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Introduction
Introduction to WinSock
OSI Model
Client-Server Architecture
IP Addresses
Ports
Creating a Socket Illustration
Seven Steps of a Server
Five Steps of a Client
Server Step 1 - Load DLL
Server Step 2 - Create Socket
Server Step 3 - Bind Socket
Server Step 4 - Listen
Server Step 5 - Accept
Client Step 3 - Connect
Exercise - Setting up the Server
Exercise - Setting up the Client
Exercise - Connecting Client and Server
Introduction
Downloading the tutorial/example code
Opening and building in VSCode
Running the TCP server example
Modifying TCP client example to run it to connect to TCP server
Showing TCP client/server exchange using WireShark
Running the UDP receiver example
Running the UDP sender example (after setting correct IP address)
Showing UDP sender/receiver exchange using WireShark
Code walk-through begins
Receiver program (UDP)
DatagramSocket class (UDP, shared by Sender and Receiver programs)
Explanation of the 3 common results from socket I/O
Differences between POSIX Sockets and WinSock
Usage of mutexes to allow asynchronous operations to be thread-safe
Warning to not assume that it's still safe to access the same state after releasing and then reacquiring a mutex
General coding pattern: Pimpl (pointer to implementation)
General coding pattern: C++ rule of zero/three/five
Client program (TCP)
Server program (TCP)
ClientSocket class (TCP, used by Client program)
ServerSocket class (TCP, used by Server program)
ServerSocket::Client class (client-server state object)
Connection class (TCP, shared by ClientSocket and ServerSocket)
O/S abstractions: SocketEventLoop (asynchronous socket I/O)