Sex chat dont need java

Additional info: I've been playing Minecraft since alpha.

I'm more of a laid-back player, with a main goal of creating a self-sustained environment with crops, farm, a cozy home, etc.

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Learn to properly setup those tables and you should see your deadlock counts and response times go down Thanks for you reply Sean .

Can you please give me an idea how to implement the same functionality in java without RDBMS ( i mean the connecting user and stranger code) .

Thanks for reading IGN: Mr Pitonight Age: 19 Sex: Male Location: Portugal Mumble: Honestly, I don't know what mumble is, I'd rather use skype or just in-game chat. here's my app: IGN: mrlaurent AGE: I'm from 1994, 2/04 SEX: Male LOCATION: Belgium Use/willing to use mumble: yes, skype is fine by me, but i know it can become laggy Additional info: Me and my friend are looking for a laid back, not too crowded server. I like to keep it clean, survival but keep it aesthetic. Additional info: I'm just looking for a nice server with a mature community, so I can have fun playing minecraft IGN: Waytfm AGE: 19 SEX: Male LOCATION: United States Use/willing to use mumble: I prefer Skype, since I have many friends that use it already, but I'm definitely willing to use Mumble Additional info: Not much to say, I guess.

here's my app: IGN: mrlaurent AGE: I'm from 1994, 2/04 SEX: Male LOCATION: Belgium Use/willing to use mumble: yes, skype is fine by me, but i know it can become laggy Additional info: Me and my friend are looking for a laid back, not too crowded server. I like to keep it clean, survival but keep it aesthetic. I'm more of a laid-back player, with a main goal of creating a self-sustained environment with crops, farm, a cozy home, etc.i'm trying to develop a client-server chat application using java servlets and mysql(inno DB engine) and jetty server. I'm looping the transaction if it rollbacks due to deadlock until it executes atleast once.i tested the connection code with 100 simulated users hitting the server at once using jmeter but i got 40 secs as average time :( for all of them to get connected with min time taken by thread( 2 secs ) and max time( 80 secs). Once two users get connected they update their stranger's column with eachother's randomly generated unique number.The average time per operation was 640 ns (nano-seconds, or billionths of a second) If you use synchronization it will be slower (and you must if you are accessing using multiple threads). But in real application each user has to insert into userdb first and then start looping around(that's like million users searching at a time on shared resource for suitable match).However it will still be a couple of micro-seconds for all the operations. So if i synchronize(think this will avoid deadlocks) the access to user DB can i expect a similar performance ?

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