Monday, 29 June 2009

If you're not confused, you're not paying attention

In the last post we looked at the myths of infinite latency and bandwidth. I'd like quickly to cover some of the other fallacies before coming back to these, and how they result in some fundamental architectural constraints for distributed systems.

So let’s quickly check off a couple of these fallacies and their solutions.

The network is secure - It's not. The internet is a public network. Anything sent over it by default is equivalent to writing postcards. You wouldn't write your bank account details on a post card. Don't send them openly over the web.

Solution: Secure Sockets Layer (SSL), the famous “padlock” icon in your browser. Now my postcard is locked in a postcard sized safe. It can still go missing, but no-one can open it without the VERY long secret combination.

There is one administrator. - There is not. Lots of people, all speaking different languages, with different skills, running different platforms with entirely different needs, requirements and implementations. The people deploying code to the web are often entirely separate from those responsible for keeping that code running, often these groups have nothing to do with each other.

Solution: When designing software for this type of environment, you should make absolutely no assumptions about access to or availability of particular resources. Always write code using a "lowest common denominator" approach. Try to ensure that when your system must fail or degrade, it does so gracefully. I will come back to this in a future post.

These problems resulting from the heterogeneity of distributed systems are mostly solved or worked around by the adoption of the various web standards. The point of the standards is that messages can be exchanged without the requirement for a specific platform, or all the baggage that goes along with that.

Right... take a deep breath. Some of the jargon used in the next couple of paragraphs may cause eye/brain-strain, but do not fear! All will become clear, hopefully in 6 posts’ time. The next 3 posts will cover what I would regard as the most important considerations in building a large web based system, and are directly related to the remaining fallacies.














FallacyConsideration/Constraint
Network Topology doesn't change. Statelessness
Transport cost is zero. Atomic/Transactionless Interfaces
The network is reliable.Idempotence (yes. really!)


Following that, I’ll discuss some of characteristics and issues that emerge from systems built within these constraints. Specifically, Concurrency, Horizontal Scalability and Distributed Data Consistency (or inconsistency, as more accurately describes the issue).


So next time... Statelessness.

Wednesday, 17 June 2009

Faster than a speeding bullet

Over the next couple of posts I'm intending to go in to just a little more depth about the fallacies of network computing I mentioned last time. During the past week I have been doing some work using Amazon’s Web Services Platform to speed up one of our websites.

While demonstrating the delivery speed gained by using Amazon’s CloudFront web service, I encountered a surprising (to me at least) reaction. Though impressed by the visible improvement, many non-web developers were raising points such as, "Why does where our site is hosted matter? I thought the web is globally available", "I thought we were paying for unlimited bandwidth with our ISP?"...

Well, this reaction fell straight in to the path of fallacies number 2 and 3!

Latency is zero.
Bandwidth is infinite.

WRONG!!!

Many people assume that bandwidth and latency are the same thing, however the common metaphor is of a system of roads. The number of lanes on the road is equivalent to its bandwidth, and its length is equivalent to its latency.

A high-bandwidth connection usually has lower latency, since it has less chance to get congested at peak times. However, latency and bandwidth are NOT directly related. They normally go together (i.e. high bandwidth usually means better ping times), but they don't have to.

Even if we could buy "unlimited" bandwidth from our supplier, then if our website is served up from a single location, no matter how fast the connection, it will still suffer from the effects of network latency/lag when viewed at a global level.

It's all to do with the speed of light. No, really! It's Physics time. Hooray!

With the exception some new fangled weird physics theories, as far as normal physics goes, the speed of light is constant. Nothing can travel faster than it, and this "nothing" rule therefore applies to the messages you send around the internet.

Light goes very "fastly" (as my 2 year old son says) - about 300K km/second. This is roughly a million times faster than sound, and fast enough to zoom around the Earth more than 7 times in one second. This sounds really quick, and it is for day to day things like phoning someone (or using smoke signals); you wouldn't perceive it. However, over distances of thousands of miles, the assumption that you never need to worry about the speed starts to break down.

You can sometimes see this effect if you have satellite TV and the same programme is being broadcast on both terrestrial and satellite channels. If you flick between the channels you'll see the satellite picture arrives a moment later than the one broadcast from the ground.

Broadcasting uses "unreliable" protocols, so if messages are held up, they are assumed missing in action and your signal/picture will break up. TCP/IP however is a "reliable" protocol, so if messages are held up, you have to wait for them to arrive, and your experience is that your signal will appear to slow down.

If you're a computer trying to send a message to the other side of the world, it takes about 100 milliseconds to "ping" a computer in Australia from here in the UK (assuming your message travels at the speed of light).

Try this!... Ping a well known server in Australia:

> ping wwf.org.au

...and a well know server here in the UK:

> ping direct.gov.uk

Depending upon where you are located, you'll probably see very different times. I'm seeing ping times of between 340 and 360 ms to Australia, and just 14 to 21 pinging locally (from Scotland to London).

So what does this mean to me as a developer? Well if my users are in London and my site is hosted in Australia, it's going to take a long time to load.

The most common way to mitigate this problem is to use the smallest possible message size, compress your graphics, and so on. However, for rich content like large flash or silverlight files, or streaming video, this is often impossible. An alternative is to put your content as close as possible, in network terms, to your end user.

Whatever your application does, there are some important design decisions to be made in terms of how to partition, deploy and manage it to ensure an optimum experience for end users.

The most common design practices to work around these 2 assumptions are...

1. Optimise your message sizes carefully.
2. Compress any large content.
3. Make a clear separation between types of content, so that your application can be partitioned either logically or geographically if necessary.

At a basic level you might separate static vs. dynamically generated content, but could also be partitioning based on expected usage, data size, or resource locale, for example.

Whatever you need to take in to account for your specific application, the one rule to rule them all is
"Never assume that the network is fast enough by default."

Friday, 5 June 2009

The limits of my language are the limits of my world

In my last couple of posts, I described the web and how it is built. The reason for this is to introduce the web to non-web developers - primarily Windows ones, as Windows developers "see" the world differently from web developers. This is as a result of the underlying operating environment.

I am about to make some massive generalisations for the purposes of illustrative clarity.

Windows developers tend to see things in terms of "objects", "containers" and "references" which all communicate via "events" that are raised and responded to. Web developers tend to see things in terms of "resources", "relations" and "links" which all communicate via "messages" that are sent and received.

Windows developers "create new objects" where web developers "post resources". This may all be argued to be a case of "You say tomato", but they represent fundamental differences between traditional Windows development and web development.

An "event" is an abstraction that performs poorly on the web. A windows developer new to web development will see an event in a way that is appropriate to windows development, but if you deal with events in a web application the same way you deal with events in a windows application, you will run in to trouble. However, If you see don't see an event, but a pair of messages, you can store, edit, copy, cache and queue a message. If you think of things in terms of events, it's difficult conceptually to get your head around the idea of a "cached event".

This mismatch of understanding between non-distributed and distributed development results in the famous "Fallacies of Network Computing".

These fallacies are a list of flawed assumptions made by programmers when first developing web, or in fact any distributed, applications.

They are...

1. The network is reliable.
2. Latency is zero.
3. Bandwidth is infinite.
4. The network is secure.
5. Topology doesn't change.
6. There is one administrator.
7. Transport cost is zero.
8. The network is homogeneous.

Over the next few posts I will explain these incorrect assumptions, the problems they have caused (and continue to cause) for people new to web development, and the considerations, patterns and constructs that should be taken in to account to work around or overcome them.

Monday, 1 June 2009

The journey of of 1000 miles (part 2)

In the previous post, We looked briefly at the protocols that make the web work. A browser starts by making an HTTP request. This is resolved by DNS, sent over the network via routers to reach a destination which then produces a response message and sends that back.

Now we know how messages are sent around the web, what kind of things are we able to send? Well... Enter HYPERTEXT! (Wow!). The web was designed to send "Hypertext" around? But what is Hypertext? Essentially it's a body of text with an in place reference to another body of text. If you ever had one of those adventure game books as a child (perhaps giving away my long held nerdiness there) they work as a form of hypertext. "If you want to open the treasure chest, go to page 134, if not, go to page 14."

So, this is not necessarily a computery idea. In fact, the idea of hypertext is generally agreed as originating from an idea by an engineer with the best name in computing history... Vannevar Bush, way back in 1945. Whilst there are some very well know implementations of Hypertext (Adobe PDF and Microsoft's original Encarta) it was the creation of the web in 1992 that eventually led to wide scale adoption of hypertext.

The core language of the web, HTML (Hypertext Markup Language) provides a way of "Marking up" text to contain references to another body of text. It does this using a mechanism called a "hyperlink", which describes the reference to another piece of text.

For example...I write a document and say in it...

The Vancouver Sun's statement that "The 2011 movie TRON 2 could become the most expensive film ever made with a reported budget of £300 million dollars." has been debunked.

I can augment this information by pointing at references, without breaking the flow of the text. I do this using an HTML "element" (a label with angled brackets around it) to point at a "hypertext reference". HTML elements can contain "attributes" which are values associated with the elements.

So for example... The "A" (anchor) element has an "href" (hypertext reference) attribute.
The basic format of this is...

The Vancouver Sun's statement that "The 2011 movie TRON 2 could become the most expensive film ever made with a reported budget of £300 million dollars" has been <a href="http://www.slashfilm.com/2009/04/13/">debunked</a>

A web browser knows not to display the anchor element directly, but to underline the contained text and allow a user to "click" on it. The browser knows when the user clicks, this means GET the document specified in the HREF attribute".

This Request/Response messaging pattern is core not only to the web but to the underlying TCP protocol over which the web (HTTP) runs.

Unlike the internet protocols used for something like Skype, or RealPlayer,
for web a browser to receive any information, it must first ask for it.

EVERYTHING you do on the web is affected by this important architectural constraint and this is one of the most important factors affecting the nature of the web and the design of applications that run on it.

This system of documents, links, requests and responses provide the fundamental application plaform on which every single web application is built.

Interestingly, the bright sparks who designed HTTP decided that whilst HTML could provide a natural format for hypertext documents, HTTP should not REQUIRE documents to be in HTML format. They can in fact be in any format including many that you'd maybe not think of as even being documents... text, images, videos, data and files containing programming code. Not only can documents be "linked" they can also be "embedded" so for example...

Using HTML you can link to an image for example, using the IMG "tag" (which has a src "attribute"). Instead of forcing the end user to request the resource the browser will fetch this resource inline and place it inline where the tag is.

so this....

<img src="http://pbskids.kids.us/images/sub-square-barney.gif" />

...will render as...



GOSH!

Interesting Historic note: The ability to "embed" was actually opposed by Tim Berners Lee (inventor of the web) presumably because he'd been "barneyed". The IMG was a custom tag used only by Marc Andressens "Mosaic" browser - "the pre-pre-precursor to todays FireFox, and it's certainly my view that if the IMG had not been included in HTML you'd not be reading this now.

In addition to linking and embedding documents HTML has all sorts of tags for formatting and describing documents.
There are about 100 tags in version 4 of HTML (HTML5 will introduce about another 25-30) which enable all kinds of display, embedding and linking of document elements.

If you view the source code of this page, you will see a huge collection of tags. This is the "markup" used to describe how this page should be displayed.

Of course, complex designs, necessitate complex descriptions, so you'll witness some fairly complicated looking HTML out there in the wild. There is no fast way to learn all these tags, but conceptually, as long as you understand the concepts of documents, elements and attributes then this should be able to build on this.

What I've tried to do over the last 2 posts is to try and get everyone to a common definition of the web. So, we all now understand that the web "is made of"...


  • DNS - The Domain name system and protocol. Used to convert named servers "www.myserver.com" in to IP addresses 127.0.0.1

  • TCP/IP - The Transmission Control and Internet Protocol Suite. - Used to send messages around the network

  • HTTP - The Hypertext Transfer Protocol - Used to specify the purpose of a message sent over TCP/IP

  • HTML - Hypertext Markup Language - Used to define the messages sent.
The web is centred around the "Request/Response" messaging pattern and linking and embedding of resources.

Cool. So now we're all on the same page. Onwards and upwards! Only 998 miles to go!