network-protocols

What kind of SCTP support is there on various Windows versions?

China☆狼群 提交于 2019-12-02 22:17:34
What kind of SCTP support is there on various Windows versions? Anonym Out of the box, there are none, on any versions of Windows.(Microsoft has claimed there is no customer demand, so I always encourage anyone looking for SCTP on windows contact Microsoft and express their need for one..) There are 3rd party implementations, e.g. sctplib SctpDrv Recently, Windows support has been added to this userspace SCTP stack: http://sctp.fh-muenster.de/sctp-user-land-stack.html It will have a paper in 2012 ICCCN describing its implementation. From the Wikipedia article : The following operating systems

Requesting A and AAAA records in single DNS query

我们两清 提交于 2019-12-02 22:01:38
I'm working on a DNS query implementation in C and interested in requesting both A and AAAA (IPv4 and IPv6) records in a single query packet, but I'm not getting any responses from the nameserver when I put the two queries together in one packet like this. I've tried sending the query to several different nameservers (both local and 8.8.8.8) with no luck. Is this something that does not work, or is it likely that my query packet is malformed? My basic algorithm for appending the AAAA query (to an existing A request packet) is to increase the QDCOUNT field in the packet header, then append an

ZeroMQ + Protocol Buffers

早过忘川 提交于 2019-12-02 20:06:56
ZeroMQ FAQ page suggest use of Google's protobuf as a way to serialise message content. Has anyone see a good usage example? I also need to get the answer to "What is the biggest advantage of serialising messages?" - whether it may be something I can live without and take the advantage of slimmer pipeline. I quite like the idea of .proto files and the protoc compiler. Also, it seem that another great tool to throw at the playground would be libev , any comments are welcome :) If you are 100% certain that the programs that are going to communicate over ZMQ will at all times be capable of

Available Game network protocol definition languages and code generation

丶灬走出姿态 提交于 2019-12-02 18:29:58
I've been looking for a good general purpose binary network protocol definition framework to provide a way to write real-time game servers and clients (think World Of Warcraft or Quake III) in multiple languages (e.g. Java backend server and iPhone front-end client written in Objective-C and Cocoa). I want to support Java Flash clients, iPhone clients and C# clients on windows (and XNA clients on XBOX). I'm looking for a way to efficiently send/receive messages over a TCP/IP or UDP socket stream connection. I'm not looking for something that can be sent over an HTTP Web Service, like JSON or

Any difference between socket connection and tcp connection?

痴心易碎 提交于 2019-12-02 17:45:11
Are these 2 concepts refer to the same thing? Do they have difference? In my opinion, they are different, and socket connection is based on tcp connection. A socket contains an IP address and port and it could only connect to another socket, but an IP address and port in the same machine could be connected with many other IP addresses and ports with TCP connection. Is this right? TCP/IP is a protocol stack for communication, a socket is an endpoint in a (bidirectional) communication. A socket need not be TCP based, but it is quite often the case. The term socket is also often used to refer to

Bluetooth Protocol?

青春壹個敷衍的年華 提交于 2019-12-02 17:36:13
Ok, this might just be a dumb question, but I was wondering if Bluetooth follows TCP or UDP protocol? From my knowledge of network protocols (which isn't much), I would say that it doesn't follow either of those two and that there is some kind of specific bluetooth protocol that exist. I have one more question...what protocol does the bluetooth functionality in the GameKit in the new iPhone OS 3.0 follow? I haven't looked through every single word of the apple documents yet, but so far, I haven't been able to find it. TCP and UDP are transport level protocols whereas Bluetooth would be a lower

IP Fragmentation and Reassembly

☆樱花仙子☆ 提交于 2019-12-02 17:12:33
I am currently going through my networking slides and was wondering if someone could help me with the concept of fragmentation and reassembly. I understand how it works, namely how datagrams are split into smaller chunks because network links have a MTU. However the example in the picture is confusing me. So the first two sections show a length of 1500, because this is the MSU, but shouldn't this mean that the last one should have 1000 (for a total of 4000 bytes) and not 1040? Where did these extra 40 bytes come from? My guess is that because the previous two fragments both had a header of 20

Everything a c++ developer should know about network programming?

梦想的初衷 提交于 2019-12-02 16:26:06
So I am doing a lot of high performance network programming using Boost::Asio (or just Asio if you will), and have a pretty solid grasp of the essentials of both TCP and UDP protocols. I am wondering though, because I still don't consider myself an expert in networking despite my knowledge, what is a good way to frame the essentials of what networking programmers should know, especially for those trying to push the performance of their large networking based applications? There is a great essay on programmers and what they should know about memory (see below), so I'm wondering if someone has

How to identify if the Network Interface is LAN or Wifi or External

☆樱花仙子☆ 提交于 2019-12-02 06:24:58
问题 I want to differentiate between the Ethernets available on my system. Whether that's a LAN , Wifi or something created by VMWare. I am only intrested for LAN . But when I am enumerating with following code: NetworkInterface[] adapters = NetworkInterface.GetAllNetworkInterfaces(); foreach (NetworkInterface networkInterface in adapters) { Console.WriteLine(" {0} ::: Interface Type {1} ::::ID {2} \n", networkInterface.Name, networkInterface.NetworkInterfaceType, networkInterface.Id); } Now how

Read from socket: Is it guaranteed to at least get x bytes?

試著忘記壹切 提交于 2019-12-01 18:33:52
I have a rare bug that seems to occur reading a socket. It seems, that during reading of data sometimes I get only 1-3 bytes of a data package that is bigger than this. As I learned from pipe-programming, there I always get at least 512 bytes as long as the sender provides enough data. Also my sender does at least transmit >= 4 Bytes anytime it does transmit anything -- so I was thinking that at least 4 bytes will be received at once in the beginning (!!) of the transmission. In 99.9% of all cases, my assumption seems to hold ... but there are really rare cases, when less than 4 bytes are