some nodes using TCP can not transmit packets in the channel
In NS3 simulation，I want 10 nodes simultaneously transmit TCP packets to the same node，but I find that some nodes do not request access to the channel even if they have created TCP packets in the application layer.
How can I solve this problem?
See also questions close to this topic
‘acceptor’ is not a member of ‘boost::asio::ip::udp’ while migration from tcp to udp
I have tcp socket. Here is how it was looks on one side:
using boost::asio::ip::tcp; tcp::socket socket(service); tcp::acceptor acceptor(service, tcp::endpoint(tcp::v4(), port)); acceptor.accept(socket_); // send something socket.write_some(boost::asio::buffer(&(*sbBuf.begin()), len));
And on another side:
using boost::asio::ip::tcp; tcp::socket socket(service); tcp::resolver resolver(service); tcp::resolver::query query2(udp::v4(), host, portStr); tcp::resolver::iterator iterator = resolver.resolve(query); boost::asio::connect(socket , iterator); //receive something size_t len = socket.receive(boost::asio::buffer((void *)&(*(v.begin())), DEFAULT_BUFLEN));
Now I need to change
udp. I change all
boost::asio::ip::udp::. I use
Now I stuck with next error
‘acceptor’ is not a member of ‘boost::asio::ip::udp’
I tried to found some examples but I can't find good one to understand what I can use instead of
TCP IP socket.receive, data received in .Net application but not in Unity
I send data via TCP from a .NET application to Unity but all bytes aren't received. This is the case with a simple .NET wpf application with the same code. Why is there a difference in Unity? Both is based on .NET 4.7?
// Data send from .NET application: byte ba = memoryStream.ToArray(); var buffer = BitConverter.GetBytes(ba.Length); stm.Write(buffer, 0, buffer.Length); stm.Write(ba, 0, ba.Length); // Data receive works in .NET but in Unity not all bytes are received Socket s; byte buffersizeinbytes = new byte; TcpListener myList = new TcpListener(ipAd, 8001); s = myList.AcceptSocket(); (...) int k = s.Receive(buffersizeinbytes); int size = BitConverter.ToInt32(lengthb, 0); // size of buffer byte buffer = new byte[size]; int receivedByteCount = s.Receive(buffer);
PDF Direct printing using Python - socket timeout error
I am trying to create a small python script that sends a pdf to a network printer directly on the tcp 9100 port and throws an error when the printer is offline. To do so I was thinking of using the socket timeout but when I use this the printer prints the following:
Error Name: /syntaxerror Offending Command: (!) Operand Stack:
Below you can find my code. without the settimeout this is working and the printer is printing the pdf, when I add this line the printer is printing a paper with the error above.
import socket import sys host = "220.127.116.11" port = 9100 try: s = socket.socket() s.connect((host, port)) s.settimeout(10.0) f = open ("my.pdf", "rb") l = f.read() s.send(l) f.close() s.close() except Exception as inst: print("Pdf not printed")
How can I detect that my printer is offline?