Re: [zeromq-dev] [PATCH] Build related enhancements to pre30

2011-04-02 Thread Steven McCoy
On 3 April 2011 06:23, Mikko Koppanen  wrote:

> On Sat, Apr 2, 2011 at 10:10 PM, Martin Sustrik 
> wrote:
> > Whatever I do, I am getting following error:
> >
> > local_lat.o: In function `global constructors keyed to 65535_0_main':
> > /home/sustrik/libzmq/perf/local_lat.cpp:108: undefined reference to
> > `__gcov_init'
> > local_lat.o:(.data+0x24): undefined reference to `__gcov_merge_add'
> >
> > To reproduce try building on a box where gcov is not installed.
> >
>
> Hi,
>
> can you apply the attached patch on top of 0002 and see if this fixes the
> issue?
>
>
You should also have -fprofile-arcs in the link flags.

-- 
Steve-o
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Re: [zeromq-dev] [PATCH] Build related enhancements to pre30

2011-04-02 Thread Martin Sustrik
Hi Mikko,

> can you apply the attached patch on top of 0002 and see if this fixes the 
> issue?

That fixes the problem.

All patches are now applied to master.

Martin
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Re: [zeromq-dev] [PATCH] Build related enhancements to pre30

2011-04-02 Thread Mikko Koppanen
On Sat, Apr 2, 2011 at 10:10 PM, Martin Sustrik  wrote:
> Whatever I do, I am getting following error:
>
> local_lat.o: In function `global constructors keyed to 65535_0_main':
> /home/sustrik/libzmq/perf/local_lat.cpp:108: undefined reference to
> `__gcov_init'
> local_lat.o:(.data+0x24): undefined reference to `__gcov_merge_add'
>
> To reproduce try building on a box where gcov is not installed.
>

Hi,

can you apply the attached patch on top of 0002 and see if this fixes the issue?

-- 
Mikko Koppanen


0004-Additional-gcov-changes.patch
Description: Binary data
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Re: [zeromq-dev] Data and clients distribution among multiple servers.

2011-04-02 Thread Slav
I just faced nothing about "cashed memory" yet. Just message passing. e.g.
API   contains just functions concerned
in messages - not with "distributed memory" - or am I missing something?
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Re: [zeromq-dev] Data and clients distribution among multiple servers.

2011-04-02 Thread Gregg Irwin
S> So, must I read the whole zmq's documentation (it's pretty big...)
S> or it will be enaugh to obsorve just some pieces?

I'm new to 0MQ as well, and I'm going through the entire guide. Yes,
it's big, but there is a lot of hard-won information in it, gained
from actual experience. Learning from their mistakes, and taking their
advice may save you a lot of time and aggravation later. They also did
a really nice job with it, so it's not painful; and you can certainly
skip sections that don't apply. I suggest skimming it at the very
least.

-- Gregg

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Re: [zeromq-dev] [PATCH] Build related enhancements to pre30

2011-04-02 Thread Martin Sustrik
Hi Mikko,

> 0002-Added-code-coverage-checking.patch

Whatever I do, I am getting following error:

local_lat.o: In function `global constructors keyed to 65535_0_main':
/home/sustrik/libzmq/perf/local_lat.cpp:108: undefined reference to 
`__gcov_init'
local_lat.o:(.data+0x24): undefined reference to `__gcov_merge_add'

To reproduce try building on a box where gcov is not installed.

Martin
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Re: [zeromq-dev] Data and clients distribution among multiple servers.

2011-04-02 Thread Pieter Hintjens
You should probably read the Guide and each of the man pages until
you're comfortable writing 0MQ code.

It is simple at first but gets more subtle as you learn more.

-Pieter

On Sat, Apr 2, 2011 at 10:07 PM, Slav  wrote:
> Thank you.
> So, must I read the whole zmq's documentation (it's pretty big...) or it
> will be enaugh to obsorve just some pieces?
>
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>
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Re: [zeromq-dev] Data and clients distribution among multiple servers.

2011-04-02 Thread Slav
Thank you.
So, must I read the whole zmq's documentation (it's pretty big...) or it
will be enaugh to obsorve just some pieces?
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Re: [zeromq-dev] Data and clients distribution among multiple servers.

2011-04-02 Thread Zachary Turner
I also use zmq for an online game in c++, so i can say in general that  
the performance characteristics of zmq are fine for such needs.  And  
im using it an environment where we expect hundreds of thousands of  
users, so not just talking about small numbers of players.

Of course the answer to your question depends on many different things  
that are specific to your server topology, but in general i see no  
reason why it should not be fine.

The biggest concern is that you appear to have a single point of  
failure in your central server, which is independent of zmq, although  
zmq does have patterns (see the zmq guide) for addressing this.   
depending on the scale of your game this may not be an issue anyway

Zach



Sent from my iPhone

On Apr 2, 2011, at 11:50 AM, Slav  wrote:

> Hello. I am implementing C++ sockets server for online game and  
> intent to use ZeroMQ for this but don't know it very well so not  
> sure about it's applicability for such task - can you help me to  
> resolve it?
> So, try to describe the picture in "two" words: each player has  
> bunch of data associated with him on server; player 95% of time  
> inhabits withit his own environment (changes just his data) and  
> other 5% of time interact with other players. I intent to distribute  
> players among servers (through central server) so that data of each  
> player will be stored (chached) within server where player was put -  
> so when player (what happenes 5% of time) (let's call hit "first")  
> interact with some other player ("second") - the data of that target  
> ("second") player must be received from server where that target  
> player inhabit; locked from usage by third-party players and  
> "second" player too; modified by "first" player (on server where  
> "first" player inhabit); sent back (updated) to server where  
> "second" player inhabit; unlocked for subsequent usage.
> Is ZeroMQ appropriate for this?
> Thank you.
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[zeromq-dev] Data and clients distribution among multiple servers.

2011-04-02 Thread Slav
Hello. I am implementing C++ sockets server for online game and intent to
use ZeroMQ for this but don't know it very well so not sure about it's
applicability for such task - can you help me to resolve it?
So, try to describe the picture in "two" words: each player has bunch of
data associated with him on server; player 95% of time inhabits withit his
own environment (changes just his data) and other 5% of time interact with
other players. I intent to distribute players among servers (through central
server) so that data of each player will be stored (chached) within server
where player was put - so when player (what happenes 5% of time) (let's call
hit "first") interact with some other player ("second") - the data of that
target ("second") player must be received from server where that target
player inhabit; locked from usage by third-party players and "second" player
too; modified by "first" player (on server where "first" player inhabit);
sent back (updated) to server where "second" player inhabit; unlocked for
subsequent usage.
Is ZeroMQ appropriate for this?
Thank you.
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[zeromq-dev] 0MQ master repo switches to 3.0 API

2011-04-02 Thread Martin Sustrik
Hi all,

0MQ master (libzmq, former zeromq2) now exposes 3.0 API.

The bump to version 3.0 is meant to introduce in a single go all the 
backward-incompatible improvements to the API that have accumulated and 
were being held back since 0MQ/2.0.

That means that master version of 0MQ won't at the moment compile with 
your existing programs, the language bindings will be broken etc.

If you are doing anything serious with 0MQ, please, stick with stable 
(2.1 and 2.0) branches.

Sorry for inconvenience!
Martin
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Re: [zeromq-dev] Renaming zeromq2 to libzmq

2011-04-02 Thread Pieter Hintjens
On Sat, Apr 2, 2011 at 6:21 PM, Martin Sustrik  wrote:

> zeromq2 project (the 0MQ master) at github is being renamed to libzmq.

Anyone who has cloned the zeromq2 repository should fix their remote:

git remote -v
git remote rm origin
git remote add origin https://github.com/zeromq/libzmq

-Pieter
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[zeromq-dev] Renaming zeromq2 to libzmq

2011-04-02 Thread Martin Sustrik
Hi all,

zeromq2 project (the 0MQ master) at github is being renamed to libzmq.

Sorry for the inconvenience.
Martin
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