Outgoing data Service Bus for Windows Server - servicebus

For the Service Bus for Windows Server performance counters are available for the number of incoming and outgoing messages per second. But a performance counter for the average incoming or outgoing messages in bytes is also available. But is there also a performance counter (or another solution) for the incoming (and/or) outgoing bytes for the service bus? (not network because it is for a development machine)
Thanks in advance

All the counters seem to be documented here:
http://msdn.microsoft.com/en-us/library/windowsazure/jj192996(v=azure.10).aspx
This is no specific counter for total bytes in/out. If you can't do that with a network performance counter, it seems the only workaround is to multiply the number of messages in or out by the average message size.

Related

USB (WinUsb) isochronous bandwidth management

I've been experimenting with isochronous USB transfers using WinUsb, and it turns out that WinUsb always sends data as fast as possible:
WinUsb_WriteIsochPipe packetizes the transfer buffer so that in each interval, the host can send the maximum bytes allowed per interval.
However for the kernel drivers you can apparently send shorter packets:
The MaximumPacketSize value indicates the maximum permitted size of the isochronous packet. The client driver can set the size of each isochronous packet to any value less than the MaximumPacketSize value.
I wondered how USB audio handles this. As far as I can see in the spec they just two alternative configurations for the interface - a zero bandwidth one, and a non-zero bandwidth one. There is a flag that says whether the endpoint requires full-size packets or not.
So my questions are:
a) What is the best way to handle sending less than full-speed data. Should I have a whole array of alternate configurations with different max packet sizes?
b) Should I expect to be able to send shorter-than-maximum packets? If so why doesn't WinUsb allow this?
Maybe you have to call WinUsb_WriteIsochPipe once for each packet you want to send. Make sure to use asynchronous I/O so you can queue up dozens or hundreds of requests ahead of time.

RabbitMQ: basic ack takes very long time and blocks publishing

I'm using the Java Client 3.5.6 for RabbitMQ.
My use case is this:
I have 10-15 Channels to one queue (mostly the same connection, one connection per channel makes no difference).
I get them without autoAck. Every Channel has a prefetch / QoS size of 5000. So let's just assume i have 30 channels, so i can get 150000 messages.
Every full minute, i compute some things and when successful, i use basicAck to acknowledge these messages.
However, the management webinterface shows in that phase that 0 messages are delivered, which is not realistic unless those are somehow "blocked".
I'm using this queue on 3-node-cluster as a HA-queue with TTL set to 1800 seconds. The nodes are connected via internal LAN and the machines are really powerful with plenty RAM.
My Question:
Why does this basicAck operation block the rest of the operations like publishing or delivering new messages?

Losing data with UDP over WiFi when multicasting

I'm currently working a network protocol which includes a client-to-client system with auto-discovering of clients on the current local network.
Right now, I'm periodically broadsting over 255.255.255.255 and if a client doesn't emit for 30 seconds I consider it dead (then offline). The goal is to keep an up-to-date list of clients runing. It's working well using UDP, but UDP does not ensure that the packets have been sucessfully delivered. So when it comes to the WiFi parts of the network, I sometimes have "false postivives" of dead clients. Currently I've reduced the time between 2 broadcasts to solve the issue (still not working well), but I don't find this clean.
Is there anything I can do to keep a list of "online" clients without this risk of "false positives" ?
To minimize the false positives, due to dropped packets you should alter a little bit the logic of your heartbeat protocol.
Rather than relying on a single packet broadcast per N seconds, you can send a burst 3 or more packets immediately one after the other every N seconds. This is an approach that ping and traceroute tools follow. With this method you decrease significantly the probability of a lost announcement from a peer.
Furthermore, you can specify a certain number of lost announcements that your application can afford. Also, in order to minimize the possibility of packet loss using wireless network, try to minimize as much as possible the size of the broadcast UDP packet.
You can turn this over, so you will broadcast "ServerIsUp" message
and every client than can register on server. When client is going offline it will unregister, otherwise you can consider it alive.

Maximum Payload and Validity of a UDP Server

I have Created A UDP Server-Client application. There is only single thread at Server's side which continuously executes recvfrom().
If I run 3 Clients Simultaneously from 3 different machines, and send some data, the Server is able to read the data from each of the client.
But how can I test the reliability of this application?
How would I know how many Maximum number of Clients can this Server handle at a time?
Also what is the maximum Payload?
But how can I test the reliability of this application?
Run as many clients as you can. The more clients you can run and send data, the better. Try to run many clients of different machines, and on each machine try to run as many clients as you can, and keep sending data automatically.
Make the clients send data in a loop, without waiting for input, and put a delay between each call to send. A few seconds of delay is fine, then you can lower the delay later and see how your server is handling it.
How would I know how many Maximum number of Clients can this Server handle at a time?
You can't. You are using a UDP server, and UDP is connectionless. Clients do not need to connect to the server to send data, they just send it. Usually it is limited by available resources (memory, etc.) on your server.
Also what is the maximum Payload?
The maximum payload of what? A UDP message? You can read more about the UDP packet structure.

Do headers on mobile requests and responses count as part of the bandwidth?

I am building an Arduino-based device that needs to send data over the internet to a remote server. It needs to do this as frequently as possible but also use as little bandwidth as possible. It will probably work over GSM/EDGE (cellular networking).
The data I'd like to send is about 40 bytes in size - really minimal. I'd like to send this packet to the server about once a minute, but also receive a packet of around that size in response once in a while.
The bandwidth on my server is no problem - the bandwidth on the device's internet connection is, i.e. the cellular data.
Do headers on mobile requests and responses count as part of the bandwidth?
Yes, the total packet size is all data that is sent. Assuming a TCP packet you lose 20 bytes right from the start. If you get intimate with Wireshark you can see exactly what's happening.