Have you benchmarked it to see how it compares to the existing FastCGI
implementation?
Regards
On Sun, Apr 6, 2014 at 11:03 PM, Marcelo Zabani mzab...@gmail.com wrote:
In case you want to host an OWIN application with Mono and FastCgi, you
may wanna take a look at a project of mine, Fos:
From: mono-devel-list-boun...@lists.ximian.com [mailto:mono-devel-list-
boun...@lists.ximian.com] On Behalf Of LukasBanana
Hi, I'm new to Mono an C# as well.
I want to use Mono as C# Compiler and Interpreter in my own Game Engine -
like Unity3D does it :-).
I tried to compile the mono
I have not compared the fastcgi implementation per se, because it is not
very easy to test only the underlying fastcgi implementations and I never
had the time for that.
Fos, however, is a highly asynchronous server implementation, and I've seen
it dealing with a lot of connections simultaneously.
I've been experimenting with hello world requests running under self-hosted
Nancy and I'm getting about 2000 requests/second and sometimes locks up
after a long period of time. When running similar test using Golang and
Martini I'm getting around 4700 on the same hardware. I'm concerned why
there
I'm getting about 2000 requests/second and sometimes locks up after a long
period of time.
Perhaps that is the GC cleaning up.
On Mon, Apr 7, 2014 at 9:35 AM, Alfred Hall ah...@ahall.org wrote:
I've been experimenting with hello world requests running under
self-hosted Nancy and I'm getting
We get 5000 just using httplistener.
On Mon, Apr 7, 2014 at 5:35 PM, Alfred Hall ah...@ahall.org wrote:
I've been experimenting with hello world requests running under
self-hosted Nancy and I'm getting about 2000 requests/second and sometimes
locks up after a long period of time. When
I think just running the same test as evhttp-listener in the TechemPower
Benchmark where it serializes JSON is fine. All we are looking for is a
comparison. If we submit the test to them on Github then it should be
available for the next benchmark too. Seems like we could add the
HyperFastCgi and
See if this guide helps...
http://mono.1490590.n4.nabble.com/Compiling-Mono-3-2-3-libraries-Windows-Visual-Studio-32-amp-64bit-td4661474.html
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Author of that libevent-wrapper reporting in. It seems that the
implementation of asynchronous sockets in Mono is limited to the original
Win32 API model with I/O completion ports, (i. e. multiple threads from a
thread pool waiting for some events from sockets, done at Windows kernel
level). On
Nikita, thanks for your work on evhttp-sharp. I have looked into the Mono
source and saw that too about how Mono just has an IO threadpool to
complete the requests. I wonder if the overhead it adds is very large
though or if it's still possible to make it efficient enough.
The only thing that I
You shouldn't worry much about plain-HTTP vs. FastCGI, since HTTP/1.1 has
that wonderful connection keep-alive feature well supported by nginx, and
FastCGI's request multiplexing is very rarely supported by proxying-web
servers (nginx doesn't have support for that, for example).
The main
Is that why you mention libuv? Does it not have the same issue as libevent
in that regard?
On Mon, Apr 7, 2014 at 5:29 PM, Nikita Tsukanov kek...@gmail.com wrote:
You shouldn't worry much about plain-HTTP vs. FastCGI, since HTTP/1.1
has that wonderful connection keep-alive feature well
libuv itself doesn't have its own HTTP-server implementation, but if you
want to create a general-purpose network I/O stack it's better to use
libuv, since it's capable of using I/O completion ports on Windows
(libevent uses select() which is good only for debugging). AFAIK, libuv was
initially
So mono has a single thread calling epoll then it sticks the work in the
its own threadpool implementation. How is that different than what you're
suggesting with libevent/libuv and having worker threads? Is there
something slow about mono's threadpool implementation or is there some
overhead
Thanks for this guide. I'd already seen it, but it relates mostly to the
3.2.3 build. I've been attempting to get mono-master (which I believe is
the 3.4.0 branch?) running.
I did manage to get that building, but unfortunately it has some troubles
actually running (I can provide details of it's
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