LCMON 1.0 - Detailed images
By Carl Javier (CAIA
winter intern, 2007)
Detailed images and
examples
Additional images and examples of the LCMON 1.0
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 in use, and network traffic in/out of the
associated cluster node). This section describes what each action
represents for each cluster node.
Rotational rate and
colour = CPU Load (%) of each
cluster node:
- 3D star models will rotate on their z-axis at
the rate according to how
much CPU load the current cluster is encountering. The higher the
rotational rate, the higher the CPU load.
- A 3D star model's colour will change according
to the colours chosen to represent CPU load of
each cluster node by the ganglia
interface.
Below are examples of CPU Load visual representation.
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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 each 3D star represents how much memory (as a percentage)
is being used by each cluster node. The obvious size difference is
demonstrated below. The cluster on the left is the default size and is
using hardly any of it's memory where as the cluster on the right is
consuming a lot of its memory.
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| 3D Stars representing cluster memory use. |
Bounce height = Traffic coming into
the cluster node, measured in packets per second (PPS)
3D stars may bounce up and down on the spot. How high they jump
represents how many packets per second are coming into the cluster
node.
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 representing the number of packets per second coming into the
host. |
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 1.0 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 2.1 for interacting with in-world entities.
LCMON 1.0 restricts you to only use the gun that allows inspection of
in-world entity state. Other systems based on L3DGEWorld 2.1 may
utilise different types of 'guns' to initiate additional in-world
interactions.)
Multiple users in-world at the same time
LCMON 1.0 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. Figures 4, 5 and 6
illustrate how another user appears while they are using their own
'inspector tool' on a star. (In Figures 5 and 6 your player is close
enough to the node 'green.ssi.swin.edu.au' that floating quantitative
stats have appeared in your view.)
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Figure 4: Another user in-world is shooting
their 'inspector tool'
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| Figure 5: Viewed from their left, another
user in-world is shooting their 'inspector tool' |
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Figure 6: Viewed from their right, another
user in-world is shooting their 'inspector tool' |
(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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