BufferedStream类 - asp.net 教程-
时间:2010-08-26 来源:星空3
BufferedStream 类
给另一流上的读写操作添加一个缓冲层。无法继承此类。
命名空间:System.IO
程序集:mscorlib(在 mscorlib.dll 中)
缓冲区是内存中的字节块,用于缓存数据,从而减少对操作系统的调用次数。缓冲区可提高读取和写入性能。使用缓冲区可进行读取或写入,但不能同时进行这两种操作。BufferedStream 的 Read 和 Write 方法自动维护缓冲区。
BufferedStream 可写在某些类型的流周围。它提供从基础数据源或储存库读取字节以及将字节写入基础数据源或储存库的实现。使用 BinaryReader 和 BinaryWriter 读取和写入其他数据类型。BufferedStream 用于在不需要缓冲区时防止缓冲区降低输入和输出速度。如果您读取和写入的大小始终大于内部缓冲区的大小,那么 BufferedStream 可能甚至无法分配内部缓冲区。BufferedStream 也在共享缓冲区中缓冲读取和写入。假设您几乎始终执行一系列读取或写入操作,而很少在读取和写入之间切换。
Server.MapPath() ?? 'ASP 0175 : 80004005'
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下面的代码示例说明如何在 NetworkStream 类之上使用 BufferedStream 类,以提高某些 I/O 操作的性能。启动客户端之前,先在远程计算机上启动服务器。启动客户端时,将远程计算机名指定为一个命令行参数。改变 dataArraySize 和 streamBufferSize 常数,以查看它们对性能的影响。
Visual Basic
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' Compile using /r:System.dll.
Imports Microsoft.VisualBasic
Imports System
Imports System.IO
Imports System.Globalization
Imports System.Net
Imports System.Net.Sockets
Public Class Client
Const dataArraySize As Integer = 100
Const streamBufferSize As Integer = 1000
Const numberOfLoops As Integer = 10000
Shared Sub Main(args As String())
' Check that an argument was specified when the
' program was invoked.
If args.Length = 0 Then
Console.WriteLine("Error: The name of the host " & _
"computer must be specified when the program " & _
"is invoked.")
Return
End If
Dim remoteName As String = args(0)
' Create the underlying socket and connect to the server.
Dim clientSocket As New Socket(AddressFamily.InterNetwork, _
SocketType.Stream, ProtocolType.Tcp)
clientSocket.Connect(New IPEndPoint( _
Dns.Resolve(remoteName).AddressList(0), 1800))
Console.WriteLine("Client is connected." & vbCrLf)
' Create a NetworkStream that owns clientSocket and then
' create a BufferedStream on top of the NetworkStream.
Dim netStream As New NetworkStream(clientSocket, True)
Dim bufStream As New _
BufferedStream(netStream, streamBufferSize)
Try
' Check whether the underlying stream supports seeking.
If bufStream.CanSeek Then
Console.WriteLine("NetworkStream supports" & _
"seeking." & vbCrLf)
Else
Console.WriteLine("NetworkStream does not " & _
"support seeking." & vbCrLf)
End If
' Send and receive data.
If bufStream.CanWrite Then
SendData(netStream, bufStream)
End If
If bufStream.CanRead Then
ReceiveData(netStream, bufStream)
End If
Finally
' When bufStream is closed, netStream is in turn
' closed, which in turn shuts down the connection
' and closes clientSocket.
Console.WriteLine(vbCrLf & "Shutting down the connection.")
bufStream.Close()
End Try
End Sub
Shared Sub SendData(netStream As Stream, bufStream As Stream)
Dim startTime As DateTime
Dim networkTime As Double, bufferedTime As Double
' Create random data to send to the server.
Dim dataToSend(dataArraySize - 1) As Byte
Dim randomGenerator As New Random()
randomGenerator.NextBytes(dataToSend)
' Send the data using the NetworkStream.
Console.WriteLine("Sending data using NetworkStream.")
startTime = DateTime.Now
For i As Integer = 1 To numberOfLoops
netStream.Write(dataToSend, 0, dataToSend.Length)
Next i
networkTime = DateTime.Now.Subtract(startTime).TotalSeconds
Console.WriteLine("{0} bytes sent in {1} seconds." & vbCrLf, _
numberOfLoops * dataToSend.Length, _
networkTime.ToString("F1"))
' Send the data using the BufferedStream.
Console.WriteLine("Sending data using BufferedStream.")
startTime = DateTime.Now
For i As Integer = 1 To numberOfLoops
bufStream.Write(dataToSend, 0, dataToSend.Length)
Next i
bufStream.Flush()
bufferedTime = DateTime.Now.Subtract(startTime).TotalSeconds
Console.WriteLine("{0} bytes sent In {1} seconds." & vbCrLf, _
numberOfLoops * dataToSend.Length, _
bufferedTime.ToString("F1"))
' Print the ratio of write times.
Console.Write("Sending data using the buffered " & _
"network stream was {0}", _
(networkTime/bufferedTime).ToString("P0"))
If bufferedTime < networkTime Then
Console.Write(" faster")
Else
Console.Write(" slower")
End If
Console.WriteLine(" than using the network stream alone.")
End Sub
Shared Sub ReceiveData(netStream As Stream, bufStream As Stream)
Dim startTime As DateTime
Dim networkTime As Double, bufferedTime As Double = 0
Dim bytesReceived As Integer = 0
Dim receivedData(dataArraySize - 1) As Byte
' Receive data using the NetworkStream.
Console.WriteLine("Receiving data using NetworkStream.")
startTime = DateTime.Now
While bytesReceived < numberOfLoops * receivedData.Length
bytesReceived += netStream.Read( _
receivedData, 0, receivedData.Length)
End While
networkTime = DateTime.Now.Subtract(startTime).TotalSeconds
Console.WriteLine("{0} bytes received in {1} " & _
"seconds." & vbCrLf, _
bytesReceived.ToString(), _
networkTime.ToString("F1"))
' Receive data using the BufferedStream.
Console.WriteLine("Receiving data using BufferedStream.")
bytesReceived = 0
startTime = DateTime.Now
While bytesReceived < numberOfLoops * receivedData.Length
bytesReceived += bufStream.Read( _
receivedData, 0, receivedData.Length)
End While
bufferedTime = DateTime.Now.Subtract(startTime).TotalSeconds
Console.WriteLine("{0} bytes received in {1} " & _
"seconds." & vbCrLf, _
bytesReceived.ToString(), _
bufferedTime.ToString("F1"))
' Print the ratio of read times.
Console.Write("Receiving data using the buffered " & _
"network stream was {0}", _
(networkTime/bufferedTime).ToString("P0"))
If bufferedTime < networkTime Then
Console.Write(" faster")
Else
Console.Write(" slower")
End If
Console.WriteLine(" than using the network stream alone.")
End Sub
End Class
C#
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using System;
using System.IO;
using System.Globalization;
using System.Net;
using System.Net.Sockets;
public class Client
{
const int dataArraySize = 100;
const int streamBufferSize = 1000;
const int numberOfLoops = 10000;
static void Main(string[] args)
{
// Check that an argument was specified when the
// program was invoked.
if(args.Length == 0)
{
Console.WriteLine("Error: The name of the host computer" +
" must be specified when the program is invoked.");
return;
}
string remoteName = args[0];
// Create the underlying socket and connect to the server.
Socket clientSocket = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
clientSocket.Connect(new IPEndPoint(
Dns.Resolve(remoteName).AddressList[0], 1800));
Console.WriteLine("Client is connected.\n");
// Create a NetworkStream that owns clientSocket and
// then create a BufferedStream on top of the NetworkStream.
// Both streams are disposed when execution exits the
// using statement.
using(Stream
netStream = new NetworkStream(clientSocket, true),
bufStream =
new BufferedStream(netStream, streamBufferSize))
{
// Check whether the underlying stream supports seeking.
Console.WriteLine("NetworkStream {0} seeking.\n",
bufStream.CanSeek ? "supports" : "does not support");
// Send and receive data.
if(bufStream.CanWrite)
{
SendData(netStream, bufStream);
}
if(bufStream.CanRead)
{
ReceiveData(netStream, bufStream);
}
// When bufStream is closed, netStream is in turn
// closed, which in turn shuts down the connection
// and closes clientSocket.
Console.WriteLine("\nShutting down the connection.");
bufStream.Close();
}
}
static void SendData(Stream netStream, Stream bufStream)
{
DateTime startTime;
double networkTime, bufferedTime;
// Create random data to send to the server.
byte[] dataToSend = new byte[dataArraySize];
new Random().NextBytes(dataToSend);
// Send the data using the NetworkStream.
Console.WriteLine("Sending data using NetworkStream.");
startTime = DateTime.Now;
for(int i = 0; i < numberOfLoops; i++)
{
netStream.Write(dataToSend, 0, dataToSend.Length);
}
networkTime = (DateTime.Now - startTime).TotalSeconds;
Console.WriteLine("{0} bytes sent in {1} seconds.\n",
numberOfLoops * dataToSend.Length,
networkTime.ToString("F1"));
// Send the data using the BufferedStream.
Console.WriteLine("Sending data using BufferedStream.");
startTime = DateTime.Now;
for(int i = 0; i < numberOfLoops; i++)
{
bufStream.Write(dataToSend, 0, dataToSend.Length);
}
bufStream.Flush();
bufferedTime = (DateTime.Now - startTime).TotalSeconds;
Console.WriteLine("{0} bytes sent in {1} seconds.\n",
numberOfLoops * dataToSend.Length,
bufferedTime.ToString("F1"));
// Print the ratio of write times.
Console.WriteLine("Sending data using the buffered " +
"network stream was {0} {1} than using the network " +
"stream alone.\n",
(networkTime/bufferedTime).ToString("P0"),
bufferedTime < networkTime ? "faster" : "slower");
}
static void ReceiveData(Stream netStream, Stream bufStream)
{
DateTime startTime;
double networkTime, bufferedTime = 0;
int bytesReceived = 0;
byte[] receivedData = new byte[dataArraySize];
// Receive data using the NetworkStream.
Console.WriteLine("Receiving data using NetworkStream.");
startTime = DateTime.Now;
while(bytesReceived < numberOfLoops * receivedData.Length)
{
bytesReceived += netStream.Read(
receivedData, 0, receivedData.Length);
}
networkTime = (DateTime.Now - startTime).TotalSeconds;
Console.WriteLine("{0} bytes received in {1} seconds.\n",
bytesReceived.ToString(),
networkTime.ToString("F1"));
// Receive data using the BufferedStream.
Console.WriteLine("Receiving data using BufferedStream.");
bytesReceived = 0;
startTime = DateTime.Now;
while(bytesReceived < numberOfLoops * receivedData.Length)
{
bytesReceived += bufStream.Read(
receivedData, 0, receivedData.Length);
}
bufferedTime = (DateTime.Now - startTime).TotalSeconds;
Console.WriteLine("{0} bytes received in {1} seconds.\n",
bytesReceived.ToString(),
bufferedTime.ToString("F1"));
// Print the ratio of read times.
Console.WriteLine("Receiving data using the buffered network" +
" stream was {0} {1} than using the network stream alone.",
(networkTime/bufferedTime).ToString("P0"),
bufferedTime < networkTime ? "faster" : "slower");
}
}
C++
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#using <system.dll>
using namespace System;
using namespace System::IO;
using namespace System::Globalization;
using namespace System::Net;
using namespace System::Net::Sockets;
static const int streamBufferSize = 1000;
public ref class Client
{
private:
literal int dataArraySize = 100;
literal int numberOfLoops = 10000;
Client(){}
public:
static void ReceiveData( Stream^ netStream, Stream^ bufStream )
{
DateTime startTime;
Double networkTime;
Double bufferedTime = 0;
int bytesReceived = 0;
array<Byte>^receivedData = gcnew array<Byte>(dataArraySize);
// Receive data using the NetworkStream.
Console::WriteLine( "Receiving data using NetworkStream." );
startTime = DateTime::Now;
while ( bytesReceived < numberOfLoops * receivedData->Length )
{
bytesReceived += netStream->Read( receivedData, 0, receivedData->Length );
}
networkTime = (DateTime::Now - startTime).TotalSeconds;
Console::WriteLine( "{0} bytes received in {1} seconds.\n", bytesReceived.ToString(), networkTime.ToString( "F1" ) );
// Receive data using the BufferedStream.
Console::WriteLine( "Receiving data using BufferedStream." );
bytesReceived = 0;
startTime = DateTime::Now;
while ( bytesReceived < numberOfLoops * receivedData->Length )
{
bytesReceived += bufStream->Read( receivedData, 0, receivedData->Length );
}
bufferedTime = (DateTime::Now - startTime).TotalSeconds;
Console::WriteLine( "{0} bytes received in {1} seconds.\n", bytesReceived.ToString(), bufferedTime.ToString( "F1" ) );
// Print the ratio of read times.
Console::WriteLine( "Receiving data using the buffered "
"network stream was {0} {1} than using the network "
"stream alone.", (networkTime / bufferedTime).ToString( "P0" ), bufferedTime < networkTime ? (String^)"faster" : "slower" );
}
static void SendData( Stream^ netStream, Stream^ bufStream )
{
DateTime startTime;
Double networkTime;
Double bufferedTime;
// Create random data to send to the server.
array<Byte>^dataToSend = gcnew array<Byte>(dataArraySize);
(gcnew Random)->NextBytes( dataToSend );
// Send the data using the NetworkStream.
Console::WriteLine( "Sending data using NetworkStream." );
startTime = DateTime::Now;
for ( int i = 0; i < numberOfLoops; i++ )
{
netStream->Write( dataToSend, 0, dataToSend->Length );
}
networkTime = (DateTime::Now - startTime).TotalSeconds;
Console::WriteLine( "{0} bytes sent in {1} seconds.\n", (numberOfLoops * dataToSend->Length).ToString(), networkTime.ToString( "F1" ) );
// Send the data using the BufferedStream.
Console::WriteLine( "Sending data using BufferedStream." );
startTime = DateTime::Now;
for ( int i = 0; i < numberOfLoops; i++ )
{
bufStream->Write( dataToSend, 0, dataToSend->Length );
}
bufStream->Flush();
bufferedTime = (DateTime::Now - startTime).TotalSeconds;
Console::WriteLine( "{0} bytes sent in {1} seconds.\n", (numberOfLoops * dataToSend->Length).ToString(), bufferedTime.ToString( "F1" ) );
// Print the ratio of write times.
Console::WriteLine( "Sending data using the buffered "
"network stream was {0} {1} than using the network "
"stream alone.\n", (networkTime / bufferedTime).ToString( "P0" ), bufferedTime < networkTime ? (String^)"faster" : "slower" );
}
};
int main( int argc, char *argv[] )
{
// Check that an argument was specified when the
// program was invoked.
if ( argc == 1 )
{
Console::WriteLine( "Error: The name of the host computer"
" must be specified when the program is invoked." );
return -1;
}
String^ remoteName = gcnew String( argv[ 1 ] );
// Create the underlying socket and connect to the server.
Socket^ clientSocket = gcnew Socket( AddressFamily::InterNetwork,SocketType::Stream,ProtocolType::Tcp );
clientSocket->Connect( gcnew IPEndPoint( Dns::Resolve( remoteName )->AddressList[ 0 ],1800 ) );
Console::WriteLine( "Client is connected.\n" );
// Create a NetworkStream that owns clientSocket and
// then create a BufferedStream on top of the NetworkStream.
NetworkStream^ netStream = gcnew NetworkStream( clientSocket,true );
BufferedStream^ bufStream = gcnew BufferedStream( netStream,streamBufferSize );
try
{
// Check whether the underlying stream supports seeking.
Console::WriteLine( "NetworkStream {0} seeking.\n", bufStream->CanSeek ? (String^)"supports" : "does not support" );
// Send and receive data.
if ( bufStream->CanWrite )
{
Client::SendData( netStream, bufStream );
}
if ( bufStream->CanRead )
{
Client::ReceiveData( netStream, bufStream );
}
}
finally
{
// When bufStream is closed, netStream is in turn closed,
// which in turn shuts down the connection and closes
// clientSocket.
Console::WriteLine( "\nShutting down connection." );
bufStream->Close();
}
}
J#
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import System.*;
import System.IO.*;
import System.Globalization.*;
import System.Net.*;
import System.Net.Sockets.*;
public class Client
{
private static int dataArraySize = 100;
private static int streamBufferSize = 1000;
private static int numberOfLoops = 10000;
public static void main(String[] args)
{
// Check that an argument was specified when the
// program was invoked.
if ( args.length == 0 ) {
Console.WriteLine(("Error: The name of the host computer"
+ " must be specified when the program is invoked."));
return;
}
String remoteName = args[0];
// Create the underlying socket and connect to the server.
Socket clientSocket = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
clientSocket.Connect(
new IPEndPoint(Dns.Resolve(remoteName).get_AddressList()[0], 1800));
Console.WriteLine("Client is connected.\n");
// Create a NetworkStream that owns clientSocket and
// then create a BufferedStream on top of the NetworkStream.
// Both streams are disposed when execution exits the
// using statement.
Stream netStream = new NetworkStream(clientSocket, true);
Stream bufStream = new BufferedStream(netStream, streamBufferSize);
try {
try {
// Check whether the underlying stream supports seeking.
Console.WriteLine("NetworkStream {0} seeking.\n",
(bufStream.get_CanSeek())? "supports" : "does not support");
// Send and receive data.
if ( bufStream.get_CanWrite() ) {
SendData(netStream, bufStream);
}
if ( bufStream.get_CanRead() ) {
ReceiveData(netStream, bufStream);
}
// When execution exits the using statement, netStream
// is disposed, which in turn shuts down the connection
// and closes clientSocket.
Console.WriteLine("\nShutting down the connection.");
}
finally {
netStream.Dispose();
}
}
finally {
bufStream.Dispose();
}
} //main
static void SendData(Stream netStream, Stream bufStream)
{
DateTime startTime;
double networkTime,bufferedTime;
// Create random data to send to the server.
ubyte dataToSend[] = new ubyte[dataArraySize];
new Random().NextBytes(dataToSend);
// Send the data using the NetworkStream.
Console.WriteLine("Sending data using NetworkStream.");
startTime = DateTime.get_Now();
for(int i=0;i < numberOfLoops;i++) {
netStream.Write(dataToSend, 0, dataToSend.length);
}
networkTime =
((DateTime.get_Now()).Subtract(startTime)).get_TotalSeconds();
Console.WriteLine("{0} bytes sent in {1} seconds.\n",
System.Convert.ToString(numberOfLoops * dataToSend.length),
((System.Double) networkTime).ToString("F1"));
// Send the data using the BufferedStream.
Console.WriteLine("Sending data using BufferedStream.");
startTime = DateTime.get_Now();
for(int i=0;i < numberOfLoops;i++) {
bufStream.Write(dataToSend, 0, dataToSend.length);
}
bufStream.Flush();
bufferedTime =
((DateTime.get_Now()).Subtract(startTime)).get_TotalSeconds();
Console.WriteLine("{0} bytes sent in {1} seconds.\n",
System.Convert.ToString (numberOfLoops * dataToSend.length),
((System.Double)bufferedTime).ToString("F1"));
// Print the ratio of write times.
Console.WriteLine("Sending data using the buffered "
+ "network stream was {0} {1} than using the network "
+ "stream alone.\n",
((System.Double)(networkTime / bufferedTime)).ToString("P0"),
(bufferedTime < networkTime) ? "faster" : "slower");
} //SendData
static void ReceiveData(Stream netStream, Stream bufStream)
{
DateTime startTime;
double bufferedTime = 0;
double networkTime;
int bytesReceived = 0;
ubyte receivedData[] = new ubyte[dataArraySize];
// Receive data using the NetworkStream.
Console.WriteLine("Receiving data using NetworkStream.");
startTime = DateTime.get_Now();
while((bytesReceived < numberOfLoops * receivedData.length)) {
bytesReceived += netStream.Read(receivedData,0,receivedData.length);
}
networkTime =
((DateTime.get_Now()).Subtract(startTime)).get_TotalSeconds();
Console.WriteLine("{0} bytes received in {1} seconds.\n",
(new Integer(bytesReceived)).ToString(),
((System.Double)networkTime).ToString("F1"));
// Receive data using the BufferedStream.
Console.WriteLine("Receiving data using BufferedStream.");
bytesReceived = 0;
startTime = DateTime.get_Now();
while((bytesReceived < numberOfLoops * receivedData.length)) {
bytesReceived += bufStream.Read(receivedData,0,receivedData.length);
}
bufferedTime =
((DateTime.get_Now()).Subtract(startTime)).get_TotalSeconds();
Console.WriteLine("{0} bytes received in {1} seconds.\n",
(new Integer(bytesReceived)).ToString(),
((System.Double) bufferedTime).ToString("F1"));
// Print the ratio of read times.
Console.WriteLine("Receiving data using the buffered network"
+ " stream was {0} {1} than using the network stream alone.",
((System.Double)(networkTime / bufferedTime)).ToString("P0"),
(bufferedTime < networkTime) ? "faster" : "slower");
} //ReceiveData
} //Client
Visual Basic
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' Compile using /r:System.dll.
Imports Microsoft.VisualBasic
Imports System
Imports System.Net
Imports System.Net.Sockets
Public Class Server
Shared Sub Main()
' This is a Windows Sockets 2 error code.
Const WSAETIMEDOUT As Integer = 10060
Dim serverSocket As Socket
Dim bytesReceived As Integer
Dim totalReceived As Integer = 0
Dim receivedData(2000000-1) As Byte
' Create random data to send to the client.
Dim dataToSend(2000000-1) As Byte
Dim randomGenerator As New Random()
randomGenerator.NextBytes(dataToSend)
Dim ipAddress As IPAddress = _
Dns.Resolve(Dns.GetHostName()).AddressList(0)
Dim ipEndpoint As New IPEndPoint(ipAddress, 1800)
' Create a socket and listen for incoming connections.
Dim listenSocket As New Socket(AddressFamily.InterNetwork, _
SocketType.Stream, ProtocolType.Tcp)
Try
listenSocket.Bind(ipEndpoint)
listenSocket.Listen(1)
' Accept a connection and create a socket to handle it.
serverSocket = listenSocket.Accept()
Console.WriteLine("Server is connected." & vbCrLf)
Finally
listenSocket.Close()
End Try
Try
' Send data to the client.
Console.Write("Sending data ... ")
Dim bytesSent As Integer = serverSocket.Send( _
dataToSend, 0, dataToSend.Length, SocketFlags.None)
Console.WriteLine("{0} bytes sent." & vbCrLf, _
bytesSent.ToString())
' Set the timeout for receiving data to 2 seconds.
serverSocket.SetSocketOption(SocketOptionLevel.Socket, _
SocketOptionName.ReceiveTimeout, 2000)
' Receive data from the client.
Console.Write("Receiving data ... ")
Try
Do
bytesReceived = serverSocket.Receive( _
receivedData, 0, receivedData.Length, _
SocketFlags.None)
totalReceived += bytesReceived
Loop While bytesReceived <> 0
Catch e As SocketException
If(e.ErrorCode = WSAETIMEDOUT)
' Data was not received within the given time.
' Assume that the transmission has ended.
Else
Console.WriteLine("{0}: {1}" & vbCrLf, _
e.GetType().Name, e.Message)
End If
Finally
Console.WriteLine("{0} bytes received." & vbCrLf, _
totalReceived.ToString())
End Try
Finally
serverSocket.Shutdown(SocketShutdown.Both)
Console.WriteLine("Connection shut down.")
serverSocket.Close()
End Try
End Sub
End Class
C#
Server.MapPath() ?? 'ASP 0175 : 80004005'
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using System;
using System.Net;
using System.Net.Sockets;
public class Server
{
static void Main()
{
// This is a Windows Sockets 2 error code.
const int WSAETIMEDOUT = 10060;
Socket serverSocket;
int bytesReceived, totalReceived = 0;
byte[] receivedData = new byte[2000000];
// Create random data to send to the client.
byte[] dataToSend = new byte[2000000];
new Random().NextBytes(dataToSend);
IPAddress ipAddress =
Dns.Resolve(Dns.GetHostName()).AddressList[0];
IPEndPoint ipEndpoint = new IPEndPoint(ipAddress, 1800);
// Create a socket and listen for incoming connections.
using(Socket listenSocket = new Socket(
AddressFamily.InterNetwork, SocketType.Stream,
ProtocolType.Tcp))
{
listenSocket.Bind(ipEndpoint);
listenSocket.Listen(1);
// Accept a connection and create a socket to handle it.
serverSocket = listenSocket.Accept();
Console.WriteLine("Server is connected.\n");
}
try
{
// Send data to the client.
Console.Write("Sending data ... ");
int bytesSent = serverSocket.Send(
dataToSend, 0, dataToSend.Length, SocketFlags.None);
Console.WriteLine("{0} bytes sent.\n",
bytesSent.ToString());
// Set the timeout for receiving data to 2 seconds.
serverSocket.SetSocketOption(SocketOptionLevel.Socket,
SocketOptionName.ReceiveTimeout, 2000);
// Receive data from the client.
Console.Write("Receiving data ... ");
try
{
do
{
bytesReceived = serverSocket.Receive(receivedData,
0, receivedData.Length, SocketFlags.None);
totalReceived += bytesReceived;
}
while(bytesReceived != 0);
}
catch(SocketException e)
{
if(e.ErrorCode == WSAETIMEDOUT)
{
// Data was not received within the given time.
// Assume that the transmission has ended.
}
else
{
Console.WriteLine("{0}: {1}\n",
e.GetType().Name, e.Message);
}
}
finally
{
Console.WriteLine("{0} bytes received.\n",
totalReceived.ToString());
}
}
finally
{
serverSocket.Shutdown(SocketShutdown.Both);
Console.WriteLine("Connection shut down.");
serverSocket.Close();
}
}
}
C++
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#using <system.dll>
using namespace System;
using namespace System::Net;
using namespace System::Net::Sockets;
int main()
{
// This is a Windows Sockets 2 error code.
const int WSAETIMEDOUT = 10060;
Socket^ serverSocket;
int bytesReceived;
int totalReceived = 0;
array<Byte>^receivedData = gcnew array<Byte>(2000000);
// Create random data to send to the client.
array<Byte>^dataToSend = gcnew array<Byte>(2000000);
(gcnew Random)->NextBytes( dataToSend );
IPAddress^ ipAddress = Dns::Resolve( Dns::GetHostName() )->AddressList[ 0 ];
IPEndPoint^ ipEndpoint = gcnew IPEndPoint( ipAddress,1800 );
// Create a socket and listen for incoming connections.
Socket^ listenSocket = gcnew Socket( AddressFamily::InterNetwork,SocketType::Stream,ProtocolType::Tcp );
try
{
listenSocket->Bind( ipEndpoint );
listenSocket->Listen( 1 );
// Accept a connection and create a socket to handle it.
serverSocket = listenSocket->Accept();
Console::WriteLine( "Server is connected.\n" );
}
finally
{
listenSocket->Close();
}
try
{
// Send data to the client.
Console::Write( "Sending data ... " );
int bytesSent = serverSocket->Send( dataToSend, 0, dataToSend->Length, SocketFlags::None );
Console::WriteLine( "{0} bytes sent.\n", bytesSent.ToString() );
// Set the timeout for receiving data to 2 seconds.
serverSocket->SetSocketOption( SocketOptionLevel::Socket, SocketOptionName::ReceiveTimeout, 2000 );
// Receive data from the client.
Console::Write( "Receiving data ... " );
try
{
do
{
bytesReceived = serverSocket->Receive( receivedData, 0, receivedData->Length, SocketFlags::None );
totalReceived += bytesReceived;
}
while ( bytesReceived != 0 );
}
catch ( SocketException^ e )
{
if ( e->ErrorCode == WSAETIMEDOUT )
{
// Data was not received within the given time.
// Assume that the transmission has ended.
}
else
{
Console::WriteLine( "{0}: {1}\n", e->GetType()->Name, e->Message );
}
}
finally
{
Console::WriteLine( "{0} bytes received.\n", totalReceived.ToString() );
}
}
finally
{
serverSocket->Shutdown( SocketShutdown::Both );
Console::WriteLine( "Connection shut down." );
serverSocket->Close();
}
}
Server.MapPath() ?? 'ASP 0175 : 80004005'
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? MapPath ??Path ???????'?? "> 继承层次结构
System.Object
System.MarshalByRefObject
System.IO.Stream
System.IO.BufferedStream
Server.MapPath() ?? 'ASP 0175 : 80004005'
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此类型的任何公共静态(Visual Basic 中的 Shared)成员都是线程安全的,但不保证所有实例成员都是线程安全的。
Server.MapPath() ?? 'ASP 0175 : 80004005'
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Windows 98、Windows 2000 SP4、Windows Millennium Edition、Windows Server 2003、Windows XP Media Center Edition、Windows XP Professional x64 Edition、Windows XP SP2、Windows XP Starter Edition
.NET Framework 并不是对每个平台的所有版本都提供支持。有关受支持版本的列表,请参见系统要求。
Server.MapPath() ?? 'ASP 0175 : 80004005'
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.NET Framework
受以下版本支持:2.0、1.1、1.0
Server.MapPath() ?? 'ASP 0175 : 80004005'
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参考
BufferedStream 成员
System.IO 命名空间
FileStream
MemoryStream
Stream
其他资源
文件和流 I/O
如何:从文件读取文本
如何:向文件写入文本