Re: Newbie question about WebObjects suitability for social game (Facebook) development
Re: Newbie question about WebObjects suitability for social game (Facebook) development
- Subject: Re: Newbie question about WebObjects suitability for social game (Facebook) development
- From: Anjo Krank <email@hidden>
- Date: Thu, 1 Jul 2010 14:47:36 +0200
Hm. Currently EOF doesn't have built-in support for the NoSQL stuff. Neither does it support sharding. Or stuff like distributed caching (we do have tons of caching helpers in Wonder, but they won't help you when you need distributed updates).
Also the EOF caching might get in your way when your user doesn't edit only his data, but those of his friends, too - who may be in totally different instances. And on a massive scale, the distributed change notification probably won't help (Mike?).
So it's down to WO proper and this will be as scalable as what you can throw in hardware at it. But then again, so is PHP or ruby or whatever if done right.
Cheers, Anjo
Am 01.07.2010 um 14:22 schrieb Nalin Sharma:
> Hi
>
> Apologies if this is a stupid question, but if anyone has any views / insights on this topic then I would much appreciate hearing them.
>
> I am currently trying to assess how suitable WO might be as an application server for social game development on Facebook
>
> Typically these games have an architecture of using Flash on the client, and PHP/MySQL on the server. My understanding is that typically these apps will hit scalability issues relatively quickly, and it seems that many companies are now using NoSQL databases such as Cassandra instead of MySQL because they are more efficient at writing data (as the games are write heavy)
>
> I am wondering whether WO could help to create a more scalable and higher performing architecture here by using it instead of PHP?
>
> Does anyone have any thoughts?
>
>
> br,
>
> Nalin
>
>
>
>
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