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migrate content on publish?

Posted: Mon Dec 19, 2011 3:07 pm
by jarod
im sorry if this has already been answered, but what does the "migrate content on publish" check box mean?

thanks.

-jarod

Re: migrate content on publish?

Posted: Mon Dec 19, 2011 5:36 pm
by Viktor S
Hello Jarod,

The "migrate content on publish" check-box does just that, migrate the content to the server when a project is published. With this option checked, the content will be "migrated" and that content will be used every time the player requested the content. The other option is to leave the option unchecked, giving you the option to pull the content from its location every time the pages loads. You may have an image located in c:/images/capture.jpg that is overwritten at a set interval (using a website screen capture program). With this option, the updated image will load every time the page loads.

If you have any other questions feel free to post them below.

Re: migrate content on publish?

Posted: Mon Jan 09, 2012 10:38 am
by jarod
so if I left the box unchecked, I would be able to point to the image on my computer, and every time I change it, the change would be reflected in the project? but if I left it checked, then the program would use its own separate copy that wouldn't change?

-jarod

Re: migrate content on publish?

Posted: Tue Jan 10, 2012 5:38 pm
by Viktor S
Hello Jarod,

That is correct.

If you have any more questions feel free to ask.

Re: migrate content on publish?

Posted: Thu Jan 19, 2012 4:53 pm
by rdflesher
So, if you leave it checked, does the image eventually make its all the way to the player as not to eat up bandwidth on the network everytime the slide displays?

Re: migrate content on publish?

Posted: Thu Jan 19, 2012 8:03 pm
by Sergey K
When the "Migrate content on publish" checkbox is checked, and the project is published, the page (with the image), is compressed and sent to the player one time. When the checkbox is unchecked, the image will be monitored by the server and as the images changes, the server is then notified of the change and new content will be generated and sent to the player. If the image does not change, no additional content is generated or sent to the player.

Higher resolution projects will use more bandwidth. Additionally, if the project contains database content, every time the database is checked (set with the Update Interval) and there was a change in the data, you will notice a spike in bandwidth usage while the content is downloaded one time.

Below is a graph of the bandwidth (packets/time) usage with one player on the network over a 24 hour period.
Image

SF-100e Network Statistics
  • Sample Duration: 24 hours
    Sample Size: 30334 packets
    Total Data Size: 22.01 MB
    Avg. bytes/sec 254.97
    Avg. Mbit/sec: 0.002
    Avg. packets/sec: 0.35
    Avg. packet size: 725.70 bytes
As you can see, the bandwidth usage is very small (on average, one player uses about 2% of the total bandwidth on a Gigabit network). The bandwidth usage will spike for a moment when synchronizing with the server, publishing a project, and every time new content needs to be generated and distributed to scheduled players. As text or images change or a database is checked, the bandwidth will spike and drop off after it is finished. These spikes vary on the actual image size and the resolution of the project, the intensity of the database, and the number of players requesting the same content at one time.

If you have any additional question, please let me know