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----
-title:  Developing C++ Programs on Solaris
----
-
-This section describes how to build and run a native client application on 
Solaris.
-
-## <a id="developing-solaris__section_B518757C7D7A405F9E43C1232C2D6B56" 
class="no-quick-link"></a>Step 1. Set Environment Variables
-
-**Note:** When compiling external projects or applications that are used or 
referenced by the native client, make sure that you compile them for the same 
target architecture as your native client installation. For example, if you 
installed the 32-bit (x86) version of the native client, compile your external 
projects for 32-bit (x86) architecture.
-
-Set the native client environment variables on each Solaris host. For each 
case, *&lt;productDir&gt;* is the path to the native client product directory.
-
-**For Bourne and Korn shells (sh, ksh, bash)**
-
-``` pre
-GFCPP=<productDir>; export GFCPP
-PATH=$GFCPP/bin:$PATH;export PATH
-LD_LIBRARY_PATH=$GFCPP/lib:$LD_LIBRARY_PATH;export LD_LIBRARY_PATH
-```
-
-## <a id="developing-solaris__section_15D24DFEFE024690A2652A4DC17EFFFB" 
class="no-quick-link"></a>Step 2. Compile C++ Clients and Dynamically Link to 
Them to Native Client Library
-
-Version 5.9 of the *SUNpro* compiler is supported on Solaris. The linker 
switches vary according to whether you are statically linking to the native 
client library.
-
-To build and link a C++ client on Solaris, the compilation command line must 
include the appropriate arguments from this table.
-
-<a id="developing-solaris__table_428EFC82036240CA974E3061E5D31CCF"></a>
-
-| Argument                                                                     
                  | Explanation                                                |
-|------------------------------------------------------------------------------------------------|------------------------------------------------------------|
-| `-D_REENTRANT`                                                               
                  | Required to compile Solaris programs in a thread-safe way. |
-| `-xarch=v8plus`                                                              
                  | Enables 32-bit compilation.                                |
-| `-xarch=v9`                                                                  
                  | Enables 64-bit compilation.                                |
-| `-ldl`; `-lpthread`; `-lc`; `-lm`; `-lsocket`; `-lrt`; `-lnsl`; 
`-ldemangle`; `-lkstat`; `-lz` | Additional libraries.                          
            |
-| `-library=stlport4`                                                          
                  | Solaris library compilation.                               |
-| `-I$ GFCPP /include`                                                         
                  | Specifies the GemFire include directory.                   |
-
-
-
-## <a id="developing-solaris__section_81557A11797047A7941B47D44D1566AA" 
class="no-quick-link"></a>Step 3. Make Sure the Native Client Library Can Be 
Loaded
-
-When a C++ application is not statically linked to the native client library, 
the library must be dynamically loadable.
-
-To verify that the native client library is available for loading, make sure 
you have added the path *productDir*`/lib` to the *LD\_LIBRARY\_PATH* 
environment variable, where *productDir* is the path to the Geode product 
directory.

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----
-title:  Developing C++ Programs on Windows
----
-
-Geode uses the Visual Studio 2010 Service Pack 1 compiler for C++ programs on 
Windows, which invokes Microsoft<sup>®</sup> `cl.exe` from the command line at 
compile time.
-
-The Geode native client supports .NET 4.0 and Visual Studio 2010. For 
advantages and more information on the features of .NET 4.0 and Visual Studio 
2010 SP1, see 
[http://msdn.microsoft.com/en-us/library/dd831853(v=vs.100).aspx](http://msdn.microsoft.com/en-us/library/dd831853(v=vs.100).aspx)
 and 
[http://msdn.microsoft.com/en-us/library/vstudio/w0x726c2(v=vs.100).aspx](http://msdn.microsoft.com/en-us/library/vstudio/w0x726c2(v=vs.100).aspx).
-
-Visual Studio 2010 SP1 is the recommended compiler. If you are using any other 
compiler, contact technical support for assistance.
-
-**Note:** When compiling external projects or applications that are used or 
referenced by the native client, make sure that you compile them for the same 
target architecture as your native client installation. For example, if you 
installed the 32-bit (x86) version of the native client, compile your external 
projects for 32-bit (x86) architecture.
-
-## <a id="developing-windows__section_6BFD4982A7144301A03F948CFF953AFD" 
class="no-quick-link"></a>Step 1. Installer Sets Up Environment Variables
-
-When you install on Windows, the installer performs these tasks:
-
--   Sets the *GFCPP* environment variable to *&lt;productDir&gt;*, where 
*&lt;productDir&gt;* is the path to the native client product directory.
--   Adds the *%GFCPP%\\bin* executable directory to the Windows *PATH*.
-
-## <a id="developing-windows__section_0BF2BE9A38BC40D1B9FAD2AC8DBFAB0E" 
class="no-quick-link"></a>Step 2. Choose 32-bit or 64-bit Command-line Prompt
-
-For 32-bit:
-
-Start &gt; Programs &gt; Microsoft Visual Studio &gt; 2010 &gt; Visual Studio 
Tools &gt; Visual Studio 2010 Command Prompt
-
-For 64-bit:
-
-Start &gt; Programs &gt; Microsoft Visual Studio 2010 &gt; Visual Studio Tools 
&gt; Visual Studio 2010 x64 Win64 Command Prompt
-
-To build using the Microsoft Visual Studio Interface, from the Solutions 
Platform, choose **Win32** or **x86** from the Build menu for 32-bit builds or 
x64 for a 64-bit build.
-
-## <a id="developing-windows__section_597B20DBE5FD4F66A6BCB2A09C04C9C9" 
class="no-quick-link"></a>Step 3. Compile C++ Clients and Dynamically Link Them 
to Native Client Library
-
-The following table lists the compiler and linker switches that must be 
present on the `cl.exe` command line.
-
-**Note:**
-If you want to use the Visual Studio user interface instead of invoking 
`cl.exe` from the command line, be sure to supply these parameters.
-
-<a id="developing-windows__table_1FE5C01E91424CE9906CA1D0210B1237"></a>
-
-| Argument                          | Explanation                              
                                                                             |
-|-----------------------------------|-----------------------------------------------------------------------------------------------------------------------|
-| `/MD`                             | Memory model.                            
                                                                             |
-| `/EHsc`                           | Catches C++ exceptions only and tells 
the compiler to assume that \*extern\* C functions never throw a C++ exception. 
|
-| `/GR`                             | Runtime type information.                
                                                                             |
-| `-I%GFCPP%\include`               | Specifies the Geode `include` directory. 
                                                |
-| `%GFCPP%\lib\gfcppcache.lib`      | Specifies the library file for the 
shared library.                                                                 
   |
-| `/D_CRT_SECURE_NO_DEPRECATE`      | Suppresses warnings. Required for Visual 
Studio 2010.                                                                 |
-| `/D_CRT_NON_CONFORMING_SWPRINTFS` | Suppresses warnings. Required for Visual 
Studio 2010.                                                                 |
-
-
-## <a id="developing-windows__section_B66588EC7C6F4D9BA772406CFD5F3EAE" 
class="no-quick-link"></a>Step 4. Verify that You Can Load the Native Client 
Library
-
-Because Geode does not provide a library that can be linked statically into an 
application on Windows, you must dynamically link to the native client library.
-
-To make the native client library available for loading, verify that the 
directory `productDir/bin` is included in the *PATH* environment variable, 
where *productDir* is the path to the Geode product directory.

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----
-title:  QuickStart Examples and Guide
----
-
-Run the native client QuickStart examples and read the QuickStart Guide to 
understand native client functionality.
-
--   **[Running the QuickStart 
Examples](../../nativeclient/introduction/product-examples.html)**
-
-    The QuickStart examples demonstrate the capabilities of the native client, 
and they provide source code so you can examine how each example is designed. 
C++ and C\# examples demonstrate how the native client performs as a C++ or C\# 
client.
-
--   **[Accessing the QuickStart 
Guide](../../nativeclient/introduction/quickstart.html)**
-
-    The QuickStart Guide for the native client consists of a set of compact 
programming samples that demonstrate both C++ and C\# client operations.
-
-

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----
-title:  Installing the Native Client
----
-
-Procedures for installing the native client will be here, once they are 
written. They will vary according to your operating system.
-
-

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----
-title:  Getting Started with a Native Client
----
-
-This section gives you a conceptual overview of the native client. It shows 
you how to install the product, build native client applications on various 
platforms, and run the product examples.
-
-The native client provides access for C++ and Microsoft<sup>®</sup> .NET™ 
clients to a Geode distributed system.
-
--   **[About the Native 
Client](../../nativeclient/introduction/native-client-overview.html)**
-
-    The native client delivers the full set of capabilities supplied by Java 
clients communicating with a Geode server.
-
--   **[Installing the Native 
Client](../../nativeclient/introduction/install-overview.html)**
-
-    Procedures for installing the native client will be here, once they are 
written. They will vary according to your operating system.
-
--   **[Running Native Client 
Applications](../../nativeclient/introduction/runnng-client-apps.html)**
-
-    Set up the environment for the native client on multiple platforms. 
Compile and run client programs.
-
--   **[QuickStart Examples and 
Guide](../../nativeclient/introduction/examples-quickstart.html)**
-
-    Run the native client QuickStart examples and read the QuickStart Guide to 
understand native client functionality.
-
-

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----
-title:  About the Native Client
----
-
-The native client delivers the full set of capabilities supplied by Java 
clients communicating with a Geode server.
-
-The native client is written entirely in C++, so its initialization process 
does not involve the creation of a Java virtual machine. The .NET native client 
provides native operations for the .NET Framework application developer who 
writes in .NET languages and needs to access the Geode server.
-
-Native clients in C++, Java, and .NET languages communicate only with the 
cache server and do not communicate with each other. The native clients 
interface with the server at the sockets level and implement the same wire 
protocol to the server. These capabilities produce extremely high performance 
and system scalability.
-
-C++ and .NET native clients provide access to the full region API, including 
support for application plug-ins, managed connectivity, highly available data, 
and reliable failover to a specified server list. All of this is transparent to 
the end user.
-
-You can configure native clients to cache data locally, or they can act in a 
cacheless mode where they retrieve data from a cache server and directly pass 
it to other system members without incurring the caching overhead. They can be 
configured as read only caches, or be configured to receive notifications from 
the server whenever a key of interest to the client changes on the server.
-
-This figure diagrams how .NET and C++ applications access the cache server. <a 
id="concept_BCE696D352144690ADF786A0E3D2BD98__fig_C19B4B30942D4F1BA59DBDCC6146241A"></a>
-
-
-<img src="../common/images/native-client-overview.gif" alt="Native Client 
Overview" 
id="concept_BCE696D352144690ADF786A0E3D2BD98__image_A0805B5079C64B0E8F2E9DA2A8A5A7A6"
 class="image" />
-
-

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----
-title:  Running the QuickStart Examples
----
-
-The QuickStart examples demonstrate the capabilities of the native client, and 
they provide source code so you can examine how each example is designed. C++ 
and C\# examples demonstrate how the native client performs as a C++ or C\# 
client.
-
-Read the QuickStart Guide first (the `README.HTML` file included with the 
QuickStart examples) to learn more about running the QuickStart examples.
-
-QuickStart examples are packaged as part of the native client product 
download. Product examples are installed into the following directory when you 
install the Geode native client:
-
-``` pre
-<native_client_installdir>/SampleCode/quickstart
-```
-
-where *native\_client\_installdir* is the location where you installed the 
Geode native client.
-
-**Note:** The C\# examples have a `.config` file that should not be modified 
or deleted. The file provides references to support files for running the 
example.
-
-

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----
-title:  Accessing the QuickStart Guide
----
-
-The QuickStart Guide for the native client consists of a set of compact 
programming samples that demonstrate both C++ and C\# client operations.
-
-Open the QuickStart Guide to rapidly become familiar with native client 
functionality. To view the QuickStart Guide, navigate to the 
`SampleCode/quickstart` directory of your Geode native client installation, and 
open the `README.html` file.
-
-The `README.html` file describes each programming sample, explains initial 
environment setup, and provides instructions for running the QuickStart 
examples.
-
-

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----
-title:  Running Native Client Applications
----
-
-Set up the environment for the native client on multiple platforms. Compile 
and run client programs.
-
--   **[Developing C++ Programs on 
Linux](../../nativeclient/introduction/developing-linux.html)**
-
-    This section describes how to build and run a native client application on 
Linux.
-
--   **[Developing C++ Programs on 
Solaris](../../nativeclient/introduction/developing-solaris.html)**
-
-    This section describes how to build and run a native client application on 
Solaris.
-
--   **[Developing C++ Programs on 
Windows](../../nativeclient/introduction/developing-windows.html)**
-
-    Geode uses the Visual Studio 2010 Service Pack 1 compiler for C++ programs 
on Windows, which invokes Microsoft<sup>®</sup> `cl.exe` from the command line 
at compile time.
-
-

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----
-title:  Application Operations During Interest Registration
----
-
-As soon as the client creates its regions, the application hosting the client 
can start cache operations, even while the client is still receiving its 
interest registration responses.
-
-In that case, application operations take precedence over interest 
registration responses.
-
-When adding register interest responses to the cache, the following rules are 
applied:
-
--   If the entry already exists in the cache with a valid value, it is not 
updated.
--   If the entry is invalid and the register interest response is valid, the 
valid value is put into the cache.
--   If an entry is marked destroyed, it is not updated. Destroyed entries are 
removed from the system after the register interest response is completed.
-
-If the interest response does not contain any results because all of those 
keys are absent from the server’s cache, the client’s cache can start out 
empty. If the queue contains old messages related to those keys, the events are 
still replayed in the client’s cache.
-
-

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----
-title:  Client-Side Configuration
----
-
-All durable messaging configurations are performed on the client.
-
--   **[Configuring a Durable Native 
Client](../../nativeclient/preserving-data/configuring-durable-nc.html)**
-
-    The durable native client can be configured in the `gfcpp.properties` 
file, or in the `CacheFactory::set(name,             value)` call.
-
--   **[Configuring Durable Interest in 
Keys](../../nativeclient/preserving-data/config-durable-interest-keys.html)**
-
-    When a durable client disconnects, its servers keep queuing messages for 
selected keys. The client indicates which keys by registering durable interest 
for those keys.
-
--   **[Configuring Durable Client 
Reconnection](../../nativeclient/preserving-data/config-durable-reconnect.html)**
-
-    You can configure the durable native client to obtain an approximate count 
of pending events upon durable client reconnection. Based on the returned 
number, you can determine whether to proceed and receive the pending events or 
to close the cache.
-
-

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----
-title:  Configuring Durable Interest in Keys
----
-
-When a durable client disconnects, its servers keep queuing messages for 
selected keys. The client indicates which keys by registering durable interest 
for those keys.
-
-This fine-grained control handles the constraints of queue size and memory by 
saving only the critical messages.
-
-You still register interest for other keys, but not durable interest. When the 
client is connected to its servers, it receives messages for those non-durable 
keys. When the client is disconnected, its non-durable interest registrations 
are deleted but messages that are already in the queue remain there.
-
-For durable clients, all interest registration is done immediately after the 
regions are created. This is required whether interest registration is durable 
or not durable. An extra `registerInterest` parameter specified for durable 
clients indicates whether the registration is durable (true) or not (false).
-
-## API Client Durable Interest List Registration (C++)
-
-The following programmatic example registers durable interest in Key-1. The 
interest registration happens immediately after region creation and before 
anything else.
-
-``` pre
-// Durable client interest registration can be
-// durable (true) or nondurable(default).
-VectorOfCacheableKey keys;
-keys.push_back( CacheableString::create("Key-1") );
-regionPtr->registerKeys(keys,true);
-```
-
-<a 
id="concept_6456354A9AD945C780A5AA864B41B564__section_3DE5872B0888410EB42D52CFB28C79E5"></a>
-You use the typical methods for interest registration and configure 
notification by subscription on the server as usual. For details, see 
[Registering Interest for 
Entries](../client-cache/registering-interest-for-entries.html#registering-interest-for-entries).
-
-**Note:**
-Changing interest registration after the durable client connects the first 
time can cause data inconsistency and is not recommended.
-
-At restart, if the client doesn't register durable interest for exactly the 
same keys as before then the entries in the interest list are not copied from 
the server during the registration. Instead, the client cache starts out empty 
and entries are added during updates. If no updates come in for an entry, it 
never shows up in the client cache.
-
-

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----
-title:  Configuring Durable Client Reconnection
----
-
-You can configure the durable native client to obtain an approximate count of 
pending events upon durable client reconnection. Based on the returned number, 
you can determine whether to proceed and receive the pending events or to close 
the cache.
-
-Use the `getPendingEventCount` (C++ API) and the `PendingEventCount` (C\# .NET 
API) property to detect whether the previously registered subscription queue is 
available upon durable client reconnection and the count of pending events in 
the queue. Based on the returned results, you can then decide whether to 
receive the remaining events or close the cache if the number is too large.
-
-For example, consider this code fragment for a client with only the default 
pool created:
-
-``` pre
-Pool pool = PoolManager.Find("PoolName");
-int pendingEvents = pool.PendingEventCount;
-if (pendingEvents == -2) { // client connected for the first time
-  … // continue
-} else if (pendingEvents == -1) { // client reconnected but after the timeout 
period
-  … // handle possible data loss
-} else { // pendingEvents >= 0
-   // decide to invoke readyForEvents() or Cache.close(false)/Pool.destroy()
-}
-```
-
-For a client with multiple pools:
-
-``` pre
-int pendingEvents = 0;
-int pendingEvents1 = PoolManager.Find(“pool1”).PendingEventCount;
-pendingEvents += (pendingEvents1 > 0) ? pendingEvents1 : 0;
-int pendingEvents2 = PoolManager.Find(“pool2”).PendingEventCount;
-pendingEvents += (pendingEvents2 > 0) ? pendingEvents2 : 0;
-// process individual pool counts separately
-```
-
-The `getPendingEventCount` method and PendingEventCount property can return 
the following possible values:
-
--   A value representing a count of events pending at the server. Note that 
this count is an approximate value based on the time the durable client pool 
connected or reconnected to the server. Any number of invocations will return 
the same value.
--   A zero value if there are no events pending at server for this client pool
--   A negative value indicates that no queue is available at the server for 
the client pool.
-    -   A value of -1 indicates that the client pool has reconnected to the 
server after its durable-client-timeout period has elapsed. The pool's 
subscription queue has been removed possibly causing data loss.
-    -   A value of -2 indicates that this client pool has connected to server 
for the first time.
-
-

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----
-title:  Configuring a Durable Native Client
----
-
-The durable native client can be configured in the `gfcpp.properties` file, or 
in the `CacheFactory::set(name,             value)` call.
-
--   **Durable client ID**—You indicate that the client is durable by giving 
it a `durable-client-ID`. The servers use this ID to identify the client. For a 
non-durable client, the `durable-client-ID` is an empty string. The ID can be 
any number that is unique among the clients attached to servers in the same 
distributed system.
-
--   **Durable timeout**—The `durable-timeout` setting specifies how long 
this client’s servers should wait after the client disconnects before 
terminating its message queue. During that time, the servers consider the 
client alive and continue to accumulate messages for it. The default is 300 
seconds.
-
-The `durable-timeout` setting is a tuning parameter. When setting the timeout, 
take into account the normal activity of your application, the average size of 
your messages, and the level of risk you can handle. Assuming that no messages 
are being removed from the queue, how long can the application run before the 
queue reaches the maximum message count? In addition, how long can it run 
before the queued messages consume all the memory on the client host? How 
serious is each of those failures to your operation?
-
-To assist with tuning, Geode provides statistics that track message queues for 
durable clients through the disconnect and reconnect cycles. For statistics 
documentation, see 
[Statistics](../../managing/statistics/chapter_overview.html).
-
-When the queue is full, it blocks further operations that add messages until 
the queue size drops to an acceptable level. The action to take is specified on 
the server. For details on configuring the queue, see [Implementing Durable 
Client/Server 
Messaging](../../developing/events/implementing_durable_client_server_messaging.html).
-
-## Configuring a Durable Native Client Using gfcpp.properties
-
-The following example shows `gfcpp.properties` settings to make the client 
durable and set the durable timeout to 200seconds.
-
-``` pre
-durable-client-id=31
-durable-timeout=200
-```
-
-## Configuring a Durable Client Through the API (C++)
-
-This programmatic example creates a durable client using the 
`CacheFactory::set(name, value)`.
-
-``` pre
-// Create durable client's properties using the C++ api
-PropertiesPtr pp = Properties::create();
-pp->insert("durable-client-id", "DurableClientId");
-pp->insert("durable-timeout", 200);
-cacheFactoryPtr = CacheFactory::createCacheFactory(pp);
-```
-
-

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----
-title:  Configuring Native Clients for High Availability
----
-
-Configure high availability by setting the pool attribute 
`subscription-redundancy` to the number of copies you want maintained.
-
-A client maintains its queue redundancy level at the time of a primary server 
failure by connecting to additional secondary servers.
-
-<a 
id="concept_7CEFF513CED14397A385ED88F3287AF1__section_BC1693F33FA1448296C00220962EDDEE"></a>
-Native clients can specify the number of secondary servers where the client 
registers interest and maintains subscription channels, in addition to the 
subscription channel with the primary server. The secondary servers maintain 
redundant update queues for the client. If the primary server fails, a 
secondary becomes a primary to provide uninterrupted messaging to the client. 
If possible, another secondary is then initialized so the total number of 
secondaries is not reduced by the failover.
-
-## Setting the Server Redundancy Level in cache.xml
-
-This example sets one redundant server as failover backup to the primary 
server:
-
-``` pre
-<cache>
-   <pool name="examplePool"
-      subscription-enabled="true" subscription-redundancy="1">
-      <server host="java_servername1" port="java_port1" />
-      <server host="java_servername2" port="java_port2" />
-   </pool>
-   <region name = "ThinClientRegion1" >
-      <region-attributes refid="CACHING_PROXY" pool-name="examplePool"/>
-   </region>
-</cache>
-```
-
-## Setting the Server Redundancy Level Programmatically
-
-You can set the redundancy level programmatically. This example creates a 
client cache with two redundant cache servers configured in addition to the 
primary server.
-
-The server redundancy level can be configured using the pool API. For more 
information about the pool API, see [Using Connection 
Pools](../connection-pools/connection-pools.html#using-connection-pools).
-
-``` pre
-PropertiesPtr pp = Properties::create( );
-systemPtr = CacheFactory::createCacheFactory(pp);
-// Create a cache.
-cachePtr = systemPtr->setSubscriptionEnabled(true)
-   ->addServer("localhost", 24680)
-   ->addServer("localhost", 24681)
-   ->addServer("localhost", 24682)
-   ->setSubscriptionRedundancy(2)
-   ->create();
-```
-
-When failover to a secondary server occurs, a new secondary is added to the 
redundancy set. If no new secondary server is found, the redundancy level is 
not satisfied but the failover procedure completes successfully. Any new live 
server is added as a secondary and interest is registered on it.
-
-

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----
-title:  Disconnecting from the Server
----
-
-When a durable client closes its cache and disconnects, it tells the servers 
whether to maintain its queues.
-
-For this purpose, use the version of `Cache::close` with the boolean 
`keepalive` parameter set, as shown in the following example. If the setting is 
true, the servers keep the durable client’s queues and durable subscriptions 
alive for the timeout period. In addition to in-memory queue retention, the 
servers can evict the most recent durable client queue updates to disk to 
reduce memory consumption.
-
-Only the resources and data related to the session are removed, such as port 
numbers and non-durable subscriptions. If the setting is false, the servers do 
the same cleanup that they would do for a nondurable client.
-
-## Durable Client Disconnect With Queues Maintained
-
-``` pre
-// Close the Cache and disconnect with keepalive=true.
-// Server will queue events for durable registrations and CQs
-// When the client reconnects (within a timeout period) and sends
-// "readyForEvents()", the server will deliver all stored events
-cachePtr->close(true);
-```
-
-

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----
-title:  Disconnection
----
-
-While the client and servers are disconnected, their operation varies 
depending on the circumstances.
-
-## <a 
id="concept_915EAD135DD942F28A38513097ACB1F1__section_6AB8F4B8993F4EF9B32A93A100F07BEC"
 class="no-quick-link"></a>Normal disconnect
-
-When a durable client disconnects normally, the `Cache.close` request states 
whether to maintain the client's message queue and durable subscriptions. The 
servers stop sending messages to the client and release its connection. 
See[Disconnecting From the 
Server](disconnecting-from-server.html#concept_3A9AC62F96FA44DBBB5CCBFD3EA19B56)
 for more information.
-
-If requested, the servers maintain the queues and durable interest list until 
the client reconnects or times out. The non-durable interest list is discarded. 
The servers continue to queue up incoming messages for entries on the durable 
interest list. All messages that were in the queue when the client disconnected 
remain in the queue, including messages for entries on the non-durable list.
-
-If the client requests to not have its subscriptions maintained, or if there 
are no durable subscriptions, the servers unregister the client and perform the 
same cleanup as for a non-durable client.
-
-## Abnormal disconnect
-
-If the client crashes or loses its connections to all servers, the servers 
automatically maintain its message queue and durable subscriptions until the 
client reconnects or times out.
-
-## Client disconnected but operational
-
-If the client operates while it is disconnected, it gets what data it can from 
the local cache. Since updates are not allowed, the data can become stale. An 
`UnconnectedException` occurs if an update is attempted.
-
-## Timing out while disconnected
-
-The servers track how long to keep a durable client queue alive based on the 
`durable-client-timeout` setting. If the client remains disconnected longer 
than the timeout, the servers unregister the client and do the same cleanup 
that is performed for a non-durable client. The servers also log an alert. When 
a timed-out client reconnects, the servers treat it as a new client making its 
initial connection.
-
-

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----
-title:  Life Cycle of a Durable Client
----
-
-This section discusses the high-level operation of a durable client through 
initial startup, disconnection, and reconnection.
-
--   **[Initial 
Operation](../../nativeclient/preserving-data/initial-operation.html)**
-
-    The initial startup of a durable client is similar to the startup of any 
other client, except that it specifically calls the `Cache.readyForEvents` 
method when all regions and listeners on the client are ready to process 
messages from the server.
-
--   **[Disconnection](../../nativeclient/preserving-data/disconnection.html)**
-
-    While the client and servers are disconnected, their operation varies 
depending on the circumstances.
-
--   **[Reconnection](../../nativeclient/preserving-data/reconnection.html)**
-
-    During initialization, operations on the client cache can come from 
multiple sources.
-
--   **[Durable Message 
Replay](../../nativeclient/preserving-data/durable-message-replay.html)**
-
-    When the primary server receives the cache ready message, the servers and 
client execute a procedure to update the queue and replay the events from the 
stored messages.
-
--   **[Application Operations During Interest 
Registration](../../nativeclient/preserving-data/app-ops-during-int-reg.html)**
-
-    As soon as the client creates its regions, the application hosting the 
client can start cache operations, even while the client is still receiving its 
interest registration responses.
-
-

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----
-title:  Durable Client Messaging Requirements
----
-
-The messaging queues used for durable messaging are the same regular messaging 
queues used for basic server-to-client messaging, with additional requirements.
-
-See [Implementing Durable Client/Server 
Messaging](../../developing/events/implementing_durable_client_server_messaging.html)
 for requirements, options, and functionality of messaging queues. If you are 
using highly available servers, see [High Availability for Client-Server 
Communication](high-availability-client-server.html#concept_F7A143F51EEA46B28AC612DEB7849D99)for
 additional requirements.
-
-For durable client messaging, you also need the following:
-
--   **Durable clients**. If the client is durable, the server continues to 
maintain the client queues when the client disconnects.
-    **Note:**
-    Redundancy management is handled by the client, so when the client is 
disconnected from the server the redundancy of client events is not maintained. 
Even if the servers fail one at a time, so that running clients have time to 
fail over and pick new secondary servers, an offline durable client cannot fail 
over. As a result, the client loses its queued messages.
-
--   **Durable interest registration**. A durable client’s interest 
registrations specify whether its interest in a key is durable. If it is, the 
servers continue queuing messages for that key while the client is disconnected.
--   **Reconnection conditions.** You can program the durable client to detect 
whether the previously registered subscription queue is available upon 
reconnection and determine an approximate count of pending events in the queue. 
Based on the results, you can then decide whether to receive the remaining 
events (`Cache.readyForEvents`) or close the cache if the number is too large.
--   **Cache ready message**. When it is ready to receive the stored messages, 
a durable client must call `Cache.readyForEvents` to send a cache ready message 
to the server.
--   **Disconnect keepalive specification**. When a durable client disconnects 
normally it must tell the server whether to maintain the message queue or 
delete it.
--   **Durable client callback method**. If you use cache listeners on the 
durable clients, you have the option to implement the `afterRegionLive` 
callback method. This callback is invoked after the durable client connects to 
its servers, when it has received all of its stored messages and replayed the 
events.
-
-

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----
-title:  Durable Client Messaging
----
-
-You can configure the redundancy level for client queues that are stored on 
cache servers. This ensures that the client will not lose messages if it loses 
the connection to its primary server.
-
-Durable messaging allows a disconnected client application to recover its 
subscribed data when it reconnects to the cache server because the server 
continues to queue messages for which the client has registered interest.
-
--   **[Durable Client Messaging 
Requirements](../../nativeclient/preserving-data/durable-client-messaging-req.html)**
-
-    The messaging queues used for durable messaging are the same regular 
messaging queues used for basic server-to-client messaging, with additional 
requirements.
-
--   **[Client-Side 
Configuration](../../nativeclient/preserving-data/client-side-config.html)**
-
--   **[Sending Cache Ready Messages to the 
Server](../../nativeclient/preserving-data/sending-cache-ready-message.html)**
-
-    After a durable client connects and initializes its cache, regions, cache 
listeners, and any interest registration, it invokes `readyForEvents` to 
indicate to the servers that the client is ready to receive any messages 
accumulated for it.
-
--   **[Disconnecting from the 
Server](../../nativeclient/preserving-data/disconnecting-from-server.html)**
-
-    When a durable client closes its cache and disconnects, it tells the 
servers whether to maintain its queues.
-
--   **[Life Cycle of a Durable 
Client](../../nativeclient/preserving-data/durable-client-life-cycle.html)**
-
-    This section discusses the high-level operation of a durable client 
through initial startup, disconnection, and reconnection.
-
--   **[Implementing Cache Listeners for Durable 
Clients](../../nativeclient/preserving-data/impl-cache-listeners-durable-clients.html)**
-
-    A cache listener for durable clients requires all callback methods to 
behave properly when stored events are replayed. A cache listener has a 
callback method, `afterRegionLive`, specifically for durable clients aspects.
-
-

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----
-title:  Durable Message Replay
----
-
-When the primary server receives the cache ready message, the servers and 
client execute a procedure to update the queue and replay the events from the 
stored messages.
-
-Durable message replay proceeds as follows. To avoid overwriting current 
entries with old data, the client does not apply the updates to its cache.
-
-1.  The server finds the queue for this durable client ID and updates its 
information, including the client’s socket and remote ports.
-
-    If the client has timed out while it was disconnected, its queues are gone 
and the server then treats it as a new client. See [Initial 
Operation](initial-operation.html).
-
-2.  All servers that have a queue for this client place a marker in the queue.
-
-    Messages in the queue before the marker are considered to have come while 
the client was disconnected. Messages after the marker are handled normally.
-
-3.  The cache server sends the queued messages to the client. This includes 
any messages that were evicted to disk.
-4.  The client receives the messages but does not apply the updates to its 
cache. If cache listeners are installed, they handle the events. For 
implications, see [Implementing Cache Listeners for Durable 
Clients](impl-cache-listeners-durable-clients.html#concept_3BD651087FC4470C8BAB6AFD97AEA689).
-5.  The client receives the marker message indicating that all past events 
have been played back.
-6.  The cache server sends the current list of live regions.
-7.  In each live region on the client, the marker event triggers the 
`afterRegionLive` callback.
-
-    After the callback, the client begins normal processing of events from the 
server and applies the updates to its cache.
-
-Even when a new client starts up for the first time, the cache ready markers 
are inserted in the queues. If messages start coming into the new queues before 
the servers insert the marker, those messages are considered as having happened 
while the client was disconnected, and their events are replayed the same as in 
the reconnect case.
-
-

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----
-title:  High Availability for Client-Server Communication
----
-
-The Geode native client provides reliable event messaging from cache server to 
client to prevent data loss during server failover operations. High 
availability is implemented in the cache server and is configured in the native 
client.
-
-See [Configuring Highly Available 
Servers](../../developing/events/configuring_highly_available_servers.html) for 
details about configuring a Java cache server for high availability.
-
-**Note:**
-High availability functions the same whether the region is partitioned or not. 
See [Partitioned 
Regions](../../developing/partitioned_regions/chapter_overview.html) for 
information about partitioned regions.
-
--   **[Configuring Native Clients for High 
Availability](../../nativeclient/preserving-data/configuring-nc-ha.html)**
-
-    Configure high availability by setting the pool attribute 
`subscription-redundancy` to the number of copies you want maintained.
-
--   **[Sending Periodic 
Acknowledgment](../../nativeclient/preserving-data/sending-periodic-ack.html)**
-
-    Servers use periodic acknowledgment to reduce the likelihood of duplicate 
notifications, and to reduce resource usage.
-
-

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----
-title:  Implementing Cache Listeners for Durable Clients
----
-
-A cache listener for durable clients requires all callback methods to behave 
properly when stored events are replayed. A cache listener has a callback 
method, `afterRegionLive`, specifically for durable clients aspects.
-
-For general instructions on implementing a cache listener, see 
[CacheListener](../client-cache/application-plugins.html#application-plugins__section_3F43B898CD254076B4DD777E9B4CC8F0).
-
-## <a 
id="concept_3BD651087FC4470C8BAB6AFD97AEA689__section_EC28F9769A554CA28B0E9D2F924BA4C3"
 class="no-quick-link"></a>Writing Callbacks for Use With Durable Messaging
-
-Durable clients require special attention to cache callbacks generated by the 
cache listener. During the initialization window when a reconnecting client has 
a functioning cache but is still receiving the stored messages from the queue, 
the client can replay events that are long past. These events are not applied 
to the cache, but they are sent to the cache listener. If the listener’s 
callbacks invoked by these events make changes to the cache, that could 
conflict with current operations and create data inconsistencies.
-
-Consequently, you need to keep your callback implementations lightweight and 
not do anything in the cache that could produce incorrect results during this 
window. For details on implementing callbacks for Geode event handlers, 
see[Implementing Cache Event 
Handlers](../../developing/events/implementing_cache_event_handlers.html).
-
-## <a 
id="concept_3BD651087FC4470C8BAB6AFD97AEA689__section_F39E695D88E94D518F3E1778F37FAF11"
 class="no-quick-link"></a>Implementing the afterRegionLive Method
-
-If you are using cache listeners, you can implement the `afterRegionLive` 
callback method provided for durable clients. This callback is invoked when the 
client has received all the old messages that were stored in its queue while it 
was disconnected. Implementing this method enables you to do 
application-specific operations when the client has replayed all of these old 
events.
-
-If you do not wish to use this callback, and your listener is an instance of 
`CacheListener` (not a `CacheListenerAdapter`), you must implement 
`afterRegionLive` as a non-operational method.

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----
-title:  Initial Operation
----
-
-The initial startup of a durable client is similar to the startup of any other 
client, except that it specifically calls the `Cache.readyForEvents` method 
when all regions and listeners on the client are ready to process messages from 
the server.
-
-See [Sending the Cache Ready Message to the 
Server](sending-cache-ready-message.html#concept_C28D015FA85B4EE4B2F8D2DA5FCAFBFF).
-
-

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index ff851ad..0000000
--- a/geode-docs/nativeclient/preserving-data/preserving-data.html.md.erb
+++ /dev/null
@@ -1,21 +0,0 @@
----
-title:  Preserving Data
----
-
-A server may preserve the data queued and intended to be sent to a native 
client, such that the data is not discarded if communication between the server 
and native client is disrupted. Preservation prevents message loss, which can 
cause a native client to have inconsistent data. Redundant queues and a high 
availability server implementation may further ensure that queued data is not 
lost.
-
-There is a tradeoff between the quantity of data that a server must queue and 
the amount of time that the server maintains and continues to queue data 
intended for a native client that is not communicating with the distributed 
system. Client configuration specifies the amount of time that the server is to 
continue queueing messages. High availability permits a secondary server to 
assume the role of a primary server with respect to queued data in the event 
that the primary server no longer functions. Designation of primary and 
secondary servers, as well as the number of redundant copies of the queue are 
configurable.
-
--   **[High Availability for Client-Server 
Communication](../../nativeclient/preserving-data/high-availability-client-server.html)**
-
-    The Geode native client provides reliable event messaging from cache 
server to client to prevent data loss during server failover operations. High 
availability is implemented in the cache server and is configured in the native 
client.
-
--   **[Enabling Queue Conflation to Improve Update 
Performance](../../nativeclient/preserving-data/using-queue-conflation.html)**
-
-    Conflation of entry update messages can reduce the number of update 
messages a native client receives, thereby increasing performance. The native 
client receives only the most recent update for a particular entry key.
-
--   **[Durable Client 
Messaging](../../nativeclient/preserving-data/durable-client-messaging.html)**
-
-    You can configure the redundancy level for client queues that are stored 
on cache servers. This ensures that the client will not lose messages if it 
loses the connection to its primary server.
-
-

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----
-title:  Reconnection
----
-
-During initialization, operations on the client cache can come from multiple 
sources.
-
--   Cache operations by the application.
--   Results returned by the cache server in response to the client’s 
interest registrations.
--   Callbacks triggered by replaying old events from the queue.
-
-These procedures can act on the cache concurrently, and the cache is never 
blocked from doing operations.
-
-Geode handles the conflicts between the application and interest registration, 
but you need to prevent the callback problem. Writing callback methods that do 
cache operations is never recommended, but it is a particularly bad idea for 
durable clients, as explained in [Implementing Cache Listeners for Durable 
Clients](impl-cache-listeners-durable-clients.html).
-
-Program the durable client to perform these steps, in order, when it 
reconnects:
-
-1.  Create the cache and regions. This ensures that all cache listeners are 
ready. At this point, the application hosting the client can begin cache 
operations.
-2.  Issue its register interest requests. This allows the client cache to be 
populated with the initial interest registration results. The primary server 
responds with the current state of those entries if they still exist in the 
server’s cache.
-3.  Call `Cache.readyForEvents`. This tells the servers that all regions and 
listeners on the client are now ready to process messages from the servers. The 
cache ready message triggers the queued message replay process on the primary 
server.
-
-For an example that demonstrates `Cache.readyForEvents`, see [Sending the 
Cache Ready Message to the 
Server](sending-cache-ready-message.html#concept_C28D015FA85B4EE4B2F8D2DA5FCAFBFF).
-
-This figure shows the concurrent procedures that occur during the 
initialization process. The application begins operations immediately on the 
client (step 1), while the client's cache ready message (also step 1) triggers 
a series of queue operations on the cache servers (starting with step 2 on the 
primary server). At the same time, the client registers interest (step 2 on the 
client) and receives a response from the server.
-
-Message B2 applies to an entry in Region A, so the cache listener handles B2's 
event. Because B2 comes before the marker, the client does not apply the update 
to the cache.
-
-<a 
id="concept_38C027837216434CB5DEC84DF56B807E__fig_5A5566FB9EBE4A6D906E9D8FA687B4C5"></a>
-<span class="figtitleprefix">Figure: </span> Initialization of a Reconnected 
Durable Client
-
-<img src="../common/images/7-Preserving_Data-2.gif" 
id="concept_38C027837216434CB5DEC84DF56B807E__image_1B3693DB90D041F193496BA24849D114"
 class="image" />
-
-Only one region is shown for simplicity, but the messages in the queue could 
apply to multiple regions. Also, the figure omits the concurrent cache updates 
on the servers, which would normally be adding more messages to the client's 
message queue.

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----
-title:  Sending Cache Ready Messages to the Server
----
-
-After a durable client connects and initializes its cache, regions, cache 
listeners, and any interest registration, it invokes `readyForEvents` to 
indicate to the servers that the client is ready to receive any messages 
accumulated for it.
-
-## Durable Client Cache Ready Notification (C++)
-
-The following example shows how to call `readyForEvents`.
-
-``` pre
-//Send ready for event message to server(only for durable clients).
-//Server will send queued events to client after receiving this.
-cachePtr->readyForEvents();
-```
-
-To keep the client from losing events, do not call this method until all 
regions and listeners are created. For more information, see 
[Reconnection](reconnection.html#concept_38C027837216434CB5DEC84DF56B807E).
-
-

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----
-title:  Sending Periodic Acknowledgment
----
-
-Servers use periodic acknowledgment to reduce the likelihood of duplicate 
notifications, and to reduce resource usage.
-
-<a 
id="concept_868B8082463846DE9F35BBEA56105C82__section_D4375BCCF8A2426BA58073B9549B6F04"></a>
-When redundancy is enabled for high availability and `redundancy-level` is set 
to 1 or higher, clients send (and servers expect) periodic acknowledgment 
messages at configurable intervals for notifications they have received. A 
periodic ack is not sent by the client if there are no unacknowledged 
notifications at the time.
-
-Use the following system properties in the `gfcpp.properties` file to 
configure periodic ack.
-
-<table>
-<colgroup>
-<col width="50%" />
-<col width="50%" />
-</colgroup>
-<tbody>
-<tr class="odd">
-<td><code class="ph codeph">notify-ack-interval</code></td>
-<td><p>Minimum period between two consecutive acknowledgment messages sent 
from the client to the server. The default setting (in seconds) is 10.</p></td>
-</tr>
-<tr class="even">
-<td><code class="ph codeph">notify-dupcheck-life</code></td>
-<td><p>Minimum time a client continues to track a notification source for 
duplicates when no new notifications arrive before expiring it. The default 
setting (in seconds) is 300.</p></td>
-</tr>
-</tbody>
-</table>
-
-The Pool API also provides attributes to configure periodic ack and duplicate 
message tracking timeout. See `subscription-message-tracking-timeout` and 
`subscription-ack-interval` in the list of pool attributes under [Configuring 
Pools for Servers or 
Locators](../connection-pools/configuring-pools.html#configuring-pools).
-
-

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----
-title:  Enabling Queue Conflation to Improve Update Performance
----
-
-Conflation of entry update messages can reduce the number of update messages a 
native client receives, thereby increasing performance. The native client 
receives only the most recent update for a particular entry key.
-
-Conflation is enabled for a cache server region, so all clients receiving 
updates for a particular region benefit from the conflation. To enable 
conflation, set the cache server’s `enable-subscription-conflation` region 
attribute to `true`. This region attribute is `false` by default.
-
-The queue managment code conflates entry updates as part of the enqueue 
operation. If the previous enqueued item for that key is also an `update` 
operation, the queue management code removes that previously enqueued update, 
leaving only the latest update to be sent when event distribution occurs. For 
high availability, conflation also occurs for any secondary queues.
-
-Only entry `update` messages in a cache server region with 
`distributed-no-ack` scope are conflated. Region operations and entry 
operations other than updates are not conflated.
-
-For more information, see [Conflate the Server Subscription 
Queue](../../developing/events/conflate_server_subscription_queue.html).
-
-## <a 
id="concept_AEFA04AF9ABD42C0A37ED31806596D24__section_BE506A32A8E44073B197B03AC5232C01"
 class="no-quick-link"></a>Overriding Queue Conflation Per-Client
-
-Override conflation on a per-client basis by setting the conflate-events 
property in the native client’s `gfcpp.properties` file.
-
-Valid settings are:
-
--   `server`. Uses the server settings.
--   `true`. Conflates everything sent to the client.
--   `false`. Does not conflate anything sent to the client.
-
-

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----
-title:  API Programming Example – C++
----
-
-The next example uses the C++ API to implement a cache loader, which is 
generally used to retrieve data from an outside source.
-
-``` pre
-CacheablePtr TestCacheLoader::load(const RegionPtr& region,
-                                   const CacheableKeyPtr& key,
-                                   const UserDataPtr& aCallbackArgument)
-{
-  m_bInvoked = true;
-  printf("CacheLoader.load : %s\n", printEvent(region, key,
-          aCallbackArgument).c_str());
-  CacheablePtr value = NULLPTR;
-  try {
-    value = region->get(key, aCallbackArgument);
-  } catch(Exception& ex) {
-    fprintf(stderr, "Exception in TestCacheCallback::printEvent [%s]\n", 
ex.getMessage());
-  }
-  if (value != NULLPTR) {
-    printf( "Loader found value: ");
-    std::string formatValue = printEntryValue(value);
-    printf( "%s\n",formatValue.c_str());
-  } else {
-    printf( " Loader did not find a value");
-  }
- 
-  return value;
-}
-```
-
-

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----
-title:  API Programming Example – C\#
----
-
-This C\# programming code in the next example demonstrates how to use two or 
more clients sharing a distributed region in a Geode cache.
-
-``` pre
-using System;
-using GemStone.GemFire.Cache;
- 
-namespace GemStone.GemFire.Cache.QuickStart {
-  // The BasicOperations QuickStart example.
-  class BasicOperations {
-      static void Main(string[] args) {
-      try {
-          // Create a Cache.
-          CacheFactory cacheFactory = CacheFactory.CreateCacheFactory(null);
- 
-          Cache cache = cacheFactory.SetSubscriptionEnabled(true).Create();
- 
-          Console.WriteLine("Created the Cache");
- 
-          RegionFactory regionFactory = 
-              cache.CreateRegionFactory(RegionShortcut.CACHING_PROXY);
- 
-          Region region = regionFactory.Create("exampleRegion");
- 
-          Console.WriteLine("Created the Region Programmatically.");
- 
-          // Put an Entry (Key and Value pair) into the Region using the 
-          // direct/shortcut method.
-          region.Put("Key1", "Value1");
- 
-          Console.WriteLine("Put the first Entry into the Region");
- 
-          // Put an Entry into the Region by manually creating a Key and 
-          // a Value pair.
-          CacheableInt32 key = new CacheableInt32(123);
-          CacheableString value = new CacheableString("123");
-          region.Put(key, value);
- 
-          Console.WriteLine("Put the second Entry into the Region");
- 
-          if (IntPtr.Size == 8) { // Are we a 64 bit process?
-              Char ch = 'A';
-              string text = new string(ch, 1024 * 1024);
-              for (int item = 0; item < (5 * 1024 /* 5 GB */); item++) {
-                  region.LocalPut(item, text);
-              }
-              Console.WriteLine("Put over 4 GB data locally");
-          }
-          // Get Entries back out of the Region.
-          IGFSerializable result1 = region.Get("Key1");
- 
-          Console.WriteLine("Obtained the first Entry from the Region");
- 
-          IGFSerializable result2 = region.Get(key);
- 
-          Console.WriteLine("Obtained the second Entry from the Region");
- 
-          // Invalidate an Entry in the Region.
-          region.Invalidate("Key1");
- 
-          Console.WriteLine("Invalidated the first Entry in the Region");
- 
-          // Destroy an Entry in the Region.
-          region.Destroy(key);
- 
-          Console.WriteLine("Destroyed the second Entry in the Region");
- 
-          // Close the GemFire Cache.
-          cache.Close();
- 
-          Console.WriteLine("Closed the Cache");
-      }
-      // An exception should not occur
-      catch (GemFireException gfex) {
-          Console.WriteLine("BasicOperations Exception: {0}", 
-              gfex.Message);
-      }
-  }
-}
-```
-
-

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----
-title:  Declaring a Native Client Region
----
-
-The following example shows how to declare a native client region in a 
`cache.xml` file.
-
-``` pre
-<cache>
-  <region name = "root1" >
-    <region-attributes refid="CACHING_PROXY" pool-name="poolName1"/>
-  </region>
-  <region name = "root2" >
-    <region-attributes refid="PROXY" pool-name="poolName2"/>
-  </region>
-  <pool name="poolName1" subscription-enabled="true">
-    <server host="localhost" port="40404" />
-  </pool>
-  <pool name="poolName2" subscription-enabled="true">
-    <server host="localhost" port="40404" />
-  </pool>
-</cache>
-```
-
--   The pool defines a list of cache servers that the native client region can 
communicate with.
--   The *CACHING\_PROXY* setting causes the client region to cache data and to 
communicate with the servers. The *PROXY* setting causes the client region to 
communicate with the servers, but cache no data.
--   The region *subscription-enabled* property, if `true` , indicates that the 
client should receive data updates when server data changes.
--   Native clients do not specify cache loaders or writers, which are provided 
by the server.
-
-

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----
-title:  Programming Examples
----
-
-This chapter provides a set of programming examples to help you understand the 
Geode native client API.
-
--   **[Declaring a Native Client 
Region](../../nativeclient/programming-examples/native-client-region.html)**
-
-    The following example shows how to declare a native client region in a 
`cache.xml` file.
-
--   **[API Programming Example – 
C\#](../../nativeclient/programming-examples/csharp-example.html)**
-
-    This C\# programming code in the next example demonstrates how to use two 
or more clients sharing a distributed region in a Geode cache.
-
--   **[API Programming Example – 
C++](../../nativeclient/programming-examples/cpp-example.html)**
-
--   **[Data Serialization 
Examples](../../nativeclient/programming-examples/serialization-overview.html)**
-
-

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----
-title:  C++ Serialization Example
----
-
-This C++ example implements an embedded object.
-
-``` pre
-class User : public Serializable
-{
- private:
-  std::string name;
-  int32_t userId;
-  ExampleObject *eo;
- public:
- User( std::string name, int32_t userId )
-   : name( name ),userId( userId )
-  {
-    eo = new ExampleObject(this->userId);
-  }
- 
-  ~User() {
-    if (eo != NULL) delete eo;
-    eo = NULL;
-  }
- 
-  User () {
-      name = "";
-      userId = 0;
-      eo = new ExampleObject(userId);
-  }
- 
-  User( const char *strfmt, char delimeter ) {
-      std::string userId_str;
-      std::string sValue(strfmt);
-      std::string::size_type pos1 = sValue.find_first_of(delimeter);
-      std::string::size_type pos2;
-      if (pos1 == std::string::npos) {
-        userId_str = sValue;
-        name = sValue;
-      } else {
-        userId_str = sValue.substr(0, pos1);
-        pos2 = sValue.find(delimeter, pos1+1);
-        int len;
-          len = sValue.length()-pos1;
-        if (pos2==std::string::npos) {
-        } else {
-          len = pos2-pos1;
-        }
-        name = sValue.substr(pos1+1, len);
-      }
-      userId = (int32_t)atoi(userId_str.c_str());
-      eo = new ExampleObject(userId_str);
-  }
- 
-  CacheableStringPtr toString() const {
-    CacheableStringPtr eo_str = eo->toString();
-    char userId_str[128];
-    sprintf(userId_str,"User: %d", userId);
-    std::string sValue = std::string(userId_str) + "," + name + "\n";
-    sValue += std::string(eo_str->asChar());
-    return CacheableString::create( sValue.c_str() );
-  }
- 
-  int32_t getUserId( ) {
-    return userId;
-  }
- 
-  std::string getName( ) {
-      return name;
-  }
- 
-  ExampleObject *getEO() {
-    return eo;
-  }
- 
-  void setEO(ExampleObject *eObject) {
-    eo = eObject;
-  }
- 
-  // Add the following for the Serializable interface
-  // Our TypeFactoryMethod
- 
-  static Serializable* createInstance( ) {
-    return new User(std::string("gester"), 123);
-  }
- 
-  int32_t classId( ) const {
-    return 0x2d; // 45
-  }
- 
-  void toData( DataOutput& output ) const {
-    output.writeASCII( name.c_str(), name.size() );
-    output.writeInt( userId );
-    eo->toData(output);
-  }
- 
-  uint32_t objectSize( ) const {
-    return ( sizeof(char) * ( name.size() + 1 ) ) +
-      sizeof(User) + eo->objectSize();
-  }
- 
-  Serializable* fromData( DataInput& input ) {
-    char *readbuf;
-    input.readASCII( &readbuf );
-    name = std::string(readbuf);
-    input.freeUTFMemory( readbuf );
-    input.readInt( &userId );
-    eo->fromData(input);
-    return this;
-  }
-};
-```
-
-This C++ example implements complex data types.
-
-``` pre
-class ExampleObject
-: public Serializable
-{
- private:
-  double double_field;
-  float float_field;
-  long long_field;
-  int int_field;
-  short short_field;
-  std::string string_field;
-  std::vector<std::string> string_vector;
- public:
-  ExampleObject() {
-    double_field = 0.0;
-    float_field = 0.0;
-    long_field = 0;
-    int_field = 0;
-    short_field = 0;
-    string_field = "";
-    string_vector.clear();
-  }
-  
-  ~ExampleObject() {
-  }
-  
-  ExampleObject(int id) {
-    char buf[64];
-    sprintf(buf, "%d", id);
-    std::string sValue(buf);
-    int_field = id;
-    long_field = int_field;
-    short_field = int_field;
-    double_field = (double)int_field;
-    float_field = (float)int_field;
-    string_field = sValue;
-    string_vector.clear();
-    for (int i=0; i<3; i++) {
-      string_vector.push_back(sValue);
-    }
-  }
-  
-  ExampleObject(std::string sValue) {
-    int_field = atoi(sValue.c_str());
-    long_field = int_field;
-    short_field = int_field;
-    double_field = (double)int_field;
-    float_field = (float)int_field;
-    string_field = sValue;
-    string_vector.clear();
-    for (int i=0; i<3; i++) {
-      string_vector.push_back(sValue);
-    }
-  }
-  
-  CacheableStringPtr toString() const {
-    char buf[1024];
-    std::string sValue = "ExampleObject: ";
-    sprintf(buf,"%f(double),%f(double),%ld(long),%d(int),%d(short),", 
double_field,float_field,long_field,int_field,short_field);
-    sValue += std::string(buf) + string_field + "(string),";
-    if (string_vector.size() >0) {
-      sValue += "[";
-      for (unsigned int i=0; i<string_vector.size(); i++) {
-        sValue += string_vector[i];
-        if (i != string_vector.size()-1) {
-          sValue += ",";
-        }
-      }
-      sValue += "](string vector)";
-    }
-    return CacheableString::create( sValue.c_str() );
-  }
-  
-  double getDouble_field() {
-    return double_field;
-  }
-  
-  float getFloat_field() {
-    return float_field;
-  }
-  
-  long getLong_field() {
-    return long_field;
-  }
-  
-  int getInt_field() {
-    return int_field;
-  }
-  
-  short getShort_field() {
-    return short_field;
-  }
-  
-  std::string & getString_field() {
-    return string_field;
-  }
-  
-  std::vector<std::string> & getString_vector( ) {
-    return string_vector;
-  }
- 
-  // Add the following for the Serializable interface
-  // Our TypeFactoryMethod
- 
-  static Serializable* createInstance( ) {
-    return new ExampleObject();
-  }
-  
-  int32_t classId( ) const
-  {
-    return 0x2e; // 46
-  }
-  
-  bool operator== ( const Serializable& other ) const {
-    const ExampleObject& otherEO = static_cast<const ExampleObject&>( other );
-    return ( 0 == strcmp( otherEO.toString()->asChar(), toString()->asChar() ) 
);
-  }
-  
-  uint32_t hashcode( ) const {
-    return int_field;
-  }
- 
-  uint32_t objectSize( ) const
-  {
-    uint32_t objectSize = sizeof(ExampleObject);
-    objectSize += sizeof(char) * ( string_field.size() + 1 );
-    size_t itemCount = string_vector.size();
-    for( size_t idx = 0; idx < itemCount; idx++ ) {
-      // copy each string to the serialization buffer, including the null
-      // terminating character at the end of the string.
-      objectSize += sizeof(char) * ( string_vector[idx].size() + 1 );
-    }
-    return objectSize;
-  }
- 
-  void toData( DataOutput& output ) const {
-    output.writeDouble( double_field );
-    output.writeFloat( float_field );
-    output.writeInt( (int64_t)long_field );
-    output.writeInt( (int32_t)int_field );
-    output.writeInt( (int16_t)short_field );
-    output.writeASCII( string_field.c_str(), string_field.size());
-    size_t itemCount = string_vector.size();
-    output.writeInt( (int32_t) itemCount );
-    for( size_t idx = 0; idx < itemCount; idx++ ) {
-      // copy each string to the serialization buffer, including the null
-      // terminating character at the end of the string.
-      output.writeASCII( string_vector[idx].c_str(), string_vector[idx].size() 
);
-    }
-  }
- 
-  Serializable* fromData( DataInput& input )
-  {
-    char *readbuf;
-    input.readDouble( &double_field );
-    input.readFloat( &float_field );
-    input.readInt( (int64_t *)(void *)&long_field );
-    input.readInt( (int32_t *)(void *)&int_field );
-    input.readInt( (int16_t *)(void *)&short_field );
- 
-    int32_t itemCount = 0;
-    input.readASCII( &readbuf );
-    string_field = std::string(readbuf);
-    input.freeUTFMemory( readbuf );
- 
-    string_vector.clear();
-    input.readInt( (int32_t*) &itemCount );
-    for( int32_t idx = 0; idx < itemCount; idx++ ) {
-      // read from serialization buffer into a character array
-      input.readASCII( &readbuf );
-      // and store in the history list of strings.
-      string_vector.push_back( readbuf );
-      input.freeUTFMemory( readbuf );
-    }
-    return this;
-  }
-};
-typedef SharedPtr<ExampleObject> ExampleObjectPtr;
-```
-
-

http://git-wip-us.apache.org/repos/asf/incubator-geode/blob/381d0faa/geode-docs/nativeclient/programming-examples/serialization-csharp.html.md.erb
----------------------------------------------------------------------
diff --git 
a/geode-docs/nativeclient/programming-examples/serialization-csharp.html.md.erb 
b/geode-docs/nativeclient/programming-examples/serialization-csharp.html.md.erb
deleted file mode 100644
index 3d17a68..0000000
--- 
a/geode-docs/nativeclient/programming-examples/serialization-csharp.html.md.erb
+++ /dev/null
@@ -1,98 +0,0 @@
----
-title:  C# Serialization Example
----
-
-This C# .NET example shows how to implement a user-defined Serializable object.
-
-``` pre
-class User : IGFSerializable
-{
-  private string m_name;
-  private int m_userId;
-  ExampleObject m_eo;
- 
-  public User(string name, int userId)
-  {
-    m_name = name;
-    m_userId = userId;
-    m_eo = new ExampleObject();
-  }
-
-  public User()
-  {
-    m_name = string.Empty;
-    m_userId = 0;
-    m_eo = new ExampleObject();
-  }
- 
-  public int UserId
-  {
-    get
-      {
-        return m_userId;
-      }
- 
-  }
- 
-  public string Name
-  {
-    get
-      {
-        return m_name;
-      }
-  }
-
-  public ExampleObject EO
-  {
-    get
-      {
-        return m_eo;
-      }
-    set
-      {
-        m_eo = value;
-      }
-  }
- 
-  public override string ToString()
-  {
-    return string.Format("User: {0}, {1}\n{2}", m_userId, m_name,
-                         m_eo.ToString());
-  }
- 
-  // Our TypeFactoryMethod
-  public static IGFSerializable CreateInstance()
-  {
-    return new User();
-  }
- 
-#region IGFSerializable Members
- 
-  public UInt32 ClassId()
-  {
-    get
-      {
-        return 45; // must match Java
-      }
-  }
-  
-  public IGFSerializable FromData(DataInput input)
-  {
-    m_name = input.ReadUTF();
-    m_userId = input.ReadInt32();
-    m_eo.FromData(input);
-    return this;
-  }
- 
-  public void ToData(DataOutput output)
-  {
-    output.writeUTF(m_name);
-    output.writeInt32(m_userId);
-    eo.ToData(output);
-  }
- 
-#endregion
-}
-```
-
-

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