PROJECT # 1 ONLINE EXAMINATION SYSTEM
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PROJECT # 2- Hospital Information System
SYNOPSIS of Project Sanatorium (Hospital Information System)
Click here to download Final report of project Hospital Information SystemProject 3# ONLINE AUCTION SYSTEM
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FRONT END - ASP.NET, C#
BACK END - SQL SEVER 2007
MCA FINAL YEAR PROJECT Project SYNOPSIS OF ONLINE EXAMINATION SYSTEM
Final Report Of Online Examination System with full Documentation
PROJECT # 2- Hospital Information System
FRONT END - VB6.0
BACK END - SQL SEVER 2000
SYNOPSIS of Project Sanatorium (Hospital Information System)
Click here to download Final report of project Hospital Information SystemProject 3# ONLINE AUCTION SYSTEM
FRONTEND - C # AND .NET FRAMEWORK
BACKEND - SQL SERVER 2008
SYNOPSIS OF PROJECT ONLINE AUCTION SYSTEM
FINAL REPORT WITH FULL DOCUMENTATION and SOURCE CODE OF PROJECT ONLINE AUCTION SYSTEM
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Multicast
Socket Network Chat Program
Multicast Sockets
Chat Program
Unicasting would be
inappropriate for these applications, as for events attended by thousands of
clients, the load on the server and the network would be excessive.
Multicasting means that the server only has to send messages just once, and
they will be distributed to a whole group of clients. Only systems that are
members of the group participate in the network transfers. In the last few chapters, we discussed socket programming using connection-oriented and connection-less protocols. Chapter 6 showed how we can send broadcasts with the UDP protocol. In this chapter, the UDP protocol again rears its head, but now we are using multicasts.
Multicasts can be used for group communications over the Internet, where every node participating in the multicast has to join the group set up for the purpose. Routers can forward messages to all interested nodes.
In this chapter, we will create two Windows applications using multicasting features. With one application it will be possible to chat with multiple systems, where everyone is both a sender and a receiver. The second application – in the form of a picture show – demonstrates how large data packets can be sent to multiple clients without using a large percentage of the network bandwidth.
In particular, we will:
§ Compare unicasts, broadcasts, and
multicasts
§ Examine the architecture of
multicasting
§ Implement multicast sockets with
.NET
§ Create a multicast chat application
§ Create a multicast picture show
application
Unicasts,
Broadcasts, and Multicasts
The Internet Protocol
supports three kinds of IP addresses:
§ Unicast – unicast network packets are sent
to a single destination
§ Broadcast – broadcast datagrams are sent to
all nodes in a subnetwork
§ Multicast – multicast datagrams are sent to
all nodes, possibly on different subnets, that belong to a group
The TCP protocol provides a
connection-oriented communication where two systems communicate with each
other; with this protocol, we can only send unicast messages. If multiple
clients connect to a single server, all clients maintain a separate connection
on the server. The server needs resources for each of these simultaneous
connections, and must communicate individually with every client. Don't forget
that the UDP protocol can also be used to send unicast messages, where, unlike
TCP, connection-less communication is used, making it is faster than TCP,
although without TCP's reliability. Broadcast addresses are identified by IP addresses where all bits of the host are set to 1. For instance, to send messages to all hosts in a subnet with a mask of 255.255.255.0 in a network with the address 192.168.0, the broadcast address would be 192.168.0.255. Any host with an IP address beginning 192.168.0 will then receive the broadcast messages. Broadcasts are always performed with connection-less communication using the UDP protocol. The server sends the data regardless of whether any client is listening. Performance reasons mean it wouldn't be possible to set up a separate connection to every client. Connection-less communication means that the server does not have to allocate resources for every single client – no matter how many clients are listening, the same server resources will be consumed.
Of course, there are disadvantages to the connection-less mechanism. For one, there is no guarantee that the data is received by anyone. If we wanted to add reliability, we would have to add a handshaking mechanism of our own at a higher level than UDP.
Hardware Requirements
Processor
: Pentium IV 2GHz and Above
RAM : 2GB RAM
Monitor : 15” Color Monitor
Keyboard
Mouse
Software Requirements
Operating
System. : Windows XP
Developing
Tool : C#
Database : MS Access/SQL Server
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