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Simple Socket In Nt1330client servernetworkingunit1assignment following code, the server sends the current time string to the client: Create a new socket using the given address family, socket type and protocol number.
Bind the socket to address. Listen for connections made to the socket. The backlog argument specifies the maximum number of queued connections and should be at least 0; the maximum value is system-dependent usually 5the minimum value is forced to 0.
The return value is a pair conn, address where conn is a new socket object usable to send and receive data on the connection, and address is the address bound to the socket on the other end of the connection.
At accepta new socket is created that is distinct from the named socket. This new socket is used solely for communication with this particular client. For Nt1330client servernetworkingunit1assignment servers, the socket object used to receive connections is not the same socket used to perform subsequent communication with the client.
In particular, the accept system call returns a new socket object that's actually used for the connection. This allows a server to manage connections from a large number of clients simultaneously.
Send data to the socket.
The socket must be connected to a remote socket. Returns the number of bytes sent. Applications are responsible for checking that all data has been sent; if only some of the data was transmitted, the application needs to attempt delivery of the remaining data.
Mark the socket closed. The remote end will receive no more data after queued data is flushed. Sockets are automatically closed when they are garbage-collected, but it is recommended to close them explicitly.
Note that the server socket doesn't receive any data.
It just produces client sockets. Each clientsocket is created in response to some other client socket doing a connect to the host and port we're bound to. As soon as we've created that clientsocket, we go back to listening for more connections. A simple protocol based around shared memory and locks or semaphores is by far the fastest technique.
On most platforms, this will take a shortcut around a couple of layers of network code and be quite a bit faster.
For more info, visit Character Encoding. So, if any kind of text string is to be sent across the network, it needs to be encoded. This is why the server is using the encode 'ascii' method on the data it transmits.
Likewise, when a client receives network data, that data is first received as raw unencoded bytes. If you print it out or try to process it as text, we're unlikely to get what we expected.
Instead, we need to decode it first. This is why the client code is using decode 'ascii' on the result.1.
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In a previous example we learnt about the basics of socket programming in C. In this example we shall build a basic ECHO client and server.
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The server/client shown here use TCP sockets or SOCK_STREAM. Tcp sockets are connection oriented, means that they have a concept of independant connection on a.