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+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
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+ <HEAD>
+ <TITLE> [Nel] Network Connections</TITLE>
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+ <H1>[Nel] Network Connections</H1>
+ <B>Michael Warnock</B>
+ <A HREF="mailto:michael%40in-orbit.net"
+ TITLE="[Nel] Network Connections">michael@in-orbit.net</A><BR>
+ <I>Thu, 1 Mar 2001 14:38:16 -0800</I>
+ <P><UL>
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+ <HR>
+<!--beginarticle-->
+<PRE>This is a multi-part message in MIME format.
+
+------=_NextPart_000_0032_01C0A25D.40462150
+Content-Type: text/plain;
+ charset=&quot;iso-8859-1&quot;
+Content-Transfer-Encoding: quoted-printable
+
+ 3) Windows did support something called micro threads, which had a =
+much lower over head than traditional threads. These ( if i remember =
+correctly ) were designed specifically for scalable IO ( as in IIS ). =
+Some time looking here may well yield some useful results.
+I come from a nix background, but I wouldn't doubt that windows also has =
+had some implementation of microthreads. The best current way to use =
+microthreads afaik is stackless python (stackless.org) which I (as the =
+game mechanics programmer) plan to use on the server side of the game my =
+company (In-Orbit Entertainment) is working on using the Nel library. =
+Microthreads use an old and mostly forgotten programming concept called =
+continuations- a continuation is, in brief, the rest of a program from =
+any given point- that includes it's state and any branch of code it =
+might follow from there. Stackless Python provides a way to reference =
+continuations- which requires it not to use the C stack for framing(a =
+neat trick u should read about). Writing microthreads is as simple as =
+defining a bunch of functions and calling them at the same time with a =
+special call- they are executed in parralel within the same thread and =
+each requires almost no overhead above what they would if executed in =
+serial. EVE (a commercial mmorpg) also plans to use stackless as the =
+basis for their game mechanics. I dont have any benchmarks on its =
+network performance or scalability, but I plan to test it soon.
+
+Michael Warnock
+In-Orbit Entertainment
+
+------=_NextPart_000_0032_01C0A25D.40462150
+Content-Type: text/html;
+ charset=&quot;iso-8859-1&quot;
+Content-Transfer-Encoding: quoted-printable
+
+&lt;!DOCTYPE HTML PUBLIC &quot;-//W3C//DTD HTML 4.0 Transitional//EN&quot;&gt;
+&lt;HTML&gt;&lt;HEAD&gt;
+&lt;META content=3D&quot;text/html; charset=3Diso-8859-1&quot; =
+http-equiv=3DContent-Type&gt;
+&lt;META content=3D&quot;MSHTML 5.00.3103.1000&quot; name=3DGENERATOR&gt;
+&lt;STYLE&gt;&lt;/STYLE&gt;
+&lt;/HEAD&gt;
+&lt;BODY bgColor=3D#ffffff&gt;
+&lt;BLOCKQUOTE=20
+style=3D&quot;BORDER-LEFT: #000000 2px solid; MARGIN-LEFT: 5px; MARGIN-RIGHT: =
+0px; PADDING-LEFT: 5px; PADDING-RIGHT: 0px&quot;&gt;
+ &lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;3) Windows did support something =
+called micro=20
+ threads, which had a much lower over head than traditional =
+threads.&amp;nbsp;=20
+ These ( if i remember correctly ) were designed specifically for =
+scalable IO (=20
+ as in IIS ).&amp;nbsp; Some time looking here may well yield some useful=20
+ results.&lt;/FONT&gt;&lt;/DIV&gt;&lt;/BLOCKQUOTE&gt;
+&lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;I come from a nix background, but I =
+wouldn't doubt=20
+that windows also has had some implementation of microthreads.&amp;nbsp; The =
+best=20
+current way to use microthreads afaik is stackless python =
+(stackless.org) which=20
+I (as the game mechanics programmer) plan to use on the server side of =
+the game=20
+my company (In-Orbit Entertainment) is working on using the Nel =
+library.&amp;nbsp;=20
+Microthreads use an old and mostly forgotten programming concept called=20
+continuations- a continuation is, in brief, the rest of a program from =
+any given=20
+point- that includes it's state and any branch of code it might follow =
+from=20
+there.&amp;nbsp; Stackless Python provides a way to reference continuations- =
+which=20
+requires it not to use the C stack for framing(a neat trick u should =
+read=20
+about).&amp;nbsp; Writing microthreads is as simple as defining a bunch of =
+functions=20
+and calling them at the same time with a special call- they are executed =
+in=20
+parralel within the same thread and each requires almost no overhead =
+above what=20
+they would if executed in serial.&amp;nbsp; EVE (a commercial mmorpg) also =
+plans to=20
+use stackless as the basis for their game mechanics.&amp;nbsp; I dont have =
+any=20
+benchmarks on its network performance or scalability, but I plan to test =
+it=20
+soon.&lt;/FONT&gt;&lt;/DIV&gt;
+&lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
+&lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;Michael Warnock&lt;/FONT&gt;&lt;/DIV&gt;
+&lt;DIV&gt;&lt;FONT face=3DArial size=3D2&gt;In-Orbit =
+Entertainment&lt;/FONT&gt;&lt;/DIV&gt;&lt;/BODY&gt;&lt;/HTML&gt;
+
+------=_NextPart_000_0032_01C0A25D.40462150--
+
+
+</pre>
+
+
+
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