On Thu, Apr 7, 2011 at 1:23 PM, Glyph Lefkowitz <gl...@twistedmatrix.com>wrote:
> > On Apr 7, 2011, at 12:16 PM, anatoly techtonik wrote: > > > I've made a proof of concept for asynchronous console input on Windows > > [1] and now I am trying to understand the limits of > > WaitForMultipleObjects API I've used. > > > > Documentation on win32eventreactor mentions limit for 64 objects: > > > http://twistedmatrix.com/documents/11.0.0/api/twisted.internet.win32eventreactor.htm > > However, it is completely opaque what these objects are? For console > > handles and process handles it is quite obvious, but not for sockets. > > > > Is 64 the limit for total amount sockets opened on different ports? > > Is 64 the limit for connections made to a socket on specified port? > > > > 1. > http://techtonik.rainforce.org/2011/03/asynchronous-input-from-windows-console.html > > 64 is the limit for the total number of objects (listening ports, > connections to a port, client connections, your console, the waker, serial > ports, whatever) that WFMO may wait upon at once. > > Put another way, MAXIMUM_WAIT_OBJECTS=64: > http://msdn.microsoft.com/en-us/library/ms687025(v=vs.85).aspx > > Note that you can wait on more than 64 objects at a time, just not using a single WaitForMultipleObjects call. The MSDN page Glyph pointed out has a little more info. Kevin Horn
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