Re: performance and timing issues udp socket
- From: xhoster@xxxxxxxxx
- Date: 29 Nov 2005 16:22:14 GMT
"mastermagrath" <mbaxter1@xxxxxxxxxx> wrote:
> Hi all,
>
> I've written a fairly simple tool that essentially creates a new udp
> IO::Socket::INET object.
> A loop is ran which uses print to pass in data sizes between 1 to 1024
> bytes.
> Each increment is separated by a time of X milliseconds so this
> essentially allows selection of number of offered packets per second.
> The main thread creates a simple tk gui interface that allows the user
> to select the byte size and packets per second.
> The gui displays what the (theoretical) throughput should be based on
> the selected byte size * (packets per sec) but also tallys the actual
> number of packets sent and thus the actual throughput.
> As a test bed i simply connect to the loop back address 127.0.0.1 of my
> PC. (yes i use windows!!)
>
> Everything works perfectly up until the user goes above ~30 packets per
> sec. At this point the theoretical and actual throughputs and packets
> per sec start to diverge.
> The actual number of packets sent starts to fall below what the user
> selected (theoretical).
>
> I use Win32::Sleep((1 / $packetspersec) * 1000); in the loop to change
> the increment time to match the user selected packets per sec.
What is the minimum time granularity of Win32::Sleep? If you can't find it
documented, you could test it pretty easily (in the absense of all the
socket code).
>
> Any ideas what the problem might be?
> Also, there seems to be an absolute maximum of around 100 packets per
> sec that is possible.
Then is sounds like that is probably the minimim granularity of
Win32::Sleep.
Xho
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