Now that we've seen how to create servers, let's spend just a moment making a client. Since this is so easy, I'm going to do all of it in this one page.
Kirthika says, "Here's an one paragraph abstract for a one page client app:"
// $Id$ /* To establish a socket connection to a server, we'll need an ACE_SOCK_Connector. */ #include "ace/SOCK_Connector.h" #include "ace/Log_Msg.h" /* Unlike the previous two tutorials, we're going to allow the user to provide command line options this time. Still, we need defaults in case that isn't done. */ static u_short SERVER_PORT = ACE_DEFAULT_SERVER_PORT; static const char *const SERVER_HOST = ACE_DEFAULT_SERVER_HOST; static const int MAX_ITERATIONS = 4; int main (int argc, char *argv[]) { /* Accept the users's choice of hosts or use the default. Then do the same for the TCP/IP port at which the server is listening as well as the number of iterations to perform. */ const char *server_host = argc > 1 ? argv[1] : SERVER_HOST; u_short server_port = argc > 2 ? ACE_OS::atoi (argv[2]) : SERVER_PORT; int max_iterations = argc > 3 ? ACE_OS::atoi (argv[3]) : MAX_ITERATIONS; /* Build ourselves a Stream socket. This is a connected socket that provides reliable end-to-end communications. We will use the server object to send data to the server we connect to. */ ACE_SOCK_Stream server; /* And we need a connector object to establish that connection. The ACE_SOCK_Connector object provides all of the tools we need to establish a connection once we know the server's network address... */ ACE_SOCK_Connector connector; /* Which we create with an ACE_INET_Addr object. This object is given the TCP/IP port and hostname of the server we want to connect to. */ ACE_INET_Addr addr (server_port, server_host); /* So, we feed the Addr object and the Stream object to the connector's connect() member function. Given this information, it will establish the network connection to the server and attach that connection to the server object. */ if (connector.connect (server, addr) == -1) ACE_ERROR_RETURN ((LM_ERROR, "%p\n", "open"), -1); /* Just for grins, we'll send the server several messages. */ for (int i = 0; i < max_iterations; i++) { char buf[BUFSIZ]; /* Create our message with the message number */ ACE_OS::sprintf (buf, "message = %d\n", i + 1); /* Send the message to the server. We use the server object's send_n() function to send all of the data at once. There is also a send() function but it may not send all of the data. That is due to network buffer availability and such. If the send() doesn't send all of the data, it is up to you to program things such that it will keep trying until all of the data is sent or simply give up. The send_n() function already does the "keep trying" option for us, so we use it. Like the send() method used in the servers we've seen, there are two additional parameters you can use on the send() and send_n() method calls. The timeout parameter limits the amount of time the system will attempt to send the data to the peer. The flags parameter is passed directly to the OS send() system call. See send(2) for the valid flags values. */ if (server.send_n (buf, ACE_OS::strlen (buf)) == -1) ACE_ERROR_RETURN ((LM_ERROR, "%p\n", "send"), -1); else /* Pause for a second. */ ACE_OS::sleep (1); } /* Close the connection to the server. The servers we've created so far all are based on the ACE_Reactor. When we close(), the server's reactor will see activity for the registered event handler and invoke handle_input(). That, in turn, will try to read from the socket but get back zero bytes. At that point, the server will know that we've closed from our side. */ if (server.close () == -1) ACE_ERROR_RETURN ((LM_ERROR, "%p\n", "close"), -1); return 0; }
Ok, so that was pretty easy. What would be even easier would be to wrap all of the connection mess up in an object and overload a couple of basic operators to make things less network-centric. Perhaps we'll see that in another tutorial.
If you want to compile it yourself, here's the source, the Makefile, and Environment settings.