A Tutorial On Socket Programming In Java Manual

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A Tutorial on Socket Programming in Java
Natarajan Meghanathan
Assistant Professor of Computer Science
Jackson State University
Jackson, MS 39217, USA
Phone: 1-601-979-3661; Fax: 1-601-979-2478
E-mail: natarajan.meghanathan@jsums.edu
Abstract
We present a tutorial on socket programming in Java. This tutorial illustrates several examples
on the two types of socket APIs: connectionless datagram sockets and connection-oriented
stream-mode sockets. With datagram sockets, communication occurs in the form of discrete
messages sent from the sender to receiver; whereas with stream-mode sockets, data is transferred
using the concept of a continuous data stream flowing from a source to a destination. For both
kinds of sockets, we illustrate examples for simplex (one-way) and duplex (bi-directional)
communication. We also explain in detail the difference between a concurrent server and
iterative server and show example programs on how to develop the two types of servers, along
with an example. The last section of the tutorial describes the Multicast Socket API in Java and
illustrates examples for multicast communication. We conclude by providing descriptions for
several practice programming exercises that could be attempted at after reading the tutorial.
1. Introduction
Interprocess communication (IPC) is the backbone of distributed computing. Processes are
runtime representations of a program. IPC refers to the ability for separate, independent
processes to communicate among themselves to collaborate on a task. The following figure
illustrates basic IPC:
Process 1

Process 2
Data

Sender

Receiver

Figure 1: Interprocess Communication
Two or more processes engage in a protocol – a set of rules to be observed by the participants
for data communication. A process can be a sender at some instant of the communication and
can be a receiver of the data at another instant of the communication. When data is sent from one
process to another single process, the communication is said to be unicast. When data is sent
from one process to more than one process at the same time, the communication is said to be
multicast. Note that multicast is not multiple unicasts.

P2

P2

m

P3

m

P1

P4

m

m

P1

Figure 2: Unicast Vs. Multicast
Most of the operating systems (OS) like UNIX and Windows provide facilities for IPC. The
system-level IPC facilities include message queues, semaphores and shared memory. It is
possible to directly develop network software using these system-level facilities. Examples are
network device drivers and system evaluation programs. On the other hand, the complexities of
the applications require the use of some form of abstraction to spare the programmer of the
system-level details. An IPC application programming interface (API) abstracts the details and
intricacies of the system-level facilities and allows the programmer to concentrate on the
application logic.
The Socket API is a low-level programming facility for implementing IPC. The upper-layer
facilities are built on top of the operations provided by the Socket API. The Socket API was
originally provided as part of the Berkeley UNIX OS, but has been later ported to all operating
systems including Sun Solaris and Windows systems. The Socket API provides a programming
construct called a “socket”. A process wishing to communicate with another process must create
an instance or instantiate a socket. Two processes wishing to communicate can instantiate
sockets and then issue operations provided by the API to send and receive data. Note that in
network parlance, a packet is the unit of data transmitted over the network. Each packet contains
the data (payload) and some control information (header) that includes the destination address.
A socket is uniquely identified by the IP address of the machine and the port number at which
the socket is opened (i.e. bound to). Port numbers are allocated 16 bits in the packet headers and
thus can be at most 66535. Well-known processes like FTP, HTTP and etc., have their sockets
opened on dedicated port numbers (less than or equal to 1024). Hence, sockets corresponding to
user-defined processes have to be run on port numbers greater than 1024.
In this chapter, we will discuss two types of sockets – “connectionless” and “connectionoriented” for unicast communication, multicast sockets and several programming examples to
illustrate different types of communication using these sockets. All of the programming
examples are illustrated in Java.
2. Types of Sockets
The User Datagram Protocol (UDP) transports packets in a connectionless manner [1]. In a
connectionless communication, each data packet (also called datagram) is addressed and routed
individually and may arrive at the receiver in any order. For example, if process 1 on host A
sends datagrams m1 and m2 successively to process 2 on host B, the datagrams may be

transported on the network through different routes and may arrive at the destination in any of
the two orders: m1, m2 or m2, m1.
The Transmission Control Protocol (TCP) is connection-oriented and transports a stream of
data over a logical connection established between the sender and the receiver [1]. As a result,
data sent from a sender to a receiver is guaranteed to be received in the order they were sent. In
the above example, messages m1 and m2 are delivered to process 2 on host B in the same order
they were sent from process 1 on host A.
A socket programming construct can use either UDP or TCP transport protocols. Sockets that
use UDP for transport of packets are called “datagram” sockets and sockets that use TCP for
transport are called “stream” sockets.
3. The Connectionless Datagram Socket
In Java, two classes are provided for the datagram socket API: (a) The DatagramSocket class for
the sockets (b) The DatagramPacket class for the packets exchanged. A process wishing to send
or receive data using the datagram socket API must instantiate a DatagramSocket object, which
is bound to a UDP port of the machine and local to the process.
To send a datagram to another process, the sender process must instantiate a DatagramPacket
object that carries the following information: (1) a reference to a byte array that contains the
payload data and (2) the destination address (the host ID and port number to which the receiver
process’ DatagramSocket object is bound).
At the receiving process, a DatagramSocket object must be instantiated and bound to a local
port – this port should correspond to the port number carried in the datagram packet of the
sender. To receive datagrams sent to the socket, the receiving process must instantiate a
DatagramPacket object that references a byte array and call the receive method of the
DatagramSocket object, specifying as argument, a reference to the DatagramPacket object. The
program flow in the sender and receiver process is illustrated in Figure 3 and the key methods
used for communication using connectionless sockets are summarized in Table 1.
Sender Program

Receiver Program

Create a DatagramSocket object
and bind it to any local port;

Create a DatagramSocket object
and bind it to a specific local port;

Place the data to send in a byte
array;

Create a byte array for receiving
the data;

Create a DatagramPacket object,
specifying the data array and the
receiver’s address;

Create a DatagramPacket object,
specifying the data array.

Invoke the send method of the
DatagramSocket object and pass as
argument, a reference to the
DatagramPacket object.

Invoke the receive method of the
socket with a reference to the
DatagramPacket object.

Figure 3: Program flow in the sender and receiver process (adapted from [2])

Table 1: Key Commonly Used Methods of the DatagramSocket API (adapted from [3])
No. Constructor/ Method
1
2
3
4
5
6
7
8
9
10
11
12

13

14
15
16
17
18
19
20

Description

DatagramSocket class
Constructs an object of class DatagramSocket and binds the
DatagramSocket( )
object to any available port on the local host machine
Constructs an object of class DatagramSocket and binds it to
DatagramSocket(int port)
the specified port on the local host machine
DatagramSocket (int port, InetAddress
Constructs an object of class DatagramSocket and binds it to
addr)
the specified local address and port
void close( )
Closes the datagram socket
void connect(InetAddress address, int
Connects the datagram socket to the specified remote address
port)
and port number on the machine with that address
Returns the local InetAddress to which the socket is
InetAddress getLocalAddress( )
connected.
Returns the port number on the local host to which the
int getLocalPort( )
datagram socket is bound
InetAddress getInetAddress( )
Returns the IP address to which the datagram socket is
connected to at the remote side.
int getPort( )
Returns the port number at the remote side of the socket
void receive(DatagramPacket packet)
Receives a datagram packet object from this socket
void send(DatagramPacket packet)
Sends a datagram packet object from this socket
void setSoTimeout(int timeout)
Set the timeout value for the socket, in milliseconds
DatagramPacket class
Constructs a datagram packet object with the contents stored
DatagramPacket(byte[ ] buf, int length,
in a byte array, buf, of specified length to a machine with the
InetAddress, int port)
specified IP address and port number
Returns the IP address of the machine at the remote side to
InetAddress getAddress( )
which the datagram is being sent or from which the datagram
was received
byte [ ] getData( )
Returns the data buffer stored in the packet as a byte array
Returns the length of the data buffer in the datagram packet
int getLength( )
sent or received
Returns the port number to which the datagram socket is
int getPort( )
bound to which the datagram is being sent or from which the
datagram is received
void setData(byte [ ])
Sets the data buffer for the datagram packet
Sets the datagram packet with the IP address of the remote
void setAddress(InetAddress iaddr)
machine to which the packet is being sent
Sets the datagram packet with the port number of the
void setPort(int port )
datagram socket at the remote host to which the packet is sent

With connectionless sockets, a DatagramSocket object bound to a process can be used to send
datagrams to different destinations. Also, multiple processes can simultaneously send datagrams
to the same socket bound to a receiving process. In such a situation, the order of the arrival of the
datagrams may not be consistent with the order they were sent from the different processes. Note
that in connection-oriented or connectionless Socket APIs, the send operations are non-blocking
and the receive operations are blocking. A process continues its execution after the issuance of a
send method call. On the other hand, once a process calls the receive method on a socket, the
process is suspended until a datagram is received. To avoid indefinite blocking, the setSoTimeout
method can be called on the DatagramSocket object.

We now present several sample programs to illustrate the use of the DatagramSocket and
DatagramPacket API. Note that in all these exercises, the receiver programs should be started
first before starting the sender program. This is analogous to the fact that in any conversation, a
receiver should be tuned and willing to hear and receive the information spoken (sent) by the
sender. If the receiver is not turned on, then whatever the message was sent will be dropped at
the receiving side. The following code segments illustrate the code to send to a datagram packet
from one host IP address and port number and receive the same packet at another IP address and
port number. Though the sender and receiver programs are normally run at two different hosts,
sometimes one can test the correctness of their code by running the two programs on the same
host using ‘localhost’ as the name of the host at remote side. This is the approach we use in this
book chapter. For all socket programs, the package java.net should be imported; and very often
we need to also import the java.io package to do any input/output with the sockets. Of course, for
any file access, we also need to import the java.io package. Also, since many of the methods (for
both the Connectionless and Stream-mode API) could raise exceptions, it is recommended to put
the entire code inside a try-catch block.
3.1 Example Program to Send and Receive a Message using Connectionless Sockets
The datagram receiver (datagramReceiver.java) program illustrated below can receive a
datagram packet of size at most 40 bytes. As explained before, the receive( ) method call on the
-------------------------------------------------------------------------------------------------------------------import java.net.*;
import java.io.*;
class datagramReceiver{
public static void main(String[ ] args){
try{
int MAX_LEN = 40;
int localPortNum = Integer.parseInt(args[0]);
DatagramSocket mySocket = new DatagramSocket(localPortNum);
byte[] buffer = new byte[MAX_LEN];
DatagramPacket packet = new DatagramPacket(buffer, MAX_LEN);
mySocket.receive(packet);
String message = new String(buffer);
System.out.println(message);
mySocket.close( );
}
catch(Exception e){e.printStackTrace( );}
}
}
--------------------------------------------------------------------------------------------------------------------Figure 4: Program to Receive a Single Datagram Packet
--------------------------------------------------------------------------------------------------------------------import java.net.*;
import java.io.*;

class datagramSender{
public static void main(String[ ] args){
try{
InetAddress receiverHost = InetAddress.getByName(args[0]);
int receiverPort = Integer.parseInt(args[1]);
String message = args[2];
DatagramSocket mySocket = new DatagramSocket( );
byte[] buffer = message.getBytes( );
DatagramPacket packet = new DatagramPacket(buffer, buffer.length, receiverHost,
receiverPort);
mySocket.send(packet);
mySocket.close( );
}
catch(Exception e){ e.printStackTrace( ); }
}
}
--------------------------------------------------------------------------------------------------------------------Figure 5: Program to Send a Single Datagram Packet
DatagramSocket is a binding call. Once a datagram packet arrives at the host at the specified
local port number at which the socket is opened, the receiver program will proceed further –
extract the bytes stored in the datagram packet and prints the contents as a String. The local port
number at which the receiver should open its datagram socket is passed as an input commandline parameter and this port number should also be known to the sender so that the message can
be sent to the same port number. The datagram sender (datagramSender.java) program creates a
DatagramPacket object and sets its destination IP address to the IP address of the remote host,
the port number at which the message is expected to receive and the actual message. The sender
program has nothing much to do after sending the message and hence the socket is closed.
Similarly, the socket at the receiver side is also closed after receiving and printing the message.
Figure 6 is a screenshot of the execution and output obtained for the code segments illustrated in
Figures 4 and 5. Note that the datagramReceiver program should be started first. The maximum
size of the message that could be received is 40 bytes (characters) as set by the
datagramReceiver.

Figure 6: Screenshots of the Execution of datagramSender.java and datagramReceiver.java

3.2 Example Program to Send and Receive a Message in both Directions (Duplex
Communication) using Connectionless Sockets
The program illustrated in this example is an extension of the program in Section 3.1. Here, we
describe two programs – datagramSenderReceiver.java (refer Figure 7) and
datagramReceiverSender.java (refer Figure 8). The sender-receiver program will first send a
message and then wait for a response for the message. Accordingly, the first half of the senderreceiver program would be to send a message and the second half of the program would be to
receive a response. Note that to get the response, the sender-receiver program should invoke the
receive( ) method on the same DatagramSocket object and port number that were used to send
the message. The receiver-sender program will have to first receive the message and then
respond to the sender of the message. It extracts the sender information from the Datagram
Packet object received and uses the sender IP address and port number retrieved from the
Datagram Packet received as the destination IP address and port number for the response
Datagram Packet sent. This is analogous to replying to a mail or an email using the sender
information in the mail (i.e., reply to the same address from which the message was sent). The
above logic could be used to develop chatting programs using connectionless sockets. The
maximum size of the messages that could be sent and received is 60 bytes in this example.
-------------------------------------------------------------------------------------------------------------------import java.net.*;
import java.io.*;
class datagramSenderReceiver{
public static void main(String[ ] args){
try{
InetAddress receiverHost = InetAddress.getByName(args[0]);
int receiverPort = Integer.parseInt(args[1]);
String message = args[2];
DatagramSocket mySocket = new DatagramSocket( );
byte[] sendBuffer = message.getBytes( );
DatagramPacket packet = new DatagramPacket(sendBuffer, sendBuffer.length,
receiverHost, receiverPort);
mySocket.send(packet);
// to receive a message
int MESSAGE_LEN = 60;
byte[ ] recvBuffer = new byte[MESSAGE_LEN];
DatagramPacket datagram = new DatagramPacket(recvBuffer, MESSAGE_LEN);
mySocket.receive(datagram);
String recvdString = new String(recvBuffer);
System.out.println(“\n”+recvdString);
mySocket.close( );

}
catch(Exception e){ e.printStackTrace( ); }
}
}
-----------------------------------------------------------------------------

Figure 7: Code for the Datagram Sender and Receiver (Sends First, Receives Next) Program
-----------------------------------------------------------------------------

import java.net.*;
import java.io.*;
class datagramReceiverSender{
public static void main(String[ ] args){
try{
int MAX_LEN = 60;
int localPortNum = Integer.parseInt(args[0]);
DatagramSocket mySocket = new DatagramSocket(Integer.parseInt(localPortNum);
byte[ ] recvBuffer = new byte[MAX_LEN];
DatagramPacket packet = new DatagramPacket(recvBuffer, MAX_LEN);
mySocket.receive(packet);
String message = new String(recvBuffer);
System.out.println(“\n”+message);
// to reply back to sender
InetAddress senderAddress = packet.getAddress( );
int senderPort = packet.getPort( );
String messageToSend = args[1];
byte[ ] sendBuffer = messageToSend.getBytes();
DatagramPacket datagram = new DatagramPacket(sendBuffer, sendBuffer.length,
senderAddress, senderPort);
mySocket.send(datagram);
mySocket.close( );
}
catch(Exception e){e.printStackTrace( );}
}
}
-----------------------------------------------------------------------------

Figure 8: Code for the Datagram Receiver and Sender (Receives First, Sends Next) Program

Figure 9: Screenshots of the Execution of datagramSenderReceiver.java and
datagramReceiverSender.java
In the above example, the datagramReceiverSender.java program is waiting at a local port
number of 4567 to greet with a message “Welcome to the world of Java Socket Programming”
for an incoming connection request message from any host. When the
datagramSenderReceiver.java program attempts to connect at port number 4567 with a “Trying
to Connect” request, it gets the welcome message as the response from the other end.

Figure 10: Program Flow in the Connection Listener (Server) and Connection Requester
(Client) Processes – adapted from [2]
4

The Connection-Oriented (Stream-Mode) Socket

The Connection-Oriented Sockets are based on the stream-mode I/O model of the UNIX
Operating System – data is transferred using the concept of a continuous data stream flowing

from a source to a destination. Data is inserted into the stream by a sender process usually called
the server and is extracted from the stream by the receiver process usually called the client. The
server process establishes a connection socket and then listens for connection requests from other
processes. Connection requests are accepted one at a time. When the connection request is
accepted, a data socket is created using which the server process can write or read from/to the
data stream. When the communication session between the two processes is over, the data socket
is closed and the server process is free to accept another connection request. Note that the server
process is blocked when it is listening or waiting for incoming connection requests. This problem
could be alleviated by spawning threads, one for each incoming client connection request and a
thread would then individually handle the particular client.
Table 2: Key Commonly Used Methods of the Stream-Mode Socket API (adapted from [3])
No. Constructor/ Method
1

ServerSocket(int port)

2

accept( )

3

close( )

4

void setSoTimeout(int timeout)

5

Socket(InetAddress host, int port)

6

InetAddress getInetAddress( )

7

InetAddress getLocalAddress( )

8
9

int getPort( )
int getLocalPort( )

10

InputStream getInputStream( )

11

OutputStream getOutputStream( )

12

close( )

13

void setSoTimeout(int timeout)

Description
ServerSocket class
Constructs an object of class ServerSocket and binds the object to
the specified port – to which all clients attempt to connect
This is a blocking method call – the server listens (waits) for any
incoming client connection request and cannot proceed further
unless contacted by a client. When a client contacts, the method is
unblocked and returns a Socket object to the server program to
communicate with the client.
Closes the ServerSocket object
The ServerSocket object is set to listen for an incoming client
request, under a particular invocation of the accept ( ) method on
the object, for at most the milliseconds specified in “timeout”.
When the timeout expires, a java.net.SocketTimeoutException is
raised. The timeout value must be > 0; a timeout value of 0
indicates infinite timeout.
Socket class
Creates a stream socket and connects it to the specified port
number at the specified IP address
Returns the IP address at the remote side of the socket
Returns the IP address of the local machine to which this socket is
bound
Returns the remote port number to which this socket is connected
Returns the local port number to which this socket is bound
Returns an input stream for this socket to read data sent from the
other end of the connection
Returns an output stream for this socket to send data to the other
end of the connection
Closes this socket
Sets a timeout value to block on any read( ) call on the
InputStream associated with this socket object. When the timeout
expires, a java.net.SocketTimeoutException is raised. The timeout
value must be > 0; a timeout value of 0 indicates infinite timeout.

In the next few sections, we illustrate examples to illustrate the use of Stream-mode sockets to
send and receive messages. These sockets are typically used for connection-oriented
communication during which a sequence of bytes (not discrete messages) need to be transferred
in one or both directions. The connection listener program (Server program) should be started

first and ServerSocket object should be the first to be created to accept an incoming client
connection request. The connection requester program (Client program) should be then started.
4.1 Example Program to Send a Message from Server to Client when Contacted
Here, the connectionServer.java program creates a ServerSocket object bound to port 3456 and
waits for an incoming client connection request. When a client contacts the server program, the
accept( ) method is unblocked and returns a Socket object for the server to communicate with the
particular client that contacted. The server program then creates a PrintStream object through the
output stream extracted from this socket and uses it to send a welcome message to the contacting
client. The client program runs as follows: The client creates a Socket object to connect to the
server running at the specified IP address or hostname and at the port number 3456. The client
creates a BufferedReader object through the input stream extracted from this socket and waits for
an incoming line of message from the other end. The readLine( ) method of the BufferedReader
object blocks the client from proceeding further unless a line of message is received. The
purpose of the flush( ) method of the PrintStream class is to write any buffered output bytes to
the underlying output stream and then flush that stream to send out the bytes. Note that the server
program in our example sends a welcome message to an incoming client request and then stops.
-----------------------------------------------------------------------------

import java.net.*;
import java.io.*;
class connectionServer{
public static void main(String[ ] args){
try{
String message = args[0];
int serverPortNumber = Integer.parseInt(args[1]);
ServerSocket connectionSocket = new ServerSocket(serverPortNumber);
Socket dataSocket = connectionSocket.accept();
PrintStream socketOutput = new PrintStream(dataSocket.getOutputStream());
socketOutput.println(message);
System.out.println(“sent response to client…”);
socketOutput.flush( );
dataSocket.close( );
connectionSocket.close( );
}
catch(Exception e){
e.printStackTrace( );
}
}
}
--------------------------------------------------------------------------------------------------------------------Figure 11: Code for the Connection Server Program to Respond to a Connecting Client
-------------------------------------------------------------------------------------------------------------------import java.net.*;

import java.io.*;
class connectionClient{
public static void main(String[ ] args){
try{
InetAddress acceptorHost = InetAddress.getByName(args[0]);
int serverPortNum = Integer.parseInt(args[1]);
Socket clientSocket = new Socket(acceptorHost, serverPortNum);
BufferedReader br = new BufferedReader(new
InputStreamReader(clientSocket.getInputStream( )));
System.out.println(br.readLine( ));
clientSocket.close();
}
catch(Exception e){
e.printStackTrace( );
}
}
}
--------------------------------------------------------------------------------------------------------------------Figure 12: Code for the Connection Client Program to Connect to a Server Program

Figure 13: Screenshots of the Execution of the Programs to Send a Message to a Client from a
Server when Contacted
--------------------------------------------------------------------------------------------------------------------import java.net.*;
import java.io.*;
class connectionClient{
public static void main(String[ ] args){
try{
InetAddress acceptorHost = InetAddress.getByName(args[0]);
int serverPortNum = Integer.parseInt(args[1]);
Socket clientSocket = new Socket(acceptorHost, serverPortNum);
BufferedReader br = new BufferedReader(new

InputStreamReader(clientSocket.getInputStream( )));
System.out.println(br.readLine( ));
PrintStream ps = new PrintStream(clientSocket.getOutputStream( ));
ps.println("received your message.. Thanks");
ps.flush( );
clientSocket.close( );
}
catch(Exception e){e.printStackTrace( );}
}
}
--------------------------------------------------------------------------------------------------------------------Figure 14: Code for the Client Program for Duplex Connection Communication
4.2 Example Program to Illustrate Duplex Nature of Stream-mode Socket Connections
This program is an extension of the program illustrated in Section 4.1. Here, we illustrate that the
communication using stream-mode sockets could occur in both directions. When the client
receives a response for its connection request from the server, the client responds back with an
acknowledgement that the server response was received. The server waits to receive such a
response from the client. All of these communication occur using the Socket object returned by
the accept( ) method call on the ServerSocket object at the server side and using the Socket
object originally created by the client program to connect to the server. It is always
recommended to close the Socket objects at both sides after their use. Even though server
programs typically run without being stopped, our example server program terminates after one
duplex communication with the client. Before the server program terminates, the ServerSocket
object should be closed.
--------------------------------------------------------------------------------------------------------------------import java.net.*;
import java.io.*;
class connectionServer{
public static void main(String[ ] args){
try{
String message = args[0];
int serverPortNum = Integer.parseInt(args[1]);
ServerSocket connectionSocket = new ServerSocket(serverPortNum);
Socket dataSocket = connectionSocket.accept( );
PrintStream socketOutput = new PrintStream(dataSocket.getOutputStream( ));
socketOutput.println(message);
socketOutput.flush( );
BufferedReader br = new BufferedReader(new
InputStreamReader(dataSocket.getInputStream( )));
System.out.println(br.readLine( ));
dataSocket.close();
connectionSocket.close();

}
catch(Exception e){e.printStackTrace();}
}
}
--------------------------------------------------------------------------------------------------------------------Figure 15: Code for the Server Program for Duplex Connection Communication

Figure 16: Screenshots of the Execution of the Programs for Duplex Communication
4.3 Example Program to Illustrate the Server can Run in Infinite Loop handling Multiple
Client Requests, one at a time
In this example, we illustrate a server program (an iterative server) that can service multiple
clients, though, one at a time. The server waits for incoming client requests. When a connection
request is received, the accept ( ) method returns a Socket object that will be used to handle all
the communication with the client. During this time, if any connection requests from any other
client reach the server, these requests have to wait before the server has completed its
communication with the current client. To stop a server program that runs in an infinite loop, we
press Ctrl+C. This terminates the program as well as closes the ServerSocket object.
--------------------------------------------------------------------------------------------------------------------import java.net.*;
import java.io.*;
class connectionServer{
public static void main(String[ ] args){
try{
String message = args[0];
int serverPortNum = Integer.parseInt(args[1]);
ServerSocket connectionSocket = new ServerSocket(serverPortNum);
while (true){
Socket dataSocket = connectionSocket.accept( );
PrintStream socketOutput = new PrintStream(dataSocket.getOutputStream( ));
socketOutput.println(message);

socketOutput.flush( );
dataSocket.close( );
}
}
catch(Exception e){e.printStackTrace( );}
}
}
--------------------------------------------------------------------------------------------------------------------Figure 17: Code for an Iterative Server Program to Send a Message to each of its Clients

Figure 18: Screenshots of the Execution of an Iterative Server along with its Multiple Clients
Note that the client code need not be modified to communicate with the iterative server. The
same client code that was used in Section 4.1 or 4.2 could be used here, depending on the case.
In this example (illustrated in Figure 17), the iterative server just responds back with a welcome
message and does not wait for the client response. Hence, one would have to use a client
program, like the one shown in Section 4.1, to communicate with this iterative server program.
4.4 Example Program to Send Objects of User-defined Classes using Stream-mode Sockets
In this example, we illustrate how objects of user-defined classes could be sent using streammode sockets. An important requirement of classes whose objects needs to be transmitted across
sockets is that these classes should implement the Serializable interface defined in the java.io.
package. Figure 19 shows the code for an Employee class (that has three member variables – ID,
Name and Salary), implementing the Serializable interface. An object of the Employee class,
with all the member variables set by obtaining inputs from the user, is being sent by the client
program (code in Figure 20) to a server program (code in Figure 21) that extracts the object from
the socket and prints the values of its member variables. To write an object to a socket, we use
the ObjectOutputStream and to extract an object from a socket, we use the ObjectInputStream.
--------------------------------------------------------------------------------------------------------------------import java.io.*;

class EmployeeData implements Serializable{
int empID;
String empName;
double empSalary;
void setID(int id){
empID = id; }
void setName(String name){
empName = name; }
void setSalary(double salary){
empSalary = salary; }
int getID( ){
return empID; }
String getName( ){
return empName; }
double getSalary( ){
return empSalary; }
}
--------------------------------------------------------------------------------------------------------------------Figure 19: Code for the Employee Class, Implementing the Serializable Interface
--------------------------------------------------------------------------------------------------------------------import java.io.*;
import java.net.*;
import java.util.*;
class connectionClient{
public static void main(String[] args){
try{
InetAddress serverHost = InetAddress.getByName(args[0]);
int serverPortNum = Integer.parseInt(args[1]);
Socket clientSocket = new Socket(serverHost, serverPortNum);
EmployeeData empData = new EmployeeData( );
Scanner input = new Scanner(System.in);
System.out.print("Enter employee id: ");
int id = input.nextInt( );
System.out.print("Enter employee name: ");
String name = input.next( );
System.out.print("Enter employee salary: ");
double salary = input.nextDouble( );
empData.setID(id);
empData.setName(name);
empData.setSalary(salary);
ObjectOutputStream oos = new ObjectOutputStream(clientSocket.getOutputStream( ));
oos.writeObject(empData);
oos.flush( );
clientSocket.close( );
}
catch(Exception e){e.printStackTrace( );}
}
}
--------------------------------------------------------------------------------------------------------------------Figure 20: Client Program to Send an Object of User-defined Class across Stream-mode Socket

--------------------------------------------------------------------------------------------------------------------import java.io.*;
import java.net.*;
class connectionServer{
public static void main(String[] args){
try{
int serverListenPortNum = Integer.parseInt(args[0]);
ServerSocket connectionSocket = new ServerSocket(serverListenPortNum);
Socket dataSocket = connectionSocket.accept( );
ObjectInputStream ois = new ObjectInputStream(dataSocket.getInputStream( ));
EmployeeData eData = (EmployeeData) ois.readObject( );
System.out.println("Employee id : "+eData.getID( ));
System.out.println("Employee name : "+eData.getName( ));
System.out.println("Employee salary : "+eData.getSalary( ));
dataSocket.close( );
connectionSocket.close( );
}
catch(Exception e){e.printStackTrace( );}
}
}
--------------------------------------------------------------------------------------------------------------------Figure 21: Server Program to Receive an Object of User-defined Class across a Stream-mode
Socket

Figure 22: Screenshots of the Client-Server Program to Send and Receive Object of Userdefined Class across Stream-mode Sockets
4.5 Example Program to Illustrate Sending and Receiving of Integers across a Stream-mode
Socket
In this example program, we illustrate the sending and receiving of integers across a streammode socket. The client program sends two integers using the PrintStream object; the server
program receives them, computes and prints their sum.

--------------------------------------------------------------------------------------------------------------------import java.io.*;
import java.net.*;
import java.util.*;
class connectionClient{
public static void main(String[ ] args){
try{
InetAddress serverHost = InetAddress.getByName(args[0]);
int serverPortNum = Integer.parseInt(args[1]);
Socket clientSocket = new Socket(serverHost, serverPortNum);
PrintStream ps = new PrintStream(clientSocket.getOutputStream());
ps.println(2);
ps.flush( );
ps.println(3);
ps.flush( );
clientSocket.close( );
}
catch(Exception e){e.printStackTrace( );}
}
}
--------------------------------------------------------------------------------------------------------------------Figure 23: Code for a Client Program to Send Two Integers across a Stream-mode Socket
--------------------------------------------------------------------------------------------------------------------import java.io.*;
import java.net.*;
class connectionServer{
public static void main(String[] args){
try{
int serverListenPortNum = Integer.parseInt(args[0]);
ServerSocket connectionSocket = new ServerSocket(serverListenPortNum);
Socket dataSocket = connectionSocket.accept( );
BufferedReader br = new BufferedReader(new
InputStreamReader(dataSocket.getInputStream( )));
int num1 = Integer.parseInt(br.readLine( ));
int num2 = Integer.parseInt(br.readLine( ));
System.out.println(num1+" + "+num2+" = "+(num1+num2));
dataSocket.close( );
connectionSocket.close( );
}
catch(Exception e){e.printStackTrace( );}
}
}
--------------------------------------------------------------------------------------------------------------------Figure 23: Code for a Server to Receive Integers across a Stream-mode Socket

4.6 Iterative Server vs. Concurrent Server
4.6.1 Iterative Server
As illustrated in Section 4.3, an iterative server is a server program that handles one client at a
time. If one or more client connection requests reach the server while the latter is in
communication with a client, these requests have to wait for the existing communication to be
completed. The pending client connection requests are handled on a First-in-First-Serve basis.
However, such a design is not efficient. Clients may have to sometime wait for excessive amount
of time for the requests ahead of theirs in the waiting queue to be processed. When the client
requests differ in the amount of time they take to be handled by the server, it would then lead to a
situation where a client with a lower execution time for its request at the server may have to wait
for the requests (ahead in the queue) that have a relatively longer execution time to be completed
first. The code in Figure 25 illustrates one such example of an iterative server that has to add
integers from 1 to a “count” value (i.e., 1+2+…+count) sent by a client program (Figure 24) and
return the sum of these integers to the requesting client. In order to simulate the effect of timeconsuming client requests, we make the server program to sleep for 200 milliseconds after
performing each addition. As iterative servers are single-threaded programs, the whole program
sleeps when we invoke the sleep( ) static function of the Thread class. The execution screenshots
illustrated in Figure 26 show that a client with a request to add integers from 1 to 5 will have to
wait for 19500 milliseconds (i.e., 19.5 seconds) as the client’s request reached the server while
the latter was processing a request from another client to add integers from 1 to 100, which takes
20031 milliseconds (i.e., 20.031 seconds).
--------------------------------------------------------------------------------------------------------------------import java.io.*;
import java.net.*;
class summationClient{
public static void main(String[ ] args){
try{
InetAddress serverHost = InetAddress.getByName(args[0]);
int serverPort = Integer.parseInt(args[1]);
long startTime = System.currentTimeMillis( );
int count = Integer.parseInt(args[2]);
Socket clientSocket = new Socket(serverHost, serverPort);
PrintStream ps = new PrintStream(clientSocket.getOutputStream());
ps.println(count);
BufferedReader br = new BufferedReader(new
InputStreamReader(clientSocket.getInputStream()));
int sum = Integer.parseInt(br.readLine());
System.out.println(" sum = "+sum);
long endTime = System.currentTimeMillis();

System.out.println(" Time consumed for receiving the feedback from the server:
"+(endTime-startTime)+" milliseconds");
clientSocket.close( );
}
catch(Exception e){e.printStackTrace( );}
}
}
--------------------------------------------------------------------------------------------------------------------Figure 24: Code for a Client Program that Requests a Server to Add Integers (from 1 to a Count
value) and Return the Sum
--------------------------------------------------------------------------------------------------------------------import java.io.*;
import java.net.*;
class summationServer{
public static void main(String[] args){
try{
int serverPort = Integer.parseInt(args[0]);
ServerSocket calcServer = new ServerSocket(serverPort);
while (true){
Socket clientSocket = calcServer.accept( );
BufferedReader br = new BufferedReader(new
InputStreamReader(clientSocket.getInputStream( )));
int count = Integer.parseInt(br.readLine( ));
int sum = 0;
for (int ctr = 1; ctr <= count; ctr++){
sum += ctr;
Thread.sleep(200);
}
PrintStream ps = new PrintStream(clientSocket.getOutputStream( ));
ps.println(sum);
ps.flush( );
clientSocket.close( );
}
}
catch(Exception e){e.printStackTrace( );}
}
}
--------------------------------------------------------------------------------------------------------------------Figure 25: Code for an Iterative Server that Adds (from 1 to a Count value) and Returns the Sum

Figure 26: Screenshots of Execution of an Iterative Summation Server and its Clients
4.6.2 Concurrent Server
An alternative design is the idea of using a concurrent server, especially to process client
requests with variable service time. When a client request is received, the server process spawns
a separate thread, which is exclusively meant to handle the particular client. So, if a program has
to sleep after each addition, it would be the particular thread (doing the addition) that will sleep
and not the whole server process, which was the case with an iterative server. While a thread of a
process is sleeping, the operating system could schedule the other threads of this process to run.
With such a design, the waiting time of client requests, especially for those with a relatively
shorter processing time, could be significantly reduced. Note that the code for the client program
is independent of the design choice for the server. In other words, one should be able to use the
same client program with either an iterative server or a concurrent server.
--------------------------------------------------------------------------------------------------------------------import java.io.*;
import java.net.*;
class summationThread extends Thread{
Socket clientSocket;
summationThread(Socket cs){
clientSocket = cs;

}

public void run( ){
try{
BufferedReader br = new BufferedReader(new
InputStreamReader(clientSocket.getInputStream( )));
int count = Integer.parseInt(br.readLine( ));
int sum = 0;
for (int ctr = 1; ctr <= count; ctr++){
sum += ctr;
Thread.sleep(200);
}

PrintStream ps = new PrintStream(clientSocket.getOutputStream( ));
ps.println(sum);
ps.flush( );
clientSocket.close( );
}
catch(Exception e){e.printStackTrace( );}
}
}
class summationServer{
public static void main(String[ ] args){
try{
int serverPort = Integer.parseInt(args[0]);
ServerSocket calcServer = new ServerSocket(serverPort);
while (true){
Socket clientSocket = calcServer.accept( );
summationThread thread = new summationThread(clientSocket);
thread.start( );
}
}
catch(Exception e){e.printStackTrace( );}
}
}
--------------------------------------------------------------------------------------------------------------------Figure 27: Concurrent Server Program and the Implementation of a Summation Thread

Figure 28: Screenshots of Execution of a Concurrent Summation Server and its Clients
Figure 27 presents the code for a concurrent server. We implement the addition module inside
the run( ) function of the SummationThread class, an object of which is spawned (i.e., a server
thread) for each incoming client connection requests. From then on, the server thread handles the
communication with the particular client through the Socket object returned by the accept( )
method of the ServerSocket class and passed as an argument to the constructor of the
SummationThread class. The effectiveness of using a concurrent server (illustrated in Figure 28)

can be validated through the reduction in the processing time for a client whose request to add
integers from 1 to 5 sent to the server after the latter started to process a client request to add
integers from 1 to 100. The result at the client that requests to add integers 1 to 5 (it takes only
1000 milliseconds – i.e., 1 second) would actually appear well ahead of that at the other client (it
takes 20031 milliseconds – i.e. 20.031 seconds).
5 Multicast Sockets
Multicasting is the process of sending messages from one process to several other processes
concurrently. It supports one-to-many Inter Process Communication (IPC). Multicasting is useful
for applications like groupware, online conferences and interactive learning, etc. In applications
or network services that make use of multicasting, we have a set of processes that form a group
called multicast group. Each process in the group can send and receive messages. A message
sent by any process in the group will be received by each participating process in the group.
A Multicast API should support the following primitive operations:
(1) Join – allows a process to join a specific multicast group. A process may be a member of one
or more multicast groups at the same time.
(2) Leave – allows the process to stop participating in a multicast group.
(3) Send – allows a process to send a message to all the processes of a multicast group.
(4) Receive – allows a process to receive messages sent to a multicast group.
At the transport layer, the basic multicast supported by Java is an extension of UDP, which is
connectionless and unreliable. There are four major classes in the API: (1) InetAddress (2)
DatagramPacket (3) DatagramSocket and (4) MulticastSocket. The MulticastSocket class is an
extension of the DatagramSocket class and provides capabilities for joining and leaving a
multicast group. The constructor of the MulticastSocket class takes an integer argument that
corresponds to the port number to which the object of this class would be bound to. The
receive( ) method of the MulticastSocket class is a blocking-method, which when invoked on a
MulticastSocket object will block the execution of the receiver until a message arrives to the port
to which the object is bound to.
An IP multicast datagram must be received by all the processes that are currently members of
a particular multicast group. Hence, each multicast datagram needs to be addressed to a specific
multicast group instead of an individual process. In IPv4, a multicast group is specified by a class
D IP address combined with a standard port number. In this chapter, we will use the static
address 224.0.0.1, with an equivalent domain name ALL-SYSTTEMS.MCAST.NET, for
processes running on all machines on the local area network.
5.1 Example Program to Illustrate an Application in which a Message Sent by a Process
Reaches all the Processes Constituting the Multicast Group
In this example, we illustrate an application wherein there are two types of processes: (i)
multicast sender – that can only send a message to a multicast group and (ii) multicast receiver –
that can only receive a message sent to the multicast group. Similar to the case of connectionoriented and connectionless sockets, the multicast receiver (Figure 30) should be started first and
should be ready to receive messages sent to the port number to which the multicast socket is
bound to. We then start the multicast sender (Figure 29).

To keep it simple, the multicast sender program stops after sending one message to the
multicast group and the multicast receiver program stops after receiving one message for the
group. The maximum size of the message that can be received in this example is 100 bytes.
--------------------------------------------------------------------------------------------------------------------import java.io.*;
import java.net.*;
class multicastSender{
public static void main(String[ ] args){
try{
InetAddress group = InetAddress.getByName("224.0.0.1");
MulticastSocket multicastSock = new MulticastSocket(3456);
String msg = "Hello How are you?";
DatagramPacket packet = new DatagramPacket(msg.getBytes( ), msg.length( ), group,
3456);
multicastSock.send(packet);
multicastSock.close( );
}
catch(Exception e){e.printStackTrace( );}
}
}
--------------------------------------------------------------------------------------------------------------------Figure 29: Code for Multicast Sender Program
--------------------------------------------------------------------------------------------------------------------import java.io.*;
import java.net.*;
class multicastReceiver{
public static void main(String[ ] args){
try{
InetAddress group = InetAddress.getByName("224.0.0.1");
MulticastSocket multicastSock = new MulticastSocket(3456);
multicastSock.joinGroup(group);
byte[ ] buffer = new byte[100];
DatagramPacket packet = new DatagramPacket(buffer, buffer.length);
multicastSock.receive(packet);
System.out.println(new String(buffer));
multicastSock.close( );
}
catch(Exception e){e.printStackTrace( );}
}
}
--------------------------------------------------------------------------------------------------------------------Figure 30: Code for Multicast Receiver Program

Figure 31: Screenshots of Execution of a Multicast Sender and Receiver Program
5.2 Example Program to Illustrate an Application in which each Process of the Multicast
Group Sends a Message that is Received by all the Processes Constituting the Group
In this example, each process should be both a multicast sender as well as a receiver such that the
process can send only one message (to the multicast group); but, should be able to receive
several messages. Since a process can send only one message, the number of messages received
by a process would equal the number of processes that are part of the multicast group. Since a
process should have both the sending and receiving functionality built-in to its code, we
implement the relatively simpler sending module in the main( ) function; whereas, the receiving
functionality is implemented as a thread (readThread class in Figure 32). The readThread object
is spawned and starts to run before the sending module begins its execution. In order to facilitate
this, the code in Figure 32 will require all the processes to be started first. After all the processes
have begun to run (i.e., the readThread has been spawned), we then press the Enter-key in each
process command window. This will trigger the sending of a message by each process. The
readThread displays the received message (refer to Figure 33).
--------------------------------------------------------------------------------------------------------------------import java.net.*;
import java.io.*;
class readThread extends Thread{
InetAddress group;
int multicastPort;
int MAX_MSG_LEN = 100;
readThread(InetAddress g, int port){
group = g;
multicastPort = port;
}
public void run( ){

try{
MulticastSocket readSocket = new MulticastSocket(multicastPort);
readSocket.joinGroup(group);
while (true){
byte[ ] message = new byte[MAX_MSG_LEN];
DatagramPacket packet = new DatagramPacket(message, message.length, group,
multicastPort);
readSocket.receive(packet);
String msg = new String(packet.getData());
System.out.println(msg);
}
}
catch(Exception e){e.printStackTrace( );}
}
}
class multicastSenderReceiver{
public static void main(String[] args){
try{
int multicastPort = 3456;
InetAddress group = InetAddress.getByName("224.0.0.1");
MulticastSocket socket = new MulticastSocket(multicastPort);
readThread rt = new readThread(group, multicastPort);
rt.start( );
String message = args[0];
byte[ ] msg = message.getBytes( );
DatagramPacket packet = new DatagramPacket(msg, msg.length, group,
multicastPort);
System.out.print("Hit return to send message\n\n");
BufferedReader br = new BufferedReader(new InputStreamReader(System.in));
br.readLine( );
socket.send(packet);
socket.close( );
}
catch(Exception e){e.printStackTrace( );}
}
}
--------------------------------------------------------------------------------------------------------------------Figure 32: Code for the Multicast Sender and Receiver Program that can both Send and Receive

Figure 33: Execution of Multicast Sender and Receiver Program that can both Send and Receive

6 Exercises
1. Implement a simple file transfer protocol (FTP) using connection-oriented and connectionless
sockets. The connection-oriented FTP works as follows: At the client side, the file to be
transferred is divided into units of 100 bytes (and may be less than 100 bytes for the last unit
depending on the size of the file). The client transfers each unit of the file to the server and
expects an acknowledgment from the server. Only after receiving an acknowledgment from
the server, the client transmits the next unit of the file. If the acknowledgment is not received
within a timeout period (choose your own value depending on your network delay), the client
retransmits the unit. The above process is repeated until all the contents of the file are
transferred. The connectionless FTP works simply as follows: The file is broken down into
lines and the client sends one line at a time as a datagram packet to the server. There is no
acknowledgment required from the server side.
2. Develop a concurrent file server that spawns several threads, one for each client requesting a
specific file. The client program sends the name of the file to be downloaded to the server.
The server creates the thread by passing the name of the file as the argument for the thread
constructor. From then on, the server thread is responsible for transferring the contents of the
requested file. Use connection-oriented sockets (let the transfer size be at most 1000 bytes per
flush operation). After a flush operation, the server thread sleeps for 200 milliseconds.
3. Develop a “Remote Calculator” application that works as follows: The client program inputs
two integers and an arithmetic operation (‘*’,’/’,’%’,’+’,’-‘) from the user and sends these
three values to the server side. The server does the binary operation on the two integers and
sends backs the result of the operation to the client. The client displays the result to the user.

4. Develop a streaming client and server application using connectionless sockets that works as
follows: The streaming client contacts the streaming server requesting a multi-media file
(could be an audio or video file) to be sent. The server then reads the contents of the
requested multi-media file in size randomly distributed between 1000 and 2000 bytes and
sends the contents read to the client as a datagram packet. The last datagram packet that will
be transmitted could be of size less than 1000 bytes, if required. The client reads the bytes,
datagram packets, sent from the server. As soon as a reasonable number of bytes are received
at the client side, the user working at the client side should be able to launch a media player
and view/hear the portions of the received multi-media file while the downloading is in
progress.
5. Develop a simple chatting application using (i) Connection-oriented and (ii) Connectionless
sockets. In each case, when the user presses the “Enter” key, whatever characters have been
typed by the user until then are transferred to the other end. You can also assume that for
every message entered from one end, a reply must come from the other end, before another
message could be sent. In other words, more than one message cannot be sent from a side
before receiving a response from the other side. For connectionless communication, assume
the maximum number of characters that can be transferred in a message to be 1000. The chat
will be stopped by pressing Ctrl+C on both sides.
6. Extend the single client – single server chatting application developed in Q5 using
connection-oriented sockets to a multiple client – single server chatting application. The
single server should be able to chat simultaneously with multiple clients. In order to do this,
you will have to implement the server program using threads. Once a client program contacts
a server, the server process spawns a thread that will handle the client. The communication
between a client and its server thread will be like a single client-single server chatting
application.
7. Develop a multicast chatting tool that will be used to communicate among a group of
processes. Each process should be able to send and receive any number of messages. The
chat tool should have the following functionalities:
1) Get the message from the user and send it to all the other processes belonging to
the group. A process can receive a copy of the message.
2) Read the messages sent by any other process and display the message to the user.
8. Develop an election vote casting application as follows: There are two candidates A and B
contesting an election. There are five electorates (processes) and each electorate can cast their
vote only once and for only one of the two candidates (A or B). The vote cast by an electorate
is a character ‘A’ or ‘B’, sent as a multicast message to all the other electorates. The winner
is the candidate who gets the maximum number of votes. After casting the vote and also
receiving the vote messages from all other electorates, each electorate should be able to
independently determine the winner and display it.

References
[1] D. E. Comer, “Computer Networks and Internets,” 5th Edition, Prentice Hall, 2008.
[2] M. L. Liu, “Distributed Computing: Principles and Applications,” Addison Wesley, 2004.
[3] Java API: http://download.oracle.com/javase/1.4.2/docs/api/
Note: If you download this manual, please email
natarajan.meghanathan@jsums.edu and if possible, also give your feedback on
the manual.



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