April 2001
- Camelot Beta 3 Dave Rickey
- Camelot Beta 3 Daniel.Harman@barclayscapital.com
- Camelot Beta 3 Vincent Archer
- Camelot Beta 3 Derek Licciardi
- Camelot Beta 3 Darrin Hyrup
- Camelot Beta 3 Vincent Archer
- Camelot Beta 3 Dave Rickey
- Camelot Beta 3 Darrin Hyrup
- Camelot Beta 3 Auli
- Room Searching Jared
- Room Searching shren
- Room Searching Travis Casey
- Room Searching Eli Stevens
- Room Searching Derek Licciardi
- Room Searching Adam Martin
- Room Searching Hans-Henrik Staerfeldt
- Room Searching Daniel.Harman@barclayscapital.com
- Room Searching David Bennett
- Sims Online -- WAS: MUD-Dev digest, Vol 1 #301 - 15 msgs Zak Jarvis
- Mera '01 report Cassandra
- Mera '01 report Jake Song
- Mera '01 report J C Lawrence
- Mera '01 report Jake Song
- Mera '01 report J C Lawrence
- Mera '01 report Cassandra
- Learning about MUDs (was: MUD-Dev digest, Vol 1 #301 - 15 msgs) Brian 'Psychochild' Green
- Learning about MUDs (was: MUD-Dev digest, V ol 1 #301 - 15 msgs) McQuaid, Brad
- Learning about MUDs (was: MUD-Dev digest, Vol 1 #301 - 15 msgs) Derek Licciardi
- Learning about MUDs (was: MUD-Dev digest, Vol 1 #301 - 15 msgs) Brian 'Psychochild' Green
- Learning about MUDs (was: MUD-Dev digest, V ol 1 #301 - 15 msgs) Daniel.Harman@barclayscapital.com
- Learning about MUDs (was: MUD-Dev digest, Vol 1 #301 - 15 msgs) Jim S
- Learning about MUDs (was: MUD-Dev digest, V ol 1 #301 - 15 msgs) Freeman, Jeff
- Learning about MUDs (was: MUD-Dev digest, V ol 1 #301 - 15 msgs) Daniel.Harman@barclayscapital.com
- Learning about MUDs (was: MUD-Dev digest, V ol 1 #301 - 15 msgs) Vincent Archer
- www.innbetweenworlds.com Klimon, Ian
- MERA '01 followup: Success critera Zak Jarvis
- MUD-Dev digest, Vol 1 #303 - 17 msgs Dr. Cat
- MUD-Dev digest, Vol 1 #303 - 17 msgs Baron, Jonathan
- MUD-Dev digest, Vol 1 #303 - 17 msgs John Buehler
- MUD-Dev digest, Vol 1 #303 - 17 msgs Baron, Jonathan
- ADMIN: HTML email, the reasons against J C Lawrence
- Need for a departure from reality? Matt Mihaly
- Broken Economies (was Learning about MUDs) geoffrey@yorku.ca
- Broken Economies (was Learning about MUDs) Koster, Raph
- Broken Economies (was Learning about MUDs) Timothy Dang
- Broken Economies (was Learning about MUDs) Koster, Raph
- Broken Economies (was Learning about MUDs) Timothy Dang
- Broken Economies (was Learning about MUDs) Madman Across the Water
- Broken Economies (was Learning about MUDs) Derek Licciardi
- Broken Economies (was Learning about MUDs) Vincent Archer
- Broken Economies (was Learning about MUDs) Sellers, Michael
- Balancing Melee vs Ranged Combat in Games Which Model Space Daniel.Harman@barclayscapital.com
- Balancing Melee vs Ranged Combat in Games Which Model Space Zak Jarvis
- Balancing Melee vs Ranged Combat in Games Which Model Space Brian Hook
- Balancing Melee vs Ranged Combat in Games Which Model Space Jerrith
- Balancing Melee vs Ranged Combat in Games Which Model Space Brian Hook
- Balancing Melee vs Ranged Combat in Games Which Model Space Jerrith
- Balancing Melee vs Ranged Combat in Games Which Model Space Brian Hook
- Balancing Melee vs Ranged Combat in Games Which Mod el Space Daniel.Harman@barclayscapital.com
- Balancing Melee vs Ranged Combat in Games Which Model Space shren
- Balancing Melee vs Ranged Combat in Games Which Model Space shren
- Balancing Melee vs Ranged Combat in Games Which Model Space Philip
- Balancing Melee vs Ranged Combat in Games Which Model Space Hal Bonnin
- Balancing Melee vs Ranged Combat in Games Which Model Space Kwon Ekstrom
- Balancing Melee vs Ranged Combat in Games Which Model Space rayzam
- RE:The Sims Online (was MUD-Dev digest, Vol 1 #301 - 15 msgs) Sellers, Michael
- Sv: Balancing Melee vs Ranged Combat in Games Which Model Space Nicolai Hansen
- ADMIN: Subject header maintenance (was: Broken currencies) J C Lawrence
- Broken currencies Matt Mihaly
- Broken currencies Jim S
- Broken currencies Koster, Raph
- Broken currencies Lars Duening
- Broken currencies Matt Mihaly
- Broken currencies Lars Duening
- Broken currencies Brian 'Psychochild' Green
- Broken currencies Matt Mihaly
- Broken currencies Timothy Dang
- Broken currencies Phillip Lenhardt
- Broken currencies Matt Mihaly
- Broken currencies Phillip Lenhardt
- Broken currencies John Buehler
- Broken currencies Derek Licciardi
- Broken currencies Ben Sizer
- Broken currencies Adam Martin
- Broken currencies Ben Sizer
- Broken currencies Matt Mihaly
- Broken currencies Timothy Dang
- Broken currencies Michael Dekker
- Broken currencies Miroslav Silovic
- Broken currencies Matt Mihaly
- Broken currencies Timothy Dang
- [DGN] Balancing Melee vs Ranged Combat in Games Which Model Space Ananda Dawnsinger
- Broken currencies Matt Mihaly
- The Sims Online (was MUD-Dev digest, Vol 1 #301 - 15 msgs) Baron, Jonathan
- The Sims Online (was MUD-Dev digest, Vol 1 #301 - 15 msgs) Sellers, Michael
- The Sims Online (was MUD-Dev digest, Vol 1 #301 - 15 msgs) Baron, Jonathan
- The Sims Online (was MUD-Dev digest, Vol 1 #301 - 15 msgs) Dave Rickey
- The Sims Online (was MUD-Dev digest, Vol 1 #301 - 15 msgs) F. Randall Farmer
- The Sims Online (was MUD-Dev digest, Vol 1 #301 - 15 msgs) Lee Sheldon
- The Monad (was: Broken Economies) shren
- The Monad (was: Broken Economies) Matt Mihaly
- The Monad (was: Broken Economies) John Buehler
- The Monad (was: Broken Economies) Matt Mihaly
- A User's Guide to TCP Windows J C Lawrence
Rather a good/useful article:
--<cut>--
A User's Guide to TCP Windows
What is the TCP window size?
Computing the TCP window size
Setting the TCP window size
Testing bandwidth
Adjusting the TCP window size
What is the TCP Window Size?
The TCP window size is by far the most important parameter to adjust
for achieving maximum bandwidth across high-performance
networks. Properly setting the TCP window size can often more than
double the achieved bandwidth.
Technically, the TCP window size is the maximum amount of data that
can be in the network at any time for a single connection. (It is
the upper limit of the TCP congestion window.)
Think of a water hose. To achieve maximum water flow, the hose
should be full. As the hose increases in diameter and length, the
volume of water to keep it full increases. In networks, diameter
equates to bandwidth, length is measured as round-trip time, and the
TCP window size is analogous to the volume of water necessary to
keep the hose full. On fast networks with large round-trip times,
the TCP window size must be increased to achieve maximum TCP
bandwidth.
Computing the TCP Window Size
Theoretically the TCP window size should be set to the bandwidth
delay product, which computes the volume of data that can be in the
network between two machines. The bandwidth delay product is:
bottleneck bandwidth * round-trip time
To compute the bandwidth delay product for a pair of hosts, first
estimate what the slowest link between them is. Often this is the
100 Mbit/sec ethernet the machine is connected to, or the 45
Mbit/sec DS3 link from the campus to the wide-area. Then use ping
to find the round-trip time. For example, if the slowest link is a
45 Mbit/sec DS3 link, and the round-trip time is 30 milliseconds:
45 Mbit/sec * 30 ms
= 45e6 * 30e-3
= 1,350,000 bits / 8 / 1024
= 165 KBytes
Setting the TCP Window Size
The TCP window size can be set on a per connection basis, as
detailed below. For setting the default TCP window size on a host,
and other important factors to high-performance networking, see
PSC's page on Enabling High Performance Data Transfers on Hosts.
Most OSes and hosts have upper limits on the TCP window size. These
may be as low as 64 KB, or as high as several MB. To enable TCP
window sizes larger than 64 KB, TCP large window extensions (RFC
1323) must be enabled. See PSC's page above for OSes that implement
it.
Since TCP is a reliable transport, if any data is lost in
transmission, TCP must be able to retransmit it. Thus TCP remembers
all the sent data in a buffer until the other side acknowledges
receiving it. The size of this buffer is the TCP window size.
The TCP window size is implemented by send and receive buffers on
each end of the connection. To set these buffers, use the SO_SNDBUF
and SO_RCVBUF socket options. Both ends of the connection must set
these options. For example:
int window = 128 * 1024; // example, 128 KB
int error = setsockopt( socket, SOL_SOCKET, SO_SNDBUF, &window, sizeof(window));
error = setsockopt( socket, SOL_SOCKET, SO_RCVBUF, &window, sizeof(window));
This must occur before the listen() or connect() call for windows
larger than 64 KB to be effective. Please see the sample code for a
complete implementation with proper error checking and support for
various different operating systems. UNICOS and AIX have special
code.
Testing Bandwidth
Here is a simple example of testing the network bandwidth with
several different TCP window sizes. First start the Iperf server on
one machine (here, cyclops), then start the client on another
machine (modi4).
Using the system default 60 KByte TCP window size:
cyclops> iperf -s
------------------------------------------------------------
Server listening on TCP port 5001
TCP window size: 60.0 KByte (default)
------------------------------------------------------------
[ 4] local 172.31.178.168 port 5001 connected with 172.16.7.4 port 2357
[ ID] Interval Transfer Bandwidth
[ 4] 0.0-10.1 sec 6.5 MBytes 5.2 Mbits/sec
modi4> iperf -c cyclops
------------------------------------------------------------
Client connecting to cyclops, TCP port 5001
TCP window size: 59.9 KByte (default)
------------------------------------------------------------
[ 3] local 172.16.7.4 port 2357 connected with 172.31.178.168 port 5001
[ ID] Interval Transfer Bandwidth
[ 3] 0.0-10.0 sec 6.5 MBytes 5.2 Mbits/sec
Setting the TCP window size to 130 KBytes. Note the increase in
bandwidth from 5.2 to 15.7 Mbits/sec.
cyclops> iperf -s -w 130k
------------------------------------------------------------
Server listening on TCP port 5001
TCP window size: 130 KByte
------------------------------------------------------------
[ 4] local 172.31.178.168 port 5001 connected with 172.16.7.4 port 2530
[ ID] Interval Transfer Bandwidth
[ 4] 0.0-10.1 sec 19.7 MBytes 15.7 Mbits/sec
modi4> iperf -c cyclops -w 130k
------------------------------------------------------------
Client connecting to cyclops, TCP port 5001
TCP window size: 129 KByte (WARNING: requested 130 KByte)
------------------------------------------------------------
[ 3] local 172.16.7.4 port 2530 connected with 172.31.178.168 port 5001
[ ID] Interval Transfer Bandwidth
[ 3] 0.0-10.0 sec 19.7 MBytes 15.8 Mbits/sec
The Iperf documentation has many more examples of testing the
bandwidth. You should also test bandwidth in your application, since
it will behave differently than Iperf. For instance, FTP must read
its data from disk, which slows it down substantially.
Adjusting the TCP window size
While the bandwidth delay product gives the theoretical value for
the TCP window size, that is not always the best value. Problems
come because the OS's TCP implementation has bugs and/or the network
has deficiencies. Usually try values 10% above and below the
calculated TCP window size. If one of those is better, try values
above and below that, repeating until the maximum bandwidth is
reached. Remember there will be some variability in bandwidth due to
other competing network traffic. In some cases, OS and network
problems may be so bad that deliberately setting the TCP window size
low will increase performance because it masks the other
problems. Talk to your network engineers if that is the case.
Over time, network topology and routing changes, which will cause
changes in the bandwidth delay product. For instance, the connection
between cyclops and modi4 above changed from using the vBNS to using
the Abilene network, causing an increase in delay of about 10
ms. Therefore, you should periodically test the TCP window size to
see if you are still getting maximum performance.
Acknowledgments
This page grew out of an earlier page written by Von Welch at NCSA.
Last modified: Mon Jan 24 13:26:12 CST 2000
--<cut>--
--
J C Lawrence claw@kanga.nu
---------(*) http://www.kanga.nu/~claw/
--=| A man is as sane as he is dangerous to his environment |=-- - Balance J C Lawrence
- Economic & Derek Licciardi
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- Money supply in game economies (formerly Broken economies) Matt Mihaly
- Money supply in game economies (formerly Brokeneconomies) geoffrey@yorku.ca
- Money supply in game economies (formerly Broken eco nomies) Koster, Raph
- Money supply in game economies (formerly Broken economies) Timothy Dang
- [DGN] Balancing Melee/Ranged Combat Kwon Ekstrom
- Room Searching - how about doors? Gavin Doughtie
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- [DGN] Money supply in game economies (formerly Brok en economies) Daniel.Harman@barclayscapital.com
- [DSG] Concrete idea behind currency (was: The Monad and Broken Economies) Paul Schwanz
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- Identity and Economies [was Money supply in game economies (formerly Broken eco nomies) ] Joe Andrieu
- Virtual Suicide (Was: Money supply in game economies) Dave Rickey
- Virtual Suicide (Was: Money supply in game economie s) Daniel.Harman@barclayscapital.com
- Virtual Suicide (Was: Money supply in game economies) Dave Rickey
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- The Sims Online (was MUD-Dev digest, Vol 1 #301 - 15 msgs) Baron, Jonathan
- Distributed Muds Jim Craig
- [DSG] Money supply in game economies (was: Broken Economies) Paul Schwanz
- TECH DGN: (was Broken currencies) Nathan F.Yospe
- [DESIGN] Economic & Marian Griffith
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- TECH: Distributed Muds Emil Eifrém
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- TECH: Distributed Muds J C Lawrence
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- TECH: Distributed Muds J C Lawrence
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- TECH: Distributed Muds Derek Snider
- TECH: Distributed Muds J C Lawrence
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- Shattered World's economy John W Pierce
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- [BIZ] Advertising sprawl (yahoo) J C Lawrence
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- [BIZ] Advertising sprawl (yahoo) Matt Mihaly
- [BIZ] Advertising sprawl (yahoo) Vincent Archer
- [BIZ] Advertising sprawl (yahoo) shren
- [BIZ] Advertising sprawl (yahoo) John Buehler
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- [BIZ] Advertising sprawl (yahoo) Matt Mihaly
- [BIZ] Advertising sprawl (yahoo) Caliban Tiresias Darklock
- [BIZ] Advertising sprawl (yahoo) Matt Mihaly
- [BIZ] Advertising sprawl (yahoo) J C Lawrence
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- [BIZ] Advertising sprawl (yahoo) Matt Mihaly
- [BIZ] Advertising sprawl (yahoo) Vincent Archer
- [BIZ] Advertising sprawl (yahoo) Matt Mihaly
- RG Interview Cassandra
- NEWS DGN Wired News article about EQ Zak Jarvis
- [DESIGN] Economy goals (was: Broken currencies) Vincent Archer
- [DESIGN] Economy goals (was: Broken currencies) shren
- [DESIGN] Economy goals (was: Broken currencies) Freeman, Jeff
- [DESIGN] Economy goals (was: Broken currencies) Derek Licciardi
- [DESIGN] Economy goals (was: Broken currencies) Vincent Archer
- [DESIGN] Economy goals (was: Broken currencies) Freeman, Jeff
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- Curtailing the 'Super-Rich Effect' Bob McFakename
- Curtailing the 'Super-Rich Effect' Lynx
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- Curtailing the 'Super-Rich Effect' Bob McFakename
- Curtailing the 'Super-Rich Effect' Matt Mihaly
- Curtailing the 'Super-Rich Effect' Phillip Lenhardt
- Curtailing the 'Super-Rich Effect' Matt Mihaly
- Curtailing the 'Super-Rich Effect' Travis Casey
- Curtailing the 'Super-Rich Effect' Mordengaard
- Curtailing the 'Super-Rich Effect' Michael Tresca
- Curtailing the 'Super-Rich Effect' Trump
- Curtailing the 'Super-Rich Effect' Daniel.Harman@barclayscapital.com
- Curtailing the 'Super-Rich Effect' Dave Rickey
- Curtailing the 'Super-Rich Effect' Michael Tresca
- Movie grosses Matt Mihaly
- Movie grosses Brian 'Psychochild' Green
- Movie grosses Koster, Raph
- Movie grosses Matt Mihaly
- Movie grosses Myschyf
- Movie grosses Matt Mihaly
- StarPeace (was Money supply in game economies) Michael Dekker
- TECH: Distributed Muds Bobby Martin
- TECH: Distributed Muds Adam Martin
- TECH: Distributed Muds Bruce
- TECH: Distributed Muds Vincent Archer
- TECH: Distributed Muds Chris Gray
- TECH: Distributed Muds Brian Hook
- TECH: Distributed Muds Nick Walker
- TECH: Distributed Muds J C Lawrence
- TECH: Distributed Muds Derek Snider
- TECH: Distributed Muds Brian Hook
- TECH: Distributed Muds shren
- TECH: Distributed Muds J C Lawrence
- TECH: Distributed Muds Brian Hook
- TECH: Distributed Muds J C Lawrence
- TECH: Distributed Muds Derek Snider
- TECH: Distributed Muds J C Lawrence
- TECH: Distributed Muds Derek Snider
- TECH: Distributed Muds J C Lawrence
- TECH: Distributed Muds shren
- TECH: Distributed Muds Eli Stevens
- TECH: Distributed Muds John Buehler
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- [DESIGN] Economic & Currency Solutions Phillip Lenhardt
- Curtailing the 'Super-Rich' Effect Bob McFakename
- Curtailing the 'Super-Rich' Effect Daniel.Harman@barclayscapital.com
- TECH: Flash Crowds and overflow control Gavin Doughtie
- TECH: Flash Crowds and overflow control Marc Bowden
- TECH: Flash Crowds and overflow control Vincent Archer
- TECH: Flash Crowds and overflow control Koster, Raph
- TECH: Flash Crowds and overflow control J C Lawrence
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- BUSINESS: I need Online Gaming Revenue Projections. F. Randall Farmer
- [DESIGN] Economic & Currency Solutions Vincent Archer
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- ADMIN: Moving... J C Lawrence
- UO and eBay figures Koster, Raph
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- ADMIN: The move and current status J C Lawrence
- Virtual Suicide (Was: Money supply in game economies) Martin Burke
- TECH: Java ARMI Bobby Martin
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- Kuro5hin: What can games teach us about human-computer interaction? J C Lawrence
- Review of Galactic Emperor: Succession in LumTheMad's Forums Christopher Allen
- [BIZ] New EQ Expansion Daniel.Harman@barclayscapital.com
- Twisted Python J C Lawrence
- [TECH] Distributed MUD Kwon Ekstrom
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- EQ: what makes a zone interesting? Frank Crowell
- EQ: what makes a zone interesting? J C Lawrence
- EQ: what makes a zone interesting? shren
- EQ: what makes a zone interesting? J C Lawrence
- EQ: what makes a zone interesting? Elia Morling
- Imaginary Realities - April 2001 David Bennett
- [BIZ][TECH] worlds.com gets patent bruce@puremagic.com
- [BIZ][TECH] worlds.com gets patent Jessica Mulligan
- [BIZ][TECH] worlds.com gets patent Bruce
- [BIZ][TECH] worlds.com gets patent Frank Crowell
- [BIZ][TECH] worlds.com gets patent Kwon Ekstrom
- [BIZ][TECH] worlds.com gets patent John Robert Arras
- [BIZ][TECH] worlds.com gets patent Jon Lambert
- [BIZ][TECH] worlds.com gets patent John Buehler
- [BIZ][TECH] worlds.com gets patent Frank Crowell
- [BIZ][TECH] worlds.com gets patent Travis Nixon
- [BIZ][TECH] worlds.com gets patent Marian Griffith
- [BIZ][TECH] worlds.com gets patent John Buehler
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- called shots Josh Rollyson
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- TECH: Distributed Muds J C Lawrence
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- TECH: reliablity (was: Distributed Muds) Alex
- TECH: reliablity (was: Distributed Muds) shren
- TECH: reliablity (was: Distributed Muds) Ola Fosheim Grøstad
- TECH: reliablity (was: Distributed Muds) Derek Snider
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- TECH: reliablity (was: Distributed Muds) John Buehler
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- TECH: reliablity (was: Distributed Muds) John Buehler
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- Re:called shots Eric Lamy
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- Where are we now? S. Patrick Gallaty
- Where are we now? Greg Munt
- Where are we now? S. Patrick Gallaty
- Where are we now? Matt Mihaly
- Where are we now? Koster, Raph
- Where are we now? Greg Munt
- Where are we now? Matt Mihaly
- Where are we now? Greg Munt
- Where are we now? Matt Mihaly
- Where are we now? Bruce
- Where are we now? Ola Fosheim Grøstad
- Where are we now? Koster, Raph
- Where are we now? Richard A. Bartle
- Where are we now? Ola Fosheim Grøstad
- Where are we now? Bruce
- Where are we now? Greg Munt
- Where are we now? Koster, Raph
- Where are we now? rayzam
- Where are we now? Madman Across the Water
- Where are we now? Bryce Harrington
- Where are we now? Madman Across the Water
- Where are we now? Freeman, Jeff
- TECH: DBM vs BDB speeds (was: AmigaMud DB questions) Bruce
- fault tolerance and character files Steven Fleischaker
- fault tolerance and character files Kwon Ekstrom
- fault tolerance and character files Bruce
- fault tolerance and character files Kwon Ekstrom
- fault tolerance and character files Vincent Archer