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``connect``: connecting a socket to a remote address
Operating systems enable linking a socket to a remote address so that every information sent through the socket will only be sent to this remote address, and the socket will only receive messages sent by this remote address. This can be done using the ``connect`` system call shown below.
This system call will assign the socket ``sockfd`` to the ``addr`` remote socket address. The process can then use the ``send`` and ``write`` system calls that do not to specify the destination socket address. Furthermore, the calls to ``recv`` and ``read`` will only deliver messages sent by this remote address. This is useful when we only care about the other peer messages.
The following program connects a socket to a remote address, sends a message and waits for a reply.
Creating a new socket to communicate through a network
Until now, we learned how to use sockets that were already created. When writing a whole program, you will have to create you own sockets and choose the concrete technology that it will use to communicate with others. In this section, we will create new sockets and allow a program to communicate with processes located on another computer using a network. The most recent standardized technology used to communicate through a network is the :term:`IPv6` network protocol. In the IPv6 protocol, hosts are identified using *IPv6 addresses*. Modern operating systems allow IPv6 network communications between programs to be done using the socket API, just as we did in the previous sections.
A program can use the ``socket`` system call to create a new socket.
The ``domain`` parameter specifies the address family that we will use to concretely perform the communication. For an IPv6 socket, the ``domain`` parameter will be set to the value ``AF_INET6``, telling the operating system that we plan to communicate using IPv6 addresses. The ``type`` parameter specifies the communication guarantees that we need. For now, we will use the type ``SOCK_DGRAM`` which allows us to send *unreliable messages*. This means that each data that we send at each call of ``sendto`` will either be completely received or not received at all. The last parameter will be set to ``0``. The following line creates a socket, telling the operating system that we want to communicate using IPv6 addresses and that we want to send unreliable messages.
Sending a message to a remote peer using its IPv6 address
Now that we created an IPv6 socket, we can use it to reach another program if we know its IPv6 address. IPv6 addresses have a human-readable format that can be represented as a string of characters. The details of IPv6 addresses are out of scope of this section but here are some examples :
The ``::1`` IPv6 address identifies the computer on which the current program is running.
The ``2001:6a8:308f:9:0:82ff:fe68:e520`` IPv6 address identifies the computer serving the ``https://beta.computer-networking.info`` website.
An IPv6 address often identifies a computer and not a program running on the computer. In order to identify a specific program running on a specific computer, we use a *port number* in addition to the IPv6 address. A program using an IPv6 socket is this identified using :
The IPv6 address of the computer
The port number identifying the program running on the computer
A program can use the ``struct sockaddr_in6`` to represent IPv6 socket addresses. The following program creates a ``struct sockaddr_in6`` that identifies the program that reserved the port number ``55555`` on the computer identified by the ``::1`` IPv6 address.
Now, we have built everything we need to send a message to the remote program. The ``create_socket_and_send_message`` function below assembles all the building blocks we created until now in order to send the message ``"hello"`` to the program running on port ``55555`` on the computer identified by the ``::1`` IPv6 address.
Note that we can reuse our ``send_hello_to_peer`` function without any modification as we wrote it to handle any kind of sockets, including sockets using the IPv6 network protocol.
Endianness: exchanging integers between different computers
Besides character strings, some applications also need to exchange 16 bits and 32 bits fields such as integers. A naive solution would have been to send the 16- or 32-bits field as it is encoded in the host's memory. Unfortunately, there are different methods to store 16- or 32-bits fields in memory. Some CPUs store the most significant byte of a 16-bits field in the first address of the field while others store the least significant byte at this location. When networked applications running on different CPUs exchange 16 bits fields, there are two possibilities to transfer them over the transport service :
send the most significant byte followed by the least significant byte
send the least significant byte followed by the most significant byte
The first possibility was named `big-endian` in a note written by Cohen [Cohen1980]_ while the second was named `little-endian`. Vendors of CPUs that used `big-endian` in memory insisted on using `big-endian` encoding in networked applications while vendors of CPUs that used `little-endian` recommended the opposite. Several studies were written on the relative merits of each type of encoding, but the discussion became almost a religious issue [Cohen1980]_. Eventually, the Internet chose the `big-endian` encoding, i.e. multi-byte fields are always transmitted by sending the most significant byte first, :rfc:`791` refers to this encoding as the :term:`network-byte order`. Most libraries [#fhtonl]_ used to write networked applications contain functions to convert multi-byte fields from memory to the network byte order and the reverse.
Besides 16 and 32 bit words, some applications need to exchange data structures containing bit fields of various lengths. For example, a message may be composed of a 16 bits field followed by eight, one bit flags, a 24 bits field and two 8 bits bytes. Internet protocol specifications will define such a message by using a representation such as the one below. In this representation, each line corresponds to 32 bits and the vertical lines are used to delineate fields. The numbers above the lines indicate the bit positions in the 32-bits word, with the high order bit at position `0`.
Message format
The message mentioned above will be transmitted starting from the upper 32-bits word in network byte order. The first field is encoded in 16 bits. It is followed by eight one bit flags (`A-H`), a 24 bits field whose high order byte is shown in the first line and the two low order bytes appear in the second line followed by two one byte fields. This ASCII representation is frequently used when defining binary protocols. We will use it for all the binary protocols that are discussed in this book.
Exercises
Here are some exercises that will help you to learn how to use sockets.
During this course, you will be asked to implement a transport protocol running on Linux devices. To prepare yourself, try to implement the protocol described in the above tasks on your Linux personal machine. If you did these exercises correctly, most of your answers can be used as it (do not forget to include the required header files). In addition to the previously produced code, you will need
to wrap the ``create_and_send_message`` in a ``client`` executable that can parse user arguments (the ``getopt(3)`` function might help) and appropriately call the wrapped function;
to wrap the ``recv_and_handle_message`` server function in a ``server`` executable, similarly to what you have done with the ``client`` executable.

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