I need some advice on handling an issue programmatically.
I have a web interface on PHP and Javascript(jQuery), on which authorized user needs to control multiple distant entities by performing some actions.
Each entity consists of 10 steps and the progress is represented by a progress bar on which each step is a web service call which needs around 0.5-1,5 to execute. So for the first service for example to be completed 10 different web services are called and when each is fulfilled progress bar proceeds by 10%. Each action is performed with an ajax request.
The problem is, that in the same interface, i have to give the option to the user to control simultaneouly around 800 different entities, and each of them consists of 10 steps which make approximately 10x800 = 8000 ajax calls.
Performing 800 requests per step doesn't seem a good idea, because browser struggles to serve them but often hangs due to the excessive load.
I ve thought to make some kind of limited batch action, but haven't settled which option would serve me better.
For instance, shall i use a counter and perform a setTimeout/setInterval every X number of calls? Shall i abandon this approach and use javascript workers?
I ve read similar threads over stack overflow, suggesting for example handling them on the server side. This doesn't seem good option in my case, because on the one hand there has to be a flow on the progress, on the other hand, performing on the server side 800 requests (~0,5-1,5sec) would mean that the user would have to wait without any information at lest ~6 minutes
Also other suggest using $.when but i doubt whether this would serve this case as well, since i need to limit the total batch, and not just the response of each request.
Related
It helps me understand things by using real world comparison, in this case fastfood.
In java, for synchronous blocking I understand that each request processed by a thread can only be completed one at a time. Like ordering through a drive through, so if im tenth in line I have to wait for the 9 cars ahead of me. But, I can open up more threads such that multiple orders are completed simultaneously.
In javascript you can have asynchronous non-blocking but single threaded. As I understand it, multiple requests are made, and those request are immediately accepted, but the request is processed by some background process at some later time before returning. I don't understand how this would be faster. If you order 10 burgers at the same time the 10 requests would be put in immediately but since there is only one cook (single thread) it still takes the same time to create the 10 burgers.
I mean I understand the reasoning, of why non blocking async single thread "should" be faster for somethings, but the more I ask myself questions the less I understand it which makes me not understand it.
I really dont understand how non blocking async single threaded can be faster than sync blocking multithreaded for any type of application including IO.
Non-blocking async single threaded is sometimes faster
That's unlikely. Where are you getting this from?
In multi-threaded synchronous I/O, this is roughly how it works:
The OS and appserver platform (e.g. a JVM) work together to create 10 threads. These are data structures represented in memory, and a scheduler running at the kernel/OS level will use these data structures to tell one of your CPU cores to 'jump to' some point in the code to run the commands it finds there.
The datastructure that represents a thread contains more or less the following items:
What is the location in memory of the instruction we were running
The entire 'stack'. If some function invokes a second function, then we need to remember all local variables and the point we were at in that original method, so that when the second method 'returns', it knows how to do that. e.g. your average java program is probably ~20 methods deep, so that's 20x the local vars, 20 places in code to track. This is all done on stacks. Each thread has one. They tend to be fixed size for the entire app.
What cache page(s) were spun up in the local cache of the core running this code?
The code in the thread is written as follows: All commands to interact with 'resources' (which are orders of magnitude slower than your CPU; think network packets, disk access, etc) are specified to either return the data requested immediately (only possible if everything you asked for is already available and in memory). If that is impossible, because the data you wanted just isn't there yet (let's say the packet carrying the data you want is still on the wire, heading to your network card), there's only one thing to do for the code that powers the 'get me network data' function: Wait until that packet arrives and makes its way into memory.
To not just do nothing at all, the OS/CPU will work together to take that datastructure that represents the thread, freeze it, find another such frozen datastructure, unfreeze it, and jump to the 'where did we leave things' point in the code.
That's a 'thread switch': Core A was running thread 1. Now core A is running thread 2.
The thread switch involves moving a bunch of memory around: All those 'live' cached pages, and that stack, need to be near that core for the CPU to do the job, so that's a CPU loading in a bunch of pages from main memory, which does take some time. Not a lot (nanoseconds), but not zero either. Modern CPUs can only operate on the data loaded in a nearby cachepage (which are ~64k to 1MB in size, no more than that, a thousand+ times less than what your RAM sticks can store).
In single-threaded asynchronous I/O, this is roughly how it works:
There's still a thread of course (all things run in one), but this time the app in question doesn't multithread at all. Instead, it, itself, creates the data structures required to track multiple incoming connections, and, crucially, the primitives used to ask for data work differently. Remember that in the synchronous case, if the code asks for the next bunch of bytes from the network connection then the thread will end up 'freezing' (telling the kernel to find some other work to do) until the data is there. In asynchronous modes, instead the data is returned if available, but if not available, the function 'give me some data!' still returns, but it just says: Sorry bud. I have 0 new bytes for you.
The app itself will then decide to go work on some other connection, and in that way, a single thread can manage a bunch of connections: Is there data for connection #1? Yes, great, I shall process this. No? Oh, okay. Is there data for connection #2? and so on and so forth.
Note that, if data arrives on, say, connection #5, then this one thread, to do the job of handling this incoming data, will presumably need to load, from memory, a bunch of state info, and may need to write it.
For example, let's say you are processing an image, and half of the PNG data arrives on the wire. There's not a lot you can do with it, so this one thread will create a buffer and store half of the PNG inside it. As it then hops to another connection, it needs to load the ~15% of the image it alrady got, and add onto that buffer the 10% of the image that just arrived in a network packet.
This app is also causing a bunch of memory to be moved around into and out of cache pages just the same, so in that sense it's not all that different, and if you want to handle 100k things at once, you're inevitably going to end up having to move stuff into and out of cache pages.
So what is the difference? Can you put it in fry cook terms?
Not really, no. It's all just data structures.
The key difference is in what gets moved into and out of those cache pages.
In the case of async it is exactly what the code you wrote wants to buffer. No more, no less.
In the case of synchronous, it's that 'datastructure representing a thread'.
Take java, for example: That means at the very least the entire stack for that thread. That's, depending on the -Xss parameter, about 128k worth of data. So, if you have 100k connections to be handled simultaneously, that's 12.8GB of RAM just for those stacks!
If those incoming images really are all only about 4k in size, you could have done it with 4k buffers, for only 0.4GB of memory needed at most, if you handrolled that by going async.
That is where the gain lies for async: By handrolling your buffers, you can't avoid moving memory into and out of cache pages, but you can ensure it's smaller chunks. and that will be faster.
Of course, to really make it faster, the buffer for storing state in the async model needs to be small (not much point to this if you need to save 128k into memory before you can operate on it, that's how large those stacks were already), and you need to handle so many things at once (10k+ simultaneous).
There's a reason we don't write all code in assembler or why memory managed languages are popular: Handrolling such concerns is tedious and error-prone. You shouldn't do it unless the benefits are clear.
That's why synchronous is usually the better option, and in practice, often actually faster (those OS thread schedulers are written by expert coders and tweaked extremely well. You don't stand a chance to replicate their work) - that whole 'by handrolling my buffers I can reduce the # of bytes that need to be moved around a ton!' thing needs to outweigh the losses.
In addition, async is complicated as a programming model.
In async mode, you can never block. Wanna do a quick DB query? That could block, so you can't do that, you have to write your code as: Okay, fire off this job, and here's some code to run when it gets back. You can't 'wait for an answer', because in async land, waiting is not allowed.
In async mode, anytime you ask for data, you need to be capable of dealing with getting half of what you wanted. In synchronized mode, if you ask for 4k, you get 4k. The fact that your thread may freeze during this task until the 4k is available is not something you need to worry about, you write your code as if it just arrives as you ask for it, complete.
Bbbuutt... fry cooks!
Look, CPU design just isn't simple enough to put in terms of a restaurant like this.
You are mentally moving the bottleneck from your process (the burger orderer) to the other process (the burger maker).
This will not make your application faster.
When considering the single-threaded async model, the real benefit is that your process is not blocked while waiting for the other process.
In other words, do not associate async with the word fast but with the word free. Free to do other work.
I'm using the PerformanceTiming interface to measure page load time.
Several of my pages have a long "Browser Time" (i.e. loadEventEnd - responseEnd), and I think this could be because of the Ajax requests from the pages.
My question is: where do Ajax requests fit in the PerformanceTiming process model? Is it in the "Processing" block?
If so, what's the best way to measure the Ajax execution time?
We're currently fighting this issue.
For a couple of years, we've had ajax requests that are fired with jQuery's "document ready" timer. This shouldn't have - technically speaking - extended the loadEventEnd. However, with absolute certainty, they did push out firing the loadEventEnd.
Now, we're digging to see what happened with our last release that moved those values outside of loadEventEnd.
To really measure those ajax requests, you'll want to use IE10 or - preferably - a chrome version greater than 28. Those both include the resourceTiming interface.
You can access metrics similar to the navigationTiming interface above for each resource loaded on a page.
From the javascript console in chrome (ctrl+shift+j on windows), enter:
window.performance.getEntries()
this will return all of the objects associated with your page. To get the ajax requests, you'll want initatorType = xmlhttprequest. You can find all of those events with the following:
for(var i=0; i<window.performance.getEntries().length;i++){
console.log(window.performance.getEntries()[i].initiatorType);
}
The Ajax Requests are after the end of the model.
See https://stackoverflow.com/a/16289733/1168884 for an example where an Ajax request runs and does not affect the properties on the performance object (which only reflects the loading of the page)
I guess the underlying issue is that, where as the page-loading events are quite defined (for example the DOM is now complete and available) and this is reflected in the model. The Ajax events are not (for example, there isn't really an event when you can say "all Ajax on the page has now completed running").
I haven't tried it, but there a project Boomerang which promises to allow the measuring of dynamically loaded content - http://lognormal.github.io/boomerang/doc/use-cases.html
I have unpleasant situation when one of my "long" response in some way blocks another AJAX requests.
I call simultaneously 3 different resources:
var list = ['/api/filters','/api/criteria/brands','/api/criteria/genders']
list.forEach(function(item){$.post(item)})
On server side I could see the following times in logfile:
GET /api/filters 304 51ms
GET /api/criteria/genders 200 1ms
GET /api/criteria/brands 200 0ms
Thats look cool for me, but in browser the picture is absolutely different.
picture with google chrome network tab
So it looks like browser wait for answer on first ( long request ) and only afterwards receive last 2 results.
What could be the reason for this behavior?
Every browser just handles a specific amount of simultaneous requests at a time. If you fire 10 ajax requests at the same time, the browser put them on a stack and handles one after the other.
You can find more information about the concurrent requests (because that includes images, javascript, etc as well) in browsern in this question.
The node server runs is single threaded and any piece of code that uses CPU cycles blocks the entire process.
As a result, if GET /api/filters does a lot of CPU intensive computations, it will block any other requests till it completes. Adding some more information about what it actually does can help in putting together a better answer.
In case you have IO operations in there, then try to make them asynchronous. That will allow node to serve the other URLs while the first one is doing IO.
I'm wondering what the consensus is on how many simultaneous asynchronous ajax requests is generally allowable.
The reason I ask, is I'm working on a personal web app. For the most part I keep my requests down to one. However there are a few situations where I send up to 4 requests simultaneously. This causes a bit of delay, as the browser will only handle 2 at a time.
The delay is not a problem in terms of usability, for now. And it'll be awhile before I have to worry about scalability, if ever. But I am trying to adhere to best practices, as much as is reasonable. What are your thoughts? Is 4 requests a reasonable number?
I'm pretty sure the browser limits the number of connections you can have anyway.
If you have Firefox, type in about:config and look for network.http.max-connections-per-server and that will tell you your maximum. I'm almost positive that this will be the limit for AJAX connections as well. I think IE is limited to 2. I'm not sure about Chrome or Opera.
Edit:
In Firefox 23 the preference with name network.http.max-connections-per-server doesn't exist, but there is a network.http.max-persistent-connections-per-server and the default value is 6.
That really depends on if it works like that properly. If the logic of the application is built that 4 simultaneos requests make sense, do it like this. If the logic isn't disturbed by packing multiple requests into one request you can do that, but only if it won't make the code more complicated. Keep it as simple and straight forward until you have problems, then you can start to optimize.
But you can ask yourself if the design of the app can be improved that there is no need for multiple requests.
Also check it on a really slow connection. Simultaneous http requests are not necessarily executed on the server in the proper order and they might also return in a different order. That might give problems you'll experience only on slower lines.
It's tough to answer without knowing some details. If you're just firing the requests and forgetting about them, then 4 requests could be fine, as could 20 - as long as the user experience isn't harmed by slow performance. But if you have to collect information back from the service, then coordinating those responses could get tricky. That may be something to consider.
The previous answer from Christian has a good point - check it on a slow connection. Fiddler can help with that as it allows you to test slow connections by simulating different connection speeds (56K and up).
You could also consider firing a single async request that could contain one or more messages to a controlling service, which could then hand the messages off to the appropriate services, collect the results and then return back to the client. Having multiple async requests being fired and then returning at different times could present a choppy experience for the user as each response is then rendered on the page at different times.
In my experience 1 is the best number, but I'll agree there may be some rare situations that might require simultaneous calls.
If I recall, IE is the only browser that still limits connections to 2. This causes your requests to be queue, and if your first 2 requests take longer than expected or timeout, the other two requests will automatically fail. In some cases you also get the annoying "allow script to continue" dialog in IE.
If your user can't really do anything until all 4 requests come back (especially with IE's bogged down JavaScript performance) I would create a transport object that contains the data for all requests and then a returning transport object that can be parsed and delegated on return.
I'm not an expert in networking, but probably four wouldn't be much of a problem for a small to medium application, however, the larger it gets the higher the server load which could eventually cause problems. This really doesn't answer your questions, but here is a suggestion. If delay is not a problem why don't you use an queue.
var request = []//a queue of the requests to be sent to the server
request[request.length] = //whatever you want to send to the server
startSend();
function startSend(){//if nothing is in the queue go ahead and send this one
if(request.length===1){
send();
}
}
function send(){//the ajax call to the server using the first request in queue
var sendData = request[0];
//code to send the data
//then when you get the response (I can't remember exactly the code for it)
//send it to a function to process the data
}
function process(data){
request.splice(0,1);
if(request.length>0){//check to see if you need to do another ajax call
send();
}
//process data
}
This is probably isn't the best way to do it, but that's the idea you could probably modify it to do 2 requests instead of just one. Also, maybe you could modify it to send as many requests as their are in the queue as one request. Then the server splits them up and processes each one and sends the data back. All at once or even as it gets it since the server can flush the data several times. You just have to make sure your are parsing the response text correctly.
I had to develop a newsletter manager with JS + PHP + MYSQL and I would like to know a few things on browser timing out the JS functions. If I'm running a recursive function that delays a call to itself (while PHP returns a list of email), how can I be sure that the browser won't timeout this JS function ?
I'm asking this, because I remember using a similar newsletter manager, that while doing the ajax requests, after a few calls, it stopped without any apparent reason. I know JS is not meant for this, and I should use Crontab on server, but, I can't assume the users server handles cron, so I had to stick with JS + php.
PS - This didn't happened on this app yet, I'm just trying to prevent the worse of the scenarios (since I've tested a newsletter manager, that worked the same as this one I'm developing). Since my dummy email list is small and the delays between calls are also small, this works just fine, but let's imagine a 1,000 contact list, with a delay between sends of 120 seconds: Sending 30 emails for each 2 minutes.
By the way, why this ? Well, many hosting servers has a limit on emails sent per day or hour and this helps preventing violating that policy.
from the mootools standpoint, there are several possible solutions here.
request.periodical - http://mootools.net/docs/more/Request/Request.Periodical
has plenty of options that allow for handling batches of jobs, look at it like a more complex .periodical (setInterval) that understands async nature of the result and can compensate for lag etc. I think it can literally do what you set in your requirements out of the box, all you need is an oncomplete callback that clears up the done from your pending array (for eg).
request.queue - http://mootools.net/docs/more/Request/Request.Queue
basically, setup all your requests to handle the chunks of data and pass them on to Request.Queue to handle sequentially. Probably less sophisticated from the point of view of sending rate control.
How about a meta refresh. That will not cause a timeout in your javascript function. You Just reload your page after a specific time and then send the next emails out. Adding a parameter to the URL you can find out which "round" you are on.
Can this do the job for you?
You need to use setTimeOut. The code needs to yield control to the UI thread and let the browser become responsive to avoid the script from being stopped.
Read this post by Nick Z.
http://www.nczonline.net/blog/2009/01/13/speed-up-your-javascript-part-1/
There is also something the W3C Spec about this called "Efficient Script Yielding" I'm not sure how far along it is or if any browsers support it.
https://dvcs.w3.org/hg/webperf/raw-file/tip/specs/setImmediate/Overview.html
You could also try HTML5 Web Workers.