digitalmars.D.learn - network help needed
- nobody_ (5/5) Oct 23 2006 Which way is the best way to get data(1000Hz 8channel double) over a net...
- Unknown W. Brackets (47/55) Oct 24 2006 It sounds like you've got an audio stream you want to send. And it
- nobody_ (8/8) Oct 24 2006 Thanks for your reply!
- Unknown W. Brackets (8/19) Oct 24 2006 Normally you want to use TCP because it provides a lot of groundwork for...
- nobody_ (6/14) Oct 24 2006 It will be:
- Unknown W. Brackets (17/37) Oct 24 2006 Ah, sorry, still holding on to that audio terminology. Of course,
- nobody_ (12/21) Oct 25 2006 Just to surprise you, I read:
- Unknown W. Brackets (30/59) Oct 25 2006 That is only discussing how to determine how much data you should read.
- nobody_ (7/36) Oct 25 2006 Thanks, I will try and implement it now. I'll be back when its finished ...
- Unknown W. Brackets (16/16) Oct 25 2006 No, the operating system doesn't peek in and notice sizes or delimiters....
- nobody_ (3/3) Oct 26 2006 Thanks for everything,
Which way is the best way to get data(1000Hz 8channel double) over a network (directly connected). The data should have an low as possible delay, or a known delay. I'm really not into networking (as apparent in this post :), but understand it needs the std.socket(stream).
Oct 23 2006
It sounds like you've got an audio stream you want to send. And it sounds like really low quality data too? I'm afraid I'm not really an audio person, Hz, etc.. but I think uncompressed you're talking about 1kHz 8-bit stereo sound. Or you're not talking about sound and you're just using that terminology to confuse me. 1kHz 8-bit stereo means 2000 bytes per second. That's about 2kb/s which is not really too bad even over dial-up. Compress it, and you might find even better savings... depending. Anyway, for code, it's really not that hard. Imagine a switchboard. You know, those old-timey things. With the operator, and a bunch of plugs. One of those. Now, a "socket" could be thought of as a plug. A "connection" is the wire in between. Operators are probably routers or something. Doesn't matter. There are two parts to it. Clients, and servers. For clients: first, you want to create a socket: Socket sock = new TcpSocket(AddressFamily.INET); Now, to make a connection, you need to have somewhere to connect to. A phone number, if you will. This is an IP address. You also need a "port". That's like who you're calling for. And yes, you need one. Address addr = new InternetAddress("10.0.0.1", 9432); After this, you connect. Happy days: sock.connect(addr); From then on, you can read and write data using send and receive. However, note that these functions may return: - an error code. - a number of bytes less than the number you wanted to send. - the number of bytes you wanted to send. So, you make a buffer, and slowly send all of it. For servers, it's not much different. But this time, you take your socket, as created above... and "bind" to an address. Binding to an address basically means you're taking/getting a phone number and port. So, like this: sock.bind(new InternetAddress("10.0.0.1", 9432)); Conveniently, this port number should be the same as the one the client uses. Then you have to start "listening": sock.listen(32); The parameter is how many people can wait in line. After that, it gets a lot more complicated, and you might do select() or threads, etc. But, somewhere you accept a new connection, like so: Socket client = sock.accept(); Once you have the new socket, this one can have data sent or read from it. Again, just use send() and receive(). They work the same. Hope that helps some. But your question is fairly vague. -[Unknown]Which way is the best way to get data(1000Hz 8channel double) over a network (directly connected). The data should have an low as possible delay, or a known delay. I'm really not into networking (as apparent in this post :), but understand it needs the std.socket(stream).
Oct 24 2006
Thanks for your reply! Yes, I just used Hz to confuse you :D, its not sound, but eyetracker data. This eyetracker has 8(maybe only 4 needed) analog outputs, each generating a thousand doubles per second. A second computer needs to get this data with the lowest lag possible, or with a known lag. I'm terribly sorry for the vagueness of my previous post. Is tcp the best protocol for this?
Oct 24 2006
Normally you want to use TCP because it provides a lot of groundwork for you. UDP, on the other hand, is sort of like shooting spitballs. They usually make it but it's not as reliable. What's a double? Is that two bytes? What's going to matter for lag is how much data you're sending and the connection between the two computers. Are they in the same network, or across the internet? -[Unknown]Thanks for your reply! Yes, I just used Hz to confuse you :D, its not sound, but eyetracker data. This eyetracker has 8(maybe only 4 needed) analog outputs, each generating a thousand doubles per second. A second computer needs to get this data with the lowest lag possible, or with a known lag. I'm terribly sorry for the vagueness of my previous post. Is tcp the best protocol for this?
Oct 24 2006
Normally you want to use TCP because it provides a lot of groundwork for you. UDP, on the other hand, is sort of like shooting spitballs. They usually make it but it's not as reliable. What's a double? Is that two bytes? What's going to matter for lag is how much data you're sending and the connection between the two computers. Are they in the same network, or across the internet? -[Unknown]It will be: 1000*4=4000 bytes/sec (double=64 bit) As they are directly connected using network cards, this shouldn't be a problem. Is it possible to send data at a rate of 1000samples/sec over a tcp connection? (4 byte chunks :)
Oct 24 2006
Ah, sorry, still holding on to that audio terminology. Of course, doubles as in double precision floating point numbers... heh. So, 4kB/s is nothing to worry about. Your typical 56k modem can do 7 (56 / 8) kilobytes per second usually, so if you've got even 10 meg cable between the two boxes you'll have no problems with lag. All you do is send the data when you feel like sending it. If you want to limit the rate the data is sent at, send it at only that rate (being 4 bytes per millisecond.) The operating system does some buffering and etc., but so long as you're sending and the client is receiving, packets will get sent between. If you do experience any problems with these buffers, you could pad the data or something... but I'd be surprised if you did. If you're getting this from the eyetracker at 4 bytes per millisecond, just end it as you get it. That should be fine. Or, buffer it and send it every 10 milliseconds (being 40 bytes/10 milliseconds) - shouldn't really matter for an intranet connection. -[Unknown]Normally you want to use TCP because it provides a lot of groundwork for you. UDP, on the other hand, is sort of like shooting spitballs. They usually make it but it's not as reliable. What's a double? Is that two bytes? What's going to matter for lag is how much data you're sending and the connection between the two computers. Are they in the same network, or across the internet? -[Unknown]It will be: 1000*4=4000 bytes/sec (double=64 bit) As they are directly connected using network cards, this shouldn't be a problem. Is it possible to send data at a rate of 1000samples/sec over a tcp connection? (4 byte chunks :)
Oct 24 2006
The operating system does some buffering and etc., but so long as you're sending and the client is receiving, packets will get sent between. If you do experience any problems with these buffers, you could pad the data or something... but I'd be surprised if you did.Just to surprise you, I read: http://tangentsoft.net/wskfaq/articles/effective-tcp.html And it looks like I should do some length-prefixing.If you're getting this from the eyetracker at 4 bytes per millisecond, just end it as you get it. That should be fine. Or, buffer it and send it every 10 milliseconds (being 40 bytes/10 milliseconds) - shouldn't really matter for an intranet connection. -[Unknown]Hmm, I forgot about the other 5 channels in my last post :/ So that will be 6*4 bytes per millisecond, still not a problem I think ;) The computer recieving the data also sends start/stop signals to my computer. Should I use a different port for these signals, or just use the one port for both way communication (won't it interfere eg. give higher latencies?) Should the sockettype be stream? I'm sorry for all the questions, this whole area of programming is new to me. I'm more into single theaded games programming :)
Oct 25 2006
That is only discussing how to determine how much data you should read. If you expect the data at a constant rate, and you're consuming it, this shouldn't be a problem. That is, if each packet is going to be one double, or 10 doubles, you know the length. Prefixing things with the length will change nothing. It's like putting a large sign on your car that says "CAR" just in case you should forget what it is. My concern was that data might sit in the operating system's socket buffer, but this probably won't be a worry. Normally, packets are much bigger than 4 bytes, though... but it depends on network card and router settings, iirc. You should be able to use one port for two-way communication. I honestly have never used the "socketstream" and don't know of its quality. However, what you would probably want to do is make the socket non-blocking and use Socket.select() to check if it is ready for reading or for writing. This way, your server side can determine if it needs to read a stop/start command or should send data. For stop/start commands, you may want to use a fixed size, length prefixing, or delimiting. As the page you linked to states, you do want to know how much to read; it makes it faster and cleaner. As an example, HTTP/1.0 only supported Content-Length (so you had to know the entity size before hand) and was one connection per entity. HTTP/1.1 was a huge improvement in performance, because it uses a single connection for multiple entities, allows for pipelining (asking for multiple entities before receiving any), and uses length prefixing for the entity-body if negotiated. All that said, your program sounds like it will be dealing with so few bytes as to not be an issue anyway.... even at 24kB/s. Hope that helps. -[Unknown]The operating system does some buffering and etc., but so long as you're sending and the client is receiving, packets will get sent between. If you do experience any problems with these buffers, you could pad the data or something... but I'd be surprised if you did.Just to surprise you, I read: http://tangentsoft.net/wskfaq/articles/effective-tcp.html And it looks like I should do some length-prefixing.If you're getting this from the eyetracker at 4 bytes per millisecond, just end it as you get it. That should be fine. Or, buffer it and send it every 10 milliseconds (being 40 bytes/10 milliseconds) - shouldn't really matter for an intranet connection. -[Unknown]Hmm, I forgot about the other 5 channels in my last post :/ So that will be 6*4 bytes per millisecond, still not a problem I think ;) The computer recieving the data also sends start/stop signals to my computer. Should I use a different port for these signals, or just use the one port for both way communication (won't it interfere eg. give higher latencies?) Should the sockettype be stream? I'm sorry for all the questions, this whole area of programming is new to me. I'm more into single theaded games programming :)
Oct 25 2006
That is only discussing how to determine how much data you should read. If you expect the data at a constant rate, and you're consuming it, this shouldn't be a problem.I thought that by defining the size it won't buffer anymore.That is, if each packet is going to be one double, or 10 doubles, you know the length. Prefixing things with the length will change nothing. It's like putting a large sign on your car that says "CAR" just in case you should forget what it is. My concern was that data might sit in the operating system's socket buffer, but this probably won't be a worry. Normally, packets are much bigger than 4 bytes, though... but it depends on network card and router settings, iirc.Yes this was my concern too :(You should be able to use one port for two-way communication. I honestly have never used the "socketstream" and don't know of its quality. However, what you would probably want to do is make the socket non-blocking and use Socket.select() to check if it is ready for reading or for writing. This way, your server side can determine if it needs to read a stop/start command or should send data. For stop/start commands, you may want to use a fixed size, length prefixing, or delimiting. As the page you linked to states, you do want to know how much to read; it makes it faster and cleaner. As an example, HTTP/1.0 only supported Content-Length (so you had to know the entity size before hand) and was one connection per entity. HTTP/1.1 was a huge improvement in performance, because it uses a single connection for multiple entities, allows for pipelining (asking for multiple entities before receiving any), and uses length prefixing for the entity-body if negotiated. All that said, your program sounds like it will be dealing with so few bytes as to not be an issue anyway.... even at 24kB/s. Hope that helps.Thanks, I will try and implement it now. I'll be back when its finished (or broken :D) Now I need to read into multithreading... another totally new thing for me. (I don't even know how one thead gets his data from another) Greets
Oct 25 2006
No, the operating system doesn't peek in and notice sizes or delimiters. I mean, think of the endianness issues! If you run into buffering, try padding. I would suggest doing a simple test program, connect the two machines to each other... and on one, send 4 bytes every millisecond. On the other, constantly receive from the socket, and see how many bytes you get back each time. Multithreading isn't too bad, actually. Just avoid the use of globals... which are, as it happens, how threads communicate. Basically, if you have a pointer, any thread can access the memory it points to (given a pointer to the same memory.) This is how they can communicate. In other words, they all share one heap. They can also access the memory at the same time, which can cause problems. I think there are good tutorials available on multithreading, which probably explain it and the troubles involved better than I can. -[Unknown]
Oct 25 2006
Thanks for everything, Now I just need to code it and test everything out a bit. I'll report my findings ;)
Oct 26 2006