![Wink :wink:](./images/smilies/icon_wink.gif)
Fatal : node_node1: Player 2 terminated unexpectedly.
Moderators: chulett, rschirm, roy
followup - clean run Re: SIGKILL - possibly caused by JobMon
The large load ran 100% without aborting, thatasorrell wrote:If this fixes your problem please post here to confirm...
is over 200 invocations just fine (it used to abort
up every few dozen invocations).
John G.
Re: followup - clean run Re: SIGKILL - possibly caused by Jo
You must be one happy fellow.jgreve wrote: The large load ran 100% without aborting, that
is over 200 invocations just fine (it used to abort
up every few dozen invocations).
John G.
![Smile :)](./images/smilies/icon_smile.gif)
Creativity is allowing yourself to make mistakes. Art is knowing which ones to keep.
Glad to hear it worked
Glad to hear it worked - I'll mark the topic "resolved"! Hopefully this won't be a problem in release 8 with the new monitoring / performance features.
HappyStage
Ahh, you don't know the half of itDSguru2B wrote:You must be one happy fellow.jgreve wrote: The large load ran 100% without aborting, that
is over 200 invocations just fine (it used to abort
up every few dozen invocations).
John G.
![Smile :)](./images/smilies/icon_smile.gif)
Each invocation ran about 6 to 8 mintues (closer
to 8 or 9 as the target tables had more history
to sort through).
Total runtime was a bit over 30 hours; plan-B to
handle the aborts involved bringing a sleeping
bag and an alarm clock to check on the damn
thing every hour or two.
Plan-C was coding it in something else.
John G.