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Having one class per message type is still quite elegant. I checked out Kryo Net - they are in fact using the instance of technique and serializing their objects etc...If I were to go this route, how would you suggest I lay out my build environment to keep the objects that are shared between server and client together, so as to avoid having to change "Some Object" in both the server and client trunks? If by any chance You do not see the games, click below to get what You absolutely need : Flash Player and/or Macromedia Shockwave Player. I am sure that, all that You need, You already have installed on Your computer.Train: Departs every 5 minutes for Schiphol Airport to Amsterdam Centraal. From here take the tram (line 4, 9, 16, 24 or 25) to the Munt tower. Aerobus shuttle: Departs every 30 minutes, and costs €17 per person From Sants Station: Take tram 4, 9, 16, 24 or 25 and exit at the Muntplein stop. The hotel is on the corner of the Vijzelstraat by the Munt Tower and Floating Flower Market.From Amsterdam Central Station traveling towards the flower market, it's a 20 minute straight walk over the Dam Square towards the Floating Flower Market. Closest metro station: Waterlooplein If you're in the city for a few days buy a T-10, Multi-person card for 10 journeys, (€9.95).
:) but thanks anyway The FTP part was just about the FTP protocol that's using two channels (sockets if you want), you don't have to do it that way.
At an implementation level, I could use something like: int num Bytes Read = read(buf, offset, len);...
- should I read in the length as its own call to 'read'?
This way I know how many bytes to attempt to read from the client when using read(buf, offset, len); Thanks!
Is this sort of thing analogous to how oscar/IRC would do it?
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