

Philipp K. Janert provides consulting services for data analysis and mathematical modeling, drawing on his previous careers as physcist and software engineer.
Meer over Philipp JanertFeedback Control for Computer Systems
Introducing Control Theory to Enterprise Programmers
Samenvatting
How can you take advantage of feedback control for enterprise programming? With this book, author Philipp K. Janert demonstrates how the same principles that govern cruise control in your car also apply to data center management and other enterprise systems. Through case studies and hands-on simulations, you'll learn methods to solve several control issues, including mechanisms to spin up more servers automatically when web traffic spikes.
Feedback is ideal for controlling large, complex systems, but its use in software engineering raises unique issues. This book provides basic theory and lots of practical advice for programmers with no previous background in feedback control.
- Learn feedback concepts and controller design
- Get practical techniques for implementing and tuning controllers
- Use feedback design patterns for common control scenarios
- Maintain a cache's hit rate by automatically adjusting its size
- Respond to web traffic by scaling server instances automatically
- Explore ways to use feedback principles with queueing systems
- Learn how to control memory consumption in a game engine
- Take a deep dive into feedback control theory
Specificaties
Inhoudsopgave
Part 1: Foundations
1. Why Feedback? An Invitation
2. Feedback Systems
3. System Dynamics
4. Controllers
5. Identifying Input and Output Signals
6. Review and Outlook
Part 2: Practice
7. Theory Preview
8. Measuring the Transfer Function
9. PID Tuning
10. Implementation Issues
11. Common Feedback Architectures
Part 3: Case Studies
12. Exploring Control Systems Through Simulation
13. Case Study: Cache Hit Rate
14. Case Study: Ad Delivery
15. Case Study: Scaling Server Instances
16. Case Study: Waiting-Queue Control
17. Case Study: Cooling Fan Speed
18. Case Study: Controlling Memory Consumption in a Game Engine
19. Case Study Wrap-Up
Part 4: Theory
20. The Transfer Function
21. Block-Diagram Algebra and the Feedback Equation
22. PID Controllers
23. Poles and Zeros
24. Root Locus Techniques
25. Frequency Response and the Bode Plot
26. Topics Beyond This Book
Part 5: Appendices
Appendix A: Glossary
Appendix B: Creating Graphs with Gnuplot
Appendix C: Complex Numbers
Appendix D: Further Reading
Index
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