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Server-Side Persistence & Embedded Database Engines

机译:服务器端持久性和嵌入式数据库引擎

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This article describes some of the lessons that my coworkers and I learned while building Steam, a broadband platform for direct software delivery and content management, which is owned by Valve Software. Poor system or component architecture can cripple even the best database engine. We chose Windows 2000 Server as the back-end OS, partly because of our development team's experience with that platform, and partly because of I/O completion ports. This Win32 API provides a highly efficient, event-based asynchronous I/O mechanism, driving a small pool of worker threads instead of a thread-per-connection. Such a design can serve tens of thousands of connections with very little context switching. High-latency operations such as database access and cryptography do mean that you need a larger worker pool than for just a simple web server, but it is still an extremely efficient concurrency scheme.
机译:本文介绍了我和我的同事在构建Steam时所学到​​的一些教训,Steam是Valve Software拥有的用于直接软件交付和内容管理的宽带平台。糟糕的系统或组件体系结构甚至可能削弱最佳的数据库引擎。我们选择Windows 2000 Server作为后端操作系统,部分是由于我们开发团队在该平台上的经验,另一部分是由于I / O完成端口。该Win32 API提供了一种高效的,基于事件的异步I / O机制,它驱动了一个小的工作线程池,而不是每个连接线程。这种设计可以在很少的上下文切换的情况下为成千上万的连接提供服务。高延迟操作(例如数据库访问和加密)确实意味着您需要的工作池比简单的Web服务器要大,但它仍然是一种非常高效的并发方案。

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