Performance Analysis of CloudLinux-based Web Server at the Embassy of the Kingdom of Morocco in Jakarta

2021 ◽  
Vol 10 (2) ◽  
pp. 250-258
Author(s):  
Anggie Pratama Lalengke ◽  
Ida Nurhaida

The rapid development of Information Technology (IT) has made a high availability web server a necessity. CloudLinux is a CentOS-based operating system specifically for the needs of servers with good high availability. This study will implement and analyze a CloudLinux-based web server for the Embassy of the Kingdom of Morocco in Jakarta to replace the current CentOS-based web server that does not meet high availability standards. The research methodology used in this study is the PPDIOO Life-cycle from Cisco. Designing a network according to the customer's needs requires identifying several elements in it, including the goals and constraints faced by the organization. Cisco creates a network life-cycle that can help these problems into six phases: Prepare, Plan, Design, Implement, Operate, and Optimize (PPDIOO). This study aims to determine how well the uptime, response time, and load impact are on the CloudLinux-based web server. The uptime test results on the CloudLinux-based web server have a value of an average of 99.971%. Testing the response time on the CloudLinux-based web server has an average value of 684.75ms (milliseconds). The results of the load impact test on the CloudLinux-based web server using ten virtual users (10VU) has a total value of 7595 requests, load impact using fifteen virtual users (15VU) has a total value of 11315 requests, and finally, load impact using twenty-five virtual users (25VU) has a total value of 18631 requests.

2020 ◽  
Vol 7 (2) ◽  
pp. 259
Author(s):  
Yuli Purwati ◽  
Selvi Sagita ◽  
Fandy Setyo Utomo ◽  
Wiga Maulana Baihaqi

<p class="Abstrak">Dalam studi ini, kami mengembangkan aplikasi <em>virtual</em><em> </em><em>reality</em> untuk mempelajari tata surya di tingkat sekolah dasar. Tujuan pembuatan aplikasi ini untuk menyediakan media pembelajaran berbasis multimedia bagi siswa agar dapat memahami konsep tata surya. <em>Multimedia Development Life Cycle</em><em> </em>(MDLC) adalah tahap pengembangan sistem yang digunakan untuk membangun aplikasi <em>virtual reality</em>. MDLC terdiri dari tahapan konsep manufaktur, desain, pengumpulan bahan, perakitan, pengujian, dan distribusi. Hasil tes penerimaan pengguna yang dilakukan oleh satu orang guru pengampu menunjukkan hasil 81,25%, sedangkan yang dilakukan oleh 26 siswa menunjukkan hasil 88,63%. Berdasarkan hasil tes penerimaan oleh guru diperoleh saran perbaikan aplikasi pada sisi interaktifitas pengguna. Evaluasi kepuasan pengguna terhadap aplikasi dilakukan dengan kuesioner berdasarkan empat elemen multimedia: teks, interaktivitas, animasi, dan gambar grafis. Hasil evaluasi penggunaan teks memiliki nilai 3,57, grafik bernilai 3,52, animasi bernilai 3,54, dan interaktivitas memiliki nilai 3,51. Berdasarkan hasil tes, dapat disimpulkan bahwa responden puas dengan penggunaan elemen multimedia pada aplikasi tersebut, dan aplikasi tersebut dapat membantu mereka untuk memahami topik pembelajaran lebih baik daripada metode pembelajaran dan pengajaran konvensional.</p><p class="Abstrak"> </p><p class="Abstrak"><em><strong>Abstract</strong></em></p><p class="Abstract"><em>In this study, we developed a virtual reality application for learning the solar system at the elementary school. The purpose of making this application is to provide multimedia-based learning media for students to be able to understand the concept of the solar system. Multimedia Development Life Cycle is a development stage of the system used to build virtual reality applications. MDLC consists of stages of the manufacturing concept, design, material collecting, assembly, testing, and distribution. Results of user acceptance test conducted by one teacher show the results of 81.25%, while that is done by 26 student shows the results of 88.63%. Based on the acceptance test results by the teacher, there are suggestions to improve the application on the user interactivity aspect. Evaluation of user satisfaction of the applications is done by a questionnaire based on the four elements of multimedia: text, interactivity, animation, and a graphical image. The result of the evaluation of the use of text has a value of 3.57, the graphic has a value of 3.52, animation has a value of 3.54, and interactivity has a value of 3.51. Based on the test results, it can be concluded that the respondents are satisfied with the use of multimedia elements on the application, and the application can help them to understand the learning topic better than conventional methods of learning dan teaching.</em><strong></strong></p><p class="Abstrak"><em><strong><br /></strong></em></p>


2020 ◽  
Vol 10 (2) ◽  
pp. 16
Author(s):  
Sulami Sibua ◽  
Firdha Rahmadhany

This research was conducted wiht the aim to find out how the students ability in writing poetry in class X SMAN 10 Ternate city and how to improve the ability to write poetry using the example and non-example models of grade X students of SMAN 10 ternate city. The methoud used in this research is descriptive quantitative and the instruments used are observation, interviews, tests and documentation.Based on the results of the studi, poetry writing skills improvement using example and non-example models class X students of SMAN 10 Ternate city consisting of 25 students can be seen that students are able writing poetry using model example and non-example, this is known from the results of research that there are worksheets on the pretest and postets which have increased, in the pretest and postest which have in creased, in the pretest with atotal value of 1.005 with and average value of 40,2 whereas the results of the posttest in the write poetry using the example and non-example models class X students of SMAN 10 Ternate city, with a value of 1.550 demgas an average value of 63,6 as many  23 students 68% have achieved (KKM) from the initial test results of 17 studens 92 % did not reach (KKM).


2021 ◽  
Vol 5 (2) ◽  
pp. 299-315
Author(s):  
Syanti Herlinawati ◽  
Asep Dede Kurnia ◽  
Jalaludin Jalaludin

The banking industry is currently experiencing rapid development where the main activity of financial institutions is to collect funds and channel them back to the public in the form of credit/financing. Problems that arise from the financing process are bad funds from customers as an unavoidable risk with several indicators of causes such as customer income, disasters experienced by customers, awareness and refunds from understanding the financing contract contract. This study aims to analyze the effect of customer understanding on mudharabah products, murabahah products, and murabahah products and to examine the effect of average customer understanding on payment growth at BMT Niaga Utama Purwakarta. This research was conducted by quantitative descriptive method using a sample of 34 customers from a population of 67 customers. Determination of the research sample is through a random sampling system with a Likert scale. The results of this study indicate that the customer's understanding of the mudharabah product is stated to be significant for payment payments with a value of rcount (0.84) > rtable (0.648), while the customer's understanding of the musyarakah product is stated to have no significant effect on payment performance with a value of rcount (0.697) < rtable (0.738). As for the influence of customer understanding of the value of murabahah products, the sig. (2-tailed) number is 0.000 which is smaller than the level of significant (α) 5% and is declared significant. While the effect of the known average value of Ucount = 22 > Utable 17 shows that there is no difference between understanding the product of mudharabah, musyarakah and murabahah on installment payments.


2021 ◽  
Vol 4 (2) ◽  
pp. 219-226
Author(s):  
Rakhmad Syarif ◽  
M. Bahri Arifin ◽  
Mohammad Siddik

Research on the development of teaching materials for writing descriptions using the learning model of Circuit learning needs to be done because teachers and students have difficulty learning the process of writing descriptions. This study aims (1) to find out the process of developing teaching materials in writing descriptions by using the Circuit Learning model (2) to measure the quality of teaching materials writing descriptions using circuit learning methods assessed from the validity and effectiveness. This study applies research and development methods conducted at Nabil Husen Middle School Samarinda. The results of development research can be seen from the validation results, namely material validation with a value of 88, graphic validation with a value of 86 and a validation of language values ​​with a value of 97 with very valid criteria. The effectiveness test results seen from the implementation of the lesson plan, the teacher's response value 93, the students' response value 93 and the value of the description writing test results obtained an average value of 88 with very effective criteria. Thus, the research development of teaching material writing descriptions by using the learning model of circuit learning in class VII students is very valid and effective.


2021 ◽  
Vol 8 (1) ◽  
pp. 39
Author(s):  
Rafiuddin Rafiuddin

This study aims to improve students' learning outcomes of Audio Video System Planning and Installation by applying the Team Games Tournament learning model in class XI TAV 1 SMK Negeri 4 Gowa. The type of research used is classroom action research (PTK), using the Kemmis & McTaggart research model which consists of four stages: planning, implementing, observing and reflecting. The four stages are carried out in two cycles. The subjects in this study were 33 people in class XI TAV 1. The instrument used was a test of learning outcomes and student observation sheet instruments. The collected data were then analyzed using descriptive statistical analysis. The results showed that the application of the Team Games Tournament learning model could improve student learning outcomes. This is evident from the increasing learning outcomes of students. Of the 33 students the initial test results with an average score of 47.15 with learning completeness as many as 6 students with a percentage of 18.18%, while what is expected is that 85% of all students achieve the Minimum Completion Criteria (KKM) with a value of ≥75. Then the learning outcomes increased by 30.30% in the learning outcomes of the first cycle test after applying the Team Games Tournament learning model, with an average value of 57.15, namely 16 students with a percentage of 48.48% learning completeness. In the second cycle test results increased 42.43% from cycle I, with an average score of students reaching 78.82, namely the completeness of learning as many as 30 students with a percentage of 90.91%. Based on the results of the study, it can be concluded that of the 33 students, more than 85% have completed their studies in the subject of Planning and Installation of Audio Video Systems with the KKM standard, namely 75.


2020 ◽  
Vol 10 (2) ◽  
pp. 165-173
Author(s):  
Maharani Maharani ◽  
Zakaria Zakaria ◽  
Muh.Rasmi Rasmi

The main problem in this research is 1) How to provide compensation in MA Al-IhsanKajuara Awangpone District Bone Regency. 2) How is the performance of the honorary teacher in MA Al-Ihsan Kajuara Awangpone District Bone Regency. 3) How is the effect of giving compensation to the improvement of the performance of honorary teachers in MA Al-Ihsan Kajuara Awangpone District Bone Regency.The research method used is descriptive quantitative research and population in this study were all honorary teachers who tought the at the school with a sample of 16 honorary teachers. Research instruments using questionnaires and documentation. The data analysis technique used is descriptive analysis with the product moment statistical test. Based on the results of data analysis using descriptive statistics, it is known that the average value for compensation (X) is 16, number 16 is in the sufficient category and the average value for the performance of honorary teachers (Y) is 52,25, number 52,25 is in the good category. While the results of the statistical analysis of the product moment show the regression test results obtained bythe value of =0,685, this proves that the provision of compensation for the performance of honorary teachers is relatively strong. Then used the F statistic with the criteria for rejecting test  if with a value 12,364,60. This shows that there is a positive and significant effect between the provision of compensation to the improvement of the performance of honorary teachers in MA Al-Ihsan Kajuara Awangpone District Bone Regency.


2019 ◽  
Vol 6 (2) ◽  
pp. 211
Author(s):  
Dodon Turianto Nugrahadi ◽  
Rudy Herteno ◽  
Muhammad Anshari

<div class="WordSection1"><p><em>The rapid development of technology, the increase in web-based systems and development of microcontroller device, have an impact on the ability of web servers to respond in serving client requests. This study aims to analyze load balancing methods </em><em>algoritma round robin </em><em>and </em><em>tuning that significant influence for</em><em> the response time and the number of clients who are able to be handled in serving clients on the web server with microcontroller device. From this study with Stresstool testing the response time was 2064, 2331,4 and 1869,2ms for not using load balancing and 2270, 2306,2 and 2202ms with load balancing from 700 requests served by web servers. It can be concluded that web server response times that use load balancing are smaller than web servers without load balancing. Furthermore, using tuning with the response time obtained at 3103.4ms from 1100 requests. So, with tuning can reduce response time and increase the number of requests.</em><em> With level significant level calculatio, have it khown that tuning configuration give significant effe</em><em>ct</em><em>  for </em><em>the response time and the number of clients in microcontroller.</em></p><p><strong>Keywords</strong>: <em>Web server, Raspberry, Load balancing, Response time, Stresstool.</em></p><p><em>Perkembangan </em><em>implementasi teknologi</em><em> yang pesat, seiring dengan perkembangannya </em><em>sistem </em><em>berbasis web dan perangkat mikrokontroler</em><em>, berdampak pada kemampuan web server dalam memberikan tanggap untuk melayani permintaan klien. Penelitian ini bertujuan untuk menganalisis metode load balance</em><em> </em><em>algoritma round robin dan tuning yang berpengaruh terhadap waktu tanggap dan banyaknya jumlah klien yang mampu ditangani dalam melayani klien pada web server</em><em> dengan mikrokontroler</em><em>. Dari penelitian ini </em><em>dengan pengujian Stresstool </em><em>didapatkan waktu tanggap sebesar </em>2331,4, 2064, 1869,2<em>ms untuk tanpa load balancing dan </em>2270, 2306,2<em> dan </em>2202<em>ms dengan load balancing dari </em><em>600 permintaan </em><em>yang dilayani </em><em>web server</em><em>. Dapat disimpulkan bahwa waktu tanggap web server yang menggunakan load balancing lebih kecil dibandingkan web server yang tidak menggunakan load balancing. Selanjutnya menggunakan tuning dengan waktu tanggap sebesar 3103,4ms dari 1100 permintaan. Jadi, tuning dapat mempersingkat waktu tanggap dan meningkatkan jumlah permintaan yang dilayani web server.</em><em> Selanjutnya dengan penghitungan tingkat pengaruh, bahwa </em><em>diketahui konfigurasi load balancing algoritma round robin  dan tuning memberikan pengaruh secara signifikan terhadap waktu tanggap dan jumlah permintaan pada mikrokontroler.</em></p><p><strong><em>Kata kunci</em></strong><em> : </em><em>Web server</em><em>,</em><em> Raspberry,</em><em> Load balancing, Waktu tanggap, Stresstool,</em><em> Jmeter,</em><em> Klien</em></p></div><em><br clear="all" /> </em>


2019 ◽  
Vol 4 (2) ◽  
pp. 227-236
Author(s):  
Ferli Septi Irwansyah ◽  
Efa Nur Asyiah ◽  
Ida Farida

Students' problems in understanding of the hybridization process need to be overcome by using interactive media. Therefore, this study aimed to analyze the results of the validation test and the feasibility test of learning media based on Augmented Reality (AR) on the concept of hybridization. The research method used was the Design-based Research (DBR) method based on technology that supports the learning process within two stages, namely the analysis stage and the design and development stage. Data collecting instruments used were a validation test questionnaire and a limited trial sheet. The media was validated by 3 expert lecturers and 10 respondents of Chemical Education Department students at UIN Sunan Gunung Djati Bandung, Indonesia. Overall validation test results obtained an average value of robserved of 0.88. The validation test obtained a value above 0.30, which showed that the learning media was valid and can be used for the limited trial. The limited trial obtained an average value of 88.59 % within a feasible category. This research concluded that AR learning media on the concept of hybridization is appropriate to be used as teaching material in the learning.


2019 ◽  
Vol 4 (1) ◽  
pp. 28-38
Author(s):  
Lekso Budi Handoko ◽  
Chaerul Umam ◽  
Adelia Syifa Anindita

The rapid development of technology not only has a positive impact, but also can have a negative impact such as the development of cyber crime that can cause messages to be unsafe. Message security can be protected using cryptography to convert messages into secret passwords. Steganography is a technique of hiding messages by inserting messages into images that are used to increase message security. In this study, it discusses a combination of hill cipher and LSB algorithms to secure messages. The message used is a 3-bit grayscale image for steganography and text messages with 32, 64 and 128 characters for cryptography. The measuring instruments used in this study are MSE, PSNR, Entropy and travel time (CPU time). Test results prove an increase in security without too damaging the image. This is evidenced by the results of the MSE trial which has a value far below the value 1, the PSNR is> 65 dB with a range of entropy values of 5 to 7, and travel times are almost the same.


2020 ◽  
Vol 4 (1) ◽  
pp. 9
Author(s):  
Muhammad Aldi Aditia Putra ◽  
Iskandar Fitri ◽  
Agus Iskandar

The increasing demand for information on the internet causes the traffic load on the web server to increase. Therefore it can cause the workload on a web server service to be overloaded (request), so that the server is down (overloaded). Based on previous research the application of load balancing can reduce the burden of traffic on the web server. This research method uses load balancing on servers with round robin algorithm and least connections as well as a single server as a comparison. The parameters measured are throughput, responses time, requests per second, CPU utilization. From the test results obtained Haproxy load balancing system, the least connection algorithm is superior to the round robin algorithm. Generated per-second request value of 2607,141 req / s and throughput of 9.25 MB / s for the least connection, while 2807,171 req / s and 9.30 MB / s for round robin.


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