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C# 移動端與PC端的數(shù)據(jù)交互

針對目前功能越來越強大的智能手機來說,在PC端支持對手機中的用戶數(shù)據(jù)作同步、備份以及恢復等保護措施的應用已經急需完善。不僅要對數(shù)據(jù)作保護,而且用戶更希望自己的手機跟PC能夠一體化,以及和遠程服務器的一體化。用戶希望在手機端的操作能夠轉移到PC端,對于PC端大屏幕的電腦來說,完成同樣的操作可以大量的節(jié)省用戶的時間。對于功能強大的手機來說,有近1/2的應用可以在PC端同步。所以對PC端應用的規(guī)劃要以系統(tǒng)的角度來對待。同時要保證手機端和PC端的主流交互模式應保持一致。

個人觀點:數(shù)據(jù)的一體化和管理的多元化是以后發(fā)展的一個趨勢。下面進行今天的學習,今天的實驗室移動端和PC端的數(shù)據(jù)交互及解析。

1,如何實現(xiàn)移動端和PC端的數(shù)據(jù)交互?

  答:1,藍牙   2,NFC技術 3,紅外 4,Socket.

      

NFC和藍牙的異同點:

  相同點:都是近距離傳輸。

  不同點: NFC優(yōu)于紅外和藍牙傳輸方式。作為一種面向消費者的交易機制,NFC比紅外更快、更可靠而且簡單得多,不用向紅外那樣必須嚴格的對齊才能傳輸數(shù)據(jù)。與藍牙相比,NFC面向近距離交易,適用于交換財務信息或敏感的個人信息等重要數(shù)據(jù);藍牙能夠彌補NFC通信距離不足的缺點,適用于較長距離數(shù)據(jù)通信。因此,NFC和藍牙互為補充,共同存在。事實上,快捷輕型的NFC 協(xié)議可以用于引導兩臺設備之間的藍牙配對過程,促進了藍牙的使用。但是要實現(xiàn)遠距離的數(shù)據(jù)傳輸那就只能用Socket了,

下面進行代碼的分析:

首先在PC上建立服務端Server.cs

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Net;
using System.Net.Sockets;
using System.Threading;

namespace TcpServer
{
    class Program
    {
        public static Socket serverSocket;
        static Thread threadSend;
        static Thread sendDataToClient;
        static int count = 1;
        static void Main(string[] args)
        {
            //確定端口號
            int port = 121;

            //設定連接IP
            string host = "192.168.1.100";

            //將IP地址字符串轉化為IP地址實例
            IPAddress ip = IPAddress.Parse(host);

            //將網絡端點表示為 IP 地址和端口號
            IPEndPoint ipe = new IPEndPoint(ip, port);

            //建立Socket 
            //addressFamily 參數(shù)指定 Socket 類使用的尋址方案
            //socketType 參數(shù)指定 Socket 類的類型
            //protocolType 參數(shù)指定 Socket 使用的協(xié)議。 
            Socket socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);

            //socket與本地終結點建立關聯(lián)
            socket.Bind(ipe);
            while (true)
            {
                //開始監(jiān)聽端口
                socket.Listen(0);

                Console.WriteLine("服務已開啟,請等待....." + DateTime.Now.ToString() + DateTime.Now.Millisecond.ToString());

                //為新建的連接建立新的Socket目的為客戶端將要建立連接
                serverSocket = socket.Accept();
                Console.WriteLine("連接已建立......" + DateTime.Now.ToString() + DateTime.Now.Millisecond.ToString());
                Console.WriteLine("客戶端IP:"+serverSocket.RemoteEndPoint);
                string recStr =string.Empty;
                //定義緩沖區(qū)用于接收客戶端的數(shù)據(jù)
                byte[] recbyte = new byte[1024];
                
                ReceiveData();
     
                sendDataToClient = new Thread(sendData);
                sendDataToClient.Start();

            }
        }

        public static void sendData()
        {
           
            while (true)
            {
                Console.WriteLine("send to client\n");
                //服務端給客戶端回送消息
                string strSend = "Hello Android Client!" + DateTime.Now.Second;
                //string strSend = "HelloClient1HelloClient2HelloClient3HelloClient4HelloClient5HelloClient6HelloClient7HelloClient8HelloClient9HelloClient10HelloClient11HelloClien12HelloClien13HelloClien14HelloClien15HelloClient16";
                byte[] sendByte = new byte[1024];
                //將發(fā)送的字符串轉換為byte[]
                sendByte = UTF8Encoding.UTF8.GetBytes(strSend);
                //服務端發(fā)送數(shù)據(jù)
               
                serverSocket.Send(sendByte, sendByte.Length, 0);
                Thread.Sleep(1000);
            }
        }

        #region
        /// <summary>
        /// 異步連接
        /// </summary>
        /// <param name="ip"></param>
        /// <param name="port"></param>
        /// <param name="clientSocket"></param>
        public static void Connect(IPAddress ip, int port)
        {
            serverSocket.BeginConnect(ip, port, new AsyncCallback(ConnectCallback), serverSocket);
        }

        private static void ConnectCallback(IAsyncResult ar)
        {
            try
            {
                Socket handler = (Socket)ar.AsyncState;
                handler.EndConnect(ar);
            }
            catch (SocketException ex)
            {
                throw ex;
            }
        }
        /// <summary>
        /// 發(fā)送數(shù)據(jù)
        /// </summary>
        /// <param name="data"></param>
        public static void Send(string data)
        {
            //Send(System.Text.Encoding.UTF8.GetBytes(data));
            Send(UTF8Encoding.UTF8.GetBytes(data));
        }
        /// <summary>
        /// 發(fā)送數(shù)據(jù)
        /// </summary>
        /// <param name="byteData"></param>
        private static void Send(byte[] byteData)
        {
            try
            {
                int length = byteData.Length;
                byte[] head = BitConverter.GetBytes(length);
                byte[] data = new byte[head.Length + byteData.Length];
                Array.Copy(head, data, head.Length);
                Array.Copy(byteData, 0, data, head.Length, byteData.Length);
                serverSocket.BeginSend(data, 0, data.Length, 0, new AsyncCallback(SendCallback), serverSocket);
            }
            catch (SocketException ex)
            { }
        }

        private static void SendCallback(IAsyncResult ar)
        {
            try
            {
                Socket handler = (Socket)ar.AsyncState;
                handler.EndSend(ar);
            }
            catch (SocketException ex)
            {
                throw ex;
            }
        }

        static byte[] MsgBuffer = new byte[128];

        /// <summary>
        /// 接收消息
        /// </summary>
        public static void ReceiveData()
        {
            if (serverSocket.ReceiveBufferSize > 0)
            {
                serverSocket.BeginReceive(MsgBuffer, 0, MsgBuffer.Length, 0, new AsyncCallback(ReceiveCallback), null);
            }
        }

        private static void ReceiveCallback(IAsyncResult ar)
        {
            try
            {
                int REnd = serverSocket.EndReceive(ar);
                Console.WriteLine("長度:" + REnd);
                if (REnd > 0)
                {
                    byte[] data = new byte[REnd];
                    Array.Copy(MsgBuffer, 0, data, 0, REnd);

                    int Msglen = data.Length;
                    //在此次可以對data進行按需處理

                    serverSocket.BeginReceive(MsgBuffer, 0, MsgBuffer.Length, 0, new AsyncCallback(ReceiveCallback), null);
                    //Console.WriteLine("接收服務端的信息:{0}", Encoding.ASCII.GetString(MsgBuffer, 0, Msglen));

                    Console.WriteLine("接收服務端的信息:{0}", UTF8Encoding.UTF8.GetString(data, 0, Msglen));
                }
                else
                {
                    dispose();
                }
            }
            catch (SocketException ex)
            { }
        }

        private static void dispose()
        {
            try
            {
                serverSocket.Shutdown(SocketShutdown.Both);
                serverSocket.Close();
            }
            catch (Exception ex)
            {
                throw ex;
            }
        }
        #endregion
    }
}

移動端使用Unity3D寫的腳本掛在mainCamera上,代碼如下:

using UnityEngine;
using System.Collections;
using System.Net.Sockets;
using System.Net;
using System;
using System.Text;
using System.IO;

public class client : MonoBehaviour 
{
    public GUIText text;
    public GUIText path;
    
    public static Socket clientSocket;
    // Use this for initialization
    void Start () 
    {
     //服務器IP
        string LocalIP = "192.168.1.100";     //端口號
        int port = 121;
        IPAddress ip =IPAddress.Parse(LocalIP);
        IPEndPoint ipe = new IPEndPoint(ip,port);
        clientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);//建立客戶端Socket
        clientSocket.Connect(ipe);
        StartCoroutine("sendData"); //啟動協(xié)同程序
        StartCoroutine("getInfo");  

    }
    
    // Update is called once per frame
    void Update () 
    {
        if(Input.GetKey(KeyCode.Escape)||Input.GetKey(KeyCode.Home))
        {
            Application.Quit();
        }
    }
    void OnGUI()
    {
        if(GUI.Button(new Rect(Screen.width/2-40,30,100,60),"截圖"))
        {    
            StartCoroutine("GetCapture");
        }
    }

    IEnumerator GetCapture ()
    { 
        yield return new WaitForEndOfFrame();
        int width = Screen.width;
        int height = Screen.height;
        Texture2D tex = new Texture2D (width, height, TextureFormat.RGB24, false);
        tex.ReadPixels (new Rect (0, 0, width, height), 0, 0, true);
        byte[] imagebytes = tex.EncodeToPNG ();//轉化為png圖
        tex.Compress (false);//對屏幕緩存進行壓縮
        //image.mainTexture = tex;//對屏幕緩存進行顯示(縮略圖)
        string PicPath="storage";
        File.WriteAllBytes (Application.persistentDataPath+"/"+Time.time+ ".png?x-oss-process=image/watermark,g_center,image_YXJ0aWNsZS9wdWJsaWMvd2F0ZXJtYXJrLnBuZz94LW9zcy1wcm9jZXNzPWltYWdlL3Jlc2l6ZSxQXzQwCg==,t_20", imagebytes);//存儲png圖
        path.text = Application.persistentDataPath+"/";
    }

    /// <summary>
    /// 向服務器發(fā)送消息
    /// </summary>
    /// <returns>The data.</returns>
    public IEnumerator sendData()
    {
        int i=0;
        while(true)
        {
            string sendStr = i.ToString()+"你好 server,I am Android";
            byte[] sendBytes = UTF8Encoding.UTF8.GetBytes(sendStr);
            clientSocket.Send(sendBytes);
            i++;
            yield return new WaitForSeconds(1f);
        }
    }
    /// <summary>
    /// 得到服務器回應
    /// </summary>
    /// <returns>The info.</returns>
    public IEnumerator getInfo()
    {
        while(true)
        {
            byte[] revBytes = new byte[1024];
            int bytes = clientSocket.Receive(revBytes, revBytes.Length, 0);
            string revStr ="";
            //revStr += Encoding.ASCII.GetString(revBytes, 0, bytes);
            revStr += UTF8Encoding.UTF8.GetString(revBytes,0,bytes);
            Debug.Log ("接收到服務器消息:"+revStr);
            text.text = "From Server:"+revStr;
            yield return null;
        }
  }
}

服務器端運行結果:

 

服務器回送消息代碼:string strSend = "Hello Android Client!" + DateTime.Now.Second;

 

局域網下測試沒有什么問題,以后無論是做應用還是網絡游戲肯定少不了的是Socket網絡數(shù)據(jù)傳輸,多了解點網絡知識還是很有必要的尤其是TCP協(xié)議,如有錯誤,歡迎指正,后續(xù)會更新

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