c10k | networking via the C10K problem

 by   trptcolin C Version: Current License: No License

kandi X-RAY | c10k Summary

kandi X-RAY | c10k Summary

c10k is a C library. c10k has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

This is a learning project for me, to get my head wrapped around high-performance servers at a lower level than I'm used to. In particular, the things I'm looking to take away from this project are:. Don't even think about using this code in production.
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              c10k has a low active ecosystem.
              It has 7 star(s) with 1 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              c10k has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of c10k is current.

            kandi-Quality Quality

              c10k has no bugs reported.

            kandi-Security Security

              c10k has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              c10k does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              c10k releases are not available. You will need to build from source code and install.

            Top functions reviewed by kandi - BETA

            kandi's functional review helps you automatically verify the functionalities of the libraries and avoid rework.
            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of c10k
            Get all kandi verified functions for this library.

            c10k Key Features

            No Key Features are available at this moment for c10k.

            c10k Examples and Code Snippets

            No Code Snippets are available at this moment for c10k.

            Community Discussions

            QUESTION

            Go net/http leaks memory in high load
            Asked 2020-Jan-16 at 22:29

            I am developing an API that calls client URL using the net/http package. There are between 1 and 8 URLs called for each request (POST call) in goroutines concurrently based on user country/os. The app works with low qps of around 1000-1500 requests, but scaling the app to 3k requests there is a sudden increase in the memory even if only 1 client URL is called an app stops responding after a few minute(Response time well above 50sec). I am using Go native net/http package along with gorilla/mux router. Other question on this issue says to close the response body but I have done that using

            ...

            ANSWER

            Answered 2019-Dec-26 at 12:14

            this code is not leaking.

            To demonstrate, lets update it ** slightly so the post is reproducible.

            main.go

            Source https://stackoverflow.com/questions/59465996

            QUESTION

            Can Socket.ReceiveAsync head to C10K?
            Asked 2019-Jan-28 at 03:39

            Can a TCP socket that uses Socket.ReceiveAsync or even Socket.SendAsync experience the C10K problem ?

            ...

            ANSWER

            Answered 2019-Jan-28 at 03:39

            I don't think this is at all a duplicate of this other question, as has been suggested: Async-Await vs ThreadPool vs MultiThreading on High-Performance Sockets (C10k Solutions?) That question is more a discussion of various threading models, which don't always apply to Socket.****Async (which ALL use SocketAsyncEventArgs).

            The answer to this question is HIGHLY dependent upon your runtime and your OS. I have just recently gone down this road while developing a solution for Unity, so I will share what I know even though the question is a bit old.

            Let's first talk about Windows and MS .NET (anything from 3.5 when those methods were implemented to present). You can definitely break c10k when combining those socket methods on this runtime and platform. The ****Async methods that take a SocketAsyncEventArgs parameter go straight to native calls in the runtime, which map to IO Completion Ports in Windows. This is a special path through the runtime, which does more than prevent allocating IAsyncResult objects. I assume using .NET Standard on Linux is also very fast, but I cannot speak directly to that.

            Next, let's talking about Mono on Linux. Specifically, I am currently building with: Mono C# compiler version 4.6.2.0 This will also break c10k, but it works differently. From what I can see, the *****Async methods take the same path through the runtime as all other async methods, except ****Async calls take the shortest path and avoid an IAsyncResult allocation. The runtime submits your requests as an IOSelectorJob via IOSelector.Add. For this reason it appears that none of the ****Async methods will actually ever return false in Mono, though I wouldn't count on that behaviour always being true. I assume using Mono on Windows is equally fast, but I cannot speak to that.

            Finally, let's talk about Unity. I am using 2018.3.2f1 which has the Mono 5.11.0 runtime, set to .NET 4.x compat. I'm not sure it is possible to break c10k in Unity. I don't know why, but I know that identical implementations that handily break c10k in Mono and .NET will not even come close. I assume this is because somehow their thread pools are set up differently ... perhaps to accomodate their job system, but that's merely a shot-in-the-dark guess. Very strange things happen, such as synchronous accept outperforming async. AcceptAsync requests that never get a callback, and so on.

            Some tips to break c10k outside of Unity: - Do as little as possible in your IO completion callbacks. Don't put calls to other Async methods inside them like the MSDN example - If you can manage it, don't make calls to SendAsync and ReceiveAsync block each other due to your design. You can't have 2 outstanding calls with the same arg, but you can have both multiple and separate args (and therefore buffers) for send/recv. But be aware that things can get complicated for ordering, for example in the case of multiple outstanding recvs on the same socket, and concurrent queues dispatching the returned args from the callbacks - If you have to share resources between threads then System.Collections.Concurrent is your friend. Don't roll your own as these containers are not why you aren't breaking c10k, and you will never be able to match the amount of testing these babies have undergone

            Good luck and have fun :) And don't forget to tell me if you find the secret to success in Unity. I'll surely update this if I do.

            Source https://stackoverflow.com/questions/50482966

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install c10k

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
            Find more information at:

            Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items

            Find more libraries
            CLONE
          • HTTPS

            https://github.com/trptcolin/c10k.git

          • CLI

            gh repo clone trptcolin/c10k

          • sshUrl

            git@github.com:trptcolin/c10k.git

          • Stay Updated

            Subscribe to our newsletter for trending solutions and developer bootcamps

            Agree to Sign up and Terms & Conditions

            Share this Page

            share link