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<H1>Re: Threads and Sockets (Was Ho hum)</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: Threads and Sockets (Was Ho hum)</LI>
<LI><em>From</em>: Jeff Kesselman &lt;<A HREF="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</A>&gt;</LI>
<LI><em>Date</em>: Mon, 14 Apr 1997 20:12:58 -0700</LI>
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<PRE>
Um....

You shouldnt be crashing out processes unless you have bad code or a toally
scrod OS.  Proper definesive programmigjn shoudl handle errors gracefully.

I shudder at the diea thatw e accept code crashing as "normal" or even
aceptable behavior.

JK

At 02:19 PM 4/14/97 -0400, you wrote:
&gt;
&gt;just a thought that someone got stuck in my head.
&gt;
&gt;I know threads are less expensive than full process switching, but isn't
using
&gt;threads of the main program for handling I/O kinda dangerous?  If the sockets
&gt;or any I/O bombs, down comes the whole program, or if the program goes down,
&gt;everyone gets dropped from the game.  I've been leaning towards a
&gt;multi-processesing, multi-threaded environment where *most* of the mechanics
&gt;are grouped into one process that is threaded and all the file I/O and socket
&gt;Handling is done with other processes (possibly also threaded).  That way, if
&gt;one process crashes the rest can keep plugging along or (in the case of the
&gt;game crashing and the socket process still running) tell the players that the
&gt;mud is experienceing technical difficulties (after some timeout period
&gt;expires).  I use the message queue system to communicate among the processes,
&gt;mainly because it lends itself nicely to an event driven system and packaging
&gt;commands and info into discrete units (which I prefer to deal with).
&gt;
&gt;As I sed, just a thought.  ;)
&gt;
&gt;-Greg
&gt;
&gt;


</PRE>

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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  Re: Issues from the digests and Wout's list</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00190" HREF="msg00190.html">Re: [MUD-Dev]  Re: Issues from the digests and Wout's list</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 24 Apr 1997, 00:00 GMT
</LI>
</ul>
<LI><strong><A NAME="00182" HREF="msg00182.html">Re: Issues from the digests and Wout's list</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 22 Apr 1997, 20:31 GMT
</LI>
<LI><strong><A NAME="00293" HREF="msg00293.html">Re: Issues from the digests and Wout's list</A></strong>, 
S001GMU <a href="mailto:S001GMU#nova,wright.edu">S001GMU#nova,wright.edu</a>, Wed 30 Apr 1997, 01:55 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00136" HREF="msg00136.html">Threads and Sockets (Was Ho hum)</A></strong>, 
S001GMU <a href="mailto:S001GMU#nova,wright.edu">S001GMU#nova,wright.edu</a>, Tue 15 Apr 1997, 03:55 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00139" HREF="msg00139.html">Re: Threads and Sockets (Was Ho hum)</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Tue 15 Apr 1997, 10:09 GMT
</LI>
<LI><strong><A NAME="00140" HREF="msg00140.html">Re: Threads and Sockets (Was Ho hum)</A></strong>, 
S001GMU <a href="mailto:S001GMU#nova,wright.edu">S001GMU#nova,wright.edu</a>, Tue 15 Apr 1997, 20:33 GMT
</LI>
<LI><strong><A NAME="00143" HREF="msg00143.html">Re: Threads and Sockets (Was Ho hum)</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 15 Apr 1997, 23:07 GMT
</LI>
<LI><strong><A NAME="00168" HREF="msg00168.html">Re: Threads and Sockets (Was Ho hum)</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Mon 21 Apr 1997, 04:09 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00135" HREF="msg00135.html">Strings &amp; Memory Usage</A></strong>, 
Greg Munt <a href="mailto:greg#uni-corn,demon.co.uk">greg#uni-corn,demon.co.uk</a>, Tue 15 Apr 1997, 03:13 GMT
</LI>
</UL></BLOCKQUOTE>

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