Different RAID LevelsWritten by Ronald Merts
Different Types of RAID RAID Level 0 RAID Level 0 or striping is optimized for performance at expense of fault tolerance. Drives in a RAID 0 array organizes data in such a way that it is striped across multiple drives. A RAID Level 0 array can contain any number of stripes. In RAID 0 if you have 2 x 60 gig drives array size will be 120 gig. The reason RAID 0 is a performance-enhancing configuration is that striping enables array to access data from multiple drives at same time. In other words, since data is spread out across a number of drives in array, it can be accessed faster because it's not bottled up on a single drive. This is especially beneficial for retrieving very large files, since they can be spread out effectively across multiple drives and accessed as if it were size of any of fragments it is organized into on data stripes. The downside to RAID Level 0 configurations is that it sacrifices fault tolerance, raising risk of data loss because no room is made available to store redundant data. If one of drives in RAID 0 fails for any reason, there is no way of retrieving lost data as can be done in other RAID implementations described below. RAID Level 1 The RAID Level 1 is achieved through disk mirroring, and is done to ensure data reliability. RAID 1 also enhances read performance, but improved performance and fault tolerance are at expense of available capacity in drives used. In RAID 1 If you have 2 x 60 gig drives array size will be 60 gig. In a RAID Level 1 configuration, RAID management software instructs subsystem's controller to store data redundantly across a number of drives (mirrored set) in array. In other words, same data is copied and stored on different disks known as mirroring to ensure that, should a drive fail, data is available somewhere else within array. In fact, all but one of drives in a mirrored set could fail and data stored to RAID 1 subsystem would remain intact. A RAID Level 1 configuration can consist of multiple mirrored sets, whereby each mirrored set can be a different capacity. Usually drives making up a mirrored set are of same capacity. If drives within a mirrored set are of different capacities, capacity of a mirrored set within RAID 1 subsystem is limited to capacity of smallest-capacity drive in set. The read performance gain can be realized if redundant data is distributed evenly on all of drives of a mirrored set within subsystem. The number of read requests and total wait state times both drop significantly; inversely proportional to number of hard drives in RAID. RAID Level 2 RAID Level 2 is rarely used in commercial applications, but is another means of ensuring data is protected in event drives in subsystem incur problems or otherwise fail. This level builds fault tolerance around Hamming error correction code (ECC), which is used as a means of maintaining data integrity. ECC tabulates numerical values of data stored on specific blocks in virtual drive using a special formula that yields what is known as a checksum. The check-sum is then appended to end of data block for verification of data integrity when needed. As data gets read back from drive, ECC tabulations are again computed, and specific data block checksums are read and compared against most recent tabulations. If numbers match, data is intact; if there is a discrepancy, lost data can be recalculated using first or earlier checksum as a reference point.
| | Firewall & Port BasicsWritten by Ron Merts
Gaming in general is fun, but there's something about multiplayer gaming that's even more enjoyable. Perhaps it's satisfaction of realizing that car you just passed in last lap is being driven by a real person, like you, and not some computer program.But Internet connection that makes gaming so much fun also serves as a doorway through which nefarious hackers can send malicious code, causing havoc with your computer. Broadband users are especially fertile targets for bad seeds. That's why a firewall is so important. A good firewall, such as Internet Connection Firewall (ICF) that comes with Windows XP, protects your computer from attacks. A firewall works by blocking communication ports that are used to transfer data to and from your PC. However, games (and all applications that work over Internet) use those ports to communicate. This raises some questions that we frequently encounter on message boards and in Usenet: how does a firewall affect performance of online gaming? What do you have to do to enjoy online gaming with a firewall in place? I'll answer these questions in this article. How Ports Work To get most out of online gaming through a secure connection, you have to have some idea of how games communicate over Internet and how a firewall works. Don't worry; this discussion won't get inaccessibly technical. I'll stick to layman's terms. To start with, let's look at how programs talk to each other over Internet. All Internet-aware programs communicate with each other through ports. What, exactly, is a port? Think of your Internet connection as a water conduit. But instead of thinking of it as one big pipe, picture it as a conglomeration of thousands of small pipes: 65,535 of them, to be exact. That is number of Internet ports through which communications can take place. Different services use different ports—the assignment of which service uses which port is more or less arbitrary. For example, World Wide Web communi- cations use port 80. Why port 80? Because a few years ago, a bunch of Internet-related people got together and decided that that's how it would be. Similarly, SMTP e-mail traffic uses port 25. Those same people decided that that's how that would go, and so on. These and other services use protocols to transmit and receive their data through these ports. Two protocols that they use are Transmission Control Protocol (TCP) and User Datagram Protocol (UDP). The 65,535 ports are divided into three groups: Well Known Ports (ports 0 through 1023), Registered Ports (ports 1024 through 49151), and Dynamic or Private Ports (all rest). A list of port numbers and what services commonly use them is kept up by Internet Assigned Numbers Authority. Like other services, Internet components of games use ports and protocols to communicate over Internet. When you play Halo online with a bunch of other people, it has to transmit your keyboard and mouse-click data to server so it can tell when you move around or fire your weapon. In turn it has to transmit world data back to your computer so you can see where other people move so you can aim at them and chase them around. Halo and other multiplayer games like Quake family, Half-Life and mods such as Team Fortress Classic and popular Counter-Strike, Medal of Honor: Allied Assault, Battlefield 1942 send their data down ports and listen for data from same or other ports. Game matchmaker services like GameSpy Arcade also use ports to communicate. Firewalls block ports. They are, by their very nature, communications- blocking applications. By closing off ports, they prevent malicious entities from gaining access to your computer through your Internet connection. But doesn't that mean they also block traffic for benign applications that you want to have access to Internet, such as your Web browser, your e-mail application, and online games?
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