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tanszek:oktatas:lecture_notes [2023/03/05 16:01]
knehez
tanszek:oktatas:lecture_notes [2023/03/05 16:02] (aktuális)
knehez
Sor 1: Sor 1:
-[[Introduction]]+1.) [[Introduction]]
  
-[[Evolution of Software Integration methods]]+2.) [[Evolution of Software Integration methods]]
  
-Following figure shows the six classical Software Integration methods.+3.) [[Integration based on TCP/IP Sockets]]
  
-{{tanszek:​oktatas:​integration_evolution.png|}} 
  
-===== 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,​ but other protocols like UDP can also be used depending on the requirements. 
-  - 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 '​real-time'​ data transfer 
-     * 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 '​ping'​ messages should be sent. (in order to avoid connection closing). In case of any problems reconnection is possible 
-     * 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,​ there should have been applied. (50ms / sec transfer) 
  
  
tanszek/oktatas/lecture_notes.1678032087.txt.gz · Utolsó módosítás: 2023/03/05 16:01 szerkesztette: knehez