Socket Performance C++ Or C# - c#

I have to write an application that is essentially a proxy server to handle all HTTP and HTTPS requests from our server (web browsing, etc). I know very little C++ and am very comfortable writing the application features in C#.
I have experimented with the proxy from Mentalis (C# socket proxy) which seems to work fine for small webpages but if I go to large sites like tigerdirect.ca and browse through a couple of layers it is very slow and sometimes requests don't complete and I see broken images and javascript errors. This happens with all of our vendor sites and other content heavy sites.
Mentalis uses HTTP 1.0 which I know is not as efficient but should a proxy be that slow? What is an acceptable amount of performance loss from using a proxy? Would HTTP 1.1 make a noticeable difference?
Would a C++ proxy be much faster than one in C#? Is the Mentalis code just not efficient?
Would I be able to use a premade C++ proxy and import the DLL to C# and still get good performance or would this project call for all C++?
Sorry if these are obvious questions but I have not done network programming before.
EDIT In response to Joshua's question: I don't necessarily need to write the core proxy server myself as long as there is a good implementation out there but like I said I have been experimenting with Mentalis which isn't performing that well. The final application needs to install on a Windows PC/Server from a single installer with 0 manual configuration.
I can write all the necessary registry edits in the installer as I have done that before in C#.
UPDATE I took Aaronaught's advice and looked into improving Mentalis' code. I fix a problem so it works with HTTP 1.1 allowing it to work with Chrome and Firefox (Safari 4 on Windows crashes the proxy though for some reason).
When I tested in FireFox and Chrome I discovered the performance problems were not there which implied it was an IE problem not a problem with the proxy. After resetting the browsing history settings the problem went away.
Thanks everyone!

How you actually design and code the application is going to make infinitely more of a difference than the platform you choose.
If you design the server efficiently, it will be efficient. If you design it inefficiently, it will be inefficient. There's no clear advantage to choosing C++ over C# or vice versa... unless you'd have to learn the entire language from scratch, which is a huge negative (hard to come up with a good design when you barely know the tools).
Things you'll probably have to understand for this type of application:
I/O completion ports
Thread pools and multi-threading in general
Networking protocols (including HTTP, FTP, TCP, etc.) - especially for error handling
Certificates and signing/encryption (for SSL/HTTPS)
...
Honestly, you're talking about a non-trivial undertaking here. I don't mean to sound overly negative but what makes you think you can do a better job without an extensive knowledge of the underlying networking protocols and proxy design? Why not take a look at the Mentalis Proxy source code instead and see if you can improve it, rather than trying to write your own from scratch? Surely the former would be easier than the latter.
Anyway, a socket is a socket; .NET sockets are not much more than paper-thin wrappers over Windows sockets, so performance is not going to be noticeably different in C++.

C++ is not an easy language to learn. Combine that with lack of networking experience and you are in a totally new territory. If you want to explore - fine, you'll make all the mistakes and learn a lot. If, on the other hand, you need to deliver something by some date - go with whatever you are comfortable with at the moment.

If you want to write a really fast, clean, down-to-the metal server, go with C++ or plain C.
C++ is not an easy language, and is easy to mis-use. C++ requires the discipline to actually read and contemplate difficult books. Used right, it is the best systems programming language available.
If performance is not an issue, you may use fluffier tools such as C#.

Related

Javascript VS C#

Maybe a strange and green question, but
Is there anything C# can't do what javascript can...
And considering JQuery?
except for the fact that one is clientside, and the other serverside?
Or am I asking a very stupid question now?
EDIT:
to be more specific: I mean web programming, and indeed maybe a more useful question is:
> What can I do client side that I can't do server side, and vice versa?
> Are there more reasons to use both languages if you keep "server/clientside" out of scope?
> some developers avoid javascript. why?
What can I do client side that I can't
do server side, and vice versa?
Client-side: Javascript runs in most browsers without a plugin. C# requires a browser plugin like Silverlight. Even though it's running on a client machine, Javascript can't read and write files there. C# in Silverlight may be able to read and write files depending on the Silverlight version and what the client allows. Both Javascript and C#/Silverlight can talk to remote servers.
Server-side: since you control this machine, you can do whatever you want - read files, write files, talk directly to databases, etc. Keep in mind there's nothing stopping you from running Javascript server-side. Check out node.js.
Are there more reasons to use both
languages if you keep
"server/clientside" out of scope?
I wouldn't leave the execution environment out of your analysis. If you absolutely need client-side interaction and can't guarantee C# will execute on the client, C# isn't practical. Likewise, if your company runs Windows servers and doesn't want to install Javascript runtimes/compilers, you won't be able to use Javascript on the server.
some developers avoid javascript. why?
Problems with Javascript in a browser are absolutely awful to debug. You're running on a machine that's out of your control - the user may be running an obscure or ancient browser, they may be using anti-virus software that mucks with your Javascript, their browser plugins might muck with your Javascript. It's hard.
This is the cost of doing business on someone else's machine, however. If it was easy, a beautiful client-side experience would mean less. Solving hard problems isn't for everyone but it sure is appreciated when it's done well.
I take it your real question is, if c# can do everything, why should you use javascript at all? The answer here is performance, both perceived and real. The trick here is that to use c# to do the DOM manipulation normally associated with javascript, a browser has to post back an extra http request to the server and tell the c# code what to do. Lets talk about those extra requests. Spread around a lot of users, they add up very quickly and play havoc on your server infrastructure. The "real" performance issue is that now a lot of work has to happen on your server(s), instead of in your users' browsers. The "perceived" performance issues is that, even if you have the server resources to easily handle all the additional http requests, you user now has to spend extra time waiting for latency incurred by those http round trips.
Both languages rely heavily on API's that were designed for different domains.
JavaScript was originally intended to run inside of a browser, so it makes heavy use of DOM API's as well as other in-browser operations such as AJAX. C# probably does not have good support for such API's as it was never intended to be executed directly inside a browser - although Silverlight may provide such operations since it is (in a way) a "C# Sandbox" inside of a browser.
On the other hand, C# is a general-purpose language that was designed to build basically any application, from server-side engines to client applications to services - you get the idea...
I have seen a C# project where javascript is embedded and can execute javascript within a C# code. Have a look here on CodeProject to see how that is achieved.
Technically, no.
You could even use Javascript server-side if you wanted (or client-side C# via different mechanisms).
They're really just two ways of getting the same job done.

What is the best way for C# app to communicate unix c++ app

the ways I can think of
Web service or soap
Socket
Database table
shared file
Any concise example you know of for webservice?
Web services or soap would be fairly easy, however, if the C++ application isn't a web server naturally (or the C# application), it may be easier to just use socket programming directly.
Sockets are fairly easy to use from both C# and C++. They give you complete control over the type of date transmitted, at the cost of potentially a little more work in the handling.
The biggest issues to watch for are probably endianness of binary data, and encoding of text data, if you use sockets directly. Otherwise, it's very easy.
Since you are already aware of the Web service and socket approach, I'll mention some other options. If you like simplicity, check out XML-RPC. This is what SOAP was before large standards committees and corporate interests began to control the specification. You can find implementations of XML-RPC for just about every major programming language out there. Hessian is an interesting binary protocol that has many fans and supports just about every major language as well. Protocol Buffers is popular within Google. The official version from Google does not support C#. However, the two highest rep users of SO do provide ports of protobuf for the .Net space.
I will probably be ridiculed for this, but also take a look at CORBA. It's not in vogue these days, but has many substantial technical creds, especially if one end of the communication is C++. IMHO, it's WS-* with OO support and no angle brackets required. For interop, I think it still should have a seat at the table. When engaged in C++ development, I found OmniOrb to be quite effective and efficient. Take a look at this SO Question for some pointers concerning using CORBA in .Net.
Sockets are easiest; and I would always go for that first. If database is an option, that's also trivial, but that would really depend. If it's queued events, that would make sense, but if it's request/response, it's probably not so great.
you can use gsoap to have a C/C++ program use a webservice.
You can also call a cgi program that is written in C++.
I have written a server in C that communicated with a C# client, and the endianess can be a pain to deal with, webservices is so much simpler.
Do you want it to communicate with each other (for instance, through tcp (like many others have pointed)) or do you want to be able to translate objects from C# to C++? If so, check out Apache Thrift (http://incubator.apache.org/thrift/).

PHP/Rails/Django/ASP websites should have been written in C++?

I was looking at a SO member's open source project. It was a web framework written in C++.
Now you are all probably ready to respond about how C++ is a horrible language to do websites in, and that in websites, the bottleneck is in the database.
But... I read this post:
http://art-blog.no-ip.info/cppcms/blog/post/42
and in there he makes the case that in a large site such as Wikipedia, the database servers only make up 10% of all servers. Therefore C++ would be better than languages like PHP Python Ruby C#.
Are his points valid?
The problem with the article you link to is that the author clearly doesn't really know what he's talking about when he asks where the "bottleneck" is; the fact that someone has more web servers than database servers doesn't mean "the database can't be where the problem is". What's generally meant by "the database is the bottleneck" is the same thing that's been learned by everyone who ever does run-time profiling of a web application.
Consider an application which takes half a second to return a full response. Suppose you sit down and profile it, and find that that half second of processing time breaks down as follows:
Parsing incoming request: 50ms
Querying database: 350ms
Rendering HTML for response: 50ms
Sending response back out: 50ms
If you saw a breakdown like that, where database queries constitute 70% of the actual running time of the application, you'd rightly conclude that the database is the bottleneck. And that's exactly what most people find when they do profile their applications (and, generally, the database so completely dominates the processing time that the choice of language for the rest of the processing doesn't make any difference anyone will notice).
The number of database servers involved turns out not to matter too much; the famous quote here is that people like the author of the post you've linked are the types who hear that it takes one woman nine months to have a baby, and assume that nine women working together could do it in one month. In database terms: if a given query takes 100ms to execute on a given DB, then adding more DB servers isn't going to make any one of them be able to execute that query any faster. The reason for adding more database servers is to be able to handle more concurrent requests and keep your DB from getting overloaded, not to make isolated requests go any faster.
And from there you go into the usual dance of scaling an application: caching to cut down on the total time spent retrieving data or rendering responses, load-balancing to increase the number of concurrent requests you can serve, sharding and more advanced database-design schemes to keep from bogging down under load, etc., etc.
But, you'll note, none of this has anything whatsoever to do with the programming language in use because, once again, the amount of time spent or saved by other factors grossly outweighs the amount of time gained or lost by a "fast" or a "slow" language (and, of course, there's really no such thing; so much depends on the problem domain and the skill of the programmer that you just can't have a meaningful general comparison).
Anyway, this is getting kind of long and rambling, so I'll just wrap it up with a general guideline: if you see someone arguing that "you should build in Language X because it runs faster", it's a dead giveaway that they don't really know anything about real-world performance or scaling. Because, after all, if it just came down to "write in the fastest language", they'd be recommending that we all use assembly :)
Servers are a one-time fixed cost of a few grand. Programmer time costs a lot more than that. Sure, writing websites in C++ would reduce hardware costs, but would greatly slow down development. So if you can shave one man-month of time off your development by using Ruby instead of C++, that pays for an extra server.
Better means a lot more than "faster".
There are so many more problems that you face when writing in compiled, statically typed languages like C++, and these can all affect development. Some of the primary reasons scripting languages like Ruby or PHP have been invented is so that us a programmers can get more efficiency out of the language and toolsets we work in.
Yes, websites would be faster if they were written in a language such as C++. Yes, they could serve more people, be more scalable and be more efficient. But is this good enough reason to lose out on all the benefits that interpreted languages give us? Programmer happiness, development time, ease of use, portability, and so many more I can't mention.
The right tool for the right job, and for C++, website development isn't one of them.
I would be reluctant to say that servers are a one time cost of a few grand since some cost hundreds of thousands and I would venture to say millions. A number of sources will suggest that the biggest cost to the IT industry is hardware, not manpower. But for a comparison of the languages we need to compare them, not hardware.
The idea behind languages like Ruby, Python, PHP, and Groovy is essentially Rapid Application Development (RAD). The frameworks, Ruby on Rails, Django, CakePHP, and Grails are there to better facilitate RAD. The languages are easy to use and enable developers to setup and develop with little cost and the timeline involved is reduced in comparison to other languages or setups.
Is it right or wrong? It's all personal opinion but in the end the needs of the project will define which tool set is best suited. If your application has low traffic and you want to have it developed and live in a few months then it would be ideal to use one of the previously mentioned languages and/or framework.
But what about C++, .Net, and J2EE? Theres a place for everything. These tend to have higher up front costs associated with the time and energy to architect the project, setup the development environment, and do the actual development. But the languages and frameworks built from them are better suited for scalability to accommodate heavy traffic or computations.
Look at Facebook as an example. The original site was prototyped and deployed as a PHP application and the user base was relatively small. As the site grew into the monster we know it as today they scaled their application by implementing J2EE on the back end while using the existing PHP scripting for the front end.
As someone with experience in J2EE development and Python/PHP there is a very apparent set of advantages and disadvantages. I can build a blog with PHP in a few days ready for public access but the same project in J2EE may take much longer.
Forgive my terminology but Enterprise languages (J2EE, .Net) require a significant amount of configuration and deployment efforts. Ruby, PHP, and Python do not, you simply open Notepad, write your code and save it with the correct extension and you're ready to upload.
Does that help?
Programmer happiness, development time, ease of use, portability, and so many more I can't mention
In fact... it is not so horrible and slow process to develop in C++, given right tools.
The Wiki that this project runs was written and up in few days (and yes, in C++)... Not bad for horrible C++ language ;-)
Take a look:
First Commit According to SVN Logs: 24/10/2008 http://cppcms.svn.sourceforge.net/viewvc/cppcms/wikipp/trunk/Makefile.am?view=log
First Pruduction page according to history: 30/10/2008 http://art-blog.no-ip.info/wikipp/en/changes/9
I think this is not a slow process for work at evenings to create such wiki: http://art-blog.no-ip.info/wikipp/en/page/main
No, his points aren't valid. It isn't that one is better than the other, but take C# and java for instance, they're just more advanced modern languages that have been designed with C++'s problems in mind.
It doesn't make any sense to bother with things like garbage collection if you don't have to. Also the various web framework languages have so many components, controls, modules, and many other pieces, open source or otherwise, already written for them by other developers, you would be reinventing wheels that exist in other languages, all over the place.
I'll always have a place in my heart for C++, but it's kind of idiotic or troll-worthy to suggest your better off writing websites in C++.
(EDIT: Maybe if C++ is the only language you know, or you have a lot of self-made components in C++ for the web, but your still probably better off learning a C++ descendent language for websites development, which are pretty easy to learn once you know C++/C)
His points are NOT valid for 99% of web applications. Web applications benefit from rapid iteration and friendly interfaces, both of which are better achieved with languages like PHP, Python and Ruby. If you are good or lucky enough to develop a highly used service, you will have little trouble engineering it to scale.
last I checked, php, Ruby, and Python are all written in C. Doesn't that count?

Good language to develop a game server in?

I was just wondering what language would be a good choice for developing a game server to support a large (thousands) number of users? I dabbled in python, but realized that it would just be too much trouble since it doesn't spawn threads across cores (meaning an 8 core server=1 core server). I also didn't really like the language (that "self" stuff grossed me out).
I know that C++ is the language for the job in terms of performance, but I hate it. I don't want to deal with its sloppy syntax and I like my hand to be held by managed languages. This brings me to C# and Java, but I am open to other languages. I love the simplicity of .NET, but I was wondering if, speed wise, this would be good for the job. Keep in mind since this will be deployed on a Linux server, it would be running on the Mono framework - not sure if that matters. I know that Java is syntax-wise very similar to .Net, but my experience with it is limited. Are there any frameworks out there for it or anthing to ease in the development?
Please help me and my picky self arrive on a solution.
UPDATE: I didn't mean to sound so picky, and I really don't think I was. The only language I really excluded was C++, Python I don't like because of the scalability problem. I know that there are ways of communicating between processes, but if I have an 8 core server, why should I need to make 8 processes? Is there a more elegant solution?
I hate to say it, and I know I'm risking a down mod here, but it doesn't sound like there's a language out there for you. All programming languages have their quirks and programmers simply have to adapt to them. It's completely possible to write a working server in Python without classes (eliminating the "self" variable class references) and likewise just as easy to write C++ with clean syntax.
If you're looking to deploy cross-platform and want to develop cross-platform as well, your best bet would probably be Java. It shorter development cycles than compiled languages like C and C++, but is higher performance (arguable, but I've always been anti-Java =P) than interpreted languages like Python and Perl and you don't have to work with unofficial implementations like Mono that may from time to time not support all of a language's features.
I might be going slightly off-topic here, but the topic interests me as I have (hobby-wise) worked on quite a few game servers (MMORPG servers) - on others' code as well as mine. There is literature out there that will be of interest to you, drop me a note if you want some references.
One thing that strikes me in your question is the want to serve a thousand users off a multithreaded application. From my humble experience, that does not work too well. :-)
When you serve thousands of users you want a design that is as modular as possible, because one of your primary goals will be to keep the service as a whole up and running. Game servers tend to be rather complex, so there will be quite a few show-stopping bugs. Don't make your life miserable with a single point of failure (one application!).
Instead, try to build multiple processes that can run on a multitude of hosts. My humble suggestion is the following:
Make them independent, so a failing process will be irrelevant to the service.
Make them small, so that the different parts of the service and how they interact are easy to grasp.
Don't let users communicate with the gamelogic OR DB directly. Write a proxy - network stacks can and will show odd behaviour on different architectures when you have a multitude of users. Also make sure that you can later "clean"/filter what the proxies forward.
Have a process that will only monitor other processes to see if they are still working properly, with the ability to restart parts.
Make them distributable. Coordinate processes via TCP from the start or you will run into scalability problems.
If you have large landscapes, consider means to dynamically divide load by dividing servers by geography. Don't have every backend process hold all the data in memory.
I have ported a few such engines written in C++ and C# for hosts operating on Linux, FreeBSD and also Solaris (on an old UltraSparc IIi - yes, mono still runs there :). From my experience, C# is well fast enough, considering on what ancient hardware it operates on that sparc machine.
The industry (as far as I know) tends to use a lot of C++ for the serving work and embeds scripting languages for the actual game logic. Ah, written too much already - way cool topic.
Erlang is a language which is designed around concurrency and distribution over several servers, which is perfect for server software. Some links about Erlang and game-servers:
http://www.devmaster.net/articles/mmo-scalable-server/
http://www.erlang-consulting.com/euc2005/mmog/mmog_in_erlang.htm
I'm thinking of writing a game-server in Erlang myself.
Speaking of pure performance, if you can run Java 6 you get about 1:1 performance when compared to optimized C++ (special cases notwithstanding, sometimes Java is faster, sometimes C++), the only problem you will have is of course stuff like database libraries, interconnectivity, scalability and such. I believe there's a variety of good to great solutions available to each of these problems but you won't find one language which would solve everything for you so I have to give you the age old advice: Choose the language you like and use that one.
Oh, you're still reading this? :) Well, here's some extra pointers.
EVE Online uses Python for its client and server side code and it's both bug-ridden and laggy as something I don't think I should write here so that'd be an example of how Python can be extended to (poorly) serve vast amounts of users.
While Java has some good to great solutions to various related problems, it's really not the best language out there for vast amount of users; it doesn't scale well to extremes without tuning. However there's multi-VM solutions to this which somewhat fix the issue, for example Terracotta is said to do the job well.
While C++ is rather cumbersome, it allows for such a low-level interaction with the system that you may actually find yourself doing things you thought you couldn't do. I'm thinking of something like dynamic per-core microclustering of runtime code blocks for "filling" every possible clock cycle of the processor as efficiently as possible for maximum performance and things like that.
Mono is far behind the .NET VM/equivalent on Windows platforms so you wouldn't be able to use the latest and fanciest features of C#. However Windows XP (x64) OEM licenses are so laughably cheap at the moment that with small investment you could get a bunch of those and you could then run your code on the platform it was meant to be. And don't fall into the Linux hype, Linux is your saviour only if you really know how to use it and especially XP is pretty damn fast and stable nowadays.
What kind of performance do you need?
twisted is great for servers that need lots of concurrency, as is erlang. Either supports massive concurrency easily and has facilities for distributed computing.
If you want to span more than one core in a python app, do the same thing you'd do if you wanted to span more than one machine — run more than one process.
More details about this game server might help folks better answer your question. Is this a game server in the sense of something like a Counter Strike dedicated server which sits in the background and hosts multiplayer interactions or are you writing something which will be hosted on an HTTP webserver?
Personally, if it were me, I'd be considering Java or C++. My personal preference and skill set would probably lead me towards C++ because I find Java clumsy to work with on both platforms (moreso on Linux) and don't have the confidence that C# is ready for prime-time in Linux yet.
That said, you also need to have a pretty significant community hammering on said server before performance of your language is going to be so problematic. My advise would be to write it in whatever language you can at the moment and if your game grows to be of sufficient size, invest in a rewrite at that time.
You could as well use Java and compile the code using GCC to a native executable.
That way you don't get the performance hit of the bytecode engine (Yes, I know - Java out of the box is as fast as C++. It must be just me who always measures a factor 5 performance difference). The drawback is that the GCC Java-frontend does not support all of the Java 1.6 language features.
Another choice would be to use your language of choice, get the code working first and then move the performance critical stuff into native code. Nearly all languages support binding to compiled libraries.
That does not solve your "python does not multithread well"-problem, but it gives you more choices.
The obvious candidates are Java and Erlang:
Pro Java:
ease of development
good development environments
stability, good stack traces
well-known (easy to find experienced programmers, lots of libraries, books, ...)
quite fast, mature VM
Pro Erlang:
proven in systems that need >99.9% uptime
ability to have software updates without downtime
scalable (not only multi-core, but also multi-machine)
Contra Erlang:
unfamiliar syntax and programming paradigm
not so well known; hard to get experienced programmers for
VM is not nearly as fast as java
If your game server mainly works as a event dispatcher (with a bit of a database tucked on), Erlang's message-driven paradigm should be a good match.
In this day and age, I would not consider using an unmanaged language (like C or C++); the marginal performance benefits simply aren't worth the hassle.
It may depend a lot on what language your "game logic" (you may know this term as "business logic") is best expressed in. For example, if the game logic is best expressed in Python (or any other particular language) it might be best to just write it in Python and deal with the performance issues the hard way with either multi-threading or clustering. Even though it may cost you a lot of time to get the performance you want out of Python it will be less that the time it will take you to express "player A now casts a level 70 Spell of darkness in the radius of 7 units effecting all units that have spoken with player B and .... " in C++.
Something else to consider is what protocol you will be using to communicate with the clients. If you have a complex binary protocol C++ may be easier (esp. if you already had experience doing it before) while a JSON (or similar) may be easier to parse in Python. Yes, i know C++ and python aren't languages you are limited to (or even considering) but i'm refer to them generally here.
Probably comes down to what language you are the best at. A poorly written program which you hated writing will be worse that one written in a language you know and enjoy, even if the poorly written program was in an arguable more powerful language.
You could also look at jRuby. It comes with lots of the benefits of Java and lots of the benefits of Ruby in one neat package. You'll have access to huge libraries from both languages.
What are your objectives? Not the creation of the game itself, but why are you creating it?
If you're doing it to learn a new language, then pick the one that seems the most interesting to you (i.e., the one you most want to learn).
If it is for any other reason, then the best language will be the one that you already know best and enjoy using most. This will allow you to focus on working out the game logic and getting something up and running so that you can see progress and remain motivated to continue, rather than getting bogged down in details of the language you're using and losing interest.
If your favorite language proves inadequate in some ways (too slow, not expressive enough, whatever), then you can rewrite the problem sections in a more suitable language when issues come up - and you won't know the best language to address the specific problems until you know what the problems end up being. Even if your chosen language proves entirely unsuitable for final production use and the whole thing has to be rewritten, it will give you a working prototype with tested game logic, which will make dealing with the new language far easier.
You could take a look at Stackless Python. It's an alternative Python interpreter that provides greater support for concurrency. Both EVE Online's server and client software use Stackless Python.
Disclaimer: I haven't used Stackless Python extensively myself, so I can't provide any first-hand accounts of its effectiveness.
There is a pretty cool framework in development that addresses all your needs:
Project Darkstar from Sun. So I'd say Java seems to be a good language for game server development :-)
I know facebook uses a combination of Erlang and C++ for their chat engine.
Whatever you decide, if you choose a combination of languages, check out facebook's thrift framework for cross language services deployment. They open sourced it about a year+ back:
http://incubator.apache.org/thrift/
C++ and Java are quite slow compared to C. The language should be a tool but not a crutch.

Java and C# interoperability

I have two programs. One is in C# and another one in Java.
Those programs will, most probably, always run on the same machine.
What would be the best way to let them talk to each other?
So, to clarify the problem:
This is a personal project (so professional/costly libraries are a no go).
The message volume is low, there will be about 1 to 2 messages per second.
The messages are small, a few primitive types should do the trick.
I would like to keep the complexity low.
The java application is deployed as a single jar as a plugin for another application. So the less external libraries I have to merge, the better.
I have total control over the C# application.
As said earlier, both application have to run on the same computer.
Right now, my solution would be to use sockets with some sort of csv-like format.
I am author of jni4net, open source interprocess bridge between JVM and CLR. It's build on top of JNI and PInvoke. No C/C++ code needed. I hope it will help you.
Kyle has the right approach in asking about the interaction. There is no "correct" answer without knowing what the usage patterns are likely to be.
Any architectural decision -- especially at this level -- is a trade-off.
You must ask yourself:
What kind of messages need to be passed between the systems?
What types of data need to be shared?
Is there an important requirement to support complex model objects or will primitives + arrays do?
what is the volume of the data?
How frequently will the interactions occur?
What is the acceptable communication latency?
Until you have an understanding of the answers, or potential answers, to those questions, it will be difficult to choose an implementation architecture. Once we know which factors are important, it will be far easier to choose the more suitable implementation candidates that reflect the requirements of the running system.
I've heard good things about IKVM, the JVM that's made with .NET.
Ice from ZeroC is a really high performance "enterprisey" interop layer that supports Java and .net amongst others. I think of it as an updated Corba - it even has its own object oriented interface definition language called Slice (like Corba's IDL, but actually quite readable).
The feature set is extensive, with far more on offer than web services, but clearly it isn't an open standard, so not a decision to make lightly. The generated code it spits out is somewhat ugly too...
I realize you're talking about programs on the same machine, but I've always liked the idea of passing messages in XML over HTTP.
Your server could be a web server that's ready to accept an XML payload. Your client can send HTTP messages with XML in the body, and receive an HTTP response with XML in it.
One reason I like this is that HTTP is such a widely used protocol that it's easy to accept or create HTTP POST or GET requests in any language (in the event that you decide to change either the client or server language in the future). HTTP and XML have been around for a while, so I think they're here to stay.
Another reason I like it is that your server could be used by other clients, too, as long as they know HTTP and XML.
I used JNBridge (http://www.jnbridge.com/jnbpro.htm) on a relatively simple project where we had a .NET client app using a relatively significant jar file full of business object logic that we didn't want to port. It worked quite nicely, but I wouldn't say we fully exercised the capabilities of JNBridge.
I am a big fan of Thrift an interoperability stack from Facebook. You said they code will probably run on the same machine so it could be overkill but you can still use it.
If they are separate programs and running as independent applications,you may use sockets. I know it's bit complex to define communication protocol but it'll be quite straight-forward.
However if you have just two separate programs but want to run them as single application, then I guess IKVM is a better approach as suggested by marxidad.
It appears a very similar question has been asked before here on stack overflow (I was searching Google for java windows shared memory):
Efficient data transfer from Java to C++ on windows
From the answer I would suggest you to investigate:
"Your fastest solution will be memory
mapping a shared segment of memory,
and them implementing a ring-buffer or
other message passing mechanism. In
C++ this is straight forward, and in
Java you have the FileChannel.map
method which makes it possible."

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