The constructor of the Socket class attempts to connect the client to the specified server and the port number. This method waits until a client connects to the server on the given port.Īfter the server is waiting, a client instantiates a Socket object, specifying the server name and the port number to connect to. The server invokes the accept() method of the ServerSocket class. The server instantiates a ServerSocket object, denoting which port number communication is to occur on. The following steps occur when establishing a TCP connection between two computers using sockets − The class represents a socket, and the class provides a mechanism for the server program to listen for clients and establish connections with them. The client and the server can now communicate by writing to and reading from the socket. When the connection is made, the server creates a socket object on its end of the communication. A client program creates a socket on its end of the communication and attempts to connect that socket to a server.
Sockets provide the communication mechanism between two computers using TCP. Click here to learn about URL Processing in Java language. URL Processing − This would be covered separately. Socket Programming − This is the most widely used concept in Networking and it has been explained in very detail. This chapter gives a good understanding on the following two subjects − UDP − UDP stands for User Datagram Protocol, a connection-less protocol that allows for packets of data to be transmitted between applications. TCP is typically used over the Internet Protocol, which is referred to as TCP/IP. TCP − TCP stands for Transmission Control Protocol, which allows for reliable communication between two applications. The package provides support for the two common network protocols − The package of the J2SE APIs contains a collection of classes and interfaces that provide the low-level communication details, allowing you to write programs that focus on solving the problem at hand. The term network programming refers to writing programs that execute across multiple devices (computers), in which the devices are all connected to each other using a network.