BufferedStream クラスとは? わかりやすく解説

BufferedStream クラス

他のストリーム対す読み取り操作および書き込み操作バッファリング層を追加します。このクラス継承できません。

名前空間: System.IO
アセンブリ: mscorlib (mscorlib.dll 内)
構文構文

<ComVisibleAttribute(True)> _
Public NotInheritable Class
 BufferedStream
    Inherits Stream
Dim instance As BufferedStream
[ComVisibleAttribute(true)] 
public sealed class BufferedStream : Stream
[ComVisibleAttribute(true)] 
public ref class BufferedStream sealed : public
 Stream
/** @attribute ComVisibleAttribute(true) */ 
public final class BufferedStream extends Stream
ComVisibleAttribute(true) 
public final class BufferedStream extends
 Stream
解説解説

ファイル作成およびテキストファイルへの書き込み例については、「方法 : ファイルテキスト書き込む」を参照してくださいファイルからのテキスト読み取り例については、「方法 : ファイルかテキスト読み取る」を参照してくださいバイナリ ファイル読み取りおよび書き込み例については、「方法 : 新しく作成されデータ ファイルに対して読み書きする」を参照してください

バッファは、データキャッシュするために使用するメモリ内のバイトブロックです。これによって、オペレーティング システム呼び出し回数減少します。バッファ読み取りと書き込みパフォーマンスを向上させますバッファ読み取りまたは書き込みいずれかのために使用できますが、同時に両方のためには使用できません。BufferedStreamRead メソッドWrite メソッドは、自動的にバッファ維持します。

BufferedStream は、特定の種類ストリーム作成できます。これにより基になるデータ ソースまたはリポジトリに対してバイト読み取りと書き込み可能になります。他のデータ型読み取りと書き込みには、BinaryReader と BinaryWriter を使用しますBufferedStream は、バッファ不要なときに、バッファによって入出力速度低下しないように設計されています。常に内部バッファ サイズより大きいサイズ読み取りと書き込みを行う場合BufferedStream は、内部バッファさえも割り当てないことがありますBufferedStream共有バッファにも読み取りと書き込み格納します。ほとんどの場合、常に一連の読み取りまたは書き込み操作実行し、めったにこの 2 つ操作が切り替わらないことを前提にしています。

使用例使用例

次に示すのは、特定の I/O 操作パフォーマンス向上させるために、BufferedStream クラスNetworkStream クラス上で使用するコード例です。この例では、クライアント起動する前にリモート コンピュータサーバー起動する必要がありますまた、クライアント起動するときにはコマンド ライン引数としてリモート コンピュータ名を指定しますdataArraySize 定数streamBufferSize 定数さまざまな値を使用することで、パフォーマンスへの影響確認できます

' Compile using /r:System.dll.
Imports Microsoft.VisualBasic
Imports System
Imports System.IO
Imports System.Globalization
Imports System.Net
Imports System.Net.Sockets

Public Class Client 

    Const dataArraySize As Integer
    =   100
    Const streamBufferSize As Integer
 =  1000
    Const numberOfLoops As Integer
    = 10000

    Shared Sub Main(args As
 String()) 
    
        ' Check that an argument was specified when the 
        ' program was invoked.
        If args.Length = 0 Then
            Console.WriteLine("Error: The name of the host "
 & _
                "computer must be specified when the program "
 & _ 
                "is invoked.")
            Return
        End If

        Dim remoteName As String
 = args(0)

        ' Create the underlying socket and connect to the server.
        Dim clientSocket As New
 Socket(AddressFamily.InterNetwork, _
            SocketType.Stream, ProtocolType.Tcp)

        clientSocket.Connect(New IPEndPoint( _
            Dns.Resolve(remoteName).AddressList(0), 1800))

        Console.WriteLine("Client is connected." &
 vbCrLf)

        ' Create a NetworkStream that owns clientSocket and then 
        ' create a BufferedStream on top of the NetworkStream.
        Dim netStream As New
 NetworkStream(clientSocket, True)
        Dim bufStream As New
 _
            BufferedStream(netStream, streamBufferSize)
        
        Try
            ' Check whether the underlying stream supports seeking.
            If bufStream.CanSeek Then
                Console.WriteLine("NetworkStream supports"
 & _
                    "seeking." & vbCrLf)
            Else
                Console.WriteLine("NetworkStream does not "
 & _
                    "support seeking." & vbCrLf)
            End If

            ' Send and receive data.
            If bufStream.CanWrite Then
                SendData(netStream, bufStream)
            End If            
            If bufStream.CanRead Then
                ReceiveData(netStream, bufStream)
            End If
        Finally

            ' When bufStream is closed, netStream is in turn 
            ' closed, which in turn shuts down the connection 
            ' and closes clientSocket.
            Console.WriteLine(vbCrLf & "Shutting down the
 connection.")
            bufStream.Close()
        End Try
    End Sub

    Shared Sub SendData(netStream As
 Stream, bufStream As Stream)
    
        Dim startTime As DateTime 
        Dim networkTime As Double,
 bufferedTime As Double 

        ' Create random data to send to the server.
        Dim dataToSend(dataArraySize - 1) As
 Byte
        Dim randomGenerator As New
 Random()
        randomGenerator.NextBytes(dataToSend)

        ' Send the data using the NetworkStream.
        Console.WriteLine("Sending data using NetworkStream.")
        startTime = DateTime.Now
        For i As Integer
 = 1 To numberOfLoops
            netStream.Write(dataToSend, 0, dataToSend.Length)
        Next i
        networkTime = DateTime.Now.Subtract(startTime).TotalSeconds
        Console.WriteLine("{0} bytes sent in {1} seconds."
 & vbCrLf, _
            numberOfLoops * dataToSend.Length, _
            networkTime.ToString("F1"))

        ' Send the data using the BufferedStream.
        Console.WriteLine("Sending data using BufferedStream.")
        startTime = DateTime.Now
        For i As Integer
 = 1 To numberOfLoops
            bufStream.Write(dataToSend, 0, dataToSend.Length)
        Next i
        
        bufStream.Flush()
        bufferedTime = DateTime.Now.Subtract(startTime).TotalSeconds
        Console.WriteLine("{0} bytes sent In {1} seconds."
 & vbCrLf, _
            numberOfLoops * dataToSend.Length, _
            bufferedTime.ToString("F1"))

        ' Print the ratio of write times.
        Console.Write("Sending data using the buffered "
 & _
            "network stream was {0}", _
            (networkTime/bufferedTime).ToString("P0"))
        If bufferedTime < networkTime Then
            Console.Write(" faster")
        Else
            Console.Write(" slower")
        End If
        Console.WriteLine(" than using the network stream alone.")
    End Sub

    Shared Sub ReceiveData(netStream As
 Stream, bufStream As Stream)
    
        Dim startTime As DateTime 
        Dim networkTime As Double,
 bufferedTime As Double = 0

        Dim bytesReceived As Integer
 = 0
        Dim receivedData(dataArraySize - 1) As
 Byte

        ' Receive data using the NetworkStream.
        Console.WriteLine("Receiving data using NetworkStream.")
        startTime = DateTime.Now
        While bytesReceived < numberOfLoops * receivedData.Length
            bytesReceived += netStream.Read( _
                receivedData, 0, receivedData.Length)
        End While
        networkTime = DateTime.Now.Subtract(startTime).TotalSeconds
        Console.WriteLine("{0} bytes received in {1} "
 & _
            "seconds." & vbCrLf, _
            bytesReceived.ToString(), _
            networkTime.ToString("F1"))

        ' Receive data using the BufferedStream.
        Console.WriteLine("Receiving data using BufferedStream.")
        bytesReceived = 0
        startTime = DateTime.Now
        While bytesReceived < numberOfLoops * receivedData.Length
            bytesReceived += bufStream.Read( _
                receivedData, 0, receivedData.Length)
        End While
        bufferedTime = DateTime.Now.Subtract(startTime).TotalSeconds
        Console.WriteLine("{0} bytes received in {1} "
 & _
            "seconds." & vbCrLf, _
            bytesReceived.ToString(), _
            bufferedTime.ToString("F1"))

        ' Print the ratio of read times.
        Console.Write("Receiving data using the buffered "
 & _
            "network stream was {0}", _
            (networkTime/bufferedTime).ToString("P0"))
        If bufferedTime < networkTime Then
            Console.Write(" faster")
        Else
            Console.Write(" slower")
        End If
        Console.WriteLine(" than using the network stream alone.")
    End Sub
End Class
using System;
using System.IO;
using System.Globalization;
using System.Net;
using System.Net.Sockets;

public class Client 
{
    const int dataArraySize    =   100;
    const int streamBufferSize =  1000;
    const int numberOfLoops    = 10000;

    static void Main(string[]
 args) 
    {
        // Check that an argument was specified when the 
        // program was invoked.
        if(args.Length == 0)
        {
            Console.WriteLine("Error: The name of the host computer" +
                " must be specified when the program is invoked.");
            return;
        }

        string remoteName = args[0];

        // Create the underlying socket and connect to the server.
        Socket clientSocket = new Socket(AddressFamily.InterNetwork
,
            SocketType.Stream, ProtocolType.Tcp);

        clientSocket.Connect(new IPEndPoint(
            Dns.Resolve(remoteName).AddressList[0], 1800));

        Console.WriteLine("Client is connected.\n");

        // Create a NetworkStream that owns clientSocket and 
        // then create a BufferedStream on top of the NetworkStream.
        // Both streams are disposed when execution exits the
        // using statement.
        using(Stream 
            netStream = new NetworkStream(clientSocket, true)
,
            bufStream = 
                  new BufferedStream(netStream, streamBufferSize))
        {
            // Check whether the underlying stream supports seeking.
            Console.WriteLine("NetworkStream {0} seeking.\n",
                bufStream.CanSeek ? "supports" : "does not support");

            // Send and receive data.
            if(bufStream.CanWrite)
            {
                SendData(netStream, bufStream);
            }
            if(bufStream.CanRead)
            {
                ReceiveData(netStream, bufStream);
            }

            // When bufStream is closed, netStream is in turn 
            // closed, which in turn shuts down the connection 
            // and closes clientSocket.
            Console.WriteLine("\nShutting down the connection.");
            bufStream.Close();
        }
    }

    static void SendData(Stream netStream,
 Stream bufStream)
    {
        DateTime startTime;
        double networkTime, bufferedTime;

        // Create random data to send to the server.
        byte[] dataToSend = new byte[dataArraySize];
        new Random().NextBytes(dataToSend);

        // Send the data using the NetworkStream.
        Console.WriteLine("Sending data using NetworkStream.");
        startTime = DateTime.Now;
        for(int i = 0; i < numberOfLoops;
 i++)
        {
            netStream.Write(dataToSend, 0, dataToSend.Length);
        }
        networkTime = (DateTime.Now - startTime).TotalSeconds;
        Console.WriteLine("{0} bytes sent in {1} seconds.\n"
,
            numberOfLoops * dataToSend.Length, 
            networkTime.ToString("F1"));

        // Send the data using the BufferedStream.
        Console.WriteLine("Sending data using BufferedStream.");
        startTime = DateTime.Now;
        for(int i = 0; i < numberOfLoops;
 i++)
        {
            bufStream.Write(dataToSend, 0, dataToSend.Length);
        }
        bufStream.Flush();
        bufferedTime = (DateTime.Now - startTime).TotalSeconds;
        Console.WriteLine("{0} bytes sent in {1} seconds.\n"
,
            numberOfLoops * dataToSend.Length, 
            bufferedTime.ToString("F1"));

        // Print the ratio of write times.
        Console.WriteLine("Sending data using the buffered
 " +
            "network stream was {0} {1} than using the network
 " +
            "stream alone.\n",
            (networkTime/bufferedTime).ToString("P0"),
            bufferedTime < networkTime ? "faster" : "slower");
    }

    static void ReceiveData(Stream netStream,
 Stream bufStream)
    {
        DateTime startTime;
        double networkTime, bufferedTime = 0;
        int bytesReceived = 0;
        byte[] receivedData = new byte[dataArraySize];

        // Receive data using the NetworkStream.
        Console.WriteLine("Receiving data using NetworkStream.");
        startTime = DateTime.Now;
        while(bytesReceived < numberOfLoops * receivedData.Length)
        {
            bytesReceived += netStream.Read(
                receivedData, 0, receivedData.Length);
        }
        networkTime = (DateTime.Now - startTime).TotalSeconds;
        Console.WriteLine("{0} bytes received in {1} seconds.\n"
,
            bytesReceived.ToString(), 
            networkTime.ToString("F1"));

        // Receive data using the BufferedStream.
        Console.WriteLine("Receiving data using BufferedStream.");
        bytesReceived = 0;
        startTime = DateTime.Now;
        while(bytesReceived < numberOfLoops * receivedData.Length)
        {
            bytesReceived += bufStream.Read(
                receivedData, 0, receivedData.Length);
        }
        bufferedTime = (DateTime.Now - startTime).TotalSeconds;
        Console.WriteLine("{0} bytes received in {1} seconds.\n"
,
            bytesReceived.ToString(), 
            bufferedTime.ToString("F1"));

        // Print the ratio of read times.
        Console.WriteLine("Receiving data using the buffered
 network" +
            " stream was {0} {1} than using the network stream
 alone.",
            (networkTime/bufferedTime).ToString("P0"),
            bufferedTime < networkTime ? "faster" : "slower");
    }
}
#using <system.dll>

using namespace System;
using namespace System::IO;
using namespace System::Globalization;
using namespace System::Net;
using namespace System::Net::Sockets;
static const int streamBufferSize
 = 1000;
public ref class Client
{
private:
   literal int dataArraySize = 100;
   literal int numberOfLoops = 10000;
   Client(){}


public:
   static void ReceiveData( Stream^ netStream,
 Stream^ bufStream )
   {
      DateTime startTime;
      Double networkTime;
      Double bufferedTime = 0;
      int bytesReceived = 0;
      array<Byte>^receivedData = gcnew array<Byte>(dataArraySize);
      
      // Receive data using the NetworkStream.
      Console::WriteLine( "Receiving data using NetworkStream."
 );
      startTime = DateTime::Now;
      while ( bytesReceived < numberOfLoops * receivedData->Length
 )
      {
         bytesReceived += netStream->Read( receivedData, 0, receivedData->Length
 );
      }

      networkTime = (DateTime::Now - startTime).TotalSeconds;
      Console::WriteLine( "{0} bytes received in {1} seconds.\n",
 bytesReceived.ToString(), networkTime.ToString(  "F1" ) );
      
      // Receive data using the BufferedStream.
      Console::WriteLine(  "Receiving data using BufferedStream."
 );
      bytesReceived = 0;
      startTime = DateTime::Now;
      while ( bytesReceived < numberOfLoops * receivedData->Length
 )
      {
         bytesReceived += bufStream->Read( receivedData, 0, receivedData->Length
 );
      }

      bufferedTime = (DateTime::Now - startTime).TotalSeconds;
      Console::WriteLine( "{0} bytes received in {1} seconds.\n",
 bytesReceived.ToString(), bufferedTime.ToString(  "F1" ) );
      
      // Print the ratio of read times.
      Console::WriteLine( "Receiving data using the buffered
 "
      "network stream was {0} {1} than using the network
 "
      "stream alone.", (networkTime / bufferedTime).ToString(  "P0"
 ), bufferedTime < networkTime ? (String^)"faster" : "slower"
 );
   }

   static void SendData( Stream^ netStream,
 Stream^ bufStream )
   {
      DateTime startTime;
      Double networkTime;
      Double bufferedTime;
      
      // Create random data to send to the server.
      array<Byte>^dataToSend = gcnew array<Byte>(dataArraySize);
      (gcnew Random)->NextBytes( dataToSend );
      
      // Send the data using the NetworkStream.
      Console::WriteLine( "Sending data using NetworkStream."
 );
      startTime = DateTime::Now;
      for ( int i = 0; i < numberOfLoops;
 i++ )
      {
         netStream->Write( dataToSend, 0, dataToSend->Length );

      }
      networkTime = (DateTime::Now - startTime).TotalSeconds;
      Console::WriteLine( "{0} bytes sent in {1} seconds.\n",
 (numberOfLoops * dataToSend->Length).ToString(), networkTime.ToString(  "F1"
 ) );
      
      // Send the data using the BufferedStream.
      Console::WriteLine( "Sending data using BufferedStream."
 );
      startTime = DateTime::Now;
      for ( int i = 0; i < numberOfLoops;
 i++ )
      {
         bufStream->Write( dataToSend, 0, dataToSend->Length );

      }
      bufStream->Flush();
      bufferedTime = (DateTime::Now - startTime).TotalSeconds;
      Console::WriteLine( "{0} bytes sent in {1} seconds.\n",
 (numberOfLoops * dataToSend->Length).ToString(), bufferedTime.ToString(  "F1"
 ) );
      
      // Print the ratio of write times.
      Console::WriteLine( "Sending data using the buffered
 "
      "network stream was {0} {1} than using the network
 "
      "stream alone.\n", (networkTime / bufferedTime).ToString(  "P0"
 ), bufferedTime < networkTime ? (String^)"faster" : "slower"
 );
   }

};

int main( int argc, char
 *argv[] )
{
   
   // Check that an argument was specified when the 
   // program was invoked.
   if ( argc == 1 )
   {
      Console::WriteLine( "Error: The name of the host computer"
      " must be specified when the program is invoked." );
      return  -1;
   }

   String^ remoteName = gcnew String( argv[ 1 ] );
   
   // Create the underlying socket and connect to the server.
   Socket^ clientSocket = gcnew Socket( AddressFamily::InterNetwork,SocketType::Stream,ProtocolType::Tcp
 );
   clientSocket->Connect( gcnew IPEndPoint( Dns::Resolve( remoteName )->AddressList[
 0 ],1800 ) );
   Console::WriteLine(  "Client is connected.\n" );
   
   // Create a NetworkStream that owns clientSocket and 
   // then create a BufferedStream on top of the NetworkStream.
   NetworkStream^ netStream = gcnew NetworkStream( clientSocket,true
 );
   BufferedStream^ bufStream = gcnew BufferedStream( netStream,streamBufferSize );
   
   try
   {
      
      // Check whether the underlying stream supports seeking.
      Console::WriteLine( "NetworkStream {0} seeking.\n", bufStream->CanSeek
 ? (String^)"supports" : "does not support" );
      
      // Send and receive data.
      if ( bufStream->CanWrite )
      {
         Client::SendData( netStream, bufStream );
      }
      
      if ( bufStream->CanRead )
      {
         Client::ReceiveData( netStream, bufStream );
      }
      
   }
   finally
   {
      
      // When bufStream is closed, netStream is in turn closed,
      // which in turn shuts down the connection and closes
      // clientSocket.
      Console::WriteLine( "\nShutting down connection." );
      bufStream->Close();
      
   }

}

import System.*;
import System.IO.*;
import System.Globalization.*;
import System.Net.*;
import System.Net.Sockets.*;

public class Client
{
    private static int dataArraySize
 = 100;
    private static int streamBufferSize
 = 1000;
    private static int numberOfLoops
 = 10000;

    public static void main(String[]
 args)
    {
        // Check that an argument was specified when the 
        // program was invoked.
        if ( args.length == 0 ) {
            Console.WriteLine(("Error: The name of the host computer" 
                + " must be specified when the program is invoked."));
            return;
        }
        String remoteName = args[0];

        // Create the underlying socket and connect to the server.
        Socket clientSocket =  new Socket(AddressFamily.InterNetwork,
 
            SocketType.Stream, ProtocolType.Tcp);

        clientSocket.Connect(
            new IPEndPoint(Dns.Resolve(remoteName).get_AddressList()[0],
 1800));

        Console.WriteLine("Client is connected.\n");

        // Create a NetworkStream that owns clientSocket and 
        // then create a BufferedStream on top of the NetworkStream.
        // Both streams are disposed when execution exits the
        // using statement.

        Stream netStream = new NetworkStream(clientSocket, true);
        Stream bufStream = new BufferedStream(netStream, streamBufferSize);
        try {
            try {
                // Check whether the underlying stream supports seeking.
                Console.WriteLine("NetworkStream {0} seeking.\n",
                    (bufStream.get_CanSeek())? "supports" : "does
 not support");
                // Send and receive data.
                if ( bufStream.get_CanWrite()  ) {
                    SendData(netStream, bufStream);
                }
                if ( bufStream.get_CanRead()  ) {
                    ReceiveData(netStream, bufStream);
                }

                // When execution exits the using statement, netStream
                // is disposed, which in turn shuts down the connection
 
                // and closes clientSocket.
                Console.WriteLine("\nShutting down the connection.");
            }
            finally {
                netStream.Dispose();
            }
        }
        finally {
            bufStream.Dispose();
        }         
    } //main   
   
    static void SendData(Stream netStream,
 Stream bufStream) 
    {
        DateTime startTime;
        double networkTime,bufferedTime;

        // Create random data to send to the server.        
        ubyte dataToSend[] = new ubyte[dataArraySize];
        new Random().NextBytes(dataToSend);

        // Send the data using the NetworkStream.
        Console.WriteLine("Sending data using NetworkStream.");
        startTime = DateTime.get_Now();
        for(int i=0;i < numberOfLoops;i++)
 {
            netStream.Write(dataToSend, 0, dataToSend.length);
        }        
        networkTime =
            ((DateTime.get_Now()).Subtract(startTime)).get_TotalSeconds();
        Console.WriteLine("{0} bytes sent in {1} seconds.\n"
,
            System.Convert.ToString(numberOfLoops * dataToSend.length),
            ((System.Double) networkTime).ToString("F1"));

        // Send the data using the BufferedStream.
        Console.WriteLine("Sending data using BufferedStream.");
        startTime = DateTime.get_Now();
        for(int i=0;i < numberOfLoops;i++)
 {
            bufStream.Write(dataToSend, 0, dataToSend.length);
        }        
        bufStream.Flush();
        bufferedTime = 
            ((DateTime.get_Now()).Subtract(startTime)).get_TotalSeconds();
        Console.WriteLine("{0} bytes sent in {1} seconds.\n"
,
            System.Convert.ToString (numberOfLoops * dataToSend.length),
            ((System.Double)bufferedTime).ToString("F1"));

        // Print the ratio of write times.
        Console.WriteLine("Sending data using the buffered
 "
            + "network stream was {0} {1} than using the
 network "
            + "stream alone.\n",
            ((System.Double)(networkTime / bufferedTime)).ToString("P0")
,
            (bufferedTime < networkTime) ? "faster" : "slower");
    } //SendData
   
    static void ReceiveData(Stream netStream,
 Stream bufStream) 
    {
        DateTime startTime;
        double bufferedTime = 0;
        double networkTime;
        int bytesReceived = 0;
        ubyte receivedData[] = new ubyte[dataArraySize];

        // Receive data using the NetworkStream.
        Console.WriteLine("Receiving data using NetworkStream.");
        startTime = DateTime.get_Now();
        while((bytesReceived < numberOfLoops * receivedData.length))
 {
            bytesReceived += netStream.Read(receivedData,0,receivedData.length);
        }
        networkTime = 
            ((DateTime.get_Now()).Subtract(startTime)).get_TotalSeconds();
        Console.WriteLine("{0} bytes received in {1} seconds.\n"
,
            (new Integer(bytesReceived)).ToString(),
            ((System.Double)networkTime).ToString("F1"));

        // Receive data using the BufferedStream.
        Console.WriteLine("Receiving data using BufferedStream.");
        bytesReceived = 0;
        startTime = DateTime.get_Now();
        while((bytesReceived < numberOfLoops * receivedData.length))
 {
            bytesReceived += bufStream.Read(receivedData,0,receivedData.length);
        }
        bufferedTime =
            ((DateTime.get_Now()).Subtract(startTime)).get_TotalSeconds();
        Console.WriteLine("{0} bytes received in {1} seconds.\n"
,
            (new Integer(bytesReceived)).ToString(),
            ((System.Double) bufferedTime).ToString("F1"));

        // Print the ratio of read times.
        Console.WriteLine("Receiving data using the buffered
 network"
            + " stream was {0} {1} than using the network
 stream alone.",
            ((System.Double)(networkTime / bufferedTime)).ToString("P0")
,
            (bufferedTime < networkTime) ? "faster" : "slower");
    } //ReceiveData
} //Client
' Compile using /r:System.dll.
Imports Microsoft.VisualBasic
Imports System
Imports System.Net
Imports System.Net.Sockets

Public Class Server 

    Shared Sub Main() 
    
        ' This is a Windows Sockets 2 error code.
        Const WSAETIMEDOUT As Integer
 = 10060

        Dim serverSocket As Socket 
        Dim bytesReceived As Integer
        Dim totalReceived As Integer
 = 0
        Dim receivedData(2000000-1) As Byte

        ' Create random data to send to the client.
        Dim dataToSend(2000000-1) As Byte
        Dim randomGenerator As New
 Random()
        randomGenerator.NextBytes(dataToSend)

        Dim ipAddress As IPAddress = _
            Dns.Resolve(Dns.GetHostName()).AddressList(0)

        Dim ipEndpoint As New
 IPEndPoint(ipAddress, 1800)

        ' Create a socket and listen for incoming connections.
        Dim listenSocket As New
 Socket(AddressFamily.InterNetwork, _
            SocketType.Stream, ProtocolType.Tcp)
        
        Try
            listenSocket.Bind(ipEndpoint)
            listenSocket.Listen(1)

            ' Accept a connection and create a socket to handle it.
            serverSocket = listenSocket.Accept()
            Console.WriteLine("Server is connected."
 & vbCrLf)
        Finally
            listenSocket.Close()
        End Try

        Try
            ' Send data to the client.
            Console.Write("Sending data ... ")
            Dim bytesSent As Integer
 = serverSocket.Send( _
                dataToSend, 0, dataToSend.Length, SocketFlags.None)
            Console.WriteLine("{0} bytes sent." &
 vbCrLf, _
                bytesSent.ToString())

            ' Set the timeout for receiving data to 2 seconds.
            serverSocket.SetSocketOption(SocketOptionLevel.Socket, _
                SocketOptionName.ReceiveTimeout, 2000)

            ' Receive data from the client.
            Console.Write("Receiving data ... ")
            Try
                Do
                    bytesReceived = serverSocket.Receive( _
                        receivedData, 0, receivedData.Length, _
                        SocketFlags.None)
                    totalReceived += bytesReceived
                Loop While bytesReceived <>
 0
            Catch e As SocketException
                If(e.ErrorCode = WSAETIMEDOUT)
                
                    ' Data was not received within the given time.
                    ' Assume that the transmission has ended.
                Else
                    Console.WriteLine("{0}: {1}" &
 vbCrLf, _
                        e.GetType().Name, e.Message)
                End If
            Finally
                Console.WriteLine("{0} bytes received."
 & vbCrLf, _
                    totalReceived.ToString())
            End Try
        Finally
            serverSocket.Shutdown(SocketShutdown.Both)
            Console.WriteLine("Connection shut down.")
            serverSocket.Close()
        End Try
    
    End Sub
End Class
using System;
using System.Net;
using System.Net.Sockets;

public class Server 
{
    static void Main() 
    {
        // This is a Windows Sockets 2 error code.
        const int WSAETIMEDOUT = 10060;

        Socket serverSocket;
        int bytesReceived, totalReceived = 0;
        byte[] receivedData = new byte[2000000];

        // Create random data to send to the client.
        byte[] dataToSend = new byte[2000000];
        new Random().NextBytes(dataToSend);

        IPAddress ipAddress =
            Dns.Resolve(Dns.GetHostName()).AddressList[0];

        IPEndPoint ipEndpoint = new IPEndPoint(ipAddress, 1800);

        // Create a socket and listen for incoming connections.
        using(Socket listenSocket = new Socket(
            AddressFamily.InterNetwork, SocketType.Stream, 
            ProtocolType.Tcp))
        {
            listenSocket.Bind(ipEndpoint);
            listenSocket.Listen(1);

            // Accept a connection and create a socket to handle it.
            serverSocket = listenSocket.Accept();
            Console.WriteLine("Server is connected.\n");
        }

        try
        {
            // Send data to the client.
            Console.Write("Sending data ... ");
            int bytesSent = serverSocket.Send(
                dataToSend, 0, dataToSend.Length, SocketFlags.None);
            Console.WriteLine("{0} bytes sent.\n", 
                bytesSent.ToString());

            // Set the timeout for receiving data to 2 seconds.
            serverSocket.SetSocketOption(SocketOptionLevel.Socket,
                SocketOptionName.ReceiveTimeout, 2000);

            // Receive data from the client.
            Console.Write("Receiving data ... ");
            try
            {
                do
                {
                    bytesReceived = serverSocket.Receive(receivedData,
                        0, receivedData.Length, SocketFlags.None);
                    totalReceived += bytesReceived;
                }
                while(bytesReceived != 0);
            }
            catch(SocketException e)
            {
                if(e.ErrorCode == WSAETIMEDOUT)
                {
                    // Data was not received within the given time.
                    // Assume that the transmission has ended.
                }
                else
                {
                    Console.WriteLine("{0}: {1}\n", 
                        e.GetType().Name, e.Message);
                }
            }
            finally
            {
                Console.WriteLine("{0} bytes received.\n",
                    totalReceived.ToString());
            }
        }
        finally
        {
            serverSocket.Shutdown(SocketShutdown.Both);
            Console.WriteLine("Connection shut down.");
            serverSocket.Close();
        }
    }
}
#using <system.dll>

using namespace System;
using namespace System::Net;
using namespace System::Net::Sockets;
int main()
{
   
   // This is a Windows Sockets 2 error code.
   const int WSAETIMEDOUT = 10060;
   Socket^ serverSocket;
   int bytesReceived;
   int totalReceived = 0;
   array<Byte>^receivedData = gcnew array<Byte>(2000000);
   
   // Create random data to send to the client.
   array<Byte>^dataToSend = gcnew array<Byte>(2000000);
   (gcnew Random)->NextBytes( dataToSend );
   IPAddress^ ipAddress = Dns::Resolve( Dns::GetHostName() )->AddressList[ 0 ];
   IPEndPoint^ ipEndpoint = gcnew IPEndPoint( ipAddress,1800 );
   
   // Create a socket and listen for incoming connections.
   Socket^ listenSocket = gcnew Socket( AddressFamily::InterNetwork,SocketType::Stream,ProtocolType::Tcp
 );
   try
   {
      listenSocket->Bind( ipEndpoint );
      listenSocket->Listen( 1 );
      
      // Accept a connection and create a socket to handle it.
      serverSocket = listenSocket->Accept();
      Console::WriteLine( "Server is connected.\n" );
   }
   finally
   {
      listenSocket->Close();
   }

   try
   {
      
      // Send data to the client.
      Console::Write( "Sending data ... " );
      int bytesSent = serverSocket->Send( dataToSend, 0, dataToSend->Length,
 SocketFlags::None );
      Console::WriteLine( "{0} bytes sent.\n", bytesSent.ToString() );
      
      // Set the timeout for receiving data to 2 seconds.
      serverSocket->SetSocketOption( SocketOptionLevel::Socket, SocketOptionName::ReceiveTimeout,
 2000 );
      
      // Receive data from the client.
      Console::Write( "Receiving data ... " );
      try
      {
         do
         {
            bytesReceived = serverSocket->Receive( receivedData, 0, receivedData->Length,
 SocketFlags::None );
            totalReceived += bytesReceived;
         }
         while ( bytesReceived != 0 );
      }
      catch ( SocketException^ e ) 
      {
         if ( e->ErrorCode == WSAETIMEDOUT )
         {
            
            // Data was not received within the given time.
            // Assume that the transmission has ended.
         }
         else
         {
            Console::WriteLine( "{0}: {1}\n", e->GetType()->Name,
 e->Message );
         }
      }
      finally
      {
         Console::WriteLine( "{0} bytes received.\n", totalReceived.ToString()
 );
      }

   }
   finally
   {
      serverSocket->Shutdown( SocketShutdown::Both );
      Console::WriteLine( "Connection shut down." );
      serverSocket->Close();
   }

}

継承階層継承階層
System.Object
   System.MarshalByRefObject
     System.IO.Stream
      System.IO.BufferedStream
スレッド セーフスレッド セーフ
この型の public static (Visual Basic では Shared) メンバはすべて、スレッド セーフです。インスタンス メンバ場合は、スレッド セーフであるとは限りません。
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