tanszek:oktatas:lecture_notes
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- | [[Introduction]] | + | 1.) [[Introduction]] |
- | ====== | + | 2.) [[Evolution of Software Integration methods]] |
- | Following figure shows the six classical Software Integration methods. | + | 3.) [[Integration based on TCP/IP Sockets]] |
- | {{tanszek: | ||
- | ===== Integration based on TCP/IP Sockets ===== | ||
- | |||
- | The client sends requests to the server over a TCP socket connection, and the server responds to these requests with appropriate data. | ||
- | |||
- | Here are the basic steps involved in integrating software systems or components using TCP socket communication: | ||
- | |||
- | - Choose a protocol: TCP/IP is a common protocol for socket communication, | ||
- | - Determine the message format: Decide on the format of the messages that will be exchanged between the client and server. This could be a simple text-based format or a more complex binary format. | ||
- | - Define the communication interface: Define the functions or APIs that will be used for communication between the client and server. | ||
- | - Set up the server: Write the code for the server that listens for incoming client connections and handles incoming requests. | ||
- | - Set up the client: Write the code for the client that connects to the server and sends requests. | ||
- | - Handle errors: Implement error handling mechanisms to ensure that communication errors are handled gracefully and do not cause the system to crash or become unstable. | ||
- | - Test and iterate: Test the system thoroughly and make any necessary changes or improvements to ensure that it is functioning correctly. | ||
- | |||
- | Summary: | ||
- | |||
- | * Socket ::= IP address + (TCP/UPD) port number | ||
- | * TCP Sockets provides ' | ||
- | * binary data transfer but can be normal text or XML as well | ||
- | * no direct method sharing (can be done by hand) | ||
- | * TCP and UDP connections are possible. UDP is 3 times quicker but one-way communication | ||
- | * Persistent or On-Demand communication channel | ||
- | * because of connection time-loss usually persistent channels are better, but periodically ' | ||
- | * in case of UDP channels an extra TCP channel is available for synchronizing - in online games | ||
- | * Results in the fastest possible transmission. | ||
- | * Where the number of transactions per second up to ~ 20 transactions, | ||
tanszek/oktatas/lecture_notes.1678031971.txt.gz · Last modified: 2023/03/05 15:59 by knehez