I have an ACE reactor that accepts socket connections and listens for the incoming data on those connections. The reactor runs in a dedicated thread. This is the thread\'s entry function:
I am trying to design a software in c++ that will send request bytes (following a standard **application level** protocol whose fields to be populated will be taken from a text file) using **UDP prot
I\'m currently develo开发者_C百科pping an iPhone app and need your opinion. First, I am developping it for a Football (soccer) Club. It contains many tabs (at least these ones) :
I am using the Net::Pcap module to capture packets with this filter: dst $my_host and dst port 80 Inside the Net::Pcap event loop I use a callback function:
Problem: I have large number of big messages to serialize and send over network. I would like to maximize performance, so I\'m thinking about creating multiple threads for message serialization and on
I\'m writing a simple online pong game for two players playing over the network. It\'s a client-server application, with a game logic on the server side. I have some problems with game synchronization
Working on CFStreamCreatePairWithSocketToHost is always convenient: CFStreamCreatePairWithSocketToHost(kCFAllocatorDefault,
I was told that user info like name, address, phone, etc are stored on the network (obviously only if a person has given that info). This is the info that Outlook gets when searching for users on the
I\'m using libpcap (and winpcap on Windows) in a C application to monitor network traffic. I need to differentiate between upload and download traffic on each network adapter, to produce connection sp
I want to enhance the logging on a windows service. Logging is currently done to a database, but I\'d like to write clients that can in some way connect to the service and get log messages in real tim