> video was the holdout for a while because they needed specialized GPUs
This isn't quite right; it has more to do with the tight coupling of the video system with the network (eg, all the peering stuff described in the article).
This could be achieved if twitch allowed broadcasters to upload a 2 second loop as a 'placeholder' for connection drops, and twitch could mix that in if it detects too many frame-drops.
It would need to be a setting though because some streamers just stream over a bad connection (e.g. Hitchhiking streams) and wouldn't want that interruption.
Ugh, I just... I keep trying to pretend I don't need to learn Go, but every highly scalable system I read about that's recently been written about seems to be using it. Maybe I just need to stay away from systems that need to scale? Heh...
Technically speaking you can build scalable systems using anything you want. But if you need to hire a couple of hundreds developers, you better go with Java 7 or Go than Ruby, Lisp or Perl. The dumber and more uniform the better.
I very much doubt that anyone is using Crystal at the scale Ruby/Rails is used yet. It's still far away from a 1.0 release and when I tried out 0.23 it had several issues, major ones for me were lacklustre debugging support and the type checker needing to load the whole AST into memory. Concurrency story was also not very strong but I know people were working on it actively at least.
Anyway, I wrote a non-trivial project in Crystal and overall really enjoyed it. Improving the debugging tooling would go a long way towards making it a real option.
Still, you definitely do not need Go to scale systems. People scale Everything, perhaps most impressively PHP applications.
You're just seeing golang in articles because of hype.
What you're probably referring to is GC pauses. The golang GC is tuned for latency, at the expense of throughput. The JVM has several GCs, and is gaining several more like Shenandoah and ZGC, which allows you to select the GC that best fits your use case. You can tune for latency or throughput.
A lot of Java deployments these days are in the form of uber/shaded jars, which is basically one jar file that contains the entire app, and run with a single command, not much different than running a binary.
Two areas where it is actually slower are
1) Memory allocation 2) Regular expression performance.
But you must understand your Java app won’t have performance advantage because of faster alloc speed IRL: GC will take lots of CPU, because Go’s one is much easier at memory release. You can only see allocation advantage in micro benchmarks where the app stops before the GC will start.
The golang gc is tuned for latency at the expense of throughput, meaning if you look at the duration of time spent in GC over the course of the code execution, it would actually be longer compared to a GC tuned for throughput.
If you have a use case that requires high throughput, then you cannot change the GC behavior. Unlike on the JVM, where you have several GCs to choose from. The JVM is also getting two new low latency GCs for use cases that require low latency.
And it's not just microbenchmarks where Java does better than golang, it's especially longer running processes where the JVM's runtime optimizations really kick in. Not to mention that the JVM is getting value types as well to ease the load on the GC when required (it does an excellent job as it is even without value types).
I did a dummy port of the C# version of the Havlak code here[1] to Java, preserving the same behavior and not making any data structure changes. On the machine I tested on, the C# version took over 70 seconds to run, while the Java version took ~17 seconds. In comparison, the C++ version took ~24 seconds, and the golang version took ~30 seconds.
Yes, you could most likely spend much more time tuning the C++ version, avoiding allocations, and so on, but at the expense of readability. This is what the JVM gives you, you write straight-forward, readable code, and it does a lot of optimizations for you.
The brainfuck2 benchmark is especially interesting. Kotlin tops the list, but I was able to get Java to the same performance since Kotlin by writing it in a similar manner as the Kotlin code. Again, Java/Kotlin beat out even C++ when I tested them, and by quite a margin.
Request / response servers which keep caches and other allocations prone to middle age death out of the GC heap are consistent with the generational hypothesis and ought to spend no more than a few (low single digit) percent in GC with a generational collector.
https://www.techempower.com/benchmarks/#section=data-r17&hw=...
c#, rust, go, c++, java, c, nim.. all tied at 7M.
again, this doesn't mean anything useful.
Crystal is still immature, Rust is more suited to use cases where you want to avoid garbage collection.
Hype is not the only factor but it makes hiring easier. And anything Google puts its weight behind will get hyped. More often than not it's better to choose a technology which suits your organisational (read: hiring) needs.
I'm curious: Do services like Twitch specify a specific desired codec/bitrate that doesn't get transcoded? Transcoding seems like a lot of effort for lower quality end result.
If I were streaming, I would want to avoid transcoding as much as possible. Since we're talking about live broadcasting, there is a unique ability for the streamer to choose the format they upload.
Excuse the simple question: When I hear "microservices", I think serverless backend. Is that right, or are they different? If they're the same, how do you stream video with serverless? (Seems like streaming, websockets, etc... shouldn't be possible in a serverless environment...)
"Serverless" describes how a deployment artifact is deployed and runs. Generally it refers to a class of technologies in multiple domains whereby intricate knowledge of the underlying host is abstracted behind a cleaner API, with things like scaling, security, patching, etc handled by an infrastructure provider. While the term rose in prominence alongside "functions as a service", which is certainly a technology that generally qualifies as serverless, there are many serverless products out there: AWS Fargate for running containers, DynamoDB for a database, S3 for object storage, all of these are "serverless". A good signal is: if I can SSH into it, its not serverless.
A microservice can certainly be deployed serverless (ECS/Fargate or Google Cloud Run comes to mind). A microservice can even refer to one or more logically related functions-as-a-service; the term more-so speaks to how the engineering teams organize their business domain into the code and how the APIs speak to each other, rather than the exact underlying technologies.
Like, instead of having the video decoding and the analytics code in the same monolith attached to same DB, you deploy a different server for each one, generally with a new DB for each. When the services need to talk to each other, they do it via network (REST, gRPC, etc.).
e.g. the Friends feature on Twitch is one microservice, running in its own autoscaling group, with internal APIs used by other microservices like Whispers.
Not necessarily a good idea, but one 'feature' of microservices is the ability to pick different stacks, languages and delivery methods on an individual service level.
We literally have services that are run entirely using AWS Lambda functions only.
This is a pretty big difference from teams I've worked on in the past, that have 8 engineers all working on a singular service.
"Microservices" is more of a philosophy than anything.
There may have been an element machine at one point that was used for testing/playing but I really don't think so, and know there wasn't one between 2010 and 2017.
By the time we decided transcoding was necessary, we had enough in-house video engineering knowledge to build our own system integrated with everything else.
Most people doesn't use the refresh button in the browser, so only a small amount of traffic will be uncontrolled.
That said, you certainly don't need your video streaming servers to handle those hundred-thousand refresh requests.
It also doesn't catch people watching on mobile web who refresh. And I don't believe their mobile app has a refresh button, whenever a stream glitches out for me I force kill and reload the mobile app.
Video:
- Everything is migrated from RTMP to HLS; RTMP couldn't scale across several consumer platforms
- This added massive delay (~30+s) early on, the video team has been crushing it getting this back down to the now sub-2s
- Flash is dead (now HTML5)
- F5 storms ("flash crowds") are still a concern teams design around; e.g. 900k people hitting F5 after a stream blips offline due to the venue's connection
- afaik Usher is still alive and well, in much better health today
- Most teams are on AWS now; video was the holdout for a while because they needed specialized GPUs. EDIT: "This isn't quite right; it has more to do with the tight coupling of the video system with the network (eg, all the peering stuff described in the article)" -spenczar5
- Realtime transcoding is a really interesting architecture nowadays (I am not qualified to explain it)
Web:
- No more Ruby on Rails because no good way was found to scale it organizationally; almost everything is now Go microservices back + React front
- No more Twice
- Data layer was split up to per-team; some use PostgreSQL, some DynamoDB, etc.
- Of course many more than 2 software teams now :P
- Chat went through a major scaling overhaul during/after Twitch Plays Pokemon. John Rizzo has a great talk about it here: https://www.twitch.tv/videos/92636123?t=03h13m46s
Twitch was a great place to spend 5 years at. Would do again.