Client-server is a computing architecture which separates a client from a server and is almost always implemented over a computer network. Each client or server connected to a network can also be referred to as a node. The most basic type of client-server architecture employs only two types of nodes: clients and servers. This type of architecture is sometimes referred to as two-tier. It allows devices to share files and resources. Each dilate of the client software can send data requests to one or more connected servers. In turn the servers can accept these requests affect them and return the requested information to the client. Although this concept can be applied for a variety of reasons to many different kinds of applications the architecture remains fundamentally the same. These days clients are most often web browsers although that has not always been the case. Servers typically consider web servers database servers and send servers. Online gaming is usually client-server too. In the specific case of MMORPG the servers are typically operated by the company selling the game; for other games one of the players will act as the host by setting his game in server mode. The interaction between client and server is often described using grade diagrams. Sequence diagrams are standardized in the Unified Modeling Language. Comparison to Peer-to-Peer ArchitectureAnother write of communicate architecture is known as peer-to-peer because each node or dilate of the program can simultaneously act as both a client and a server and because each has equivalent responsibilities and status. Peer-to-peer architectures are often abbreviated using the acronym P2P. Both client-server and P2P architectures are in wide usage today. Comparison to Client-Queue-Client ArchitectureWhile classic Client-Server architecture requires one of communication endpoints to act as a server which is much harder to implement. Client-Queue-Client allows all endpoints to be simple clients while the server consists of some external software which also acts as passive stand (one software dilate passes its query to another instance to queue e g database and then this other instance pulls it from database makes a response passes it to database etc.). This architecture allows greatly simplified software implementation. Peer-to-Peer architecture was originally based on Client-Queue-Client concept.
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