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
superio
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
As others pointed out... trying to connect() to a mobile device is not
possible, or an uphill battle, at best. I'd say, set up a web server
and relay what ever you need to get back and forth that way.
On Jun 10, 11:40 am, WuffIT Tech wrote:
> Hi,
>
> I am new to this forum and I would like to th
Well, do they do RTP over UDP or TCP? TCP worked easily on my stock
G1, but similar UDP code did not. Granted I didn't try very long
because the way I'm using it, I can easily switch to UDP when/if I get
it to work.
I'd be interested in a proper UDP solution.
> meanwhile, servers requiring *pers
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, Migue
You can take the reference of the sip network or mail push application on
Android.
On Thu, Jul 1, 2010 at 11:44 PM, WuffIT Tech 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
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 wor
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 wrote:
> I understand that the IP is subject to change but that is not my
> c
Every mobile operator implements their systems differently. As far as I
know, T-Mobile no longer supports public IP's of devices on their data
plans. For sure, they disable multicast on consumer networks because that is
a big security whole. So in short (assuming my info is up-to-date), you
can't d
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 ho
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