Path: utzoo!utgpu!news-server.csri.toronto.edu!mailrus!tut.cis.ohio-state.edu!ucsd!network.ucsd.edu!celit!hutch From: hutch@fps.com (Jim Hutchison) Newsgroups: comp.unix.wizards Subject: Streams message allocation Keywords: streams deadlock Message-ID: <10332@celit.fps.com> Date: 27 Jul 90 19:43:42 GMT Sender: daemon@fps.com Reply-To: hutch@fps.com (Jim Hutchison) Distribution: usa Organization: FPS Computing Lines: 21 I have been reading through the systemVr2 streams porting doc for the 3b2, in an effort to better understand the streams code in Suns 4.1 source. I noted that there is some logic to avoid deadlocks which result from all the message buffer space being in use. There is a pool, and a certain amount which is reserved for high-priority messages. Can someone with real-life experience tell me what the relationship is between activity and the proportion of the size of the pool to the size of the reserved high-priority part? I'd imagine that by counting the high priority sections (areas that can't sleep) which allocate buffers per second, I'd get the number of high-priority buffers that would have to be available in that second. This number would rely on certain factors such as the message rate and system load as seen by the streams. Any takers? -- - Jim Hutchison {dcdwest,ucbvax}!ucsd!fps!hutch Disclaimer: I am not an official spokesman for FPS computing