarantool-nginx .
 
 
On the agenda:
 
 
 
Introduction and theory.
 
How to use these technologies.
 
Performance e...
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Neurobugurt. How we taught the neural network to come up memes a year before Stanford

Neurobugurt. How we taught the neural network to come up memes a year before StanfordBy writing this article I was pushed here by this news (+ 3r3r3? study
) About the invention of a meme generator by scientists from Stanford University. In my article, I will try to show that you do not need to be a scientist from Stanford to do interesting things with neural networks. In the article, I describe how in 2017 we trained a neural network on the body of about 3?000 texts and forced it to generate new Internet memes and memes (communication signs) in the sociological sense of the word. The algorithm of machine learning, technical and administrative difficulties that we have encountered...
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When calls to functions via the external interface are faster than native calls C

When calls to functions via the external interface are faster than native calls C Update: good discussion on Hacker News
 
 
David Yu on GitHub developed an interesting performance test for function calls via different external interfaces (Foreign Function Interfaces, FFI ).
 
 
He created a common object file ( .so ) With one simple function C. Then he wrote the code for repeatedly calling this function through each FFI with time measurement.
 
 
For C "FFI", he used the standard dynamic layout, rather than dlopen () . This difference is very important, since it really affects the test results. You can argue how fair this comparison ...
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Applications for Tarantool. Part 3. Testing and launching

The application for Tarantool is, in essence, a set of stored procedures used as an API. The data is processed on the storage side, which can significantly improve performance. However, support for stored procedures can turn into a nightmare.
 
Can. But not today.
 
Today we will consider the issues of ensuring the quality of the application. In particular, let's talk about testing, understand how to launch in production, how to use connectors, and also talk about the intricacies of migration of the data schema.
 
Applications for Tarantool. Part 3. Testing and launching ...
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Creating a game on Lua and LÖVE - 7

Creating a game on Lua and LÖVE - 7

 
Table of contents [/b]

Table of contents


 
 
Article 1
 
Part 1. The game cycle
 
Part 2. Libraries
 
Part 3. Rooms and areas
 
Part 4. Exercises
 
 
Article 2
 
Part 5. The basics of the game
 
Part 6. Basics of the class Player
 
 
Article 3
 
Part 7. Parameters and attacks of the player
 
Part 8. Enemies
 
 
Article 4
 
Part 9. The director and the game cycle
 
Part 10. Practice of writing code
 
Part 11. Passive skills
 
 
Article 5
 
Part 12. Other passive skills
 
 
...[/h]
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Creating a game on Lua and LÖVE - 6

Creating a game on Lua and LÖVE - 6

 
Table of contents [/b]

Table of contents


 
 
Article 1
 
Part 1. The game cycle
 
Part 2. Libraries
 
Part 3. Rooms and areas
 
Part 4. Exercises
 
 
Article 2
 
Part 5. The basics of the game
 
Part 6. Basics of the class Player
 
 
Article 3
 
Part 7. Parameters and attacks of the player
 
Part 8. The enemies of
 
 
Article 4
 
Part 9. The director and the game cycle
 
Part 10. Practice of writing code
 
Part 11. Passive skills
 
 
Article 5
 
Part 12. Other passive skills
 
 
...[/h]
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Creating a game on Lua and LÖVE - 5

Creating a game on Lua and LÖVE - 5

 

Table of contents


 
 
Article 1
 
Part 1. The game cycle
 
Part 2. Libraries
 
Part 3. Rooms and areas
 
Part 4. Exercises
 
 
Article 2
 
Part 5. The basics of the game
 
Part 6. Basics of class Player
 
 
Article 3
 
Part 7. Parameters and attacks of the player
 
Part 8. The enemies of
 
 
Article 4
 
Part 9. The director and the game cycle
 
Part 10. Practice of writing code
 
Part 11. Passive skills
 
 
Article 5
 
Part 12. Other passive skills
 
 
 
13. Skill Tree
 
 
14. Console
 
 
15. Fi...[/h]
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Upgrade the storage of Tarantool: "I carry everything with me!"

Upgrade the storage of Tarantool: "I carry everything with me!"
 
In the database world, there is a complex problem of refactoring and upgrading stored procedures.
 
The problem is a contradiction:
 
 
From the point of view of the efficiency of working with data, it is desirable to implement the maximum of business logic in stored procedures.
 
From the point of view of the effectiveness of software development, it is desirable that parts of one program are located in one place. Keeping the code of work with the repository right in the vault creates a lot of difficulties.
 
session ...
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Creating a game on Lua and LÖVE - 3

Creating a game on Lua and LÖVE - 3

 

Table of contents


 
 
Article 1
 
Part 1. The game cycle
 
Part 2. Libraries
 
Part 3. Rooms and areas
 
Part 4. Exercises
 
 
Article 2
 
Part 5. The basics of the game
 
Part 6. Basics of the class Player
 
 
Article 3
 
Part 7. Parameters and attacks of the player
 
Part 8. Enemies
 
 
 
9. Director and Gameplay Loop
 
 
10. Coding Practices
 
 
11. Passives
 
 
12. More Passives
 
 
13. Skill Tree
 
 
14. Console
 
 
15. Final
 
 

Part 7: Parameters and attacks of the player


 

Introduction


 
In this part, we will concentrate more on the part of the gameplay ...[/h][/h][/h]
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