.NET NETWORKING
The .NET Framework is invading the world of software development and it's coming and spreading very fast, Waging it's high performance development tools and armed with loads of support and goodies and it's now reaching most of developers today, .NET framework is a very essential tool additional to a developer's toolbox.
What's really my area of interest from the .NET frameworks are it's network programming features, it has helped me a lot to solved many of my networking problems (socket) by using C# and it's socket functionality particularly the Berkely raw Socket, UdpClient, TcpClient and TcpListener.
Since the .NET Framework Socket classes are built on top of Winsock 2.0, there's no need or reason for me to find a non managed or a third party native network library and try to work on it. The high performance socket API of the .NET Framework can handle most of sending and receiving task for handling data across the wire whether it's a LAN base or over the internet, and there's a new always added features to the Socket class in the .NET Framework on every .NET releases, which enables much greater throughput than previous versions with every new programming API.
Since the .NET Framework Socket classes are built on top of Winsock 2.0, there's no need or reason for me to find a non managed or a third party native network library and try to work on it. The high performance socket API of the .NET Framework can handle most of sending and receiving task for handling data across the wire whether it's a LAN base or over the internet, and there's a new always added features to the Socket class in the .NET Framework on every .NET releases, which enables much greater throughput than previous versions with every new programming API.
PROJECT OBJECTIVES
The aim of this project is to create a socket peers communication network library that can be applicable both for transaction application and at the same time served as a network engine for games, local area or over the internet, handling data messages through socket peers only without using ODBC/
OLEDB/ ADO/ ADO.NET and not directly connected to any heavy weight databases.
Once the data is fetch and arrives to host or at the endpoint that is the time I will save the data locally to any type of storage I wanted to use, whether save it to a databases such as mySQL, MS SQL Server or just save it to a flat file such XML/JSON or Access/FoxPro and of course to my own under development Managed Dbf (Database file), which I think is much more secure and fast than let the user directly connect to the database itself remotely, .although I know this approach is not suited for other kinds of transaction base application, but for anything lite and simple where performance is needed like games for instance, I believe working directly with sockets will do the job right.
DISCLAIMER
Since I’m still heavily working on this technology there will be a stiff learning curve and heavy research for this project, and I don’t guarantee that everything I will mentioned and posted down from here is technically accurate and correct, what I have here is based on my research, interpretation and understanding to the Socket networking subject and should not be consider as facts or best approach, so better take my posts with a grain of salt and BTW English is not my first language.
NOTE
Blog contents related to it's development may be modified from time to time to comply with library's latest revision and for future referencing.
There you go my first post, so hello reader!
#.NET #CSharp #GameNetwork #Socket #NetworkLibrary
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