as a poor man who cannot afford a piece of cloud Amazon/EC2 or even
just one high-end $50k router that indeed can well handle 64k
simultaneous persistent tcp connections, udp seems the only choice to
serve a million of users.

also, afaik, for rtp apps that demand low latency, udp seems far
superior to tcp.

On Jul 1, 11:51 pm, Bob Kerns <r...@acm.org> wrote:
> Not necessarily. If you need what amounts logically to a reliable
> connection, simulating it yourself with UDP may not help your
> scalability, unless you're bpassing a flawed kernel implementation.
>
> I can think of a few high traffic sites that use TCP connections
> exclusively, scaled up beyond your or my wildest dreams.
>
> On Jul 1, 5:52 pm, HeHe <cnm...@gmail.com> wrote:
>
>
>
> > if the statement "I concluded that this is not allowed when using a
> > non LAN connection." were true, all RTP apps would fail on 3G
> > networks. but most if not all of them seem working well.
>
> > meanwhile, servers requiring *persistent tcp connections* may have
> > scalability issue.
>
> > On Jul 1, 3:18 pm, Miguel Morales <therevolti...@gmail.com> wrote:
>
> > > I was never able to receive udp packets from my server onto my phone
> > > that's connected a 3G network.
> > > I concluded that this is not allowed when using a non LAN connection.
> > > Phone to phone TCP works from what I've heard, but frankly I don't see
> > > the advantages unless your game REALLY needs it.
>
> > > What works for me is of course having all players communicate via a
> > > common server and try to have the latency as low as possible.
>
> > > There was a thread about this where I gave my two cents and
> > > experience.  I use a combination of perl, erlang/rabbitmq, and java.
> > > You can find the thread 
> > > here:http://groups.google.com/group/android-developers/browse_thread/threa......
>
> > > Miguel.
>
> > > On Thu, Jul 1, 2010 at 9:40 AM, HeHe <cnm...@gmail.com> wrote:
> > > > i would suggest that you try udp with your app because, against the
> > > > same well-designed nat, often a very good tcp "hole punch" technique
> > > > has a much higher failure rate than a fair udp one.
>
> > > > On Jul 1, 8:44 am, WuffIT Tech <wuffi...@gmail.com> wrote:
> > > >> I understand that the IP is subject to change but that is not my
> > > >> concern.  If a connection is dropped, I can always send the other
> > > >> phone my IP address and reconnect.  I have come to the conclusion that
> > > >> there is not a way to do this without actually using a third party
> > > >> server.  My question now is how should I implement this server.  Any
> > > >> good server examples out there that is similar to what I need?  My
> > > >> overall objective is to have a server that will route a message from
> > > >> one phone to another like an IM program.
>
> > > >> On Jun 15, 5:47 am, Matthew Powers <mtpow...@gmail.com> wrote:
>
> > > >> > I would worry about your IP address changing as you move in and out 
> > > >> > of
> > > >> > different networks, your IP address is not constant
>
> > > >> > On Thu, Jun 10, 2010 at 2:40 PM, WuffIT Tech <wuffi...@gmail.com> 
> > > >> > wrote:
> > > >> > > Hi,
>
> > > >> > > I am new to this forum and I would like to throw out this question 
> > > >> > > and
> > > >> > > hopefully someone can point me in the right direction. I am 
> > > >> > > developing
> > > >> > > an Android application and I would like to setup a tcp/ip type of
> > > >> > > connection between two Android phones using the 3G/Edge network. My
> > > >> > > test version will establish a connection if I have both phones on a
> > > >> > > lan using wifi but when I use T-Mobile's network a connection is 
> > > >> > > not
> > > >> > > established. Could this issue be a port or ip address? Thanks in
> > > >> > > advance.
>
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> > > --http://developingthedream.blogspot.com/,http://diastrofunk.com,http:/...,
> > >  ~Isaiah 55:8-9

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