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  • What is the best to format messages for queueing?

    - by Tijmen
    I've been reading up on message queueing lately, and I'd like to implement a simple, extendable, system for my app. While there's a lot of good information on the subject of setting up a MQ system out there, I can't find a lot about the actual implementation. I'm looking for patterns and best practices on how to properly format messages for a queue, and ways to execute the jobs in PHP. Should I use JSON, serialized objects, text, URLs or XML? What information should I send? Is a worker with a switch($job['command']) {} (or something like that) the way to go, or are there any established patterns out there to implement a worker? Help greatly appreciated!

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  • What benefit would I get when using MessageQueueTransaction with ReceiveCompleted event in MessageQu

    - by Jeffrey
    I understand the benefit when using MessageQueueTransaction in the below scenario where 5 messages will be wrapped in a single transaction and until the transaction has been committed 5 individual ReceiveCompleted events will then be raised. using(var t = new MessageQueueTransaction()) using(var q = new MessageQueue("queue path here")) { t.Begin(); q.Send(new Message); q.Send(new Message); q.Send(new Message); q.Send(new Message); t.Commit(); } I understand the usefulness when using Peek() and Receive() which has been mentioned in this question. However I am wondering would I get any benefit when combining MessageQueueTransaction with ReceiveCompleted event.

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  • Queues And Wait Handles in C#

    - by Michael Covelli
    I've had the following code in my application for some years and have never seen an issue from it. while ((PendingOrders.Count > 0) || (WaitHandle.WaitAny(CommandEventArr) != 1)) { lock (PendingOrders) { if (PendingOrders.Count > 0) { fbo = PendingOrders.Dequeue(); } else { fbo = null; } } // Do Some Work if fbo is != null } Where CommandEventArr is made up of the NewOrderEvent (an auto reset event) and the ExitEvent (a manual reset event). But I just realized today that its not thread safe at all. If this thread gets interrupted right after the first (PendingOrder.Count 0) check has returned false. And then the other thread both enqueues an order and sets the NewOrderEvent before I get a chance to wait on it, the body of the while loop will never run. What's the usual pattern used with a Queue and an AutoResetEvent to fix this and do what I'm trying to do with the code above?

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  • Implementing an Online Waiting Room

    - by saalon
    My organization is building a new version of our ticketing site and is looking for the best way to build an online waiting room when the number of users in our purchase path exceeds a certain limit. The best version of this queue would let new users in after existing users have either completed their purchase or have exceeded a timeout limit after entering the path. I'm trying to get an idea of how this has been implemented by other organizations. Has anyone out there done something similar or have any experience with this? We have some ideas, but I'd like to get a sense of what solutions have been tried and what problems those solutions have run up against. Just to be complete, this site is being built in Ruby on Rails, though I'd love to hear about how people have solved this regardless of platform.

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  • Returning from dll (Asynchronous sockets)

    - by Juha
    I am trying to do a simple http-server in (c++) dll-file that I can use from managed (C#) application with P/Invoke. I was trying to do this with asynchronous functions (WSAAsyncSelect() and stuff), so that I could manage server by calling functions inside dll whenever needed and after that it would return to my main program. Now I'm not sure if that is even possible. It seems that "main function" in dll, the function that starts the server, has to include message loop or something and since it's a loop, it doesn't return from dll ever. Could I somehow do this message stuff in my managed application and call some function in dll when there is something to do? Or is it even possible to do this stuff in one thred? I would really like to avoid all concurrency stuff. The dll looks now basicly the same as here, main function is the one that I call from managed C# program and would like to return to there after calling the function. http://www.winsocketdotnetworkprogramming.com/winsock2programming/winsock2advancediomethod5b.html I'm quite noob in windows programming, and never even heard of this message-queue or message-loop.

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  • Triggering PHP from ActiveMQ

    - by scompt.com
    Background: Our current system involves two services (one written in Java, the other in PHP) that communicate with each other using HTTP callbacks. We would like to migrate from HTTP callbacks to a message-based architecture using ActiveMQ (or another, if necessary). We'll probably use STOMP to communicate between them. Eventually, the PHP service will be rewritten in Java, but that's not part of this project. Question: How can the ActiveMQ system notify PHP that a new message has been posted to the queue that the PHP system is subscribed to? In the current system, the callback inherently calls into the PHP and triggers it. This goes away with a message-based architecture. Possible solutions: Cron regularly calls a PHP script that checks for new messages. yuck. A long-running PHP process that loops and sleeps and checks for new messages. less yuck? ActiveMQ calls a PHP script when a new message is posted. good, how? ??

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  • PocketPC c++ windows message processing recursion problem

    - by user197350
    Hello, I am having a problem in a large scale application that seems related to windows messaging on the Pocket PC. What I have is a PocketPC application written in c++. It has only one standard message loop. while (GetMessage (&msg, NULL, 0, 0)) { { TranslateMessage (&msg); DispatchMessage (&msg); } } We also have standard dlgProc's. In the switch of the dlgProc, we will call a proprietary 3rd party API. This API uses a socket connection to communicate with another process. The problem I am seeing is this: whenever two of the same messages come in quickly (from the user clicking the screen twice too fast and shouldn't be) it seems as though recursion is created. Windows begins processing the first message, gets the api into a thread safe state, and then jumps to process the next (identical ui) message. Well since the second message also makes the API call, the call fails because it is locked. Because of the design of this legacy system, the API will be locked until the recursion comes back out (which also is triggered by the user; so it could be locked the entire working day). I am struggling to figure out exactly why this is happening and what I can do about it. Is this because windows recognizes the socket communication will take time and preempts it? Is there a way I can force this API call to complete before preemption? Is there a way I can slow down the message processing or re-queue the message to ensure the first will execute (capturing it and doing a PostMessage back to itself didnt work). We don't want to lock the ui down while the first call completes. Any insight is greatly appreciated! Thanks!!

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  • How to work threading with ConcurrentQueue<T>.

    - by dboarman
    I am trying to figure out what the best way of working with a queue will be. I have a process that returns a DataTable. Each DataTable, in turn, is merged with the previous DataTable. There is one problem, too many records to hold until the final BulkCopy (OutOfMemory). So, I have determined that I should process each incoming DataTable immediately. Thinking about the ConcurrentQueue<T>...but I don't see how the WriteQueuedData() method would know to dequeue a table and write it to the database. For instance: public class TableTransporter { private ConcurrentQueue<DataTable> tableQueue = new ConcurrentQueue<DataTable>(); public TableTransporter() { tableQueue.OnItemQueued += new EventHandler(WriteQueuedData); // no events available } public void ExtractData() { DataTable table; // perform data extraction tableQueue.Enqueue(table); } private void WriteQueuedData(object sender, EventArgs e) { BulkCopy(e.Table); } } My first question is, aside from the fact that I don't actually have any events to subscribe to, if I call ExtractData() asynchronously will this be all that I need? Second, is there something I'm missing about the way ConcurrentQueue<T> functions and needing some form of trigger to work asynchronously with the queued objects?

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  • Trying to fadein divs in a sequence, over time, using JQuery

    - by user346602
    Hi, I'm trying to figure out how to make 4 images fade in sequentially when the page loads. The following is my (amateurish) code: Here is the HTML: <div id="outercorners"> <img id="corner1" src="images/corner1.gif" width="6" height="6" alt=""/> <img id="corner2" src="images/corner2.gif" width="6" height="6" alt=""/> <img id="corner3" src="images/corner3.gif" width="6" height="6" alt=""/> <img id="corner4" src="images/corner4.gif" width="6" height="6" alt=""/> </div><!-- end #outercorners--> Here is the JQuery: $(document).ready(function() { $("#corner1").fadeIn("2000", function(){ $("#corner3").fadeIn("4000", function(){ $("#corner2").fadeIn("6000", function(){ $("#corner4").fadeIn("8000", function(){ }); }); }); }); Here is the css: #outercorners { position: fixed; top:186px; left:186px; width:558px; height:372px; } #corner1 { position: fixed; top:186px; left:186px; display: none; } #corner2 { position: fixed; top:186px; left:744px; display: none; } #corner3 { position: fixed; top:558px; left:744px; display: none; } #corner4 { position: fixed; top:558px; left:186px; display: none; } They seem to just wink at me, rather than fade in in the order I've ascribed to them. Should I be using the queue() function? And, if so, how would I implement it in this case? Thank you for any assistance.

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  • How do I view the job queue in lftp after it has moved to a background process?

    - by drpfenderson
    I've just started using lftp for remote transferring files on my Raspberry Pi running Debian. I know how to transfer the files, and use queue and jobs to add and view transferring files. However, I'm not actually sure on how to view these transfers once lftp moves to the background. The lftp man page mentions how lftp is moving to the background, but when I open a new instance of the program from shell and type jobs, the queue is empty. However, I can clearly see using my file manager that the transfers are still happening, as the files are there and growing in size. I'm guessing that when I reopen lftp, it's just opening a new instance that isn't connected to the nohup mode lftp that has the active queue. I've tried searching various places, but no one else seems to have this particular issue. So, I guess what I'm asking is twofold: Is there a way to easily attach to the background lftp process to view the current jobs list? If not, is there a way to view this at all?

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  • Should I build a multi-threaded system that handles events from a game and sorts them, independently, into different threads based on priority?

    - by JonathonG
    Can I build a multi-threaded system that handles events from a game and sorts them, independently, into different threads based on priority, and is it a good idea? Here's more info: I am about to begin work on porting a mid-sized game from Flash/AS3 to Java so that I can continue development with multi-threading capabilities. Here's a small bit of background about the game: The game contains numerous asynchronous activities, such as "world updating" (the game environment is constantly changing based on a set of natural laws and forces), procedural generation of terrain, NPCs, quests, items, etc., and on top of that, the effects of all of the player's interactions with his environment are programmatically calculated in real time, based on a set of constantly changing "stats" and once again, natural laws and forces. All of these things going on at once, in an asynchronous manner, seem to lend themselves to multi-threading very well. My question is: Can I build some kind of central engine that handles the "stacking" of all of these events as they are triggered, and dynamically sorts them out amongst the available threads, and would it be a good idea? As an example: Essentially, every time something happens (IE, a magic missile being generated by a spell, or a bunch of plants need to grow to their next stage), instead of just processing that task right then and adding the new object(s) to a list of managed objects, send a reference to that event to a core "event handler" that throws it into a stack of all other currently queued events, which then sorts them out and orders them according to urgency, splits them between a number of available threads for as-fast-as-possible multithreaded execution.

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  • How to monitor an existing queue from WebSphere MQ?

    - by Jorge
    I have a .NET application that needs to monitor a queue in WebSphere MQ. I need to react to each message without impacting the current process. The client application can't explicity send me the same message. Can I read a message without removing it from the queue? Can I be notified for each message? Can I configure the MQ to duplicate the current queue? Is there another solution?

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  • Which JMS broker implementations allowing resending messages saved in dead message queue?

    - by marabol
    I wonder, if there JMS broker, that allows administrators to resend (via GUI or any tool) messages, saved in a ded message queue or dead letter queue, after solving the causing problem (e.g. database is down, not enough space...). WebSphere provide a feature to resend messages saved in dead letter queue: 1 Glassfish 2.1.1 using Sun Java System Message Queue 4.4 has no feature to do this, I think so. What are the options on other JMS brokers? Or is the best way, not to use the DMQ/DLQ feature, if you are depend on a message? Thanks a lot

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  • What happens on a JMS queue when onMessage() throws a JMSException?

    - by user311121
    Hi, I'm using Spring 2.5 with my custom class that implements MessageListener. If a JmsException is thrown in my onMessage( ) method, what happens to the state of the queue? Is the message considered "delivered" by the queue the moment onMessage is called? Or does the JmsException trigger some kind of rollback and the message is re-entered on the queue? Thanks in advance!

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  • Is it possible to put software in a queue to be installed later?

    - by Gourik Goswami
    Sometime I find some software that is interesting and want to install it. At office I use pocket WiFi so I do not want to download big files. I want some how to tag these files so I can install them later when I am at home at connected with wifi network (More faster network). So is there any way that these software installation can be put in a queue, so that when I am at home it can start right away. Is there any way to do this?

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  • Dual booting Windows and Arch Linux (with GRUB2) - after using Windows, Windows Boot Manager made first in boot priority list

    - by louis058
    I am dual booting Windows 7 and Arch Linux (both 64bit), with GRUB2, using the 64-bit EFI version. I partitioned my drive into a GPT drive and installed Windows first according to this guide. I then installed Arch Linux using the Beginner's Guide, installing grub2-efi-x86_64 in the process. Everything is working fine now, but with one problem. I can set the boot priority in BIOS (or is it UEFI?) to have GRUB boot try and boot before Windows Boot Manager. Then I chainload Windows Boot Manager using GRUB. However, when I actually use Windows in this manner, upon shutting down and turning on again, or rebooting, Windows seems to set Windows Boot Manager first in the priority list again, with the result being I have to manually set GRUB again, or I can't boot into Linux. My motherboard is an Asrock H61M/USB3, if that helps. I want to know how to turn off this behaviour.

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  • Help me upgrade my pf.conf for OpenBSD 4.7

    - by polemon
    I'm planning on upgrading my OpenBSD to 4.7 (from 4.6) and as you may or may not know, they changed the syntax for pf.conf. This is the relevant portion from the upgrade guide: pf(4) NAT syntax change As described in more detail in this mailing list post, PF's separate nat/rdr/binat (translation) rules have been replaced with actions on regular match/filter rules. Simple rulesets may be converted like this: nat on $ext_if from 10/8 -> ($ext_if) rdr on $ext_if to ($ext_if) -> 1.2.3.4 becomes match out on $ext_if from 10/8 nat-to ($ext_if) match in on $ext_if to ($ext_if) rdr-to 1.2.3.4 and... binat on $ext_if from $web_serv_int to any -> $web_serv_ext becomes match on $ext_if from $web_serv_int to any binat-to $web_serv_ext nat-anchor and/or rdr-anchor lines, e.g. for relayd(8), ftp-proxy(8) and tftp-proxy(8), are no longer used and should be removed from pf.conf(5), leaving only the anchor lines. Translation rules relating to these and spamd(8) will need to be adjusted as appropriate. N.B.: Previously, translation rules had "stop at first match" behaviour, with binat being evaluated first, followed by nat/rdr depending on direction of the packet. Now the filter rules are subject to the usual "last match" behaviour, so care must be taken with rule ordering when converting. pf(4) route-to/reply-to syntax change The route-to, reply-to, dup-to and fastroute options in pf.conf move to filteropts; pass in on $ext_if route-to (em1 192.168.1.1) from 10.1.1.1 pass in on $ext_if reply-to (em1 192.168.1.1) to 10.1.1.1 becomes pass in on $ext_if from 10.1.1.1 route-to (em1 192.168.1.1) pass in on $ext_if to 10.1.1.1 reply-to (em1 192.168.1.1) Now, this is my current pf.conf: # $OpenBSD: pf.conf,v 1.38 2009/02/23 01:18:36 deraadt Exp $ # # See pf.conf(5) for syntax and examples; this sample ruleset uses # require-order to permit mixing of NAT/RDR and filter rules. # Remember to set net.inet.ip.forwarding=1 and/or net.inet6.ip6.forwarding=1 # in /etc/sysctl.conf if packets are to be forwarded between interfaces. ext_if="pppoe0" int_if="nfe0" int_net="192.168.0.0/24" polemon="192.168.0.10" poletopw="192.168.0.12" segatop="192.168.0.20" table <leechers> persist set loginterface $ext_if set skip on lo match on $ext_if all scrub (no-df max-mss 1440) altq on $ext_if priq bandwidth 950Kb queue {q_pri, q_hi, q_std, q_low} queue q_pri priority 15 queue q_hi priority 10 queue q_std priority 7 priq(default) queue q_low priority 0 nat-anchor "ftp-proxy/*" rdr-anchor "ftp-proxy/*" nat on $ext_if from !($ext_if) -> ($ext_if) rdr pass on $int_if proto tcp to port ftp -> 127.0.0.1 port 8021 rdr pass on $ext_if proto tcp to port 2080 -> $segatop port 80 rdr pass on $ext_if proto tcp to port 2022 -> $segatop port 22 rdr pass on $ext_if proto tcp to port 4000 -> $polemon port 4000 rdr pass on $ext_if proto tcp to port 6600 -> $polemon port 6600 anchor "ftp-proxy/*" block pass on $int_if queue(q_hi, q_pri) pass out on $ext_if queue(q_std, q_pri) pass out on $ext_if proto icmp queue q_pri pass out on $ext_if proto {tcp, udp} to any port ssh queue(q_hi, q_pri) pass out on $ext_if proto {tcp, udp} to any port http queue(q_std, q_pri) #pass out on $ext_if proto {tcp, udp} all queue(q_low, q_hi) pass out on $ext_if proto {tcp, udp} from <leechers> queue(q_low, q_std) pass in on $ext_if proto tcp to ($ext_if) port ident queue(q_hi, q_pri) pass in on $ext_if proto tcp to ($ext_if) port ssh queue(q_hi, q_pri) pass in on $ext_if proto tcp to ($ext_if) port http queue(q_hi, q_pri) pass in on $ext_if inet proto icmp all icmp-type echoreq queue q_pri If someone has experience with porting the 4.6 pf.conf to 4.7, please help me do the correct changes. OK, this is how far I've got: I commented out nat-anchor and rdr-anchor, as describted in the guide: #nat-anchor "ftp-proxy/*" #rdr-anchor "ftp-proxy/*" And this is how I've "converted" the rdr rules: #nat on $ext_if from !($ext_if) -> ($ext_if) match out on $ext_if from !($ext_if) nat-to ($ext_if) #rdr pass on $int_if proto tcp to port ftp -> 127.0.0.1 port 8021 match in on $int_if proto tcp to port ftp rdr-to 127.0.0.1 port 8021 #rdr pass on $ext_if proto tcp to port 2080 -> $segatop port 80 match in on $ext_if proto tcp tp port 2080 rdr-to $segatop port 80 #rdr pass on $ext_if proto tcp to port 2022 -> $segatop port 22 match in on $ext_if proto tcp tp port 2022 rdr-to $segatop port 22 rdr pass on $ext_if proto tcp to port 4000 -> $polemon port 4000 match in on $ext_if proto tcp tp port 4000 rdr-to $polemon port 4000 rdr pass on $ext_if proto tcp to port 6600 -> $polemon port 6600 match in on $ext_if proto tcp tp port 6600 rdr-to $polemon port 6600 Did I miss anything? Is the anchor for ftp-proxy OK as it is now? Do I need to change something in the other pass in on... lines?

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  • Inaccurate bandwidth limiting in altq queues

    - by overkordbaever
    I'm setting up an environment where I have one Linux server, one OpenBSD router and one Linux client and I want to be able to limit how much bandwidth the client should be able to use. I've been performing these tests with "netcat" and "time" (using time to measure the time of the transfer with netcat), and what happens when trying these tests (using the TCP protocol, the queues will for some reason not work with UDP) is that the queues aren't exact at all. For example: when setting a bandwidth limit of 10mbit, the client cannot use more than five mbits, when setting a limit of 100mbit, the client cannot use more than around 50mbit. The config looks like (using a 100mbit limit in the example): #queue rules altq on { $int_if, $ext_if } cbq bandwidth 100Mb queue { def, low } queue def bandwidth 0Mb cbq(default) queue low bandwidth 100Mb cbq(default) #Passrules test pass out quick from $int_if to $ext_if queue low pass in quick from $ext_if to $int_if queue low pass out quick from $ext_if to $int_if queue low pass in quick from $int_if to $ext_if queue low

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  • Emulating old-school sprite flickering (theory and concept)

    - by Jeffrey Kern
    I'm trying to develop an oldschool NES-style video game, with sprite flickering and graphical slowdown. I've been thinking of what type of logic I should use to enable such effects. I have to consider the following restrictions if I want to go old-school NES style: No more than 64 sprites on the screen at a time No more than 8 sprites per scanline, or for each line on the Y axis If there is too much action going on the screen, the system freezes the image for a frame to let the processor catch up with the action From what I've read up, if there were more than 64 sprites on the screen, the developer would only draw high-priority sprites while ignoring low-priority ones. They could also alternate, drawing each even numbered sprite on opposite frames from odd numbered ones. The scanline issue is interesting. From my testing, it is impossible to get good speed on the XBOX 360 XNA framework by drawing sprites pixel-by-pixel, like the NES did. This is why in old-school games, if there were too many sprites on a single line, some would appear if they were cut in half. For all purposes for this project, I'm making scanlines be 8 pixels tall, and grouping the sprites together per scanline by their Y positioning. So, dumbed down I need to come up with a solution that.... 64 sprites on screen at once 8 sprites per 'scanline' Can draw sprites based on priority Can alternate between sprites per frame Emulate slowdown Here is my current theory First and foremost, a fundamental idea I came up with is addressing sprite priority. Assuming values between 0-255 (0 being low), I can assign sprites priority levels, for instance: 0 to 63 being low 63 to 127 being medium 128 to 191 being high 192 to 255 being maximum Within my data files, I can assign each sprite to be a certain priority. When the parent object is created, the sprite would randomly get assigned a number between its designated range. I would then draw sprites in order from high to low, with the end goal of drawing every sprite. Now, when a sprite gets drawn in a frame, I would then randomly generate it a new priority value within its initial priority level. However, if a sprite doesn't get drawn in a frame, I could add 32 to its current priority. For example, if the system can only draw sprites down to a priority level of 135, a sprite with an initial priority of 45 could then be drawn after 3 frames of not being drawn (45+32+32+32=141) This would, in theory, allow sprites to alternate frames, allow priority levels, and limit sprites to 64 per screen. Now, the interesting question is how do I limit sprites to only 8 per scanline? I'm thinking that if I'm sorting the sprites high-priority to low-priority, iterate through the loop until I've hit 64 sprites drawn. However, I shouldn't just take the first 64 sprites in the list. Before drawing each sprite, I could check to see how many sprites were drawn in it's respective scanline via counter variables . For example: Y-values between 0 to 7 belong to Scanline 0, scanlineCount[0] = 0 Y-values between 8 to 15 belong to Scanline 1, scanlineCount[1] = 0 etc. I could reset the values per scanline for every frame drawn. While going down the sprite list, add 1 to the scanline's respective counter if a sprite gets drawn in that scanline. If it equals 8, don't draw that sprite and go to the sprite with the next lowest priority. SLOWDOWN The last thing I need to do is emulate slowdown. My initial idea was that if I'm drawing 64 sprites per frame and there's still more sprites that need to be drawn, I could pause the rendering by 16ms or so. However, in the NES games I've played, sometimes there's slowdown if there's not any sprite flickering going on whereas the game moves beautifully even if there is some sprite flickering. Perhaps give a value to each object that uses sprites on the screen (like the priority values above), and if the combined values of all objects w/ sprites surpass a threshold, introduce the sprite flickering? IN CONCLUSION... Does everything I wrote actually sound legitimate and could work, or is it a pipe dream? What improvements can you all possibly think with this game programming theory of mine?

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  • How can I transfer files to a Kindle Fire with a Micro-USB cable?

    - by Jeff
    I'm running Ubuntu 11.10, and when I connect my Kindle Fire to my computer via micro usb, it is not recognized automatically. Other usb devices, such as my ipod and digital camera, are recognized just fine. It does not appear to be a usb power issue, since the Kindle Fire wakes up from sleeping when it is plugged in. I never get the message on the Kindle telling me it is ready to accept files from the computer, though. Here are the last 15 lines of dmesg after plugging the kindle in: jeff@prime:~$ dmesg | tail -n 15 [45918.269671] ieee80211 phy0: wl_ops_bss_info_changed: arp filtering: enabled true, count 1 (implement) [45929.072149] wlan0: no IPv6 routers present [46743.224217] usb 1-1: new high speed USB device number 5 using ehci_hcd [46743.364623] scsi8 : usb-storage 1-1:1.0 [46744.366102] scsi 8:0:0:0: Direct-Access Amazon Kindle 0001 PQ: 0 ANSI: 2 [46744.366356] scsi: killing requests for dead queue [46744.372494] scsi: killing requests for dead queue [46744.384510] scsi: killing requests for dead queue [46744.392348] scsi: killing requests for dead queue [46744.392731] scsi: killing requests for dead queue [46744.396853] scsi: killing requests for dead queue [46744.397214] scsi: killing requests for dead queue [46744.400795] scsi: killing requests for dead queue [46744.401589] sd 8:0:0:0: Attached scsi generic sg2 type 0 [46744.407520] sd 8:0:0:0: [sdb] Attached SCSI removable disk And here are my mounted filesystems: jeff@prime:~$ df Filesystem 1K-blocks Used Available Use% Mounted on /dev/sda1 298594984 174663712 108763480 62% / udev 1407684 4 1407680 1% /dev tmpfs 566924 896 566028 1% /run none 5120 0 5120 0% /run/lock none 1417308 300 1417008 1% /run/shm /home/jeff/.Private 298594984 174663712 108763480 62% /home/jeff I should note that, since I got Dropbox working on my Kindle, the usb is no longer strictly necessary, but as a matter of principle I'd love to get it working.

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  • Java - System design with distributed Queues and Locks

    - by sunny
    Looking for inputs to evaluate a design for a system (java) which would have a distributed queue serving several (but not too many) nodes. These nodes would process objects present in the distributed queue and on occasion require a distributed lock across the cluster on an arbitrary (distributed) data structures. These (distributed) data structures could potentially lie in a distributed cache. Eliminating Terracotta (DSO),Hazelcast and Akka what could be alternative choices. Currently considering zookeeper as a distributed locking mechanism. Since the recommendation of a znode is not to exceed the 1M size , the understanding is that zookeeper should not be used a distributed queue. And also from Netflix curator tech note 4. So should a distributed cache, say like memcached, or redis be used to emulate a distributed queue ? i.e. The distributed queue will be stored in the caches and will be locked cluster-wide via zookeeper. Are there potential pitfalls with this high-level approach. The objects don't need to be taken off the queue. The object will pass through a lifecycle which will determine its removal from the queue. There would be about 10k+ objects in a queue at a given time changing states and any node could service one stage of the object's lifecycle. (Although not strictly necessary .. i.e. one node could serve the entire lifecycle if that is more efficient.) Any suggestions/alternatives ? sidenote: new to zookeeper ; redis etc.

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