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Page "Client–server model" ¶ 0
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client and /
The result is a network based on a nominally shared transmission system ; like Ethernet, but in which " client " nodes cannot communicate with each other, only with the server / provider.
* Evolution-A free / open source mail client ; contacts are stored in addressbook. db using Berkeley DB
The client / server characteristic describes the relationship of cooperating programs in an application.
Functions such as email exchange, web access and database access are built on the client / server model.
A client / server network involves multiple clients connecting to a single, central server.
The file server on a client / server network must have robust hardware configurations to handle large volumes of client service requests.
On the other hand, the client / server model works with any size or physical layout of LAN and doesn't tend to slow down with a heavy use.
Peer-to-peer networks are typically less secure than a client / server networks because security is handled by the individual computers, not controlled and supervised on the network as a whole.
The long-term aspect of administering a client / server network with applications largely server-hosted surely saves administering effort compared to administering the application settings per each client.
it: Sistema client / server
The client or person must be proven to be guilty before he / she will be punished.
Duke Nukem 3D did not support the TCP / IP client / server model, instead basing its network play on the IPX LAN, modem or serial cable.
Tiridates III, Arsacid claimant to the Armenian throne and Roman client, had been disinherited and forced to take refuge in the Empire after the Persian conquest of 252 / 3.
The rules of the game were close to Civilization, while the client / server architecture was basically that of XPilot.
Unlike most Unix-like kernels, the Hurd uses a serverclient architecture, built on a microkernel that is responsible for providing the most basic kernel services – coordinating access to the hardware: the CPU ( through process management and scheduling ), RAM ( via memory management ), and other various input / output devices ( via I / O scheduling ) for sound, graphics, mass storage, etc.
Additionally, it provides bidirectional encryption of communications between a client and server, which protects against eavesdropping and tampering with and / or forging the contents of the communication.
# With mutual SSL / TLS, security is maximal, but on the client-side, there is no way to properly end the SSL connection and disconnect the user except by waiting for the SSL server session to expire or closing all related client applications.
Wireless internet is portable: users can connect nearly anywhere through a receiver ( connected to the client via USB or Ethernet ) and it provides download rates between 512 kbit / s and 1 Mbit / s depending on the chosen plan.
* Attorney / client privilege

client and server
Apart from these, all application-level protocols were expected to use dynamically-assigned socket numbers at both the client and server end.
It also allowed the server to send asynchronous attention messages to the client.
Even while it was busy servicing a print job from one client, a PAP server could continue to respond to status requests from any number of other clients.
Often clients and servers communicate over a computer network on separate hardware, but both client and server may reside in the same system.
Users accessing banking services from their computer use a web browser client to send a request to a web server at a bank.
That web server runs a program which may in turn, forward the request to its own database client program, which sends a request to the bank's database server ( which runs on another computer ) to retrieve the account information.
The clientserver model has become one of the central ideas of network computing.
Many business applications being written today use the clientserver model, as do the Internet's main application protocols, such as HTTP, SMTP, Telnet, and DNS.
The interaction between client and server is often described using sequence diagrams.
Each computer acts as both the client and the server which means all the computers on the network are equals, that is where the term peer-to-peer comes from.

client and model
A fundamental rule in a three tier architecture is the client tier never communicates directly with the data tier ; in a three-tier model all communication must pass through the middle tier.
With this model, peers are both suppliers and consumers of resources, in contrast to the traditional clientserver model where only the server supply ( send ), and clients consume ( receive ).
This model of network arrangement differs from the clientserver model where communication is usually to and from a central server.
A typical example of a file transfer that does not use the P2P model is the File Transfer Protocol ( FTP ) service in which the client and server programs are distinct: the clients initiate the transfer, and the servers satisfy these requests.
A distributed messaging system that is often likened as an early peer-to-peer architecture is the USENET network news system that is in principle a clientserver model from the user or client perspective, when they read or post news articles.
It employs a clientserver model, requiring all players ' clients to connect to a server.
X uses a clientserver model: an X server communicates with various client programs.
Early versions of X would suffer even when not using the local network, such as when using a linux workstation with the X server and client on the same system, due to the network-centric protocol which would still utilize an internal network model within the computer, via localhost or unix sockets.
Almost the entire structure of the Internet is based upon a clientserver model.
It uses a clientserver model, where the server contacts each client to perform a backup at a scheduled time.
This was more sophisticated than the X Window System server model, which can only report " mouse was pushed down here ", " mouse is now here ", " mouse was released here " events to a client, which then has to figure out if the event is in the button, switch the state, and finally instruct the server to display the new state.
: Business model which works by charging the first client a fee for a service, while offering that service free of charge to subsequent clients.
In a typical first-person shooter ( FPS ) deathmatch session, players connect individual computers together via a computer network in a peer-to-peer model or a clientserver model, either locally or over the Internet.

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