Internetworking with TCP/IP: client-server programming and applications. Windows sockets version
Tipo de material: TextoEditor: New Jersey: Prentice Hall, 1997Descripción: 513 páginas: ilustraciones; 24 cm.ISBN: 0-13-848714-6.Tema(s): REDES INFORMÁTICAS | PROTOCOLO DE RED INFORMÁTICA | SISTEMAS DE TRANSMISIÓN DE DATOS Clasificación CDD: 004.6/C76/v.3Tipo de ítem | Colección | Signatura | Estado | Código de barras |
---|---|---|---|---|
Libros | Colección Bibliográfica | 004.6/C76/v.3 (Navegar estantería) | Disponible | 0002615 |
Incluye índice: páginas 499-513.
Incluye referencias bibliográficas: páginas 489-498.
Contenido: Chapter 1. Introduction and overview -- Chapter 2. The client server model and software design -- Chapter 3. Concurrent processing in client-server software -- Chapter 4. Program interface to protocols -- Chapter 5. The socket API -- Chapter 6. Algorithms and issues in client software design -- Chapter 7. Example client software -- Chapter 8. Algorithms and issues in server software design -- Chapter 9. Iterative, connectionless servers -- Chapter 10. Iterative, connection-oriented servers (TCP) -- Chapter 11. Concurrent, connection-oriented servers (TCP) -- Chapter 12. Singly-threaded, concurrent servers (TCP) -- Chapter 13. Multiprotocol servers (TCP, UDP) -- Chapter 14. Multiservice servers (TCP, UDP) -- Chapter 15. Uniform, efficient management of server concurrency -- Chapter 16. Concurrency in clients -- Chapter 17. Tunnelling at the transport and application levels -- Chapter 18. Application level gateways -- Chapter 19. External data representation (XDR) -- Chapter 20. Remote procedure call concept (RPC) -- Chapter 21. Distributed program generation (Rpcgen concept) -- Chapter 22. Distributed program generation (Rpcgen example) -- Chapter 23. Network file system concepts (NFS) -- Chapter 24. Network file system protocol (NFS, Mount) -- Chapter 25. A telnet client (program structure) -- Chapter 26. A telnet client (implementation details) -- Chapter 27. Porting servers from UNIX to windows -- Chapter 28. Deadlock and starvation in client-server systems.