My app reads bytes from a TCP socket and needs to buffer them up, so that I can extract messages from them later. Due to the nature of TCP I may get partial or multiple messages in one read, so after each read I would like to inspect the buffer and extract as many full messages as are available.
Therefore I want a class that allows me to do the following:
I expect that what I want can be done with 1 or more existing classes in the .NET library, but I'm not sure which ones. System.IO.MemoryStream looks close to what I want, but (a) it isn't clear whether it's suited to being used as a buffer (does the read data get removed from the capacity?) and (b) reads and writes seem to happen at the same place - "The current position of a stream is the position at which the next read or write operation could take place." - which is not what I want. I need to be writing to the end and reading from the front.
A buffer is a sequence of bytes in memory and buffering is the manipulation of data residing in memory. In . NET buffering refers to the manipulation of the unmanaged memory, which is represented as an array of bytes. You might want to take advantage of the System. Buffer class in .
1024 is the exact amount of bytes in a kilobyte. All that line means is that they are creating a buffer of 16 KB. That's really all there is to it. If you want to go down the route of why there are 1024 bytes in a kilobyte and why it's a good idea to use that in programming, this would be a good place to start.
This is 19 bytes of usable space, because strings are terminated by a null byte. You can think of morse-size as "maximum length of the string plus one".
If you want to check if the buffer holds no characters, you can use the strlen() function from string. h (make sure the buffer is \0-terminated after fread(). If you want to check if malloc failed, compare the pointer with NULL.
A temporary storage area is called buffer. All input output (I/O) devices contain I/O buffer. When we try to pass more than the required number of values as input then, the remaining values will automatically hold in the input buffer. This buffer data automatically go to the next input functionality, if it is exists.
In the more general sense, it is any piece of memory where data is stored temporarily until it is processed or copied to the final destination (or other buffer). As you hinted in the question there are many types of buffers, but as a broad grouping: Hardware buffers: These are buffers where data is stored before being moved to a HW device.
Majority of buffers are implemented in software. Buffers are generally used when there is a difference between the rate at which data is received and the rate at which it can be processed. If we remove buffers, then either we will have data loss, or we will have lower bandwidth utilization. What is Buffering ?
For your last question (from the update); yes, arrays (especially of characters) are referred to as buffers, but this is different from I/O buffering, even though I/O buffering typically uses a buffer to hold the data until it is written or read. – Jonathan Leffler Jan 16 '15 at 23:03
I suggest you use MemoryStream
under the hood, but encapsulate it in another class which stores:
MemoryStream
It will then expose:
MemoryStream
and update all the variables. (You probably don't want to copy the buffer on every consume request.)Note that none of this will be thread-safe without extra synchronization.
Just use a big byte-array and Array.Copy - it should do the trick.
If not, use List<byte>
.
If you use the array you have to implement an index to it (where you copy additional data) yourself (same for checking the content-size), but it's straightforward.
If you are interested: here is a simple implementation of a "cyclic buffer". The test should run (I threw a couple unit test at it, but it didn't check all critical path):
public class ReadWriteBuffer
{
private readonly byte[] _buffer;
private int _startIndex, _endIndex;
public ReadWriteBuffer(int capacity)
{
_buffer = new byte[capacity];
}
public int Count
{
get
{
if (_endIndex > _startIndex)
return _endIndex - _startIndex;
if (_endIndex < _startIndex)
return (_buffer.Length - _startIndex) + _endIndex;
return 0;
}
}
public void Write(byte[] data)
{
if (Count + data.Length > _buffer.Length)
throw new Exception("buffer overflow");
if (_endIndex + data.Length >= _buffer.Length)
{
var endLen = _buffer.Length - _endIndex;
var remainingLen = data.Length - endLen;
Array.Copy(data, 0, _buffer, _endIndex, endLen);
Array.Copy(data, endLen, _buffer, 0, remainingLen);
_endIndex = remainingLen;
}
else
{
Array.Copy(data, 0, _buffer, _endIndex, data.Length);
_endIndex += data.Length;
}
}
public byte[] Read(int len, bool keepData = false)
{
if (len > Count)
throw new Exception("not enough data in buffer");
var result = new byte[len];
if (_startIndex + len < _buffer.Length)
{
Array.Copy(_buffer, _startIndex, result, 0, len);
if (!keepData)
_startIndex += len;
return result;
}
else
{
var endLen = _buffer.Length - _startIndex;
var remainingLen = len - endLen;
Array.Copy(_buffer, _startIndex, result, 0, endLen);
Array.Copy(_buffer, 0, result, endLen, remainingLen);
if (!keepData)
_startIndex = remainingLen;
return result;
}
}
public byte this[int index]
{
get
{
if (index >= Count)
throw new ArgumentOutOfRangeException();
return _buffer[(_startIndex + index) % _buffer.Length];
}
}
public IEnumerable<byte> Bytes
{
get
{
for (var i = 0; i < Count; i++)
yield return _buffer[(_startIndex + i) % _buffer.Length];
}
}
}
Please note: the code "consumes" on read - if you don't want that just remove the "_startIndex = ..." parts (or make a overload optional parameter and check or whatever).
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With