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= RUBY/EventMachine

Homepage::  http://rubyeventmachine.com
Rubyforge Page:: http://rubyforge.org/projects/eventmachine
Google Group:: http://groups.google.com/group/eventmachine
RDoc:: http://eventmachine.rubyforge.org
IRC:: #eventmachine on irc.freenode.net
Copyright:: (C) 2006-07 by Francis Cianfrocca. All Rights Reserved.
Email:: gmail address: garbagecat10

EventMachine is copyrighted free software made available under the terms
of either the GPL or Ruby's License. See the file COPYING for full licensing
information.
See EventMachine and EventMachine::Connection for documentation and
usage examples.

EventMachine implements a fast, single-threaded engine for arbitrary network
communications. It's extremely easy to use in Ruby. EventMachine wraps all
interactions with IP sockets, allowing programs to concentrate on the
implementation of network protocols. It can be used to create both network
servers and clients. To create a server or client, a Ruby program only needs
to specify the IP address and port, and provide a Module that implements the
communications protocol. Implementations of several standard network protocols
are provided with the package, primarily to serve as examples. The real goal
of EventMachine is to enable programs to easily interface with other programs
using TCP/IP, especially if custom protocols are required.

A Ruby program uses EventMachine by registering the addresses and ports of
network servers and clients, and then entering an event-handling loop.
EventMachine contains glue code in Ruby which will execute callbacks to
user-supplied code for all significant events occurring in the clients
and servers. These events include connection acceptance, startup, data-receipt,
shutdown, and timer events. Arbitrary processing can be performed by user code
during event callbacks, including sending data to one or more remote network
peers, startup and shutdown of network connections, and installation of new
event handlers.

The EventMachine implements a very familiar model for network programming.
It emphasizes: 1) the maximum possible isolation of user code from network
objects like sockets; 2) maximum performance and scalability; and 3) extreme
ease-of-use for user code. It attempts to provide a higher-level interface
than similar projects which expose a variety of low-level event-handling
and networking objects to Ruby programs.

The design and implementation of EventMachine grows out of nearly ten years
of experience writing high-performance, high-scaling network server applications.
We have taken particular account of the challenges and lessons described as
the "C10K problem" by Dan Kegel and others.

EventMachine consists of an extension library written in C++ (which can be
accessed from languages other than Ruby), and a Ruby module which can be dropped
into user programs. On most platforms, EventMachine uses the
<tt>select(2)</tt> system call,
so it will run on a large range of Unix-like systems and on Microsoft
Windows with good performance and scalability. On Linux 2.6 kernels, EventMachine
automatically configures itself to use <tt>epoll(4)</tt> instead of
<tt>select(2),</tt> so scalability on that platform can be significantly
improved.

Here's a fully-functional echo server written with EventMachine:

 require 'eventmachine'

 module EchoServer
   def post_init
     puts "-- someone connected to the echo server!"
   end

   def receive_data data
     send_data ">>>you sent: #{data}"
     close_connection if data =~ /quit/i
   end

   def unbind
     puts "-- someone disconnected from the echo server!"
   end
 end

 EventMachine::run {
   EventMachine::start_server "127.0.0.1", 8081, EchoServer
 }

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