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+\documentclass{howto}
+
+\title{Socket Programming HOWTO}
+
+\release{0.00}
+
+\author{Gordon McMillan}
+\authoraddress{\email{gmcm@hypernet.com}}
+
+\begin{document}
+\maketitle
+
+\begin{abstract}
+\noindent
+Sockets are used nearly everywhere, but are one of the most severely
+misunderstood technologies around. This is a 10,000 foot overview of
+sockets. It's not really a tutorial - you'll still have work to do in
+getting things operational. It doesn't cover the fine points (and there
+are a lot of them), but I hope it will give you enough background to
+begin using them decently.
+
+This document is available from the Python HOWTO page at
+\url{http://www.python.org/doc/howto}.
+
+\end{abstract}
+
+\tableofcontents
+
+\section{Sockets}
+
+Sockets are used nearly everywhere, but are one of the most severely
+misunderstood technologies around. This is a 10,000 foot overview of
+sockets. It's not really a tutorial - you'll still have work to do in
+getting things working. It doesn't cover the fine points (and there
+are a lot of them), but I hope it will give you enough background to
+begin using them decently.
+
+I'm only going to talk about INET sockets, but they account for at
+least 99\% of the sockets in use. And I'll only talk about STREAM
+sockets - unless you really know what you're doing (in which case this
+HOWTO isn't for you!), you'll get better behavior and performance from
+a STREAM socket than anything else. I will try to clear up the mystery
+of what a socket is, as well as some hints on how to work with
+blocking and non-blocking sockets. But I'll start by talking about
+blocking sockets. You'll need to know how they work before dealing
+with non-blocking sockets.
+
+Part of the trouble with understanding these things is that "socket"
+can mean a number of subtly different things, depending on context. So
+first, let's make a distinction between a "client" socket - an
+endpoint of a conversation, and a "server" socket, which is more like
+a switchboard operator. The client application (your browser, for
+example) uses "client" sockets exclusively; the web server it's
+talking to uses both "server" sockets and "client" sockets.
+
+
+\subsection{History}
+
+Of the various forms of IPC (\emph{Inter Process Communication}),
+sockets are by far the most popular.  On any given platform, there are
+likely to be other forms of IPC that are faster, but for
+cross-platform communication, sockets are about the only game in town.
+
+They were invented in Berkeley as part of the BSD flavor of Unix. They
+spread like wildfire with the Internet. With good reason --- the
+combination of sockets with INET makes talking to arbitrary machines
+around the world unbelievably easy (at least compared to other
+schemes).  
+
+\section{Creating a Socket}
+
+Roughly speaking, when you clicked on the link that brought you to
+this page, your browser did something like the following:
+
+\begin{verbatim}
+    #create an INET, STREAMing socket
+    s = socket.socket(
+        socket.AF_INET, socket.SOCK_STREAM)
+    #now connect to the web server on port 80 
+    # - the normal http port
+    s.connect(("www.mcmillan-inc.com", 80))
+\end{verbatim}
+
+When the \code{connect} completes, the socket \code{s} can
+now be used to send in a request for the text of this page. The same
+socket will read the reply, and then be destroyed. That's right -
+destroyed. Client sockets are normally only used for one exchange (or
+a small set of sequential exchanges).
+
+What happens in the web server is a bit more complex. First, the web
+server creates a "server socket".
+
+\begin{verbatim}
+    #create an INET, STREAMing socket
+    serversocket = socket.socket(
+        socket.AF_INET, socket.SOCK_STREAM)
+    #bind the socket to a public host, 
+    # and a well-known port
+    serversocket.bind((socket.gethostname(), 80))
+    #become a server socket
+    serversocket.listen(5)
+\end{verbatim}
+
+A couple things to notice: we used \code{socket.gethostname()}
+so that the socket would be visible to the outside world. If we had
+used \code{s.bind(('', 80))} or \code{s.bind(('localhost',
+80))} or \code{s.bind(('127.0.0.1', 80))} we would still
+have a "server" socket, but one that was only visible within the same
+machine.
+
+A second thing to note: low number ports are usually reserved for
+"well known" services (HTTP, SNMP etc). If you're playing around, use
+a nice high number (4 digits).
+
+Finally, the argument to \code{listen} tells the socket library that
+we want it to queue up as many as 5 connect requests (the normal max)
+before refusing outside connections. If the rest of the code is
+written properly, that should be plenty.
+
+OK, now we have a "server" socket, listening on port 80. Now we enter
+the mainloop of the web server:
+
+\begin{verbatim}
+    while 1:
+        #accept connections from outside
+        (clientsocket, address) = serversocket.accept()
+        #now do something with the clientsocket
+        #in this case, we'll pretend this is a threaded server
+        ct = client_thread(clientsocket)
+        ct.run()
+\end{verbatim}
+
+There's actually 3 general ways in which this loop could work -
+dispatching a thread to handle \code{clientsocket}, create a new
+process to handle \code{clientsocket}, or restructure this app
+to use non-blocking sockets, and mulitplex between our "server" socket
+and any active \code{clientsocket}s using
+\code{select}. More about that later. The important thing to
+understand now is this: this is \emph{all} a "server" socket
+does. It doesn't send any data. It doesn't receive any data. It just
+produces "client" sockets. Each \code{clientsocket} is created
+in response to some \emph{other} "client" socket doing a
+\code{connect()} to the host and port we're bound to. As soon as
+we've created that \code{clientsocket}, we go back to listening
+for more connections. The two "clients" are free to chat it up - they
+are using some dynamically allocated port which will be recycled when
+the conversation ends.
+
+\subsection{IPC} If you need fast IPC between two processes
+on one machine, you should look into whatever form of shared memory
+the platform offers. A simple protocol based around shared memory and
+locks or semaphores is by far the fastest technique.
+
+If you do decide to use sockets, bind the "server" socket to
+\code{'localhost'}. On most platforms, this will take a shortcut
+around a couple of layers of network code and be quite a bit faster.
+
+
+\section{Using a Socket}
+
+The first thing to note, is that the web browser's "client" socket and
+the web server's "client" socket are identical beasts. That is, this
+is a "peer to peer" conversation. Or to put it another way, \emph{as the
+designer, you will have to decide what the rules of etiquette are for
+a conversation}. Normally, the \code{connect}ing socket
+starts the conversation, by sending in a request, or perhaps a
+signon. But that's a design decision - it's not a rule of sockets.
+
+Now there are two sets of verbs to use for communication. You can use
+\code{send} and \code{recv}, or you can transform your
+client socket into a file-like beast and use \code{read} and
+\code{write}. The latter is the way Java presents their
+sockets. I'm not going to talk about it here, except to warn you that
+you need to use \code{flush} on sockets. These are buffered
+"files", and a common mistake is to \code{write} something, and
+then \code{read} for a reply. Without a \code{flush} in
+there, you may wait forever for the reply, because the request may
+still be in your output buffer.
+
+Now we come the major stumbling block of sockets - \code{send}
+and \code{recv} operate on the network buffers. They do not
+necessarily handle all the bytes you hand them (or expect from them),
+because their major focus is handling the network buffers. In general,
+they return when the associated network buffers have been filled
+(\code{send}) or emptied (\code{recv}). They then tell you
+how many bytes they handled. It is \emph{your} responsibility to call
+them again until your message has been completely dealt with.
+
+When a \code{recv} returns 0 bytes, it means the other side has
+closed (or is in the process of closing) the connection.  You will not
+receive any more data on this connection. Ever.  You may be able to
+send data successfully; I'll talk about that some on the next page.
+
+A protocol like HTTP uses a socket for only one transfer. The client
+sends a request, the reads a reply.  That's it. The socket is
+discarded. This means that a client can detect the end of the reply by
+receiving 0 bytes.
+
+But if you plan to reuse your socket for further transfers, you need
+to realize that \emph{there is no "EOT" (End of Transfer) on a
+socket.} I repeat: if a socket \code{send} or
+\code{recv} returns after handling 0 bytes, the connection has
+been broken.  If the connection has \emph{not} been broken, you may
+wait on a \code{recv} forever, because the socket will
+\emph{not} tell you that there's nothing more to read (for now).  Now
+if you think about that a bit, you'll come to realize a fundamental
+truth of sockets: \emph{messages must either be fixed length} (yuck),
+\emph{or be delimited} (shrug), \emph{or indicate how long they are}
+(much better), \emph{or end by shutting down the connection}. The
+choice is entirely yours, (but some ways are righter than others).
+
+Assuming you don't want to end the connection, the simplest solution
+is a fixed length message:
+
+\begin{verbatim}
+    class mysocket:
+        '''demonstration class only 
+          - coded for clarity, not efficiency'''
+        def __init__(self, sock=None):
+            if sock is None:
+                self.sock = socket.socket(
+                    socket.AF_INET, socket.SOCK_STREAM)
+            else:
+                self.sock = sock
+        def connect(host, port):
+            self.sock.connect((host, port))
+        def mysend(msg):
+            totalsent = 0
+            while totalsent < MSGLEN:
+                sent = self.sock.send(msg[totalsent:])
+                if sent == 0:
+                    raise RuntimeError, \\
+                        "socket connection broken"
+                totalsent = totalsent + sent
+        def myreceive():
+            msg = ''
+            while len(msg) < MSGLEN:
+                chunk = self.sock.recv(MSGLEN-len(msg))
+                if chunk == '':
+                    raise RuntimeError, \\
+                        "socket connection broken"
+                msg = msg + chunk
+            return msg
+\end{verbatim}
+
+The sending code here is usable for almost any messaging scheme - in
+Python you send strings, and you can use \code{len()} to
+determine its length (even if it has embedded \code{\e 0}
+characters). It's mostly the receiving code that gets more
+complex. (And in C, it's not much worse, except you can't use
+\code{strlen} if the message has embedded \code{\e 0}s.)
+
+The easiest enhancement is to make the first character of the message
+an indicator of message type, and have the type determine the
+length. Now you have two \code{recv}s - the first to get (at
+least) that first character so you can look up the length, and the
+second in a loop to get the rest. If you decide to go the delimited
+route, you'll be receiving in some arbitrary chunk size, (4096 or 8192
+is frequently a good match for network buffer sizes), and scanning
+what you've received for a delimiter.
+
+One complication to be aware of: if your conversational protocol
+allows multiple messages to be sent back to back (without some kind of
+reply), and you pass \code{recv} an arbitrary chunk size, you
+may end up reading the start of a following message. You'll need to
+put that aside and hold onto it, until it's needed.
+
+Prefixing the message with it's length (say, as 5 numeric characters)
+gets more complex, because (believe it or not), you may not get all 5
+characters in one \code{recv}. In playing around, you'll get
+away with it; but in high network loads, your code will very quickly
+break unless you use two \code{recv} loops - the first to
+determine the length, the second to get the data part of the
+message. Nasty. This is also when you'll discover that
+\code{send} does not always manage to get rid of everything in
+one pass. And despite having read this, you will eventually get bit by
+it!
+
+In the interests of space, building your character, (and preserving my
+competitive position), these enhancements are left as an exercise for
+the reader. Lets move on to cleaning up.
+
+\subsection{Binary Data}
+
+It is perfectly possible to send binary data over a socket. The major
+problem is that not all machines use the same formats for binary
+data. For example, a Motorola chip will represent a 16 bit integer
+with the value 1 as the two hex bytes 00 01. Intel and DEC, however,
+are byte-reversed - that same 1 is 01 00. Socket libraries have calls
+for converting 16 and 32 bit integers - \code{ntohl, htonl, ntohs,
+htons} where "n" means \emph{network} and "h" means \emph{host},
+"s" means \emph{short} and "l" means \emph{long}. Where network order
+is host order, these do nothing, but where the machine is
+byte-reversed, these swap the bytes around appropriately.
+
+In these days of 32 bit machines, the ascii representation of binary
+data is frequently smaller than the binary representation. That's
+because a surprising amount of the time, all those longs have the
+value 0, or maybe 1. The string "0" would be two bytes, while binary
+is four. Of course, this doesn't fit well with fixed-length
+messages. Decisions, decisions.
+
+\section{Disconnecting}
+
+Strictly speaking, you're supposed to use \code{shutdown} on a
+socket before you \code{close} it.  The \code{shutdown} is
+an advisory to the socket at the other end.  Depending on the argument
+you pass it, it can mean "I'm not going to send anymore, but I'll
+still listen", or "I'm not listening, good riddance!".  Most socket
+libraries, however, are so used to programmers neglecting to use this
+piece of etiquette that normally a \code{close} is the same as
+\code{shutdown(); close()}.  So in most situations, an explicit
+\code{shutdown} is not needed.
+
+One way to use \code{shutdown} effectively is in an HTTP-like
+exchange. The client sends a request and then does a
+\code{shutdown(1)}. This tells the server "This client is done
+sending, but can still receive."  The server can detect "EOF" by a
+receive of 0 bytes. It can assume it has the complete request.  The
+server sends a reply. If the \code{send} completes successfully
+then, indeed, the client was still receiving.
+
+Python takes the automatic shutdown a step further, and says that when a socket is garbage collected, it will automatically do a \code{close} if it's needed. But relying on this is a very bad habit. If your socket just disappears without doing a \code{close}, the socket at the other end may hang indefinitely, thinking you're just being slow. \emph{Please} \code{close} your sockets when you're done.
+
+
+\subsection{When Sockets Die}
+
+Probably the worst thing about using blocking sockets is what happens
+when the other side comes down hard (without doing a
+\code{close}). Your socket is likely to hang. SOCKSTREAM is a
+reliable protocol, and it will wait a long, long time before giving up
+on a connection. If you're using threads, the entire thread is
+essentially dead. There's not much you can do about it. As long as you
+aren't doing something dumb, like holding a lock while doing a
+blocking read, the thread isn't really consuming much in the way of
+resources. Do \emph{not} try to kill the thread - part of the reason
+that threads are more efficient than processes is that they avoid the
+overhead associated with the automatic recycling of resources. In
+other words, if you do manage to kill the thread, your whole process
+is likely to be screwed up.  
+
+\section{Non-blocking Sockets}
+
+If you've understood the preceeding, you already know most of what you
+need to know about the mechanics of using sockets. You'll still use
+the same calls, in much the same ways. It's just that, if you do it
+right, your app will be almost inside-out.
+
+In Python, you use \code{socket.setblocking(0)} to make it
+non-blocking. In C, it's more complex, (for one thing, you'll need to
+choose between the BSD flavor \code{O_NONBLOCK} and the almost
+indistinguishable Posix flavor \code{O_NDELAY}, which is
+completely different from \code{TCP_NODELAY}), but it's the
+exact same idea. You do this after creating the socket, but before
+using it. (Actually, if you're nuts, you can switch back and forth.)
+
+The major mechanical difference is that \code{send},
+\code{recv}, \code{connect} and \code{accept} can
+return without having done anything. You have (of course) a number of
+choices. You can check return code and error codes and generally drive
+yourself crazy. If you don't believe me, try it sometime. Your app
+will grow large, buggy and suck CPU. So let's skip the brain-dead
+solutions and do it right.
+
+Use \code{select}.
+
+In C, coding \code{select} is fairly complex. In Python, it's a
+piece of cake, but it's close enough to the C version that if you
+understand \code{select} in Python, you'll have little trouble
+with it in C.
+
+\begin{verbatim}    ready_to_read, ready_to_write, in_error = \\
+                   select.select(
+                      potential_readers, 
+                      potential_writers, 
+                      potential_errs, 
+                      timeout)
+\end{verbatim}
+
+You pass \code{select} three lists: the first contains all
+sockets that you might want to try reading; the second all the sockets
+you might want to try writing to, and the last (normally left empty)
+those that you want to check for errors.  You should note that a
+socket can go into more than one list. The \code{select} call is
+blocking, but you can give it a timeout. This is generally a sensible
+thing to do - give it a nice long timeout (say a minute) unless you
+have good reason to do otherwise.
+
+In return, you will get three lists. They have the sockets that are
+actually readable, writable and in error. Each of these lists is a
+subset (possbily empty) of the corresponding list you passed in. And
+if you put a socket in more than one input list, it will only be (at
+most) in one output list.
+
+If a socket is in the output readable list, you can be
+as-close-to-certain-as-we-ever-get-in-this-business that a
+\code{recv} on that socket will return \emph{something}. Same
+idea for the writable list. You'll be able to send
+\emph{something}. Maybe not all you want to, but \emph{something} is
+better than nothing. (Actually, any reasonably healthy socket will
+return as writable - it just means outbound network buffer space is
+available.)
+
+If you have a "server" socket, put it in the potential_readers
+list. If it comes out in the readable list, your \code{accept}
+will (almost certainly) work. If you have created a new socket to
+\code{connect} to someone else, put it in the ptoential_writers
+list. If it shows up in the writable list, you have a decent chance
+that it has connected.
+
+One very nasty problem with \code{select}: if somewhere in those
+input lists of sockets is one which has died a nasty death, the
+\code{select} will fail. You then need to loop through every
+single damn socket in all those lists and do a
+\code{select([sock],[],[],0)} until you find the bad one. That
+timeout of 0 means it won't take long, but it's ugly.
+
+Actually, \code{select} can be handy even with blocking sockets.
+It's one way of determining whether you will block - the socket
+returns as readable when there's something in the buffers.  However,
+this still doesn't help with the problem of determining whether the
+other end is done, or just busy with something else.
+
+\textbf{Portability alert}: On Unix, \code{select} works both with
+the sockets and files. Don't try this on Windows. On Windows,
+\code{select} works with sockets only. Also note that in C, many
+of the more advanced socket options are done differently on
+Windows. In fact, on Windows I usually use threads (which work very,
+very well) with my sockets. Face it, if you want any kind of
+performance, your code will look very different on Windows than on
+Unix. (I haven't the foggiest how you do this stuff on a Mac.)
+
+\subsection{Performance}
+
+There's no question that the fastest sockets code uses non-blocking
+sockets and select to multiplex them. You can put together something
+that will saturate a LAN connection without putting any strain on the
+CPU. The trouble is that an app written this way can't do much of
+anything else - it needs to be ready to shuffle bytes around at all
+times.
+
+Assuming that your app is actually supposed to do something more than
+that, threading is the optimal solution, (and using non-blocking
+sockets will be faster than using blocking sockets). Unfortunately,
+threading support in Unixes varies both in API and quality. So the
+normal Unix solution is to fork a subprocess to deal with each
+connection. The overhead for this is significant (and don't do this on
+Windows - the overhead of process creation is enormous there). It also
+means that unless each subprocess is completely independent, you'll
+need to use another form of IPC, say a pipe, or shared memory and
+semaphores, to communicate between the parent and child processes.
+
+Finally, remember that even though blocking sockets are somewhat
+slower than non-blocking, in many cases they are the "right"
+solution. After all, if your app is driven by the data it receives
+over a socket, there's not much sense in complicating the logic just
+so your app can wait on \code{select} instead of
+\code{recv}.
+
+\end{document}