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Start with the core path. Each chapter opens more worlds.

Start here · Chapter 1, One machine

Overloaded database

Users send 2,000 requests/s.

01 / 41BuildDifficulty

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Core path

  1. Chapter 1: One machineFind the bottleneck, read the latency ladder and size a box.0 of 7
    1. 01 Overloaded databaseBuildNext
    2. 02 The latency ladderOrderLocked
    3. 03 Fifty dependent readsEstimateLocked
    4. 04 Two boxesBuildLocked
    5. 05 How many boxes?EstimateLocked
    6. 06 Safe load limitTuneLocked
    7. 07 Black FridayBossSurviveLocked

    OpensSignal0/10First server, capacity and costMetal0/12One node, a VPS, racks and the datacenter

    One server boardDrag or use arrow keys to change the load

    280 req/s · CPU 70% · mean 22 ms

  2. Chapter 2: CachingHit ratio, stale reads, stampedes and the edge.Locked
    1. 08 Hit ratioTuneLocked
    2. 09 TTL and stale readsTuneLocked
    3. 10 StampedeFixLocked
    4. 11 Images at the edgeBuildLocked
    5. 12 Flash crowdBossSurviveLocked

    OpensCacheCaches, CDNs and the edge

  3. Chapter 3: Many machinesScale out behind a load balancer and keep state out of the process.Locked
    1. 13 One big or three smallChooseLocked
    2. 14 Behind the balancerBuildLocked
    3. 15 StatelessBuildLocked
    4. 16 URL shortenerBossBuildLocked

    OpensScaleLoad balancing, sharding and partitioningWireNetworking and protocols

  4. Chapter 4: QueuesAsync work, requests in flight, backpressure and duplicates.Locked
    1. 17 Queue the emailBuildLocked
    2. 18 Requests in flightEstimateLocked
    3. 19 BackpressureBuildLocked
    4. 20 Duplicate deliveryFixLocked
    5. 21 Event stormBossSurviveLocked

    OpensQueueAsync work, messaging and streamsFlowBatch, streams and analyticsLockSecurity and identityChainPayments and ledgers

  5. Chapter 5: FailureTimeouts, retries, nines and failure domains.Locked
    1. 22 No timeoutTuneLocked
    2. 23 Retry stormFixLocked
    3. 24 Count the ninesEstimateLocked
    4. 25 Spread across racksBuildLocked
    5. 26 Multi-cause incidentBossFixLocked

    OpensGuardTimeouts, retries, breakers and recoveryWatchObservability, deploys and operations

  6. Chapter 6: CopiesReplicas, lag, quorums and network cuts.Locked
    1. 27 Read replicasBuildLocked
    2. 28 Where is my postFixLocked
    3. 29 Sync or async copyBuildLocked
    4. 30 Cut the networkBuildLocked
    5. 31 Quorum sizesTuneLocked
    6. 32 Partition stormBossSurviveLocked

    OpensStoreStorage engines and databasesQuorumReplication, consistency and consensus

  7. Chapter 7: PartitionsShard keys, hot keys, adding nodes and tail latency.Locked
    1. 33 The shard keyChooseLocked
    2. 34 Add a nodeBuildLocked
    3. 35 Tail at scaleEstimateLocked
    4. 36 Fit the modelChooseLocked
    5. 37 Likes at scaleBossBuildLocked

    OpensFabricGPU setupsModelMachine learning systemsAgentLLM and agent systems

  8. Chapter 8: Planet scaleLight in glass, paths through space, three continents.Locked
    1. 38 Glass or microwaveEstimateLocked
    2. 39 Rank long pathsOrderLocked
    3. 40 Where space winsTuneLocked
    4. 41 Three continentsBossBuildLocked

    OpensLightLight in glass, air and vacuumPixelFrontend and mobile systems

  9. End of the core path. Every world opens.

Depth worlds

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Each depth world goes deeper into one topic. A chapter of the core path opens it.

Chapter 2 · CachingLocked

  • Cache · LockedCaches, CDNs and the edge

Chapter 3 · Many machinesLocked

  • Scale · LockedLoad balancing, sharding and partitioning
  • Wire · LockedNetworking and protocols

Chapter 4 · QueuesLocked

  • Queue · LockedAsync work, messaging and streams
  • Flow · LockedBatch, streams and analytics
  • Lock · LockedSecurity and identity
  • Chain · LockedPayments and ledgers

Chapter 5 · FailureLocked

  • Guard · LockedTimeouts, retries, breakers and recovery
  • Watch · LockedObservability, deploys and operations

Chapter 6 · CopiesLocked

  • Store · LockedStorage engines and databases
  • Quorum · LockedReplication, consistency and consensus

Chapter 7 · PartitionsLocked

  • Fabric · LockedGPU setups
  • Model · LockedMachine learning systems
  • Agent · LockedLLM and agent systems

Chapter 8 · Planet scaleLocked

  • Light · LockedLight in glass, air and vacuum
  • Pixel · LockedFrontend and mobile systems