Connection pooling might be a good idea.  Since there are people in every 
game round and each round is 3 minutes, the SQL db will always be up.  I 
did try it, but I think my connection from home was limited.  

RE: SQL solution:   Can some of you with LOTS of bandwidth (from a *nix 
machine), please AB the following URL:

     http://sven-anagramhero.appspot.com/client/loadtest

Try at least 1000 connections with 250-500 concurrent and report back here 
please.

WRT costs:  DB read/writes are around $3/day.  Whereas 10 B1 backends would 
be almost $20/day.

In addition, the B1 solution does not scale.  Lets say the app suddenly 
gets a lot of new users.  Now I need to update the backend.  Additionally, 
peak load is approximately 4x the lowest value.  Now, for part of each day, 
I need to have enough instances to handle the peak load just doing minimal 
work.  This is not scaling automatically.  I always need to pay the maximum 
of whatever is needed to handle peak load.... or else update the backends 
every few hours to add/remove B1's.  Not exactly fulfilling the automatic 
scaling promise!



On Friday, August 3, 2012 3:49:24 AM UTC-4, Mauricio Aristizabal wrote:
>
> Takashi, is there some more detailed information on why Google doesn't 
> encourage using a connection pool?  Is it simply to encourage allowing the 
> db instance to wind down instead of being kept alive only by pool 
> connection health checks?  If so I'm sure it could be configured to avoid 
> this.
>
> It does seem to me that it could reduce Richard's costs drastically, by 
> 2/3 just on the writes to the db by his own numbers.
>
> I've been using pooling without issue for several months now, though 
> admittedly with very little traffic so far, so if you think this is going 
> to get me in trouble later I'm very eager to hear why.
>
>
>
> On Fri, Aug 3, 2012 at 12:28 AM, Richard Watson 
> <[email protected]>wrote:
>
>> What are the performance characteristics of connecting to Google Compute 
>> Engine?  Maybe slap the in-memory app onto that.
>>
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