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| Chapter 8 |

# 8. Networking

Contents:
Sockets
URL Objects

The `java.net` package provides two basic mechanisms for accessing data and other resources over a network. The fundamental mechanism is called a socket. A socket allows programs to exchange groups of bytes called packets. There are a number of classes in `java.net` that support sockets, including `Socket`, `ServerSocket`, `DatagramSocket`, `DatagramPacket`, and `MulticastSocket`. The `java.net` package also includes a `URL` class that provides a higher-level mechanism for accessing and processing data over a network.

## 8.1 Sockets

A socket is a mechanism that allows programs to send packets of bytes to each other. The programs do not need to be running on the same machine, but if they are running on different machines, they do need to be connected to a network that allows the machines to exchange data. Java's socket implementation is based on the socket library that was originally part of BSD UNIX. Programmers who are familiar with UNIX sockets or the Microsoft WinSock library should be able to see the similarities in the Java implementation.

When a program creates a socket, an identifying number called a port number is associated with the socket. Depending on how the socket is used, the port number is either specified by the program or assigned by the operating system. When a socket sends a packet, the packet is accompanied by two pieces of information that specify the destination of the packet:

- A network address that specifies the system that should receive the packet.

- A port number that tells the receiving system to which socket to deliver the data.

Sockets typically work in pairs, where one socket acts as a client and the other functions as a server. A server socket specifies the port number for the network communication and then listens for data that is sent to it by client sockets. The port numbers for server sockets are well-known numbers that are known to client programs. For example, an FTP server uses a socket that listens at port 21. If a client program wants to communicate with an FTP server, it knows to contact a socket that listens at port 21.

The operating system normally specifies port numbers for client sockets because the choice of a port number is not usually important. When a client socket sends a packet to a server socket, the packet is accompanied by the port number of the client socket and the client's network address. The server is then able to use that information to respond to the client.

When using sockets, you have to decide which type of protocol that you want it to use to transport packets over the network: a connection-oriented protocol or a connectionless protocol. With a connection-oriented protocol, a client socket establishes a connection to a server socket when it is created. Once the connection has been established, a connection-oriented protocol ensures that data is delivered reliably, which means:

- For every packet that is sent, the packet is delivered. Every time a socket sends a packet, it expects to receive an acknowledgement that the packet has been received successfully. If the socket does not receive that acknowledgement within the time it expects to receive it, the socket sends the packet again. The socket keeps trying until transmission is successful, or it decides that delivery has become impossible.

- Packets are read from the receiving socket in the same order that they were sent. Because of the way that networks work, packets may arrive at the receiving socket in a different order than they were sent. A reliable, connection-oriented protocol allows the receiving socket to reorder the packets it receives, so that they can be read by the receiving program in the same order that they were sent.

A connectionless protocol allows a best-effort delivery of packets. It does not guarantee that packets are delivered or that packets are read by the receiving program in the same order they were sent. A connectionless protocol trades these deficiencies for performance advantages over connection-oriented protocols. Here are two types of situations in which connectionless protocols are frequently preferred over connection-oriented protocols:

- When only a single packet needs to be sent and guaranteed delivery is not crucial, a connectionless protocol eliminates the overhead involved in creating and destroying a connection. For comparison purposes, the connection-oriented TCP/IP protocol uses seven packets to send a single packet, while the connectionless UDP/IP protocol uses only one. A protocol for getting the current time typically uses a connectionless protocol to request the current time from the server and to return the time to the requester.

- For extremely time-sensitive applications, such as sending audio in real time, the guarantee of reliable transmission is not an advantage and may be a disadvantage. Pausing until a missing piece of data is received can cause noticeable clicks or pauses in the audio. Techniques for sending audio over a network that use a connectionless protocol have been developed and they work noticeably better. For example, RealAudio uses a protocol that runs on top of a connectionless protocol to transmit sound over a network.

Table 8.1 shows the roles of the various socket classes in the `java.net` package.

Table 8.1: Socket Classes in java.net
| Client | Server
--- | --- | ---
Connection-oriented Protocol | `Socket` | `ServerSocket`
Connectionless Protocol | `DatagramSocket` | `DatagramSocket`

As of Java 1.1, the `java.net` package also contains a `MulticastSocket` class that supports connectionless, multicast data communication.

### Sockets for Connection-Oriented Protocols

When you are writing code that implements the server side of a connection-oriented protocol, your code typically follows this pattern:

- Create a `ServerSocket` object to accept connections.

- When the `ServerSocket` accepts a connection, it creates a `Socket` object that encapsulates the connection.

- The `Socket` is asked to create `InputStream` and `OutputStream` objects that read and write bytes to and from the connection.

- The `ServerSocket` can optionally create a new thread for each connection, so that the server can listen for new connections while it is communicating with clients.

The code that implements the client side of a connection-oriented protocol is quite simple. It creates a `Socket` object that opens a connection with a server, and then it uses that `Socket` object to communicate with the server.

Now let's look at an example. The example consists of a pair of programs that allows a client to get the contents of a file from a server. The client requests the contents of a file by opening a connection to the server and sending it the name of a file followed by a newline character. If the server is able to read the named file, it responds by sending the string `"Good:\n"` followed by the contents of the file. If the server is not able to read the named file, it responds by sending the string `"Bad:"` followed by the name of the file and a newline character. After the server has sent its response, it closes the connection.

Here's the program that implements the server side of this file transfer:

    public class FileServer extends Thread {
        public static void main(String[] argv) {
            ServerSocket s;
            try {
                s = new ServerSocket(1234, 10);
            }catch (IOException e) {
                System.err.println("Unable to create socket");
                e.printStackTrace();
                return;
            }
            try {
                while (true) {
                    new FileServer(s.accept());
                }
            }catch (IOException e) {
            }
        }
        private Socket socket;
        FileServer(Socket s) {
            socket = s;
            start();
        }
        public void run() {
            InputStream in;
            String fileName = "";
            PrintStream out = null;
            FileInputStream f;
            try {
                in = socket.getInputStream();
                out = new PrintStream(socket.getOutputStream());
                fileName = new DataInputStream(in).readLine();
                f = new FileInputStream(fileName);
            }catch (IOException e) {
                if (out != null)
                  out.print("Bad:"+fileName+"\n");
                out.close();
                try {
                    socket.close();
                }catch (IOException ie) {
                }
                return;
            }
            out.print("Good:\n");
            // send contents of file to client.
            byte[] buffer = new byte[4096];
            try {
                int len;
                while ((len = f.read(buffer)) > 0) {
                    out.write(buffer, 0, len);
                }// while
            }catch (IOException e) {
            }finally {
                try {
                    in.close();
                    out.close();
                    socket.close();
                }catch (IOException e) {
                }
            }
        }
    }

The `FileServer` class implements the server side of the file transfer; it is a subclass of `Thread` to make it easier to write code that can handle multiple connections at the same time. The `main()` method provides the top-level logic for the program. The first thing that `main()` does is to create a `ServerSocket` object to listen for connections. The constructor for `ServerSocket` takes two parameters: the port number for the socket and a value that specifies the maximum length of the pending connections queue. The operating system can accept connections on behalf of the socket when the server program is busy doing something other than accepting connections. If the second parameter is greater than zero, the operating system can accept up to that many connections on behalf of the socket and store them in a queue. If the second parameter is zero, however, the operating system does not accept any connections on behalf of the server program. The remainder of the `main()` method accepts a connection, creates a new instance of the `FileServer` class to process the connection, and then waits for the next connection.

Each `FileServer` object is responsible for handling a connection accepted by its `main()` method. A `FileServer` object uses a `private` variable, `socket`, to refer to the `Socket` object that allows it to communicate with the client program on the other end of the connection. The constructor for `FileServer` sets its `socket` variable to refer to the `Socket` object that is passed to it by the `main()` method and then calls its `start()` method. The `FileServer` class inherits the `start()` method from the `Thread` class; the `start()` method starts a new thread that calls the `run()` method. Because the rest of the connection processing is done asynchronously in a separate thread, the constructor can return immediately. This allows the `main()` method to accept another connection right away, instead of having to wait for this connection to be fully processed before accepting another.

The `run()` method uses the `in` and `out` variables to refer to `InputStream` and `PrintStream` objects that read from and write to the connection associated with the `Socket` object, respectively. These streams are created by calling the `getInputStream()` and `getOutputStream()` methods of the `Socket` object. The `run()` method then reads the name of the file that the client program wants to receive and creates a `FileInputStream` to read that file. If any of the methods called up to this point have detected a problem, they throw some kind of `IOException`. In this case, the server sends a response to the client that consists of the string `"Bad:"` followed by the filename and then closes the socket and returns, which kills the thread.

If everything up to this point has been fine, the server sends the string `"Good:"` and then copies the contents of the file to the socket. The copying is done by repeatedly filling a buffer with bytes from the file and writing the buffer to the socket. When the contents of the file are exhausted, the streams and the socket are closed, the `run()` method returns, and the thread dies.

Now let's take a look at the client part of this program:

    public class FileClient {
        private static boolean usageOk(String[] argv) {
            if (argv.length != 2) {
                String msg = "usage is: " + "FileClient server-name file-name";
                System.out.println(msg);
                return false;
            }
            return true;
        }
        public static void main(String[] argv) {
            int exitCode = 0;
            if (!usageOk(argv))
              return;
            Socket s = null;
            try {
                s = new Socket(argv[0], 1234);
            }catch (IOException e) {
                String msg = "Unable to connect to server";
                System.err.println(msg);
                e.printStackTrace();
                System.exit(1);
            }
            InputStream in = null;
            try {
                OutputStream out = s.getOutputStream();
                new PrintStream(out).print(argv[1]+"\n");
                in = s.getInputStream();
                DataInputStream din = new DataInputStream(in);
                String serverStatus = din.readLine();
                if (serverStatus.startsWith("Bad")) {
                    exitCode = 1;
                int ch;
                while((ch = in.read()) >= 0) {
                    System.out.write((char)ch);
                }// while
            }catch (IOException e) {
            }finally {
                try {
                    s.close();
                }catch (IOException e) {
                }
            }
        }
    }

The `usageOk()` method is simply a utility method that verifies that the correct number of arguments have been passed to the client application. It outputs a help message if the number of arguments is not what is expected. It is generally a good idea to include a method like this in a Java application that uses command-line parameters.

The `main()` method does the real work of `FileClient`. After it verifies that it has the correct number of parameters, it attempts to create a socket connected to the server program running on the specified host and listening for connections on port number 1234. The socket that it creates is encapsulated by a `Socket` object. The constructor for the `Socket` object takes two arguments: the name of the machine the server program is running on and the port number. After the socket is successfully opened, the client sends the specified filename, followed by a new line character, to the server. The client then gets an `InputStream` from the socket to read what the server is sending and reads the success/failure code that the server sends back. If the request is a success, the client reads the contents of the requested file.

Note that the `finally` clause at the end closes the socket. If the program did not explicitly close the socket, it would be closed automatically when the program terminates. However, it is a good programming practice to explicitly close a socket when you are done with it.

### Sockets for Connectionless Protocols

Communicating with a connectionless protocol is simpler than using a connection-oriented protocol, as both the client and the server use `DatagramSocket` objects. The code for the server-side program has the following pattern:

- Create a `DatagramSocket` object associated with a specified port number.

- Create a `DatagramPacket` object and ask the `DatagramSocket` to put the next piece of data it receives in the `DatagramPacket`.

On the client-side, the order is simply reversed:

- Create a `DatagramPacket` object associated with a piece of data, a destination network address, and a port number.

- Ask a `DatagramSocket` object to send the data associated with the `DatagramPacket` to the destination associated with the `DatagramSocket`.

Let's look at an example that shows how this pattern can be coded into a server that provides the current time and a client that requests the current time. Here's the code for the server class:

    public class TimeServer {
        static DatagramSocket socket;
        public static void main(String[] argv) {
            try {
                socket = new DatagramSocket(7654);
            }catch (SocketException e) {
                System.err.println("Unable to create socket");
                e.printStackTrace();
                System.exit(1);
            }
            DatagramPacket datagram;
            datagram = new DatagramPacket(new byte[1], 1);
            while (true) {
                try {
                    socket.receive(datagram);
                    respond(datagram);
                }catch (IOException e) {
                    e.printStackTrace();
                }
            }
        }
        static void respond(DatagramPacket request) {
            ByteArrayOutputStream bs;
            bs = new ByteArrayOutputStream();
            DataOutputStream ds = new DataOutputStream(bs);
            try {
                ds.writeLong(System.currentTimeMillis());
            }catch (IOException e) {
            }
            DatagramPacket response;
            byte[] data = bs.toByteArray();
            response = new DatagramPacket(data, data.length,
                           request.getAddress(), request.getPort());
            try {
                socket.send(response);
            }catch (IOException e) {
                // Give up, we've done our best.
            }
        }
    }

The `main()` method of the `TimeServer` class begins by creating a `DatagramSocket` object that uses port number 7654. The `socket` variable refers to this `DatagramSocket`, which is used to communicate with clients. Then the `main()` method creates a `DatagramPacket` object to contain data received by the `DatagramSocket`. The two-argument constructor for `DatagramPacket` creates objects that receive data. The first argument is an array of bytes to contain the data, while the second argument specifies the number of bytes to read. When a `DatagramSocket` is asked to receive a packet into a `DatagramPacket`, only the specified number of bytes are read. Even though the client is not really sending any information to the server, we still create a `DatagramPacket` with a 1-byte buffer. In theory, all that the server needs is an empty packet that specifies the client's network address and port number, but attempting to receive a zero-byte packet does not work. When the `receive()` method of a `DatagramSocket` is called to receive a zero-byte packet, it returns immediately, rather than waiting for a packet to arrive. Finally, the server enters an infinite loop that receives requests from clients using the `receive()` method of the `DatagramSocket`, and sends responses.

The `respond()` method handles sending responses. It starts by writing the current time as a `long` value to an array of bytes. Next, the `respond()` method prepares to send the array of bytes by creating a `DatagramPacket` object that encapsulates the array and the address and port number of the client that requested the time. Notice that the constructor used to create a `DatagramPacket` object for sending a packet takes four arguments: an array of bytes, the number of bytes to send, the client's network address, and the client's port number. The address and port are retrieved from the request `DatagramPacket` with the `getAddress()` and `getPort()` methods. The `respond()` method finishes its work by actually sending the `DatagramPacket` using the `send()` method of the `DatagramSocket`.

Now here's the code for the corresponding client program:

    public class TimeClient {
        private static boolean usageOk(String[] argv) {
            if (argv.length != 1) {
                String msg = "usage is: " + "TimeClient server-name";
                System.out.println(msg);
                return false;
            }
            return true;
        }
        public static void main(String[] argv) {
            if (!usageOk(argv))
                System.exit(1);
            DatagramSocket socket;
            try {
                socket = new DatagramSocket();
            }catch (SocketException e) {
                System.err.println("Unable to create socket");
                e.printStackTrace();
                System.exit(1);
                return;
            }
            long time;
            try {
                byte[] buf = new byte[1];
                socket.send(new DatagramPacket(buf, 1,
                                InetAddress.getByName(argv[0]), 7654));
                DatagramPacket response = new DatagramPacket(new byte[8],8);
                socket.receive(response);
                ByteArrayInputStream bs;
                bs = new ByteArrayInputStream(response.getData());
                DataInputStream ds = new DataInputStream(bs);
                time = ds.readLong();
            }catch (IOException e) {
                e.printStackTrace();
                System.exit(1);
                return;
            }
            System.out.println(new Date(time));
            socket.close();
        }
    }

The `main()` method does the real work of `TimeClient`. After it verifies that it has the correct number of parameters with `usageOk()`, it creates a `DatagramSocket` object for communicating with the server. Note that the constructor for this `DatagramSocket` does not specify any parameters; a client `DatagramSocket` is not explicitly connected to a specific port. Then the `main()` method creates a `DatagramPacket` object to contain the request to be sent to the server. Since this `DatagramPacket` is being used to send a packet, the code uses the four-argument constructor that specifies an array of bytes, the number of bytes to send, the specified network address for a time server, and the server's port number. The `DatagramPacket` is then sent to the server with the `send()` method of the `DatagramSocket`.

Now the `main()` method creates another `DatagramPacket` to receive the response from the server. The two-argument constructor is used this time because the object is being created to receive data. After calling the `receive()` method of the `DatagramSocket` to get the response from the server, the `main()` method gets the data from the response `DatagramPacket` by calling `getData()`. The data is wrapped in a `DataInputStream` so that the data can be read as a `long` value. If everything has gone smoothly, the client finishes by printing the current time and closing the socket.

Versioning of Classes |  | URL Objects