Search Results

Search found 1680 results on 68 pages for 'berkeley sockets'.

Page 27/68 | < Previous Page | 23 24 25 26 27 28 29 30 31 32 33 34  | Next Page >

  • Silverlight 4 IN Browser Socket

    - by Benny
    I need to use a TCP socket connecting to a port outside of 4502-4532 while running in browser. I know it is possible to do out of browser with allowing full access, but how can I do it inside the browser? I am connecting to an old Unix system so I would prefer not to host a web site hosting a clientaccesspolicy.xml file. Thanks in advance!

    Read the article

  • method to find my UDP socket's "real" port?

    - by yairchu
    Is there any free service to which I could send a UDP packet and it would respond telling me what is my "real" UDP port? (my application is behind a NAT) This kind of service could allow me to make a p2p coordination server with normal php hosting. The p2p clients would know their UDP ports from this service They will then contact my server over HTTP (which is what regular web hosting allows) and tell it their port (and ip, which is normally supplied to cgi scripts) My server will give the clients the IP addresses and ports of the other clients.

    Read the article

  • Need Help finding an appropriate task asignment algoritm for a collage project involving coordinatin

    - by Trif Mircea
    Hello. I am a long time lurker here and have found over time many answers regarding jquery and web development topics so I decided to ask a question of my own. This time I have to create a c++ project for collage which should help manage the workflow of a company providing all kinds of services through in the field teams. The ideas I have so far are: client-server application; the server is a dispatcher where all the orders from clients get and the clients are mobile devices (PDAs) each team in the field having one a order from a client is a task. Each task is made up of a series of subtasks. You have a database with estimations on how long a task should take to complete you also know what tasks or subtasks each team on the field can perform based on what kind of specialists made up the team (not going to complicate the problem by adding needed materials, it is considered that if a member of a team can perform a subtask he has the stuff needed) Now knowing these factors, what would a good task assignment algorithm be? The criteria is: how many tasks can a team do, how many tasks they have in the queue, it could also be location, how far away are they from the place but I don't think I can implement that.. It needs to be efficient and also to adapt quickly is the human dispatcher manually assigns a task. Any help or leads would be really appreciated. Also I'm not 100% sure in the idea so if you have another way you would go about creating such an application please share, even if it just a quick outline. I have to write a theoretical part too so even if the ideas are far more complex that what i outlined that would be ok ; I'd write those and implement what I can.

    Read the article

  • Comparing a peer's IPv6 address with localhost

    - by indiv
    I have called getpeername on my connected socket and now have an IPv6 address of the connected peer. How do I tell whether my peer's IP address is localhost? (the host name "localhost" is not defined in the target system's hosts file, so I need to work with IP addresses only)

    Read the article

  • Connections hanging on read()

    - by viraptor
    Hi, Short version: I've got a strange issue with a server accepting TCP connections. Even though there are normally some processes waiting, at some volume of connections it hangs. Long version: The server is written in Perl and binds a $srv socket with the reuse flag and listen == 5. Afterwards, it forks into 10 processes with a loop of $clt=$srv->accept(); do_processing($clt); $clt->shutdown(2); The client written in C is also very simple - it sends some lines, then receives all lines available and does a shutdown(sockfd, 2); There's nothing async going on and at the end both send and receive queues are empty (as reported by netstat). Connections last only ~20ms. All clients behave the same way, are the same implementation, etc. Now let's say I'm accepting X connections from client 1 and another X from client 2. Processes still report that they're idle all the time. If I add another X connections from client 3, suddenly the server processes start hanging just after accepting. The first blocking thing they do after accept(); is while (<$clt>) ... - but they don't get any data (on the first try already). Suddenly all 10 processes are in this state and do not stop waiting. On strace, the server processes seem to hang on read(), which makes sense. There are loads of connections in TIME_WAIT state belonging to that server (~100 when the problem starts to manifest), but this might be a red herring. What could be happening here?

    Read the article

  • Problem about socket communication

    - by Ahmet Altun
    I have two separate socket projects in VS.NET. One of them is sender, other one is receiver. After starting receiver, i send data from sender. Although send method returns 13 bytes as successfully transferred, the receiver receives 0 (zero). The receiver accepts sender socket and listens to it. But cannot receive data. Why? P.S. : If sender code is put in receiver project, receiver can get data, as well.

    Read the article

  • socket timeout and remove O_NONBLOCK option

    - by juxstapose
    Hello, I implemented a socket timeout and retry but in order to do it I had to set the socket as a non-blocking socket. However, I need the socket to block. This was my attempt at a solution to these two problems. This is not working. Subsequent send calls block but never send any data. When I connect without the select and the timeout, subsequent send calls work normally. References: C: socket connection timeout How to reset a socket back to blocking mode (after I set it to nonblocking mode)? Code: fd_set fdset; struct timeval tv; fcntl(dsock, F_SETFL, O_NONBLOCK); tv.tv_sec = theDeviceTimeout; tv.tv_usec = 0; int retries=0; logi(theLogOutput, LOG_INFO, "connecting to device socket num retrys: %i", theDeviceRetry); for(retries=0;retries<theDeviceRetry;retries++) { connect(dsock, (struct sockaddr *)&daddr, sizeof daddr); FD_ZERO(&fdset); FD_SET(dsock, &fdset); if (select(dsock + 1, NULL, &fdset, NULL, &tv) == 1) { int so_error; socklen_t slen = sizeof so_error; getsockopt(dsock, SOL_SOCKET, SO_ERROR, &so_error, &slen); if (so_error == 0) { logi(theLogOutput, LOG_INFO, "connected to socket on port %i on %s", theDevicePort, theDeviceIP); break; } else { logi(theLogOutput, LOG_WARN, "connect to %i failed on ip %s because %s retries %i", theDevicePort, theDeviceIP, strerror(errno), retries); logi(theLogOutput, LOG_WARN, "failed to connect to device %s", strerror(errno)); logi(theLogOutput, LOG_WARN, "error: %i %s", so_error, strerror(so_error)); continue; } } } int opts; opts = fcntl(dsock,F_GETFL); logi(theLogOutput, LOG_DEBUG, "clearing nonblock option %i retries %i", opts, retries); opts ^= O_NONBLOCK; fcntl(dsock, F_SETFL, opts);

    Read the article

  • How do I send telnet option codes?

    - by Matt
    I've written a socket listener in Java that just sends some data to the client. If I connect to the server using telnet, I want the server to send some telnet option codes. Do I just send these like normal messages? Like, if I wanted the client to print "hello", I would do this: PrintWriter out = new PrintWriter(clientSocket.getOutputStream()); out.print("hello"); out.flush(); But when I try to send option codes, the client just prints them. Eg, the IAC char (0xff) just gets printed as a strange y character when I do this: PrintWriter out = new PrintWriter(clientSocket.getOutputStream()); out.print((char)0xff); out.flush();

    Read the article

  • How to "unbind" a socket programmatically?

    - by ryan1894
    1) The socket doesn't seem to unbind from the LocalEndPoint until the process ends. 2) I have tried the solutions from the other question, and also tried waiting a minute - to no avail. 3) At the moment I have tried the below to get rid of the socket and its connections: public static void killUser(User victim) { LingerOption lo = new LingerOption(false, 0); victim.connectedSocket.SetSocketOption(SocketOptionLevel.Socket,SocketOptionName.Linger, lo); victim.connectedSocket.Shutdown(SocketShutdown.Both); victim.connectedSocket.Disconnect(true); victim.connectedSocket.Close(); clients.RemoveAt(victim.ID); } 4) After a bit of googling, I can't seem to be able to unbind a port, thus if I have a sufficient amount of connecting clients, I will eventually run out of ports to listen on.

    Read the article

  • Object Oriented Perl interface to read from and write to a socket

    - by user654967
    I need a perl client-server implementation as a wrapper for a server in C#. A perl script passes the server address and port number and an input string to a module, this module has to create the socket and send the input string to the server. The data sent has to follow ISO-8859-1 encoding. On receiving the information, the client has to first receive 3 byte, then the next 8 bytes, this has the length of the data that has to be received next.. so based on the length the client has to read the next data. each of the data that is read has to be stored in a variable and sent another module for further processing. Currently this is what my perl client looks like..which I'm sure isn't right..could someone tell me how to do this..and set me on the right direction.. sub WriteInfo { my ($addr, $port, $Input) = @_; $socket = IO::Socket::INET->new( Proto => "tcp", PeerAddr => $addr, PeerPort => $port, ); unless ($socket) { die "cannot connect to remote" } while (1) { $socket->send($Input); } } sub ReadData { while (1) { my $ExecutionResult = $socket->recv( $recv_data, 3); my $DataLength = $socket->recv( $recv_data, 8); $DataLength =~ s/^0+// ; my $decval = hex($DataLength); my $Data = $socket->recv( $recv_data, $decval); return($Data); } thanks a lot.. Archer

    Read the article

  • GUI Agent accepts statuses from Daemon and shows it using progress indicator

    - by Pavel
    Hi to all! My application is a GUI agent, which communicate with daemon through the unix domain socket, wrapped in CFSocket.... So there are main loop and added CFRunLoop source. Daemon sends statuses and agent shows it with a progress indicator. When there are any data on socket, callback function begin to work and at this time I have to immediately show the new window with progress indicator and increase counter. //this function initiate the runloop for listening socket - (int) AcceptDaemonConnection:(ConnectionRef)conn { int err = 0; conn->fSockCF = CFSocketCreateWithNative(NULL, (CFSocketNativeHandle) conn->fSockFD, kCFSocketAcceptCallBack, ConnectionGotData, NULL); if (conn->fSockCF == NULL) err = EINVAL; if (err == 0) { conn->fRunLoopSource = CFSocketCreateRunLoopSource(NULL, conn->fSockCF, 0); if (conn->fRunLoopSource == NULL) err = EINVAL; else CFRunLoopAddSource(CFRunLoopGetCurrent(), conn->fRunLoopSource, kCFRunLoopDefaultMode); CFRelease(conn->fRunLoopSource); } return err; } // callback function void ConnectionGotData(CFSocketRef s, CFSocketCallBackType type, CFDataRef address, const void * data, void * info) { #pragma unused(s) #pragma unused(address) #pragma unused(info) assert(type == kCFSocketAcceptCallBack); assert( (int *) data != NULL ); assert( (*(int *) data) != -1 ); TStatusUpdate status; int nativeSocket = *(int *) data; status = [agg AcceptPacket:nativeSocket]; // [stWindow InitNewWindow] inside [agg SendUpdateStatus:status.percent]; } AcceptPacket function receives packet from the socket and trying to show new window with progress indicator. Corresponding function is called, but nothing happens... I think, that I have to make work the main application loop with interrupting CFSocket loop... Or send a notification? No idea....

    Read the article

  • Reply to specific socket client.

    - by David
    hi, I am using C#. I have one socket server in PC A and three socket clients in PC B,PC C,and PC D.When PC A receives data, I want to send this data to either PC B or PC C or PC D. I mean i don't want to send this data to all PC.I just want to send the PC i need to send. Now, when server receives data from one client PC, it sends back to all clients PC. Thank you.

    Read the article

  • Polling servers at the same port - Threads and Java

    - by John
    Hi there. I'm currently busy working on an IP ban tool for the early versions of Call of Duty 1. (Apparently such a feature wasn't implemented in these versions). I've finished a single threaded application but it won't perform well enough for multiple servers, which is why I am trying to implement threading. Right now, each server has its own thread. I have a Networking class, which has a method; "GetStatus" -- this method is synchronized. This method uses a DatagramSocket to communicate with the server. Since this method is static and synchronized, I shouldn't get in trouble and receive a whole bunch of "Address already in use" exceptions. However, I have a second method named "SendMessage". This method is supposed to send a message to the server. How can I make sure "SendMessage" cannot be invoked when there's already a thread running in "GetStatus", and the other way around? If I make both synchronized, I will still get in trouble if Thread A is opening a socket on Port 99999 and invoking "SendMessage" while Thread B is opening a socket on the same port and invoking "GetStatus"? (Game servers are usually hosted on the same ports) I guess what I am really after is a way to make an entire class synchronized, so that only one method can be invoked and run at a time by a single thread. Hope that what I am trying to accomplish/avoid is made clear in this text. Any help is greatly appreciated.

    Read the article

  • Listening for TCP and UDP requests on the same port

    - by user339328
    I am writing a Client/Server set of programs Depending on the operation requested by the client, I use make TCP or UDP request. Implementing the client side is straight-forward, since I can easily open connection with any protocol and send the request to the server-side. On the servers-side, on the other hand, I would like to listen both for UDP and TCP connections on the same port. Moreover, I like the the server to open new thread for each connection request. I have adopted the approach explained in: link text I have extended this code sample by creating new threads for each TCP/UDP request. This works correctly if I use TCP only, but it fails when I attempt to make UDP bindings. Please give me any suggestion how can I correct this. tnx Here is the Server Code: public class Server { public static void main(String args[]) { try { int port = 4444; if (args.length > 0) port = Integer.parseInt(args[0]); SocketAddress localport = new InetSocketAddress(port); // Create and bind a tcp channel to listen for connections on. ServerSocketChannel tcpserver = ServerSocketChannel.open(); tcpserver.socket().bind(localport); // Also create and bind a DatagramChannel to listen on. DatagramChannel udpserver = DatagramChannel.open(); udpserver.socket().bind(localport); // Specify non-blocking mode for both channels, since our // Selector object will be doing the blocking for us. tcpserver.configureBlocking(false); udpserver.configureBlocking(false); // The Selector object is what allows us to block while waiting // for activity on either of the two channels. Selector selector = Selector.open(); tcpserver.register(selector, SelectionKey.OP_ACCEPT); udpserver.register(selector, SelectionKey.OP_READ); System.out.println("Server Sterted on port: " + port + "!"); //Load Map Utils.LoadMap("mapa"); System.out.println("Server map ... LOADED!"); // Now loop forever, processing client connections while(true) { try { selector.select(); Set<SelectionKey> keys = selector.selectedKeys(); // Iterate through the Set of keys. for (Iterator<SelectionKey> i = keys.iterator(); i.hasNext();) { SelectionKey key = i.next(); i.remove(); Channel c = key.channel(); if (key.isAcceptable() && c == tcpserver) { new TCPThread(tcpserver.accept().socket()).start(); } else if (key.isReadable() && c == udpserver) { new UDPThread(udpserver.socket()).start(); } } } catch (Exception e) { e.printStackTrace(); } } } catch (Exception e) { e.printStackTrace(); System.err.println(e); System.exit(1); } } } The UDPThread code: public class UDPThread extends Thread { private DatagramSocket socket = null; public UDPThread(DatagramSocket socket) { super("UDPThread"); this.socket = socket; } @Override public void run() { byte[] buffer = new byte[2048]; try { DatagramPacket packet = new DatagramPacket(buffer, buffer.length); socket.receive(packet); String inputLine = new String(buffer); String outputLine = Utils.processCommand(inputLine.trim()); DatagramPacket reply = new DatagramPacket(outputLine.getBytes(), outputLine.getBytes().length, packet.getAddress(), packet.getPort()); socket.send(reply); } catch (IOException e) { e.printStackTrace(); } socket.close(); } } I receive: Exception in thread "UDPThread" java.nio.channels.IllegalBlockingModeException at sun.nio.ch.DatagramSocketAdaptor.receive(Unknown Source) at server.UDPThread.run(UDPThread.java:25) 10x

    Read the article

  • If a nonblocking recv with MSG_PEEK succeeds, will a subsequent recv without MSG_PEEK also succeed?

    - by Michael Wolf
    Here's a simplified version of some code I'm working on: void stuff(int fd) { int ret1, ret2; char buffer[32]; ret1 = recv(fd, buffer, 32, MSG_PEEK | MSG_DONTWAIT); /* Error handling -- and EAGAIN handling -- would go here. Bail if necessary. Otherwise, keep going. */ /* Can this call to recv fail, setting errno to EAGAIN? */ ret2 = recv(fd, buffer, ret1, 0); } If we assume that the first call to recv succeeds, returning a value between 1 and 32, is it safe to assume that the second call will also succeed? Can ret2 ever be less than ret1? In which cases? (For clarity's sake, assume that there are no other error conditions during the second call to recv: that no signal is delivered, that it won't set ENOMEM, etc. Also assume that no other threads will look at fd. I'm on Linux, but MSG_DONTWAIT is, I believe, the only Linux-specific thing here. Assume that the right fnctl was set previously on other platforms.)

    Read the article

  • C# Socket ReceiveAll

    - by rielz
    Hey there! I am trying to capture ip packets in c#. Everything is working fine, except that i only get outgoing packets. My Code: using (Socket sock = new Socket(AddressFamily.InterNetwork, SocketType.Raw, ProtocolType.IP)) { sock.Bind(new IPEndPoint(LOCALHOST, 0)); sock.SetSocketOption(SocketOptionLevel.IP, SocketOptionName.HeaderIncluded, true); sock.IOControl(IOControlCode.ReceiveAll, BitConverter.GetBytes(1), null); while (true) { byte[] buffer = new byte[sock.ReceiveBufferSize]; int count = sock.Receive(buffer); // ... } } Does anyone have an idea? :( Doesnt find any solutions at Google, ... Thank you in advance.

    Read the article

  • Socket ReceiveAll

    - by rielz
    I am trying to capture ip packets in c#. Everything is working fine, except that i only get outgoing packets. My Code: using (Socket sock = new Socket(AddressFamily.InterNetwork, SocketType.Raw, ProtocolType.IP)) { sock.Bind(new IPEndPoint(MYADDRESS, 0)); sock.SetSocketOption(SocketOptionLevel.IP, SocketOptionName.HeaderIncluded, true); sock.IOControl(IOControlCode.ReceiveAll, BitConverter.GetBytes(1), null); while (true) { byte[] buffer = new byte[sock.ReceiveBufferSize]; int count = sock.Receive(buffer); // ... } } The problem is definitely my pc! But maybe there is a workaround ...

    Read the article

  • why can't i bind ipv6 socket to a linklocal address

    - by Haiyuan Zhang
    #include <sys/types.h> #include <sys/socket.h> #include <netinet/in.h> #include <netdb.h> #include <stdio.h> void error(char *msg) { perror(msg); exit(0); } int main(int argc, char *argv[]) { int sock, length, fromlen, n; struct sockaddr_in6 server; struct sockaddr_in6 from; int portNr = 5555; char buf[1024]; length = sizeof (struct sockaddr_in6); sock=socket(AF_INET6, SOCK_DGRAM, 0); if (sock < 0) error("Opening socket"); bzero((char *)&server, length); server.sin6_family=AF_INET6; server.sin6_addr=in6addr_any; server.sin6_port=htons(portNr); inet_pton( AF_INET6, "fe80::21f:29ff:feed:2f7e", (void *)&server.sin6_addr.s6_addr); //inet_pton( AF_INET6, "::1", (void *)&server.sin6_addr.s6_addr); if (bind(sock,(struct sockaddr *)&server,length)<0) error("binding"); fromlen = sizeof(struct sockaddr_in6); while (1) { n = recvfrom(sock,buf,1024,0,(struct sockaddr *)&from,&fromlen); if (n < 0) error("recvfrom"); write(1,"Received a datagram: ",21); write(1,buf,n); n = sendto(sock,"Got your message\n",17, 0,(struct sockaddr *)&from,fromlen); if (n < 0) error("sendto"); } } when I compile and run the above code I got : binding: Invalid argument and if change to bind the ::1 and leave other thing unchanged in the source code, the code works! so could you tell me what's wrong with my code ? thanks in advance.

    Read the article

  • sendto: Network unreachable

    - by devin
    Hello. I have two machines I'm testing my code on, one works fine, the other I'm having some problems and I don't know why it is. I'm using an object (C++) for the networking part of my project. On the server side, I do this: (error checking removed for clarity) res = getaddrinfo(NULL, port, &hints, &server)) < 0 for(p=server; p!=NULL; p=p->ai_next){ fd = socket(p->ai_family, p->ai_socktype, p->ai_protocol); if(fd<0){ continue; } if(bind(fd, p->ai_addr, p->ai_addrlen)<0){ close(fd); continue; } break; } This all works. I then make an object with this constructor net::net(int fd, struct sockaddr *other, socklen_t *other_len){ int counter; this->fd = fd; if(other != NULL){ this->other.sa_family = other->sa_family; for(counter=0;counter<13;counter++) this->other.sa_data[counter]=other->sa_data[counter]; } else cerr << "Networking error" << endl; this->other_len = *other_len; } void net::gsend(string s){ if(sendto(this->fd, s.c_str(), s.size()+1, 0, &(this->other), this->other_len)<0){ cerr << "Error Sending, " << s << endl; cerr << strerror(errno) << endl; } return; } string net::grecv(){ stringstream ss; string s; char buf[BUFSIZE]; buf[BUFSIZE-1] = '\0'; if(recvfrom(this->fd, buf, BUFSIZE-1, 0, &(this->other), &(this->other_len))<0){ cerr << "Error Recieving\n"; cerr << strerror(errno) << endl; } // convert to c++ string and if there are multiple trailing ';' remove them ss << buf; s=ss.str(); while(s.find(";;", s.size()-2) != string::npos) s.erase(s.size()-1,1); return s; } So my problem is, is that on one machine, everything works fine. On another, everything works fine until I call my server's gsend() function. In which I get a "Error: Network Unreachable." I call gercv() first before calling gsend() too. Can anyone help me? I would really appreciate it.

    Read the article

  • Sending file over socket

    - by johannix
    I'm have a problem sending data as a file from one end of a socket to the other. What's happening is that both the server and client are trying to read the file so the file never gets sent. I was wondering how to have the client block until the server's completed reading the file sent from the client. I have this working with raw packets using send and recv, but figured this was a cleaner solution... Client: connects to server creating socket connection creates a file on socket and sends data waits for file from server Server: waits for file from client Complete interraction: client sends data to server server sends data to client

    Read the article

  • Socket - Adress already in use

    - by Hamza Karmouda
    I'm new to socketand i try to code an Server and client on the same application just to see how it work. here's my code : public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); ((Button)this.findViewById(R.id.bouton1)).setOnClickListener(this); } public void onClick(View v) { TCPServer server = new TCPServer(); TCPClient client = new TCPClient(); server.start(); client.start(); } public class TCPServer extends Thread { @Override public void run() { try { ServerSocket s = new ServerSocket(8080,0,InetAddress.getLocalHost()); Socket cli = s.accept(); byte[] b = new byte[512]; int n; InputStream is = cli.getInputStream(); while((n=is.read(b))>0){ Log.d("TCPServer",new String(b)); if(new String(b).contains("\r\n\r\n"))break; b = new byte[512]; } OutputStream os = cli.getOutputStream(); os.write("Hello".getBytes()); } catch (Exception e) { e.printStackTrace(); } } } public class TCPClient extends Thread { @Override public void run() { try { Socket s = new Socket(InetAddress.getLocalHost().getHostAddress(),8080); //Socket s = new Socket("www.google.com",80); //Log.i("",s.getLocalAddress().getHostAddress()); byte[] b = new byte[512]; int n; if (s.isConnected()) { OutputStream os = s.getOutputStream(); os.write("Hi How are you \r\n\r\n".getBytes()); InputStream is = s.getInputStream(); while((n=is.read(b))>0){ Log.d("TCPClient",new String(b)); b = new byte[512]; } } s.close(); } catch (Exception e) { e.printStackTrace(); } } } the code work fine but just for the first time i click my button. the error is java.net.BindException: Address already in use .

    Read the article

  • java socket programming problem

    - by mk.persia
    Hi, what's wrong with my code? sorry about my bad English package sockettest; import java.io.*; import java.net.*; class sevr implements Runnable{ public void run() { ServerSocket sSkt = null; Socket skt = null; BufferedReader br = null; BufferedWriter bw = null; try{ System.out.println("Server: is about to create socket"); sSkt = new ServerSocket(6666); System.out.println("Server: socket created"); } catch(IOException e){ System.out.println("Server: socket creation failure"); } try{ System.out.println("Server: is listening"); skt = sSkt.accept(); System.out.println("Server: Connection Established"); } catch(IOException e){ System.out.println("Server: listening failed"); } try{ System.out.println("Server: creating streams"); br = new BufferedReader(new InputStreamReader(skt.getInputStream())); bw = new BufferedWriter(new OutputStreamWriter(skt.getOutputStream())); System.out.println("Server: stream done"); } catch(IOException e){ System.out.println("Server: stream failed"); } System.out.println("Server: reading the request"); try{ String line = null; while((line =br.readLine()) != null){ System.out.println("Server: client said- "+ line); } } catch(IOException e){ System.out.println("Server: reading failed"); } System.out.println("Server: reading fished"); System.out.println("Server: responding"); try{ bw.write("Hi! I am server!"); } catch(IOException e){ System.out.println("Server: responding failed"); } System.out.println("Server: responding finished"); System.out.println("Server: is finishing"); try { br.close(); bw.close(); skt.close(); sSkt.close(); } catch (IOException e) { System.out.println("Server: finishing failed"); } System.out.println("Server: done"); } } class clnt implements Runnable{ public void run() { Socket skt = null; BufferedReader br = null; BufferedWriter bw = null; try{ System.out.println("Client: about to create socket"); skt = new Socket(InetAddress.getLocalHost(),6666); System.out.println("Client: socket created"); } catch(IOException e){ System.out.println("Client: socket creation failure"); } try{ System.out.println("Client: creating streams"); br = new BufferedReader(new InputStreamReader(skt.getInputStream())); bw = new BufferedWriter(new OutputStreamWriter(skt.getOutputStream())); System.out.println("Client: stream done"); } catch(IOException e){ System.out.println("Client: stream failed"); } System.out.println("Client: requesting"); try{ bw.write("Hi! I am Client!"); } catch(IOException e){ System.out.println("Client: requesting failed"); } System.out.println("Client: requesting finished"); System.out.println("Client: reading the respond"); try{ String line = null; while((line =br.readLine()) != null){ System.out.println("Client: server said- "+ line); } } catch(IOException e){ System.out.println("Client: reading failed"); } System.out.println("Client: reading fished"); System.out.println("Clientrver: is finishing"); try { br.close(); bw.close(); skt.close(); } catch (IOException e) { System.out.println("Client: finishing failed"); } System.out.println("Client: done"); } } public class Main { public static void main(String[] args) { System.out.println("Main started"); Thread sThread = new Thread(new sevr()); Thread cThread = new Thread(new clnt()); sThread.start(); cThread.start(); try { sThread.join(); cThread.join(); } catch (InterruptedException ex) { System.out.println("joining failed"); } System.out.println("Main done"); } } output: Main started Server: is about to create socket Client: about to create socket Client: socket created Client: creating streams Server: socket created Server: is listening Server: Connection Established Server: creating streams Server: stream done Server: reading the request Client: stream done Client: requesting Client: requesting finished Client: reading the respond and it waits here forever!

    Read the article

  • Can I avoid a threaded UDP socket in Python dropping data?

    - by 666craig
    First off, I'm new to Python and learning on the job, so be gentle! I'm trying to write a threaded Python app for Windows that reads data from a UDP socket (thread-1), writes it to file (thread-2), and displays the live data (thread-3) to a widget (gtk.Image using a gtk.gdk.pixbuf). I'm using queues for communicating data between threads. My problem is that if I start only threads 1 and 3 (so skip the file writing for now), it seems that I lose some data after the first few samples. After this drop it looks fine. Even by letting thread 1 complete before running thread 3, this apparent drop is still there. Apologies for the length of code snippet (I've removed the thread that writes to file), but I felt removing code would just prompt questions. Hope someone can shed some light :-) import socket import threading import Queue import numpy import gtk gtk.gdk.threads_init() import gtk.glade import pygtk class readFromUDPSocket(threading.Thread): def __init__(self, socketUDP, readDataQueue, packetSize, numScans): threading.Thread.__init__(self) self.socketUDP = socketUDP self.readDataQueue = readDataQueue self.packetSize = packetSize self.numScans = numScans def run(self): for scan in range(1, self.numScans + 1): buffer = self.socketUDP.recv(self.packetSize) self.readDataQueue.put(buffer) self.socketUDP.close() print 'myServer finished!' class displayWithGTK(threading.Thread): def __init__(self, displayDataQueue, image, viewArea): threading.Thread.__init__(self) self.displayDataQueue = displayDataQueue self.image = image self.viewWidth = viewArea[0] self.viewHeight = viewArea[1] self.displayData = numpy.zeros((self.viewHeight, self.viewWidth, 3), dtype=numpy.uint16) def run(self): scan = 0 try: while True: if not scan % self.viewWidth: scan = 0 buffer = self.displayDataQueue.get(timeout=0.1) self.displayData[:, scan, 0] = numpy.fromstring(buffer, dtype=numpy.uint16) self.displayData[:, scan, 1] = numpy.fromstring(buffer, dtype=numpy.uint16) self.displayData[:, scan, 2] = numpy.fromstring(buffer, dtype=numpy.uint16) gtk.gdk.threads_enter() self.myPixbuf = gtk.gdk.pixbuf_new_from_data(self.displayData.tostring(), gtk.gdk.COLORSPACE_RGB, False, 8, self.viewWidth, self.viewHeight, self.viewWidth * 3) self.image.set_from_pixbuf(self.myPixbuf) self.image.show() gtk.gdk.threads_leave() scan += 1 except Queue.Empty: print 'myDisplay finished!' pass def quitGUI(obj): print 'Currently active threads: %s' % threading.enumerate() gtk.main_quit() if __name__ == '__main__': # Create socket (IPv4 protocol, datagram (UDP)) and bind to address socketUDP = socket.socket(socket.AF_INET, socket.SOCK_DGRAM) host = '192.168.1.5' port = 1024 socketUDP.bind((host, port)) # Data parameters samplesPerScan = 256 packetsPerSecond = 1200 packetSize = 512 duration = 1 # For now, set a fixed duration to log data numScans = int(packetsPerSecond * duration) # Create array to store data data = numpy.zeros((samplesPerScan, numScans), dtype=numpy.uint16) # Create queue for displaying from readDataQueue = Queue.Queue(numScans) # Build GUI from Glade XML file builder = gtk.Builder() builder.add_from_file('GroundVue.glade') window = builder.get_object('mainwindow') window.connect('destroy', quitGUI) view = builder.get_object('viewport') image = gtk.Image() view.add(image) viewArea = (1200, samplesPerScan) # Instantiate & start threads myServer = readFromUDPSocket(socketUDP, readDataQueue, packetSize, numScans) myDisplay = displayWithGTK(readDataQueue, image, viewArea) myServer.start() myDisplay.start() gtk.gdk.threads_enter() gtk.main() gtk.gdk.threads_leave() print 'gtk.main finished!'

    Read the article

< Previous Page | 23 24 25 26 27 28 29 30 31 32 33 34  | Next Page >