• Home   /  
  • Archive by category "1"

Socket Programming Assignment 2 Udp Pinger Lab Solution Calculator

Overview

In this assignment, you will learn the basics of socket programming for UDP in Python. You will learn how to send and receive datagram packets using UDP sockets and also, how to set a proper socket timeout. Throughout the lab, you will gain familiarity with a Ping application and its usefulness in computing statistics such as packet loss rate.

You will first study a simple Internet ping server written in the Python, and implement a corresponding client. The functionality provided by these programs is similar to the functionality provided by standard ping programs available in modern operating systems. However, these programs use a simpler protocol, UDP, rather than the standard Internet Control Message Protocol (ICMP) to communicate with each other. The ping protocol allows a client machine to send a packet of data to a remote machine, and have the remote machine return the data back to the client unchanged (an action referred to as echoing). Among other uses, the ping protocol allows hosts to determine round-trip times to other machines.

You are given the complete code for the Ping server below. Your task is to complete the ping client based on the starter code, and also to complete the UDP heartbeat client and server. Starter code for both of those is also included.

Server code

The following code (which is also included in the starter code for the assignment ) fully implements a ping server. You need to compile and run this code before running your client program. You do not need to modify this code.

In this server code, 30% of the client’s packets are simulated to be lost. You should study this code carefully, as it will help you write your ping client.

The server sits in an infinite loop listening for incoming UDP packets. When a packet comes in and if a randomized integer is greater than or equal to 4, the server simply capitalizes the encapsulated data and sends it back to the client.

Packet Loss

UDP provides applications with an unreliable transport service. Messages may get lost in the network due to router queue overflows, faulty hardware or some other reasons. Because packet loss is rare or even non-existent in typical campus networks, the server in this lab injects artificial loss to simulate the effects of network packet loss. The server creates a variable randomized integer which determines whether a particular incoming packet is lost or not.

Client Code

You need to implement the following client program, based on the starter code provided. The client should send 10 pings to the server. Because UDP is an unreliable protocol, a packet sent from the client to the server may be lost in the network, or vice versa. For this reason, the client cannot wait indefinitely for a reply to a ping message. You should get the client wait up to one second for a reply; if no reply is received within one second, your client program should assume that the packet was lost during transmission across the network. You will need to look up the Python documentation to find out how to set the timeout value on a datagram socket.

Specifically, your client program should:

  1. send the ping message using UDP (Note: Unlike TCP, you do not need to establish a connection first, since UDP is a connectionless protocol.)
  2. print the response message from server, if any
  3. calculate and print the round trip time (RTT), in seconds, of each packet, if server responses
  4. otherwise, print “Request timed out”
  5. Have your client report the minimum, maximum, and average RTTs at the end of all pings from the client. In addition, calculate the packet loss rate (in percentage). See below for how the full output should look in your terminal.

During development, you should run the on your machine, and test your client by sending packets to localhost (or, 127.0.0.1). After you have fully debugged your code, you should see how your application communicates across the network with the ping server and ping client running on different machines. Work with a partner to ensure that your code is working across machines.

Message Format

The ping messages from the are formatted in a simple way. The client message is one line, consisting of ASCII characters in the following format:

where sequence_number starts at 1 and progresses to 10 for each successive ping message sent by the client, and time is the time when the client sends the message.

When your server is running and you execute the client, you should see (something like) the following in the server terminal:

Your client terminal window should display something like the following:

UDP Heartbeat

Another similar application to the UDP Ping would be the UDP Heartbeat. The Heartbeat can be used to check if an application is up and running and to report one-way packet loss. The client sends a sequence number and current timestamp in the UDP packet to the server, which is listening for the Heartbeat (i.e., the UDP packets) of the client. Upon receiving the packets, the server calculates the time difference and reports any lost packets. If the Heartbeat packets are missing for some specified period of time, we can assume that the client application has stopped.

A sample output of the UDP heartbeat client and server is shown here:

Implement the UDP Heartbeat (both client and server), based on the starter files.

Submission

Please submit the completed code for , and , and screenshots of your terminal windows showing the clients and servers running.

Submit this assignment by uploading your files to the assignment's Moodle page.

Each assignment will be accepted for partial credit up to 4 days late, with a penalty of 20% per day.


This assignment is from course materials provided in support of "Computer Networking: A Top-Down Approach" by James Kurose & Keith Ross

Трепет ожидания, волны, сносившие его то влево, то вправо, закрытые глаза, почти беззвучное движение губ в молитве. Он попытался вернуться назад, но совладать с мощным потоком было невозможно - все равно как плыть против сильного течения могучей реки. Беккер обернулся. Двери оказались прямо перед ним, словно приглашая его принять участие в празднестве, до которого ему не было никакого дела.

One thought on “Socket Programming Assignment 2 Udp Pinger Lab Solution Calculator

Leave a comment

L'indirizzo email non verrà pubblicato. I campi obbligatori sono contrassegnati *