Throughput issues are generally caused by increased wait time during request processing due to contention of resources (CPU, memory, disk, thread pool, connection pool, etc.).
吞吐量问题通常是由处理请求期间因为争用资源(CPU、内存、硬盘、线程池、连接池等)而导致的等待时间增加所引起的。
Performance issues arose through slower response time due to marshaling and passing the data.
由于数据的编组和传递,降低了响应时间,导致了性能问题。
A similar downfall is poised to happen again because the underlying process issues and discrepancies are usually not addressed due to time constraints and lack of resources.
类似的崩溃随时准备再次发生,因为由于时间约束和资源的缺乏,基本的过程问题和差异通常没有得到解决。
Over time, configuration for a server can change due to various issues, fixes, and troubleshooting.
随着时间的推移,服务器配置会由于各种问题、修理和故障检修而更改。
There were also issues doing manual transactions, as there were frequent time outs due to no response from the server.
另外,在执行手工事务时也会出问题,常常由于服务器没有响应而超时。
Game will no longer create new vacation NPCs each time a lot is visited which was causing many issues due to character file overload.
游戏将不再在每次访问旅游地点的时候都创建新的NPC档案,因为这引发很多问题造成档案文件超载。
Game will no longer create new vacation NPCs each time a lot is visited which was causing many issues due to character file overload.
游戏将不再在每次访问旅游地点的时候都创建新的NPC档案,因为这引发很多问题造成档案文件超载。
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