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  • Very uneven CPU utilization with SQL Server 2012 on 2 processor computer with 16 cores / processor

    - by cooplarsh
    After installing SQL Server Enterprise 2012 with the Server + Cal license model, on a computer with 2 processors each with 16 cores (and no hyperthreading involved) and putting the server under extremely heavy load the 16 cores on the first processor were very underutilized, the first 4 cores on the 2nd CPU were heavily utilized, and the last 12 cores were not used at all (because of the 20 core limit for this sql server version). Total CPU utilization was displaying as around 25%. Unfortunately, the server suffered from extremely poor performance even though if the tasks were evenly distributed across the 20 cores it wouldn't have been anywhere near as bad. The Windows Server was running on a VMWare virtual image under ESX Server, but all of the CPU was allocated to the windows server. We tried changing affinity settings (e.g., allocating most cores to CPU and the others to I/O), but that didn't help solve the performance problems. Upgrading the product edition to SQL Server Enterprise Core 2012 not only allowed the SQL Server to utilize the 12 previously unused cores on the 2nd processor, but it also resulted in a much more even distribution of tasks across all of the processors. To get through the backlog of requests cpU utilization jumped to around 90%, and then came down to around 33% once it was caught up, but performance improved dramatically since we failed over to the newly updated version And the performance issues went away. I was wondering if anyone knows what might cause SQL Server to unevenly distribute the load, relying almost exclusively on the first 4 cores of the 2nd processor that had 12 cores idle, and allocate only a few tasks to each of the 16 cores on the first processor. Also, is there any way we could have more evenly distributed the load across the 20 cores that were being used without the product edition upgrade? The flip side of that question is what did the product upgrade do that caused SQL Server to start evenly distributing the load across all of the cores that it recognized? Thanks to any insight to answer these questions and/or links that might help me better understand how to make sense of what was happenings.

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  • Python: unix socket -> broken pipe

    - by Heinrich Schmetterling
    I'm trying to get Python socket working as an alternative to calling the command line socat. This socat command works fine: echo 'cmd' | sudo socat stdio <path-to-socket> but when I run this python code, I get an error: >>> import socket >>> s = socket.socket(socket.AF_UNIX, socket.SOCK_STREAM) >>> s.connect(<path-to-socket>) >>> s.send('cmd') Traceback (most recent call last): File "<stdin>", line 1, in <module> socket.error: (32, 'Broken pipe') Any ideas what the issue is? Thanks.

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  • Sniff UNIX domain socket

    - by gonvaled
    I know that some process is writing to a certain unix domain socket (/var/run/asterisk/asterisk.ctl), but I do not known the pid of the sender. How can I find out who is writing to the socket? I have tried with: sudo lsof /var/run/asterisk/asterisk.ctl but it just list the owner of the socket. I would like to know who is writing / reading to this socket, and I would also like to sniff the data. Is this possible?

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  • Socket read() hangs for a while when there is no data to read.

    - by janesconference
    Hi' I'm writing a simple http port forwarder. I read data from port 80, and pass the data to my lighttpd server, on port 8080. As long as I write() data on the socket on port 8080 (forwarding the request) there's no problem, but when I read() data from that socket (forwarding the response), the last read() hangs a lot (about 1 or 2 seconds) before realizing there's no more data and returning 0. I tried to set the socket to non-blocking, but this doesn't work, as sometimes it returns EWOULDBLOCKING even if there's some data left (lighttpd + cgi can be quite slow). I tried to set a timeout with select(), but, as above, a slow cgi could timeout the socket when there's actually some data to transmit. How would you do?

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  • Make a socket as a user but make it readable and writable by another

    - by user1598585
    I have a software that is run under user A, this software creates a socket in /sockets and the socket should be readable and writable by user B. I have tried setting the directory to have ownership A:A or A:B but when user A creates the socket, it ends up with uid A and gid A. Using ACLs has not helped so far, the default mask is preventing the rights to be effective. rw permisions for B will always turn into jusr r. If what I make is not a socket it will work fine. How can I best accomplish this task? (It is for a web-server where the web-application makes the socket and the web-server software forwards requests to it)

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  • Make a socket as an user but make it readable and writable by another

    - by user1598585
    I have a software that is run under user A, this software creates a socket in /sockets and the socket should be readable and writable by user B. I have tried setting the directory to have ownership A:A or A:B but when user A creates the socket, it ends up with uid A and gid A. Using ACLs has not helped so far, the default mask is preventing the rights to be effective. rw permisions for B will always turn into jusr r. If what I make is not a socket it will work fine. How can I best accomplish this task? (It is for a web-server where the web-application makes the socket and the web-server software forwards requests to it)

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  • Is it possible to put an 8000 series socket-F Opteron into a dual-socket motherboard?

    - by René Kåbis
    Exactly what it says on the Tin. I have a dual-socket, socket-F motherboard in which I am looking to put two high-end quad-core Opterons, but the 2000 series are nearly double the price of the 8000 series on eBay. Can I just drop in a pair of 8000 series processors and be done with it, or are there processor-critical motherboard features that would be present on a quad(+)-socket motherboard that don’t exist on a dual-socket motherboard? Please elaborate or link to resources that can explain this further, as I am not adverse to research (and I am interested in the technical issues involved) I am probably using the wrong search terms, as Google failed to return anything within the first few dozen results.

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  • TcpListener Socket still active after program exits.

    - by lnical
    I'm trying to stop a TCP Listener as my program is exiting. I do not care about any data that is currently active on the socket or any of the active client sockets. The socket clean up code is essentially: try { myServer.Server.Shutdown(SocketShutdown.Both) } catch (Exception ex) { LogException(ex) } myServer.Server.Close(0) myServer.Stop() myServer is a TCPListener On some occasions, Shutdown will thrown an exception System.Net.Sockets.SocketException: A request to send or receive data was disallowed because the socket is not connected and (when sending on a datagram socket using a sendto call) no address was supplied at System.Net.Sockets.Socket.Shutdown(SocketShutdown how) When this happens, the socket is never released. Even after the application exits netstat shows the socket is still in the listening state. I have not been able to create definitive reproduction scenerio, it happens at seemingly random times. Client Sockets are cleaned up independently. Do you have any suggestions to help me make this socket die?

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  • how to bind/connect multiple UDP socket

    - by nicboul
    My initial UDP socket is binded to 127.0.0.1:9898. The first time that I get notified of incoming data by epoll/kqueue, I do recvfrom() and I fill a struct sockaddr called peer_name that contain the peer informations (ip:port). Then I create a new UPD socket using socket(), then I bind() this newly created socket to the same ip:port (127.0.0.1:9898) than my original socket. then I connect my newly created socket using connect() to the peer who just sent me something. I have the information in the struct sockaddr called peer_name. I then add my newly created socket in my epoll/kqueue vector and wait for notification. I would expect to ONLY receive UDP frame from the peer i'm ""connected to"". 1/ does netstat -a -p udp is suppose to show me the IP:PORT of the peer my newly created socket is ""connected to"" ? 2/ I'm probably doing something wrong since after creating my new socket, this socket receive all incoming UDP packets destinated to the IP:PORT I'm binded to, regardless of the source peer IP:PORT. I would like to see a working example of what I'm trying to do :) or any hint on what I'm doing wrong. thanks!

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  • Socket send recv functions

    - by viswanathan
    I have created a socket using the following lines of code. Now i change the value of the socket i get like this m_Socket++; Even now the send recv socket functions succeeds without throwing SOCKET_ERROR. I expect that it must throw error. Am i doing something wrong. struct sockaddr_in ServerSock; // Socket address structure to bind the Port Number to listen to char *localIP ; SOCKET SocServer; //To Set up the sockaddr structure ServerSock.sin_family = AF_INET; ServerSock.sin_addr.s_addr = INADDR_ANY; ServerSock.sin_port = htons(pLantronics->m_wRIPortNo); // To Create a socket for listening on wPortNumber if(( SocServer = socket( AF_INET, SOCK_STREAM, 0 )) == INVALID_SOCKET ) { return FALSE; } //To bind the socket with wPortNumber if(bind(SocServer,(sockaddr*)&ServerSock,sizeof(ServerSock))!=0) { return FALSE; } // To Listen for the connection on wPortNumber if(listen(SocServer,SOMAXCONN)!=0) { return FALSE; } // Structure to get the IP Address of the connecting Entity sockaddr_in insock; int insocklen=sizeof(insock); //To accept the Incoming connection on the wPortNumber pLantronics->m_Socket=accept(SocServer,(struct sockaddr*)&insock,&insocklen); if(pLantronics->m_Socket == INVALID_SOCKET) { shutdown(SocServer, 2 ); closesocket(SocServer ); return FALSE; } // To make socket non-blocking DWORD dwNonBlocking = 1; if(ioctlsocket( pLantronics->m_Socket, FIONBIO, &dwNonBlocking )) { shutdown(pLantronics->m_Socket, 2); closesocket(pLantronics->m_Socket); return FALSE; } pLantronics->m_sModemName = inet_ntoa(insock.sin_addr); Now i do m_Socket++;//change to some other number ideally expecting send recv to fail. Even now the send recv socket functions succeeds without throwing SOCKET_ERROR. I expect that it must throw error. Am i doing something wrong.

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  • Problem with socket communication between C# and Flex

    - by Chris Lee
    Hi all, I am implementing a simulated b/s stock data system. I am using flex and c# for client and server sides. I found flash has a security policy and I handled the policy-file-request in my server code. But seems it doesn't work, because the code jumped out at "socket.Receive(b)" after connection. I've tried sending message on client in the connection handler, in that case the server can receive correct message. But the auto-generated "policy-file-request" can never be received, and the client can get no data sending from server. Here I put my code snippet. my ActionScript code: public class StockClient extends Sprite { private var hostName:String = "192.168.84.103"; private var port:uint = 55555; private var socket:XMLSocket; public function StockClient() { socket = new XMLSocket(); configureListeners(socket); socket.connect(hostName, port); } public function send(data:Object) : void{ socket.send(data); } private function configureListeners(dispatcher:IEventDispatcher):void { dispatcher.addEventListener(Event.CLOSE, closeHandler); dispatcher.addEventListener(Event.CONNECT, connectHandler); dispatcher.addEventListener(IOErrorEvent.IO_ERROR, ioErrorHandler); dispatcher.addEventListener(ProgressEvent.PROGRESS, progressHandler); dispatcher.addEventListener(SecurityErrorEvent.SECURITY_ERROR, securityErrorHandler); dispatcher.addEventListener(ProgressEvent.SOCKET_DATA, dataHandler); } private function closeHandler(event:Event):void { trace("closeHandler: " + event); } private function connectHandler(event:Event):void { trace("connectHandler: " + event); //following testing message can be received, but client can't invoke data handler //send("<policy-file-request/>"); } private function dataHandler(event:ProgressEvent):void { //never fired trace("dataHandler: " + event); } private function ioErrorHandler(event:IOErrorEvent):void { trace("ioErrorHandler: " + event); } private function progressHandler(event:ProgressEvent):void { trace("progressHandler loaded:" + event.bytesLoaded + " total: " + event.bytesTotal); } private function securityErrorHandler(event:SecurityErrorEvent):void { trace("securityErrorHandler: " + event); } } my C# code: const int PORT_NUMBER = 55555; const String BEGIN_REQUEST = "begin"; const String END_REQUEST = "end"; const String POLICY_REQUEST = "<policy-file-request/>\u0000"; const String POLICY_FILE = "<?xml version=\"1.0\"?>\n" + "<!DOCTYPE cross-domain-policy SYSTEM \"http://www.adobe.com/xml/dtds/cross-domain-policy.dtd\">\n" + "<cross-domain-policy> \n" + " <allow-access-from domain=\"*\" to-ports=\"55555\"/> \n" + "</cross-domain-policy>\u0000"; ................ private void startListening() { provider = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); provider.Bind(new IPEndPoint(IPAddress.Parse("192.168.84.103"), PORT_NUMBER)); provider.Listen(10); isListened = true; while (isListened) { Socket socket = provider.Accept(); Console.WriteLine("connect!"); byte[] b = new byte[1024]; int receiveLength = 0; try { // code jump out at this statement receiveLength = socket.Receive(b); } catch (Exception e) { Debug.WriteLine(e.ToString()); } String request = System.Text.Encoding.UTF8.GetString(b, 0, receiveLength); Console.WriteLine("request:"+request); if (request == POLICY_REQUEST) { socket.Send(Encoding.UTF8.GetBytes(POLICY_FILE)); Console.WriteLine("response:" + POLICY_FILE); } else if (request == END_REQUEST) { Dispose(socket); } else { StartSocket(socket); break; } } } Sorry for the long code, please someone help with it, thanks a million

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  • socket operation on nonsocket or bad file descriptor

    - by Magn3s1um
    I'm writing a pthread server which takes requests from clients and sends them back a bunch of .ppm files. Everything seems to go well, but sometimes when I have just 1 client connected, when trying to read from the file descriptor (for the file), it says Bad file Descriptor. This doesn't make sense, since my int fd isn't -1, and the file most certainly exists. Other times, I get this "Socket operation on nonsocket" error. This is weird because other times, it doesn't give me this error and everything works fine. When trying to connect multiple clients, for some reason, it will only send correctly to one, and then the other client gets the bad file descriptor or "nonsocket" error, even though both threads are processing the same messages and do the same routines. Anyone have an idea why? Here's the code that is giving me that error: while(mqueue.head != mqueue.tail && count < dis_m){ printf("Sending to client %s: %s\n", pointer->id, pointer->message); int fd; fd = open(pointer->message, O_RDONLY); char buf[58368]; int bytesRead; printf("This is fd %d\n", fd); bytesRead=read(fd,buf,58368); send(pointer->socket,buf,bytesRead,0); perror("Error:\n"); fflush(stdout); close(fd); mqueue.mcount--; mqueue.head = mqueue.head->next; free(pointer->message); free(pointer); pointer = mqueue.head; count++; } printf("Sending %s\n", pointer->message); int fd; fd = open(pointer->message, O_RDONLY); printf("This is fd %d\n", fd); printf("I am hhere2\n"); char buf[58368]; int bytesRead; bytesRead=read(fd,buf,58368); send(pointer->socket,buf,bytesRead,0); perror("Error:\n"); close(fd); mqueue.mcount--; if(mqueue.head != mqueue.tail){ mqueue.head = mqueue.head->next; } else{ mqueue.head->next = malloc(sizeof(struct message)); mqueue.head = mqueue.head->next; mqueue.head->next = malloc(sizeof(struct message)); mqueue.tail = mqueue.head->next; mqueue.head->message = NULL; } free(pointer->message); free(pointer); pthread_mutex_unlock(&numm); pthread_mutex_unlock(&circ); pthread_mutex_unlock(&slots); The messages for both threads are the same, being of the form ./path/imageXX.ppm where XX is the number that should go to the client. The file size of each image is 58368 bytes. Sometimes, this code hangs on the read, and stops execution. I don't know this would be either, because the file descriptor comes back as valid. Thanks in advanced. Edit: Here's some sample output: Sending to client a: ./support/images/sw90.ppm This is fd 4 Error: : Socket operation on non-socket Sending to client a: ./support/images/sw91.ppm This is fd 4 Error: : Socket operation on non-socket Sending ./support/images/sw92.ppm This is fd 4 I am hhere2 Error: : Socket operation on non-socket My dispatcher has defeated evil Sample with 2 clients (client b was serviced first) Sending to client b: ./support/images/sw87.ppm This is fd 6 Error: : Success Sending to client b: ./support/images/sw88.ppm This is fd 6 Error: : Success Sending to client b: ./support/images/sw89.ppm This is fd 6 Error: : Success This is fd 6 Error: : Bad file descriptor Sending to client a: ./support/images/sw85.ppm This is fd 6 Error: As you can see, who ever is serviced first in this instance can open the files, but not the 2nd person. Edit2: Full code. Sorry, its pretty long and terribly formatted. #include <netinet/in.h> #include <netinet/in.h> #include <netdb.h> #include <arpa/inet.h> #include <sys/types.h> #include <sys/socket.h> #include <errno.h> #include <stdio.h> #include <unistd.h> #include <pthread.h> #include <stdlib.h> #include <string.h> #include <sys/types.h> #include <sys/stat.h> #include <fcntl.h> #include "ring.h" /* Version 1 Here is what is implemented so far: The threads are created from the arguments specified (number of threads that is) The server will lock and update variables based on how many clients are in the system and such. The socket that is opened when a new client connects, must be passed to the threads. To do this, we need some sort of global array. I did this by specifying an int client and main_pool_busy, and two pointers poolsockets and nonpoolsockets. My thinking on this was that when a new client enters the system, the server thread increments the variable client. When a thread is finished with this client (after it sends it the data), the thread will decrement client and close the socket. HTTP servers act this way sometimes (they terminate the socket as soon as one transmission is sent). *Note down at bottom After the server portion increments the client counter, we must open up a new socket (denoted by new_sd) and get this value to the appropriate thread. To do this, I created global array poolsockets, which will hold all the socket descriptors for our pooled threads. The server portion gets the new socket descriptor, and places the value in the first spot of the array that has a 0. We only place a value in this array IF: 1. The variable main_pool_busy < worknum (If we have more clients in the system than in our pool, it doesn't mean we should always create a new thread. At the end of this, the server signals on the condition variable clientin that a new client has arrived. In our pooled thread, we then must walk this array and check the array until we hit our first non-zero value. This is the socket we will give to that thread. The thread then changes the array to have a zero here. What if our all threads in our pool our busy? If this is the case, then we will know it because our threads in this pool will increment main_pool_busy by one when they are working on a request and decrement it when they are done. If main_pool_busy >= worknum, then we must dynamically create a new thread. Then, we must realloc the size of our nonpoolsockets array by 1 int. We then add the new socket descriptor to our pool. Here's what we need to figure out: NOTE* Each worker should generate 100 messages which specify the worker thread ID, client socket descriptor and a copy of the client message. Additionally, each message should include a message number, starting from 0 and incrementing for each subsequent message sent to the same client. I don't know how to keep track of how many messages were to the same client. Maybe we shouldn't close the socket descriptor, but rather keep an array of structs for each socket that includes how many messages they have been sent. Then, the server adds the struct, the threads remove it, then the threads add it back once they've serviced one request (unless the count is 100). ------------------------------------------------------------- CHANGES Version 1 ---------- NONE: this is the first version. */ #define MAXSLOTS 30 #define dis_m 15 //problems with dis_m ==1 //Function prototypes void inc_clients(); void init_mutex_stuff(pthread_t*, pthread_t*); void *threadpool(void *); void server(int); void add_to_socket_pool(int); void inc_busy(); void dec_busy(); void *dispatcher(); void create_message(long, int, int, char *, char *); void init_ring(); void add_to_ring(char *, char *, int, int, int); int socket_from_string(char *); void add_to_head(char *); void add_to_tail(char *); struct message * reorder(struct message *, struct message *, int); int get_threadid(char *); void delete_socket_messages(int); struct message * merge(struct message *, struct message *, int); int get_request(char *, char *, char*); ///////////////////// //Global mutexes and condition variables pthread_mutex_t startservice; pthread_mutex_t numclients; pthread_mutex_t pool_sockets; pthread_mutex_t nonpool_sockets; pthread_mutex_t m_pool_busy; pthread_mutex_t slots; pthread_mutex_t numm; pthread_mutex_t circ; pthread_cond_t clientin; pthread_cond_t m; /////////////////////////////////////// //Global variables int clients; int main_pool_busy; int * poolsockets, nonpoolsockets; int worknum; struct ring mqueue; /////////////////////////////////////// int main(int argc, char ** argv){ //error handling if not enough arguments to program if(argc != 3){ printf("Not enough arguments to server: ./server portnum NumThreadsinPool\n"); _exit(-1); } //Convert arguments from strings to integer values int port = atoi(argv[1]); worknum = atoi(argv[2]); //Start server portion server(port); } /////////////////////////////////////////////////////////////////////////////////////////////// //The listen server thread///////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////// void server(int port){ int sd, new_sd; struct sockaddr_in name, cli_name; int sock_opt_val = 1; int cli_len; pthread_t threads[worknum]; //create our pthread id array pthread_t dis[1]; //create our dispatcher array (necessary to create thread) init_mutex_stuff(threads, dis); //initialize mutexes and stuff //Server setup /////////////////////////////////////////////////////// if ((sd = socket (AF_INET, SOCK_STREAM, 0)) < 0) { perror("(servConn): socket() error"); _exit (-1); } if (setsockopt (sd, SOL_SOCKET, SO_REUSEADDR, (char *) &sock_opt_val, sizeof(sock_opt_val)) < 0) { perror ("(servConn): Failed to set SO_REUSEADDR on INET socket"); _exit (-1); } name.sin_family = AF_INET; name.sin_port = htons (port); name.sin_addr.s_addr = htonl(INADDR_ANY); if (bind (sd, (struct sockaddr *)&name, sizeof(name)) < 0) { perror ("(servConn): bind() error"); _exit (-1); } listen (sd, 5); //End of server Setup ////////////////////////////////////////////////// for (;;) { cli_len = sizeof (cli_name); new_sd = accept (sd, (struct sockaddr *) &cli_name, &cli_len); printf ("Assigning new socket descriptor: %d\n", new_sd); inc_clients(); //New client has come in, increment clients add_to_socket_pool(new_sd); //Add client to the pool of sockets if (new_sd < 0) { perror ("(servConn): accept() error"); _exit (-1); } } pthread_exit(NULL); //Quit } //Adds the new socket to the array designated for pthreads in the pool void add_to_socket_pool(int socket){ pthread_mutex_lock(&m_pool_busy); //Lock so that we can check main_pool_busy int i; //If not all our main pool is busy, then allocate to one of them if(main_pool_busy < worknum){ pthread_mutex_unlock(&m_pool_busy); //unlock busy, we no longer need to hold it pthread_mutex_lock(&pool_sockets); //Lock the socket pool array so that we can edit it without worry for(i = 0; i < worknum; i++){ //Find a poolsocket that is -1; then we should put the real socket there. This value will be changed back to -1 when the thread grabs the sockfd if(poolsockets[i] == -1){ poolsockets[i] = socket; pthread_mutex_unlock(&pool_sockets); //unlock our pool array, we don't need it anymore inc_busy(); //Incrememnt busy (locks the mutex itself) pthread_cond_signal(&clientin); //Signal first thread waiting on a client that a client needs to be serviced break; } } } else{ //Dynamic thread creation goes here pthread_mutex_unlock(&m_pool_busy); } } //Increments the client number. If client number goes over worknum, we must dynamically create new pthreads void inc_clients(){ pthread_mutex_lock(&numclients); clients++; pthread_mutex_unlock(&numclients); } //Increments busy void inc_busy(){ pthread_mutex_lock(&m_pool_busy); main_pool_busy++; pthread_mutex_unlock(&m_pool_busy); } //Initialize all of our mutexes at the beginning and create our pthreads void init_mutex_stuff(pthread_t * threads, pthread_t * dis){ pthread_mutex_init(&startservice, NULL); pthread_mutex_init(&numclients, NULL); pthread_mutex_init(&pool_sockets, NULL); pthread_mutex_init(&nonpool_sockets, NULL); pthread_mutex_init(&m_pool_busy, NULL); pthread_mutex_init(&circ, NULL); pthread_cond_init (&clientin, NULL); main_pool_busy = 0; poolsockets = malloc(sizeof(int)*worknum); int threadreturn; //error checking variables long i = 0; //Loop and create pthreads for(i; i < worknum; i++){ threadreturn = pthread_create(&threads[i], NULL, threadpool, (void *) i); poolsockets[i] = -1; if(threadreturn){ perror("Thread pool created unsuccessfully"); _exit(-1); } } pthread_create(&dis[0], NULL, dispatcher, NULL); } ////////////////////////////////////////////////////////////////////////////////////////// /////////Main pool routines ///////////////////////////////////////////////////////////////////////////////////////// void dec_busy(){ pthread_mutex_lock(&m_pool_busy); main_pool_busy--; pthread_mutex_unlock(&m_pool_busy); } void dec_clients(){ pthread_mutex_lock(&numclients); clients--; pthread_mutex_unlock(&numclients); } //This is what our threadpool pthreads will be running. void *threadpool(void * threadid){ long id = (long) threadid; //Id of this thread int i; int socket; int counter = 0; //Try and gain access to the next client that comes in and wait until server signals that a client as arrived while(1){ pthread_mutex_lock(&startservice); //lock start service (required for cond wait) pthread_cond_wait(&clientin, &startservice); //wait for signal from server that client exists pthread_mutex_unlock(&startservice); //unlock mutex. pthread_mutex_lock(&pool_sockets); //Lock the pool socket so we can get the socket fd unhindered/interrupted for(i = 0; i < worknum; i++){ if(poolsockets[i] != -1){ socket = poolsockets[i]; poolsockets[i] = -1; pthread_mutex_unlock(&pool_sockets); } } printf("Thread #%d is past getting the socket\n", id); int incoming = 1; while(counter < 100 && incoming != 0){ char buffer[512]; bzero(buffer,512); int startcounter = 0; incoming = read(socket, buffer, 512); if(buffer[0] != 0){ //client ID:priority:request:arguments char id[100]; long prior; char request[100]; char arg1[100]; char message[100]; char arg2[100]; char * point; point = strtok(buffer, ":"); strcpy(id, point); point = strtok(NULL, ":"); prior = atoi(point); point = strtok(NULL, ":"); strcpy(request, point); point = strtok(NULL, ":"); strcpy(arg1, point); point = strtok(NULL, ":"); if(point != NULL){ strcpy(arg2, point); } int fd; if(strcmp(request, "start_movie") == 0){ int count = 1; while(count <= 100){ char temp[10]; snprintf(temp, 50, "%d\0", count); strcpy(message, "./support/images/"); strcat(message, arg1); strcat(message, temp); strcat(message, ".ppm"); printf("This is message %s to %s\n", message, id); count++; add_to_ring(message, id, prior, counter, socket); //Adds our created message to the ring counter++; } printf("I'm out of the loop\n"); } else if(strcmp(request, "seek_movie") == 0){ int count = atoi(arg2); while(count <= 100){ char temp[10]; snprintf(temp, 10, "%d\0", count); strcpy(message, "./support/images/"); strcat(message, arg1); strcat(message, temp); strcat(message, ".ppm"); printf("This is message %s\n", message); count++; } } //create_message(id, socket, counter, buffer, message); //Creates our message from the input from the client. Stores it in buffer } else{ delete_socket_messages(socket); break; } } counter = 0; close(socket);//Zero out counter again } dec_clients(); //client serviced, decrement clients dec_busy(); //thread finished, decrement busy } //Creates a message void create_message(long threadid, int socket, int counter, char * buffer, char * message){ snprintf(message, strlen(buffer)+15, "%d:%d:%d:%s", threadid, socket, counter, buffer); } //Gets the socket from the message string (maybe I should just pass in the socket to another method) int socket_from_string(char * message){ char * substr1 = strstr(message, ":"); char * substr2 = substr1; substr2++; int occurance = strcspn(substr2, ":"); char sock[10]; strncpy(sock, substr2, occurance); return atoi(sock); } //Adds message to our ring buffer's head void add_to_head(char * message){ printf("Adding to head of ring\n"); mqueue.head->message = malloc(strlen(message)+1); //Allocate space for message strcpy(mqueue.head->message, message); //copy bytes into allocated space } //Adds our message to our ring buffer's tail void add_to_tail(char * message){ printf("Adding to tail of ring\n"); mqueue.tail->message = malloc(strlen(message)+1); //allocate space for message strcpy(mqueue.tail->message, message); //copy bytes into allocated space mqueue.tail->next = malloc(sizeof(struct message)); //allocate space for the next message struct } //Adds a message to our ring void add_to_ring(char * message, char * id, int prior, int mnum, int socket){ //printf("This is message %s:" , message); pthread_mutex_lock(&circ); //Lock the ring buffer pthread_mutex_lock(&numm); //Lock the message count (will need this to make sure we can't fill the buffer over the max slots) if(mqueue.head->message == NULL){ add_to_head(message); //Adds it to head mqueue.head->socket = socket; //Set message socket mqueue.head->priority = prior; //Set its priority (thread id) mqueue.head->mnum = mnum; //Set its message number (used for sorting) mqueue.head->id = malloc(sizeof(id)); strcpy(mqueue.head->id, id); } else if(mqueue.tail->message == NULL){ //This is the problem for dis_m 1 I'm pretty sure add_to_tail(message); mqueue.tail->socket = socket; mqueue.tail->priority = prior; mqueue.tail->mnum = mnum; mqueue.tail->id = malloc(sizeof(id)); strcpy(mqueue.tail->id, id); } else{ mqueue.tail->next = malloc(sizeof(struct message)); mqueue.tail = mqueue.tail->next; add_to_tail(message); mqueue.tail->socket = socket; mqueue.tail->priority = prior; mqueue.tail->mnum = mnum; mqueue.tail->id = malloc(sizeof(id)); strcpy(mqueue.tail->id, id); } mqueue.mcount++; pthread_mutex_unlock(&circ); if(mqueue.mcount >= dis_m){ pthread_mutex_unlock(&numm); pthread_cond_signal(&m); } else{ pthread_mutex_unlock(&numm); } printf("out of add to ring\n"); fflush(stdout); } ////////////////////////////////// //Dispatcher routines ///////////////////////////////// void *dispatcher(){ init_ring(); while(1){ pthread_mutex_lock(&slots); pthread_cond_wait(&m, &slots); pthread_mutex_lock(&numm); pthread_mutex_lock(&circ); printf("Dispatcher to the rescue!\n"); mqueue.head = reorder(mqueue.head, mqueue.tail, mqueue.mcount); //printf("This is the head %s\n", mqueue.head->message); //printf("This is the tail %s\n", mqueue.head->message); fflush(stdout); struct message * pointer = mqueue.head; int count = 0; while(mqueue.head != mqueue.tail && count < dis_m){ printf("Sending to client %s: %s\n", pointer->id, pointer->message); int fd; fd = open(pointer->message, O_RDONLY); char buf[58368]; int bytesRead; printf("This is fd %d\n", fd); bytesRead=read(fd,buf,58368); send(pointer->socket,buf,bytesRead,0); perror("Error:\n"); fflush(stdout); close(fd); mqueue.mcount--; mqueue.head = mqueue.head->next; free(pointer->message); free(pointer); pointer = mqueue.head; count++; } printf("Sending %s\n", pointer->message); int fd; fd = open(pointer->message, O_RDONLY); printf("This is fd %d\n", fd); printf("I am hhere2\n"); char buf[58368]; int bytesRead; bytesRead=read(fd,buf,58368); send(pointer->socket,buf,bytesRead,0); perror("Error:\n"); close(fd); mqueue.mcount--; if(mqueue.head != mqueue.tail){ mqueue.head = mqueue.head->next; } else{ mqueue.head->next = malloc(sizeof(struct message)); mqueue.head = mqueue.head->next; mqueue.head->next = malloc(sizeof(struct message)); mqueue.tail = mqueue.head->next; mqueue.head->message = NULL; } free(pointer->message); free(pointer); pthread_mutex_unlock(&numm); pthread_mutex_unlock(&circ); pthread_mutex_unlock(&slots); printf("My dispatcher has defeated evil\n"); } } void init_ring(){ mqueue.head = malloc(sizeof(struct message)); mqueue.head->next = malloc(sizeof(struct message)); mqueue.tail = mqueue.head->next; mqueue.mcount = 0; } struct message * reorder(struct message * begin, struct message * end, int num){ //printf("I am reordering for size %d\n", num); fflush(stdout); int i; if(num == 1){ //printf("Begin: %s\n", begin->message); begin->next = NULL; return begin; } else{ struct message * left = begin; struct message * right; int middle = num/2; for(i = 1; i < middle; i++){ left = left->next; } right = left -> next; left -> next = NULL; //printf("Begin: %s\nLeft: %s\nright: %s\nend:%s\n", begin->message, left->message, right->message, end->message); left = reorder(begin, left, middle); if(num%2 != 0){ right = reorder(right, end, middle+1); } else{ right = reorder(right, end, middle); } return merge(left, right, num); } } struct message * merge(struct message * left, struct message * right, int num){ //printf("I am merginging! left: %s %d, right: %s %dnum: %d\n", left->message,left->priority, right->message, right->priority, num); struct message * start, * point; int lenL= 0; int lenR = 0; int flagL = 0; int flagR = 0; int count = 0; int middle1 = num/2; int middle2; if(num%2 != 0){ middle2 = middle1+1; } else{ middle2 = middle1; } while(lenL < middle1 && lenR < middle2){ count++; //printf("In here for count %d\n", count); if(lenL == 0 && lenR == 0){ if(left->priority < right->priority){ start = left; //Set the start point point = left; //set our enum; left = left->next; //move the left pointer point->next = NULL; //Set the next node to NULL lenL++; } else if(left->priority > right->priority){ start = right; point = right; right = right->next; point->next = NULL; lenR++; } else{ if(left->mnum < right->mnum){ ////printf("This is where we are\n"); start = left; //Set the start point point = left; //set our enum; left = left->next; //move the left pointer point->next = NULL; //Set the next node to NULL lenL++; } else{ start = right; point = right; right = right->next; point->next = NULL; lenR++; } } } else{ if(left->priority < right->priority){ point->next = left; left = left->next; //move the left pointer point = point->next; point->next = NULL; //Set the next node to NULL lenL++; } else if(left->priority > right->priority){ point->next = right; right = right->next; point = point->next; point->next = NULL; lenR++; } else{ if(left->mnum < right->mnum){ point->next = left; //set our enum; left = left->next; point = point->next;//move the left pointer point->next = NULL; //Set the next node to NULL lenL++; } else{ point->next = right; right = right->next; point = point->next; point->next = NULL; lenR++; } } } if(lenL == middle1){ flagL = 1; break; } if(lenR == middle2){ flagR = 1; break; } } if(flagL == 1){ point->next = right; point = point->next; for(lenR; lenR< middle2-1; lenR++){ point = point->next; } point->next = NULL; mqueue.tail = point; } else{ point->next = left; point = point->next; for(lenL; lenL< middle1-1; lenL++){ point = point->next; } point->next = NULL; mqueue.tail = point; } //printf("This is the start %s\n", start->message); //printf("This is mqueue.tail %s\n", mqueue.tail->message); return start; } void delete_socket_messages(int a){ }

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  • error on connecting to the server : socket io is not defined

    - by max
    i know there's been couple of question about the same problem , i've already check them . i have very simple node.js chat app i have a server running on 8000 port and it works fine my client pages are html , they are running on apache and i'm using socket.io to connect them to the server and it works fine on the local host but when i upload the app on the server i keep on getting this error in the firebug io is not defined var socket = io.connect('http://atenak.com:8000/'); or sometimes it doesn't show that but when i try to broadcast message from cliend i get this error : socket is undefined socket.emit('msg', { data: msg , user:'max' }); the only difference is i've changed the localhost with atenak.com ! here is my html code var socket = io.connect('http://atenak.com:8000/'); var user = 'jack'; socket.on('newmsg', function (data) { if(data.user == user ) { $('#container').html(data.data); } }); function brodcast(){ var msg = $('#fild').val(); socket.emit('msg', { data: msg , user:'max' }); } </script> </head> <body> <div id="container"> </div> <input id="fild" type="text"> <input name="" type="button" onClick="brodcast();"> </body> i have included the sockt.io.js and server is running ok which means socket.io is installed on the server here is the live page http://atenak.com/client.html

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  • Upgrading laptop processor

    - by user344996
    Hi. I have a Dell Studio 17. It's a few years old, and I wanted to upgrade the processor. It currently has an Intel Core 2 Duo T5750 @ 2.00GHz My question is how can I find out which processors are compatible?

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  • python blocking sockets, send returns immediately

    - by Mark
    Hi, I am writing a multithreaded socket application in Python using the socket module. the server listens for connections and when it gets one it spawns a thread for that socket. the server thread sends some data to the client. but the client is not yet ready to receive it. I thought this would have caused the server to wait until the client starts recv but instead returns immediately the client then calls recv which is blocking and no data is ever received. client socket constructor self.__clientSocket = socket.socket(socket.AF_INET, socket.SOCK_STREAM) self.__clientSocket.connect((server, port)) server socket constructor self.servSock = socket.socket(socket.AF_INET, socket.SOCK_STREAM) self.servSock.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1) #self.servSock.settimeout(None) self.servSock.setblocking(1) self.servSock.bind((self.addr,self.port)) self.servSock.listen(5) listening accept thread try: (cs, address) = self.servSock.accept() except socket.timeout: return threadName = '\r\nClient %s:%s\r\n' % (cs, address) print threadName clientSocketHandler = ClientSocket() clientSocketHandler.setClientSocket(cs) self.clients.newThread(self.clientFunc, {clientSocketHandler : "1"}, threadName).start() server and clients send/rec methods from inside ClientSocket receivedData = self.__clientSocket.recv(1024*1024) self.__clientSocket.send(s) any ideas why send() is returning straight away?

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  • python Socket.IO client for sending broadcast messages to TornadIO2 server

    - by Alp
    I am building a realtime web application. I want to be able to send broadcast messages from the server-side implementation of my python application. Here is the setup: socketio.js on the client-side TornadIO2 server as Socket.IO server python on the server-side (Django framework) I can succesfully send socket.io messages from the client to the server. The server handles these and can send a response. In the following i will describe how i did that. Current Setup and Code First, we need to define a Connection which handles socket.io events: class BaseConnection(tornadio2.SocketConnection): def on_message(self, message): pass # will be run if client uses socket.emit('connect', username) @event def connect(self, username): # send answer to client which will be handled by socket.on('log', function) self.emit('log', 'hello ' + username) Starting the server is done by a Django management custom method: class Command(BaseCommand): args = '' help = 'Starts the TornadIO2 server for handling socket.io connections' def handle(self, *args, **kwargs): autoreload.main(self.run, args, kwargs) def run(self, *args, **kwargs): port = settings.SOCKETIO_PORT router = tornadio2.TornadioRouter(BaseConnection) application = tornado.web.Application( router.urls, socket_io_port = port ) print 'Starting socket.io server on port %s' % port server = SocketServer(application) Very well, the server runs now. Let's add the client code: <script type="text/javascript"> var sio = io.connect('localhost:9000'); sio.on('connect', function(data) { console.log('connected'); sio.emit('connect', '{{ user.username }}'); }); sio.on('log', function(data) { console.log("log: " + data); }); </script> Obviously, {{ user.username }} will be replaced by the username of the currently logged in user, in this example the username is "alp". Now, every time the page gets refreshed, the console output is: connected log: hello alp Therefore, invoking messages and sending responses works. But now comes the tricky part. Problems The response "hello alp" is sent only to the invoker of the socket.io message. I want to broadcast a message to all connected clients, so that they can be informed in realtime if a new user joins the party (for example in a chat application). So, here are my questions: How can i send a broadcast message to all connected clients? How can i send a broadcast message to multiple connected clients that are subscribed on a specific channel? How can i send a broadcast message anywhere in my python code (outside of the BaseConnection class)? Would this require some sort of Socket.IO client for python or is this builtin with TornadIO2? All these broadcasts should be done in a reliable way, so i guess websockets are the best choice. But i am open to all good solutions.

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  • Reading data from a socket

    - by Bobby
    I am having issues reading data from a socket. Supposedly, there is a server socket that is waiting for clients to connect. When I write a client to connect() to the server socket/port, it appears that I am connected. But when I try to read() data that the server is supposedly writing on the socket, the read() function hangs until the server app is stopped. Why would a read() call ever hang if the socket is connected? I believe that I am not ever really connected to the socket/port but I can't prove it, b/c the connect() call did not return an error. The read() call is not returning an error either, it is just never returning at all.

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  • Java: Multithreading & UDP Socket Programming

    - by Ravi
    I am new to multithreading & socket programming in Java. I would like to know what is the best way to implement 2 threads - one for receiving a socket and one for sending a socket. If what I am trying to do sounds absurd, pls let me know why! The code is largely inspired from Sun's tutorials online.I want to use Multicast sockets so that I can work with a multicast group. class server extends Thread { static protected MulticastSocket socket = null; protected BufferedReader in = null; public InetAddress group; private static class receive implements Runnable { public void run() { try { byte[] buf = new byte[256]; DatagramPacket pkt = new DatagramPacket(buf,buf.length); socket.receive(pkt); String received = new String(pkt.getData(),0,pkt.getLength()); System.out.println("From server@" + received); Thread.sleep(1000); } catch (IOException e) { System.out.println("Error:"+e); } catch (InterruptedException e) { System.out.println("Error:"+e); } } } public server() throws IOException { super("server"); socket = new MulticastSocket(4446); group = InetAddress.getByName("239.231.12.3"); socket.joinGroup(group); } public void run() { while(1>0) { try { byte[] buf = new byte[256]; DatagramPacket pkt = new DatagramPacket(buf,buf.length); //String msg = reader.readLine(); String pid = ManagementFactory.getRuntimeMXBean().getName(); buf = pid.getBytes(); pkt = new DatagramPacket(buf,buf.length,group,4446); socket.send(pkt); Thread t = new Thread(new receive()); t.start(); while(t.isAlive()) { t.join(1000); } sleep(1); } catch (IOException e) { System.out.println("Error:"+e); } catch (InterruptedException e) { System.out.println("Error:"+e); } } //socket.close(); } public static void main(String[] args) throws IOException { new server().start(); //System.out.println("Hello"); } }

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  • Organizations &amp; Architecture UNISA Studies &ndash; Chap 7

    - by MarkPearl
    Learning Outcomes Name different device categories Discuss the functions and structure of I/.O modules Describe the principles of Programmed I/O Describe the principles of Interrupt-driven I/O Describe the principles of DMA Discuss the evolution characteristic of I/O channels Describe different types of I/O interface Explain the principles of point-to-point and multipoint configurations Discuss the way in which a FireWire serial bus functions Discuss the principles of InfiniBand architecture External Devices An external device attaches to the computer by a link to an I/O module. The link is used to exchange control, status, and data between the I/O module and the external device. External devices can be classified into 3 categories… Human readable – e.g. video display Machine readable – e.g. magnetic disk Communications – e.g. wifi card I/O Modules An I/O module has two major functions… Interface to the processor and memory via the system bus or central switch Interface to one or more peripheral devices by tailored data links Module Functions The major functions or requirements for an I/O module fall into the following categories… Control and timing Processor communication Device communication Data buffering Error detection I/O function includes a control and timing requirement, to coordinate the flow of traffic between internal resources and external devices. Processor communication involves the following… Command decoding Data Status reporting Address recognition The I/O device must be able to perform device communication. This communication involves commands, status information, and data. An essential task of an I/O module is data buffering due to the relative slow speeds of most external devices. An I/O module is often responsible for error detection and for subsequently reporting errors to the processor. I/O Module Structure An I/O module functions to allow the processor to view a wide range of devices in a simple minded way. The I/O module may hide the details of timing, formats, and the electro mechanics of an external device so that the processor can function in terms of simple reads and write commands. An I/O channel/processor is an I/O module that takes on most of the detailed processing burden, presenting a high-level interface to the processor. There are 3 techniques are possible for I/O operations Programmed I/O Interrupt[t I/O DMA Access Programmed I/O When a processor is executing a program and encounters an instruction relating to I/O it executes that instruction by issuing a command to the appropriate I/O module. With programmed I/O, the I/O module will perform the requested action and then set the appropriate bits in the I/O status register. The I/O module takes no further actions to alert the processor. I/O Commands To execute an I/O related instruction, the processor issues an address, specifying the particular I/O module and external device, and an I/O command. There are four types of I/O commands that an I/O module may receive when it is addressed by a processor… Control – used to activate a peripheral and tell it what to do Test – Used to test various status conditions associated with an I/O module and its peripherals Read – Causes the I/O module to obtain an item of data from the peripheral and place it in an internal buffer Write – Causes the I/O module to take an item of data form the data bus and subsequently transmit that data item to the peripheral The main disadvantage of this technique is it is a time consuming process that keeps the processor busy needlessly I/O Instructions With programmed I/O there is a close correspondence between the I/O related instructions that the processor fetches from memory and the I/O commands that the processor issues to an I/O module to execute the instructions. Typically there will be many I/O devices connected through I/O modules to the system – each device is given a unique identifier or address – when the processor issues an I/O command, the command contains the address of the address of the desired device, thus each I/O module must interpret the address lines to determine if the command is for itself. When the processor, main memory and I/O share a common bus, two modes of addressing are possible… Memory mapped I/O Isolated I/O (for a detailed explanation read page 245 of book) The advantage of memory mapped I/O over isolated I/O is that it has a large repertoire of instructions that can be used, allowing more efficient programming. The disadvantage of memory mapped I/O over isolated I/O is that valuable memory address space is sued up. Interrupts driven I/O Interrupt driven I/O works as follows… The processor issues an I/O command to a module and then goes on to do some other useful work The I/O module will then interrupts the processor to request service when is is ready to exchange data with the processor The processor then executes the data transfer and then resumes its former processing Interrupt Processing The occurrence of an interrupt triggers a number of events, both in the processor hardware and in software. When an I/O device completes an I/O operations the following sequence of hardware events occurs… The device issues an interrupt signal to the processor The processor finishes execution of the current instruction before responding to the interrupt The processor tests for an interrupt – determines that there is one – and sends an acknowledgement signal to the device that issues the interrupt. The acknowledgement allows the device to remove its interrupt signal The processor now needs to prepare to transfer control to the interrupt routine. To begin, it needs to save information needed to resume the current program at the point of interrupt. The minimum information required is the status of the processor and the location of the next instruction to be executed. The processor now loads the program counter with the entry location of the interrupt-handling program that will respond to this interrupt. It also saves the values of the process registers because the Interrupt operation may modify these The interrupt handler processes the interrupt – this includes examination of status information relating to the I/O operation or other event that caused an interrupt When interrupt processing is complete, the saved register values are retrieved from the stack and restored to the registers Finally, the PSW and program counter values from the stack are restored. Design Issues Two design issues arise in implementing interrupt I/O Because there will be multiple I/O modules, how does the processor determine which device issued the interrupt? If multiple interrupts have occurred, how does the processor decide which one to process? Addressing device recognition, 4 general categories of techniques are in common use… Multiple interrupt lines Software poll Daisy chain Bus arbitration For a detailed explanation of these approaches read page 250 of the textbook. Interrupt driven I/O while more efficient than simple programmed I/O still requires the active intervention of the processor to transfer data between memory and an I/O module, and any data transfer must traverse a path through the processor. Thus is suffers from two inherent drawbacks… The I/O transfer rate is limited by the speed with which the processor can test and service a device The processor is tied up in managing an I/O transfer; a number of instructions must be executed for each I/O transfer Direct Memory Access When large volumes of data are to be moved, an efficient technique is direct memory access (DMA) DMA Function DMA involves an additional module on the system bus. The DMA module is capable of mimicking the processor and taking over control of the system from the processor. It needs to do this to transfer data to and from memory over the system bus. DMA must the bus only when the processor does not need it, or it must force the processor to suspend operation temporarily (most common – referred to as cycle stealing). When the processor wishes to read or write a block of data, it issues a command to the DMA module by sending to the DMA module the following information… Whether a read or write is requested using the read or write control line between the processor and the DMA module The address of the I/O device involved, communicated on the data lines The starting location in memory to read from or write to, communicated on the data lines and stored by the DMA module in its address register The number of words to be read or written, communicated via the data lines and stored in the data count register The processor then continues with other work, it delegates the I/O operation to the DMA module which transfers the entire block of data, one word at a time, directly to or from memory without going through the processor. When the transfer is complete, the DMA module sends an interrupt signal to the processor, this the processor is involved only at the beginning and end of the transfer. I/O Channels and Processors Characteristics of I/O Channels As one proceeds along the evolutionary path, more and more of the I/O function is performed without CPU involvement. The I/O channel represents an extension of the DMA concept. An I/O channel ahs the ability to execute I/O instructions, which gives it complete control over I/O operations. In a computer system with such devices, the CPU does not execute I/O instructions – such instructions are stored in main memory to be executed by a special purpose processor in the I/O channel itself. Two types of I/O channels are common A selector channel controls multiple high-speed devices. A multiplexor channel can handle I/O with multiple characters as fast as possible to multiple devices. The external interface: FireWire and InfiniBand Types of Interfaces One major characteristic of the interface is whether it is serial or parallel parallel interface – there are multiple lines connecting the I/O module and the peripheral, and multiple bits are transferred simultaneously serial interface – there is only one line used to transmit data, and bits must be transmitted one at a time With new generation serial interfaces, parallel interfaces are becoming less common. In either case, the I/O module must engage in a dialogue with the peripheral. In general terms the dialog may look as follows… The I/O module sends a control signal requesting permission to send data The peripheral acknowledges the request The I/O module transfers data The peripheral acknowledges receipt of data For a detailed explanation of FireWire and InfiniBand technology read page 264 – 270 of the textbook

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  • Processor speeds on my machine don't live up to manufacturer hype

    - by atch
    Why am I not seeing the promised speed claims of processor manufacturers on my computer? Producers of processors claim that their product can perform so many thousands (or millions) of operations per second. And yet on my machine (4GB, 3500hz), the typical program (Word, Visual Studio etc.) takes at least 10 seconds to start. I've formatted my hard drive and ticked all the necessary boxes to optimize my machine and yet I'm not seeing the promised speeds. Say it takes Outlook ten seconds to load. How many millions of operations does it really go through in order to start up?

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  • Mutli-processor workstation as a workstation/server

    - by posdef
    I work in a research institute and a number of programs we use are computationally intensive (I actually wrote one of them). Right now we have one computer that is dedicated for one of these programs (with local accounts only, as in users physically sitting in front of that pc) and the other programs are run on individual workstations assigned to people. I have been looking around to common brands such as Dell and HP, for a some sort of a small/medium scale server, which can be used as a workhorse by sending tasks remotely. It appears as if there is nothing in between workstations with one 6-core processor and a bunch of extras (like fancy graphics etc) and rack mount servers with ridiculous amount of RAM and HDD expansion capabilities but still relatively little number of processors/cores. I wonder if what I am looking for is such a small niche product? Are there other solutions that I might not be aware of? Does anyone know of a multi proc- multi-core workstation/server that is still within the reasonable

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  • socket connection failed, telnet OK

    - by cf16
    my problem is that I can't connect two comps through socket (windows xp and windows7) although the server created with socket is listening and I can telnet it. It receives then information and does what should be done, but if I run the corresponding socket client I get error 10061. Moreover I am behind firewall - these two comps are running within my LAN, the windows firewalls are turned off, comp1: 192.168.1.2 port 12345 comp1: 192.168.1.6 port 12345 router: 192.168.1.1 Maybe port forwarding could help? But most important for me is to answer why Sockets fail if telnet works fine. client: int main(){ // Initialize Winsock. WSADATA wsaData; int iResult = WSAStartup(MAKEWORD(2,2), &wsaData); if (iResult != NO_ERROR) printf("Client: Error at WSAStartup().\n"); else printf("Client: WSAStartup() is OK.\n"); // Create a socket. SOCKET m_socket; m_socket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP); if (m_socket == INVALID_SOCKET){ printf("Client: socket() - Error at socket(): %ld\n", WSAGetLastError()); WSACleanup(); return 7; }else printf("Client: socket() is OK.\n"); // Connect to a server. sockaddr_in clientService; clientService.sin_family = AF_INET; //clientService.sin_addr.s_addr = inet_addr("77.64.240.156"); clientService.sin_addr.s_addr = inet_addr("192.168.1.5"); //clientService.sin_addr.s_addr = inet_addr("87.207.222.5"); clientService.sin_port = htons(12345); if (connect(m_socket, (SOCKADDR*)&clientService, sizeof(clientService)) == SOCKET_ERROR){ printf("Client: connect() - Failed to connect.\n"); wprintf(L"connect function failed with error: %ld\n", WSAGetLastError()); iResult = closesocket(m_socket); if (iResult == SOCKET_ERROR) wprintf(L"closesocket function failed with error: %ld\n", WSAGetLastError()); WSACleanup(); return 6; } // Send and receive data int bytesSent; int bytesRecv = SOCKET_ERROR; // Be careful with the array bound, provide some checking mechanism char sendbuf[200] = "Client: Sending some test string to server..."; char recvbuf[200] = ""; bytesSent = send(m_socket, sendbuf, strlen(sendbuf), 0); printf("Client: send() - Bytes Sent: %ld\n", bytesSent); while(bytesRecv == SOCKET_ERROR){ bytesRecv = recv(m_socket, recvbuf, 32, 0); if (bytesRecv == 0 || bytesRecv == WSAECONNRESET){ printf("Client: Connection Closed.\n"); break; }else printf("Client: recv() is OK.\n"); if (bytesRecv < 0) return 0; else printf("Client: Bytes received - %ld.\n", bytesRecv); } system("pause"); return 0; } server: int main(){ WORD wVersionRequested; WSADATA wsaData={0}; int wsaerr; // Using MAKEWORD macro, Winsock version request 2.2 wVersionRequested = MAKEWORD(2, 2); wsaerr = WSAStartup(wVersionRequested, &wsaData); if (wsaerr != 0){ /* Tell the user that we could not find a usable WinSock DLL.*/ printf("Server: The Winsock dll not found!\n"); return 0; }else{ printf("Server: The Winsock dll found!\n"); printf("Server: The status: %s.\n", wsaData.szSystemStatus); } /* Confirm that the WinSock DLL supports 2.2.*/ /* Note that if the DLL supports versions greater */ /* than 2.2 in addition to 2.2, it will still return */ /* 2.2 in wVersion since that is the version we */ /* requested. */ if (LOBYTE(wsaData.wVersion) != 2 || HIBYTE(wsaData.wVersion) != 2 ){ /* Tell the user that we could not find a usable WinSock DLL.*/ printf("Server: The dll do not support the Winsock version %u.%u!\n", LOBYTE(wsaData.wVersion), HIBYTE(wsaData.wVersion)); WSACleanup(); return 0; }else{ printf("Server: The dll supports the Winsock version %u.%u!\n", LOBYTE(wsaData.wVersion), HIBYTE(wsaData.wVersion)); printf("Server: The highest version this dll can support: %u.%u\n", LOBYTE(wsaData.wHighVersion), HIBYTE(wsaData.wHighVersion)); } //////////Create a socket//////////////////////// //Create a SOCKET object called m_socket. SOCKET m_socket; // Call the socket function and return its value to the m_socket variable. // For this application, use the Internet address family, streaming sockets, and the TCP/IP protocol. // using AF_INET family, TCP socket type and protocol of the AF_INET - IPv4 m_socket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP); // Check for errors to ensure that the socket is a valid socket. if (m_socket == INVALID_SOCKET){ printf("Server: Error at socket(): %ld\n", WSAGetLastError()); WSACleanup(); //return 0; }else{ printf("Server: socket() is OK!\n"); } ////////////////bind////////////////////////////// // Create a sockaddr_in object and set its values. sockaddr_in service; // AF_INET is the Internet address family. service.sin_family = AF_INET; // "127.0.0.1" is the local IP address to which the socket will be bound. service.sin_addr.s_addr = htons(INADDR_ANY);//inet_addr("127.0.0.1");//htons(INADDR_ANY); //inet_addr("192.168.1.2"); // 55555 is the port number to which the socket will be bound. // using the htons for big-endian service.sin_port = htons(12345); // Call the bind function, passing the created socket and the sockaddr_in structure as parameters. // Check for general errors. if (bind(m_socket, (SOCKADDR*)&service, sizeof(service)) == SOCKET_ERROR){ printf("Server: bind() failed: %ld.\n", WSAGetLastError()); closesocket(m_socket); //return 0; }else{ printf("Server: bind() is OK!\n"); } // Call the listen function, passing the created socket and the maximum number of allowed // connections to accept as parameters. Check for general errors. if (listen(m_socket, 1) == SOCKET_ERROR) printf("Server: listen(): Error listening on socket %ld.\n", WSAGetLastError()); else{ printf("Server: listen() is OK, I'm waiting for connections...\n"); } // Create a temporary SOCKET object called AcceptSocket for accepting connections. SOCKET AcceptSocket; // Create a continuous loop that checks for connections requests. If a connection // request occurs, call the accept function to handle the request. printf("Server: Waiting for a client to connect...\n"); printf("***Hint: Server is ready...run your client program...***\n"); // Do some verification... while (1){ AcceptSocket = SOCKET_ERROR; while (AcceptSocket == SOCKET_ERROR){ AcceptSocket = accept(m_socket, NULL, NULL); } // else, accept the connection... note: now it is wrong implementation !!!!!!!! !! !! (only 1 char) // When the client connection has been accepted, transfer control from the // temporary socket to the original socket and stop checking for new connections. printf("Server: Client Connected! Mammamija. \n"); m_socket = AcceptSocket; char recvBuf[200]=""; char * rc=recvBuf; int bytesRecv=recv(m_socket,recvBuf,64,0); if(bytesRecv==0 || bytesRecv==WSAECONNRESET){ cout<<"server: connection closed.\n"; }else{ cout<<"server: recv() is OK.\n"; if(bytesRecv<0){ return 0; }else{ printf("server: bytes received: %ld.\n",recvBuf); } }

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  • Can a client determine whether the server has accept()'d a unix socket?

    - by Havoc P
    I'm dealing with a buggy server that will sometimes fail to accept() connections (but leaves its listening socket open). This is on Linux with unix domain sockets. Currently the only way to detect this is that after sending a bunch of data, the buffer fills up and blocks, and the server isn't sending any replies. This long-after-the-fact failure mode is hard to distinguish from other bugs - the server could be unresponsive for other reasons. Especially for unix domain sockets it seems the kernel should know whether accept() has occurred; is there any way to find this out? Can the client block until accept() happens somehow, or at least check whether it has? This is just for debugging purposes so it can be a little ugly.

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