LCMON 1.1 - Detailed images
By Carl Javier (CAIA winter intern, 2007)
Detailed images and
examples
Additional images and examples of the LCMON 1.1 user
interface are provided here.
When LCMON clients connect, the 3D stars may rotate, bounce,
change colour and size depending on a number of state
variables (such as CPU load, memory usage, and network
traffic in/out of the associated cluster node). This section
describes what each action represents for the cluster
nodes.
Rotational rate and
colour = CPU Load (%) of each cluster node:
-
The entities rotate according to the CPU utilisation.
A faster rate of rotation indicates higher CPU usage, conversely
a lower rotation rate indicates lower CPU utilisation.
.
- The entities will also change colour to reflect CPU
usage. Some examples have been shown below:
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0%
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1 - 25 % |
26 - 50% |
51 - 75 % |
76 - 100 % |
Scale size = Memory Usage (%) of each cluster
node:
The size of the entities reflects the memory usage in the cluster nodes
The size difference is demonstrated below.
The node on the left has low memory consumption while the star on the
right has high memory usage
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| 3D Stars representing cluster memory use. |
Bounce height = Aggregate network traffic entering and leaving interface (PPS)
3D stars may bounce up and down on the spot. How high they
jump represents how many packets per second are entering and leaving
the network interface of the cluster nodes.
Note: The number of packets per second is mapped
to a logorithmic bounce height scale to avoid 3D star models
from bouncing ridiculously high.
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| Snapshot of 3D Stars bouncing on the spot.
Bouncing represents aggregate inbound and outbound network traffic
in packets/sec. |
Inspecting cluster node
details
Quantitative details regarding each cluster node can be
obtained in one of two ways.
- Flying up to a star. Figure 1 illustrates how state
information about each cluster node will appear floating in
front of the star when you are close enough. (The virtual
environment shipped with LCMON 1.1 allows you to
potentially be 'close enough' to multiple stars at the same
time as you fly around.)
- Use the 'inspector' tool. Inspection involves shooting
a star (in reality, shooting an region of space a few
pixels beneath the star - Figure 2). An information screen
box will pop up giving more detail about the cluster node
being represented by the 3D star model (Figure 3). You will
need to then press "OK" on the information screen to resume
flying around the virtual world.
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| Figure 1: Close up inspection by flying towards a
3D star representing a cluster node |
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| Figure 2: Inspector tool being used to view a
specific cluster. |
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Figure 3: Cluster node information presented
after shooting with the inspector tool. |
(Note: The 'inspector tool' is only one of a number of
techniques supported by L3DGEWorld 2.2 for interacting with
in-world entities. LCMON 1.1 restricts you to only use the
gun that allows inspection of in-world entity state. Other
systems based on L3DGEWorld 2.2 may utilise different types
of 'guns' to initiate additional in-world interactions.)
Multiple users in-world at the same
time
LCMON 1.1 allows more than one user to exist within the
virtual world at the same time. Other users will
perceive you as a humanoid character flying around the
virtual world, armed with an electric beam weapon. You will
perceive them in the same manner. Figure 4 shows a player
using their inspector tool on a star.
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Figure 4: Another user in-world is shooting their
'inspector tool'
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(Note: The appearance of other users, their weapons, and
their weapons shooting, is configurable if you know how to
create Quake III Arena player models. Discussion of precisely
how to achieve this is beyond the scope of this web
page.)
Go back to the LCMON project main
page
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