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  • Google sheet dynamic WHERE clause for query() statement

    - by jason_cant_code
    I have a data table like so: a 1 a 2 b 3 b 4 c 5 c 6 c 7 I want to pull items out of this table by dynamically telling it what letters to pull. My current formula is: =query(A1:B7,"select * where A ='" & D1 & "'"). D1 being the cell I wish to modify to modify the query. I want to be able input into D1 -- a, a,b, a,b,c and have the query work. I know it would involve or statements in the query, but haven't figured out how to make the formula dynamic. I am looking for a general solution for this pattern: a -- A = 'a' a,b -- A = 'a' or A = 'b' a,b,c -- A = 'a' or A = 'b' or A='c' Or any other solution that solves the problem. Edit: So far I have =ArrayFormula(CONCATENATE("A='"&split(D3,",")&"' or ")) this gives A='a' or A='b' or A='c' or for a,b,c. can't figure out how to remove the last or.

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  • How to reduce iOS AVPlayer start delay

    - by Bernt Habermeier
    Note, for the below question: All assets are local on the device -- no network streaming is taking place. The videos contain audio tracks. I'm working on an iOS application that requires playing video files with minimum delay to start the video clip in question. Unfortunately we do not know what specific video clip is next until we actually need to start it up. Specifically: When one video clip is playing, we will know what the next set of (roughly) 10 video clips are, but we don't know which one exactly, until it comes time to 'immediately' play the next clip. What I've done to look at actual start delays is to call addBoundaryTimeObserverForTimes on the video player, with a time period of one millisecond to see when the video actually started to play, and I take the difference of that time stamp with the first place in the code that indicates which asset to start playing. From what I've seen thus-far, I have found that using the combination of AVAsset loading, and then creating an AVPlayerItem from that once it's ready, and then waiting for AVPlayerStatusReadyToPlay before I call play, tends to take between 1 and 3 seconds to start the clip. I've since switched to what I think is roughly equivalent: calling [AVPlayerItem playerItemWithURL:] and waiting for AVPlayerItemStatusReadyToPlay to play. Roughly same performance. One thing I'm observing is that the first AVPlayer item load is slower than the rest. Seems one idea is to pre-flight the AVPlayer with a short / empty asset before trying to play the first video might be of good general practice. [http://stackoverflow.com/questions/900461/slow-start-for-avaudioplayer-the-first-time-a-sound-is-played] I'd love to get the video start times down as much as possible, and have some ideas of things to experiment with, but would like some guidance from anyone that might be able to help. Update: idea 7, below, as-implemented yields switching times of around 500 ms. This is an improvement, but it it'd be nice to get this even faster. Idea 1: Use N AVPlayers (won't work) Using ~ 10 AVPPlayer objects and start-and-pause all ~ 10 clips, and once we know which one we really need, switch to, and un-pause the correct AVPlayer, and start all over again for the next cycle. I don't think this works, because I've read there is roughly a limit of 4 active AVPlayer's in iOS. There was someone asking about this on StackOverflow here, and found out about the 4 AVPlayer limit: fast-switching-between-videos-using-avfoundation Idea 2: Use AVQueuePlayer (won't work) I don't believe that shoving 10 AVPlayerItems into an AVQueuePlayer would pre-load them all for seamless start. AVQueuePlayer is a queue, and I think it really only makes the next video in the queue ready for immediate playback. I don't know which one out of ~10 videos we do want to play back, until it's time to start that one. ios-avplayer-video-preloading Idea 3: Load, Play, and retain AVPlayerItems in background (not 100% sure yet -- but not looking good) I'm looking at if there is any benefit to load and play the first second of each video clip in the background (suppress video and audio output), and keep a reference to each AVPlayerItem, and when we know which item needs to be played for real, swap that one in, and swap the background AVPlayer with the active one. Rinse and Repeat. The theory would be that recently played AVPlayer/AVPlayerItem's may still hold some prepared resources which would make subsequent playback faster. So far, I have not seen benefits from this, but I might not have the AVPlayerLayer setup correctly for the background. I doubt this will really improve things from what I've seen. Idea 4: Use a different file format -- maybe one that is faster to load? I'm currently using .m4v's (video-MPEG4) H.264 format. I have not played around with other formats, but it may well be that some formats are faster to decode / get ready than others. Possible still using video-MPEG4 but with a different codec, or maybe quicktime? Maybe a lossless video format where decoding / setup is faster? Idea 5: Combination of lossless video format + AVQueuePlayer If there is a video format that is fast to load, but maybe where the file size is insane, one idea might be to pre-prepare the first 10 seconds of each video clip with a version that is boated but faster to load, but back that up with an asset that is encoded in H.264. Use an AVQueuePlayer, and add the first 10 seconds in the uncompressed file format, and follow that up with one that is in H.264 which gets up to 10 seconds of prepare/preload time. So I'd get 'the best' of both worlds: fast start times, but also benefits from a more compact format. Idea 6: Use a non-standard AVPlayer / write my own / use someone else's Given my needs, maybe I can't use AVPlayer, but have to resort to AVAssetReader, and decode the first few seconds (possibly write raw file to disk), and when it comes to playback, make use of the raw format to play it back fast. Seems like a huge project to me, and if I go about it in a naive way, it's unclear / unlikely to even work better. Each decoded and uncompressed video frame is 2.25 MB. Naively speaking -- if we go with ~ 30 fps for the video, I'd end up with ~60 MB/s read-from-disk requirement, which is probably impossible / pushing it. Obviously we'd have to do some level of image compression (perhaps native openGL/es compression formats via PVRTC)... but that's kind crazy. Maybe there is a library out there that I can use? Idea 7: Combine everything into a single movie asset, and seekToTime One idea that might be easier than some of the above, is to combine everything into a single movie, and use seekToTime. The thing is that we'd be jumping all around the place. Essentially random access into the movie. I think this may actually work out okay: avplayer-movie-playing-lag-in-ios5 Which approach do you think would be best? So far, I've not made that much progress in terms of reducing the lag.

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  • Compare NSArray with NSMutableArray adding delta objects to NSMutableArray

    - by Hooligancat
    I have an NSMutableArray that is populated with objects of strings. For simplicity sake we'll say that the objects are a person and each person object contains information about that person. Thus I would have an NSMutableArray that is populated with person objects: person.firstName person.lastName person.age person.height And so on. The initial source of data comes from a web server and is populated when my application loads and completes it's initialization with the server. Periodically my application polls the server for the latest list of names. Currently I am creating an NSArray of the result set, emptying the NSMutableArray and then re-populating the NSMutableArray with NSArray results before destroying the NSArray object. This seems inefficient to me on a few levels and also presents me with a problem losing table row references which I can work around, but might be creating more work for myself in doing so. The inefficiency seems to be that I should be able to compare the two arrays and end up with a filtered NSArray. I could then add the filtered set to the NSMutableArray. This would mean that I can simply append new data to the NSMutableArray instead of throwing everything out and re-populating. Conversely I would need to do the same filter in reverse to see if there are records that need removing from the NSMutableArray. Is there any method to do this in a more efficient manner? Have I overlooked something in the docs some place that refers to a simpler technique? I have a problem when I empty the NSMutableArray and re-populate in that any referencing tables lose their selected row state. I can track it and re-select it, but my theory is that using some form of compare and adding objects and removing objects instead of dealing with the whole array in one block might mean I keep my row reference (assuming the item isn't deleted of course). Any suggestions or help much appreciated. Update Would it be just as fast to do a fast enumeration over each comparing each line item as I go? It seems like an expensive operation, but with the last fast enumeration code it might be pretty efficient...

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  • Cross-platform embedded database/key-value store for C#

    - by Arne Claassen
    I'm looking for a fast, embeddable key/value store with cursor semantics over key collections (or a simple embeddable DB) that I can use in .NET and mono. Need it to be open-source, would prefer an MIT or Apache style license over a GPL license. Not opposed to a library that needs bindings to be written, as long as binaries are available for both windows and linux. Options considered: SQLite - has bindings and native implementation, but single-threaded and not all that fast Embedded InnoDB - no .NET bindings i can find and it's GPLv2 Berkley DB - no .NET bindings i can find Tokyo Cabinet - no .NET bindings i can find and problematic to build on windows MadCow Memory-mapped data structures - GPLv2 Is there an option better than the above that i'm missing, or bindings for the above i don't know about?

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  • Box2d: Maximum possible linear velocity?

    - by Rosarch
    I think I've configured Box2d to have some sort of maximum velocity for any body, but I'm not sure. I apply an impulse like (100000000, 100000000), and the body moves just as fast as (100, 100) - which is not that fast at all. My game is a top-down 2d. Here is some code that may be relevant: private readonly Vector2 GRAVITY = new Vector2(0, 0); public void initializePhysics(ContactReporter contactReporter) { world = new World(GRAVITY, true); IContactListener contactListener = contactReporter; world.ContactListener = contactListener; } public void Update(GameTime gameTime) { // ... worldState.PhysicsWorld.Step((float)gameTime.ElapsedGameTime.TotalSeconds, 10, 10); //... }

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  • jQuery slideToggle stay open on hover

    - by durilai
    I have a div that I have bound the jQuery hover event to activate a slideDown using slideToggle: <div class="Square"> <div class="RedSquare"></div> <div class="GraySquare"></div> </div> $("div.RedSquare").hover( function() { $(this).siblings("div.GraySquare").slideToggle("fast"); }, function() { $(this).siblings("div.GraySquare").slideToggle("fast"); } ); It toggles a div '.GraySquare' right below it. Basically making a gray box slide down from the red box. The problem I am facing is that when the mouse moves over the gray div the slide toggles up. I want it to remain down when hovering over the red or gray square. Any help is appreciated.

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  • How can I force mod_perl to only allow one process per connection?

    - by Charles Ma
    I have a perl cgi script that's fairly resource intensive (takes about 2 seconds to finish). This is fine as long as only at most 4 or 5 of them are running at the same time and that's usually the case. The problem is that when a user clicks a link that calls this script, a new process is spawned to handle that connection request, so if a user clicks many times (if they're impatient), the server gets overloaded with new processes running and most of them are redundant. How can I ensure that only one instance of this process is running per host? This is an old system that I'm maintaining which uses an old framework for the frontend, and I would like to avoid using javascript to disable the button client side if possible. Converting this to fast-cgi perl is out of the question as well, again because this is an old system and adding fast-cgi to apache might break a lot of other things that this thing runs.

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  • Need advice on speeding up tableViewCell photo loading performance

    - by ambertch
    I have around 20 tableview cells that each contain a number (2-5) thumbnail sized pictures (they are VERY small Facebook profile pictures, ex. http://profile.ak.fbcdn.net/hprofile-ak-sf2p/hs254.snc3/23133_201668_2989_q.jpg). Each picture is an UIImageView added to the cell's contentview. Scrolling performance is poor, and measuring the draw time I've found the UIImage rendering is the bottleneck. I've researched/thought of some solutions but as I am new to iphone development I am not sure which strategy to pursue: preload all the images and retrieve them from disk instead of URL when drawing cells (I'm not sure if cell drawing will still be slow, so I want to hold off on the time investment here) Have the cells display a placeholder image from disk, while the picture is asynchronously loaded (this seems to be the best solution, but I'm currently not sure exactly how to do best do this) There's the fast drawing recommendation from Tweetie, but I don't know that will have much affect if it turns out my overhead is in network loading (http://blog.atebits.com/2008/12/fast-scrolling-in-tweetie-with-uitableview/) Thoughts/implementation advice? Thanks!

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  • using AudioQueues with AudioFileReadBytes

    - by Santosh
    Hey Im trying to work with Audio queues to play a very big mp3 file (arround 23 hours long). when audio queue asks for buffers though callback, im using AudioFileReadBytes() API to read the bytes from audio file and feed the queue. startQueue fails with the error : prime failed any inputs????? Also I succeeded playing file using AudioFileReadPackets API instead of AudioFileReadBytes(). But the problem with API is that when I seek (fast forward) by a long interval, say 9 hours (for example fast forward from 32 mins playtime to 9:32 mins) then AudioFileReadPackets() takes a long time (almost 2 mins) to read from new location. any comments would be greatly appreciated.

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  • Fulltext search for django : Mysql not so bad ? (vs sphinx, xapian)

    - by Eric
    I am studying fulltext search engines for django. It must be simple to install, fast indexing, fast index update, not blocking while indexing, fast search. After reading many web pages, I put in short list : Mysql MYISAM fulltext, djapian/python-xapian, and django-sphinx I did not choose lucene because it seems complex, nor haystack as it has less features than djapian/django-sphinx (like fields weighting). Then I made some benchmarks, to do so, I collected many free books on the net to generate a database table with 1 485 000 records (id,title,body), each record is about 600 bytes long. From the database, I also generated a list of 100 000 existing words and shuffled them to create a search list. For the tests, I made 2 runs on my laptop (4Go RAM, Dual core 2.0Ghz): the first one, just after a server reboot to clear all caches, the second is done juste after in order to test how good are cached results. Here are the "home made" benchmark results : 1485000 records with Title (150 bytes) and body (450 bytes) Mysql 5.0.75/Ubuntu 9.04 Fulltext : ========================================================================== Full indexing : 7m14.146s 1 thread, 1000 searchs with single word randomly taken from database : First run : 0:01:11.553524 next run : 0:00:00.168508 Mysql 5.5.4 m3/Ubuntu 9.04 Fulltext : ========================================================================== Full indexing : 6m08.154s 1 thread, 1000 searchs with single word randomly taken from database : First run : 0:01:11.553524 next run : 0:00:00.168508 1 thread, 100000 searchs with single word randomly taken from database : First run : 9m09s next run : 5m38s 1 thread, 10000 random strings (random strings should not be found in database) : just after the 100000 search test : 0:00:15.007353 1 thread, boolean search : 1000 x (+word1 +word2) First run : 0:00:21.205404 next run : 0:00:00.145098 Djapian Fulltext : ========================================================================== Full indexing : 84m7.601s 1 thread, 1000 searchs with single word randomly taken from database with prefetch : First run : 0:02:28.085680 next run : 0:00:14.300236 python-xapian Fulltext : ========================================================================== 1 thread, 1000 searchs with single word randomly taken from database : First run : 0:01:26.402084 next run : 0:00:00.695092 django-sphinx Fulltext : ========================================================================== Full indexing : 1m25.957s 1 thread, 1000 searchs with single word randomly taken from database : First run : 0:01:30.073001 next run : 0:00:05.203294 1 thread, 100000 searchs with single word randomly taken from database : First run : 12m48s next run : 9m45s 1 thread, 10000 random strings (random strings should not be found in database) : just after the 100000 search test : 0:00:23.535319 1 thread, boolean search : 1000 x (word1 word2) First run : 0:00:20.856486 next run : 0:00:03.005416 As you can see, Mysql is not so bad at all for fulltext search. In addition, its query cache is very efficient. Mysql seems to me a good choice as there is nothing to install (I need just to write a small script to synchronize an Innodb production table to a MyISAM search table) and as I do not really need advanced search feature like stemming etc... Here is the question : What do you think about Mysql fulltext search engine vs sphinx and xapian ?

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  • jQuery galleria plugin with dynamically loaded images

    - by panas
    I'm using the Galleria plugin with jQuery to create my image gallery. I'm trying to get load images dynamically from the user's selection into the DOM and have the gallery auto-update to display those new images but it's not working. Firebug shows the images are successfully loading into the DOM but Galleria displays no thumbnails. I need a way to reload Galleria to display the new images. /* ---- Gallery Code ---- */ if ($(this).find('div').attr('title') == 'photogallery' && $('.galleria_container').length == 0) { $('.gallery').galleria( { history : false, clickNext : true, onImage : function(image,caption,thumb) { if(! ($.browser.mozilla && navigator.appVersion.indexOf("Win")!=-1) ) { image.css('display','none').fadeIn(1000); } var _li = thumb.parents('li'); caption.css('display','none').fadeIn(1000); _li.siblings().children('img.selected').fadeTo(500,0.3); thumb.fadeTo('fast',1).addClass('selected'); image.attr('title','Next image >>'); }, onThumb : function(thumb) { var _li = thumb.parents('li'); var _fadeTo = _li.is('.active') ? '1' : '0.3'; thumb.css({display:'none',opacity:_fadeTo}).fadeIn(1500); thumb.hover ( function() { thumb.fadeTo('fast',1); }, function() { _li.not('.active').children('img').fadeTo('fast',0.3); } // don't fade out if the parent is active ) } }); } /* ---- Gallery Selector ---- */ $(document).ready(function() { var galleryImages = new Object(); <?php echo $myGal; ?> function setImages(type) { var image = ''; for (var i = 0; i < galleryImages[type].length; i++) { image += '<li><img src="' + galleryImages[type][i] + '"></li>'; } $('ul.gallery').html(image); } $('ul.menu-horiz li ul li').click(function() { setImages($(this).attr('rel')); }); }); The PHP code you see just creates an array of images. So to summarise my question: How can I reload Galleria once the new images have been loaded into the DOM?

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  • jQuery selective hover

    - by Vitor
    Hello everyone, I'm trying to do a simple task with jQuery: I have a list of words which, when hovered, should fadeIn its corresponding image. For example: <a href="#" class="yellow">Yellow</a> <a href="#" class="blue">Blue</a> <a href="#" class="green">Green</a> <img src="yellow.jpg" class="yellow"> <img src="blue.jpg" class="blue"> <img src="green.jpg" class="green"> I'm currently doing it this way for each link/image: $('a.yellow').hover( function () { $('img.yellow').fadeIn('fast'); }, function () { $('img.yellow').fadeOut('fast'); }); The method above works fine, but as I'm still learning, I guess there's a better way to do that instead of repeating functions. Can anyone give me some light here? How can I improve this code?

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  • jQuery Hover Problem - Hover Triggers on Mouse Move

    - by majman
    For reference: http://www.favsav.com/-public You'll notice that if you hover over a list item, the meta data slides up. If you leave your mouse still on top, and then move a smidgen to the left or right, it triggers again. There's some other silliness going on if you move around The code is pretty simple: $('li.post').hover(function(){ $(this).find('.meta').slideDown('fast'); }, function(){ $(this).find('.meta').slideUp('fast'); }) Any idea why things are behaving like this? This seems to only be happening in Firefox (i'm using 3.5.5 on OSX) UPDATE After restarting Firefox, all is well! Thanks for the input!

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  • Best Data Structure For Time Series Data

    - by TriParkinson
    Hi all, I wonder if someone could take a minute out of their day to give their two cents on my problem. I would like some suggestions on what would be the best data structure for representing, on disk, a large data set of time series data. The main priority is speed of insertion, with other priorities in decreasing order; speed of retrieval, size on disk, size in memory, speed of removal. I have seen that B+ trees are often used in database because of their fast search times, but how about for fast insertion times? Is a linked list really the way to go? Thanks in advance for your time, Tri

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  • iphone - forcing button to acknowledge touch programmatically

    - by Mike
    When you touch a UIButton it hides for a fraction of second and then it executes its action. This fast "blink" is the feedback the user needs to know that the button has been clicked. In the project I am doing, I need to select the button programmatically, as if the user had clicked it. In other words, the same behavior has the button had been clicked by the user... a fast blink and execution of its action. Is this possible? thanks for any help.

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  • Data denormalization and C# objects DB serialization

    - by Robert Koritnik
    I'm using a DB table with various different entities. This means that I can't have an arbitrary number of fields in it to save all kinds of different entities. I want instead save just the most important fields (dates, reference IDs - kind of foreign key to various other tables, most important text fields etc.) and an additional text field where I'd like to store more complete object data. the most obvious solution would be to use XML strings and store those. The second most obvious choice would be JSON, that usually shorter and probably also faster to serialize/deserialize... And is probably also faster. But is it really? My objects also wouldn't need to be strictly serializable, because JsonSerializer is usually able to serialize anything. Even anonymous objects, that may as well be used here. What would be the most optimal solution to solve this problem? Additional info My DB is highly normalised and I'm using Entity Framework, but for the purpose of having external super-fast fulltext search functionality I'm sacrificing a bit DB denormalisation. Just for the info I'm using SphinxSE on top of MySql. Sphinx would return row IDs that I would use to fast query my index optimised conglomerate table to get most important data from it much much faster than querying multiple tables all over my DB. My table would have columns like: RowID (auto increment) EntityID (of the actual entity - but not directly related because this would have to point to different tables) EntityType (so I would be able to get the actual entity if needed) DateAdded (record timestamp when it's been added into this table) Title Metadata (serialized data related to particular entity type) This table would be indexed with SPHINX indexer. When I would search for data using this indexer I would provide a series of EntityIDs and a limit date. Indexer would have to return a very limited paged amount of RowIDs ordered by DateAdded (descending). I would then just join these RowIDs to my table and get relevant results. So this won't actually be full text search but a filtering search. Getting RowIDs would be very fast this way and getting results back from the table would be much faster than comparing EntityIDs and DateAdded comparisons even though they would be properly indexed.

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  • How to limit / throttle bandwidth with *multiple* connections

    - by Led
    I'm writing an app in C# that downloads concurrently (in different threads) using multiple connections to multiple servers, and I'd like to be able to limit the used bandwidth. For a single connection the solution would be simple; I'd use the solution posted here : http://www.codeproject.com/KB/IP/Bandwidth_throttling.aspx which calculates a sleep-time for the single connection. I'd like to know what the best way is to do this for multiple connections. Using the ThrottledStream posted above and dividing the bandwidth (say 2MB/sec) evenly among the connections isn't right, if I'd have 3 very slow connections and 1 very fast one they'd all be capped to 512kb/sec, so the fast one won't go above 512kb/sec and the other 3 wouldn't even make that. The preferred solution I think is to cap only the fastest connection(s) so the slower connections are used optimally. Does anyone have any experience with this, example code or any advice ?

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  • Old Sony Digital Tape Handycam, imported Video is sped up?

    - by thatryan
    Friend gave me their OLD handycam and a bunch of tapes asking me to put them on a DVD. The model is Sony DCR-TVR103 and it records onto Hi8 Digital tapes. It has a firewire port also. I am trying to use import function in iMovie on OS X 10.6. Every import though the video is super fast, like playing in fast forward. Ever seen anything like this? How can I import this video? Thank you.

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  • Idiomatic way to do list/dict in Cython?

    - by ramanujan
    My problem: I've found that processing large data sets with raw C++ using the STL map and vector can often be considerably faster (and with lower memory footprint) than using Cython. I figure that part of this speed penalty is due to using Python lists and dicts, and that there might be some tricks to use less encumbered data structures in Cython. For example, this page (http://wiki.cython.org/tutorials/numpy) shows how to make numpy arrays very fast in Cython by predefining the size and types of the ND array. Question: Is there any way to do something similar with lists/dicts, e.g. by stating roughly how many elements or (key,value) pairs you expect to have in them? That is, is there an idiomatic way to convert lists/dicts to (fast) data structures in Cython? If not I guess I'll just have to write it in C++ and wrap in a Cython import.

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  • Normalize or Denormalize in high traffic websites

    - by Inam Jameel
    what is the best practice for database design for high traffic websites like this one stackoverflow? should one must use normalize database for record keeping or normalized technique or combination of both? is it sensible to design normalize database as main database for record keeping to reduce redundancy and at the same time maintain another denormalized form of database for fast searching? or main database should be denormalize and one can make normalized views in the application level for fast database operations? or beside above mentioned approach? what is the best practice of designing high traffic websites???

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  • Good way to make animations with cocos2d?

    - by Johnny Oin
    Hi there, I'm making a little iphone game, and I would get some clues. Let's imagine: Two background sprites moving pretty fast from right to left, and moving up and down with accelerometer. I guess I can't use animations here, cause the movement of the background is recalculated at each frame. So I use a schedule with an interval of 0.025s and move my sprites at each clock with a : sprite.position = ccp(x, y); So here is my problem: the result is laggy, with only these two sprites. I tried both declaring sprites in the header, and getting them with CCNodes and Tags. It's quite the same. So if someone can give me a hint on what is the best way to do that, that would be so nice. I wonder if the problem can't be the fact that sprites are moving very fast, but i'm not sure. Anyway, thanks for your time. J.

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  • MPI: is there mpi libraries capable of message compression?

    - by osgx
    Sometimes MPI is used to send low-entropy data in messages. So it can be useful to try to compress messages before sending it. I know that MPI can work on very fast networks (10 Gbit/s and more), but many MPI programs are used with cheap network like 0,1G or 1Gbit/s Ethernet and with cheap (slow, low bisection) network switch. There is a very fast Snappy (wikipedia) compression algorithm, which has Compression speed is 250 MB/s and decompression speed is 500 MB/s so on compressible data and slow network it will give some speedup. Is there any MPI library which can compress MPI messages (at layer of MPI; not the compression of ip packets like in PPP). MPI messages are also structured, so there can be some special method, like compression of exponent part in array of double.

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  • TCP Flow control in AS3?

    - by Jeremy Stanley
    I am currently working on a Flash socket client for a pre-existing service/standard. The service uses TCP flow control to throttle itself and the Flash socket is reading in everything as fast as it can despite not being able to process it as fast as it's being taken in. This causes the bytesAvailable on the socket to keep increasing and the server never knows that the client has fallen behind. In short, is there any way to limit the size of bytesAvailable for a Flash Socket object or throttle it in some other way? Note: Rewriting the server isn't a viable option at the current time as it's a standard and the client's utility drops immensely if server-side changes are needed

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