Programming tools are also software in the form of programs or applications that software developers (also known as programmers, coders, hackers or software engineers) use to create, debug, maintain (i.e. Recyclistas is the hub of Greater Victoria’s grassroots cycling community, that provides used bikes, repairs, parts, education. Writing the Server Side of a Socket (The Java. The server in the client/server pair serves up Knock Knock jokes. Knock Knock jokes are favored by children and are usually vehicles for bad puns. They go like this: Server: . The client program is implemented by a single class. Knock. Knock. Client, and is very similar to the. Echo. Client example from the previous section. The server program is implemented by two classes. Knock. Knock. Server and. Knock. Knock. Protocol. No matter how you protect the Internet/LAN border, you may need to add another layer of security by using a software personal firewall. These programs must be run on each computer on your LAN that. Networked learning is a process of developing and maintaining connections with people and information, and communicating in such a way so as to support one another's learning. The central term in this definition is connections. Knock. Knock. Server, which is similar to. Echo. Server, contains the main method for the server program and performs the work of listening to the port, establishing connections, and reading from and writing to the socket. The class. Knock. Knock. Protocol serves up the jokes. It keeps track of the current joke, the current state (sent knock knock, sent clue, and so on), and returns the various text pieces of the joke depending on the current state. This object implements the protocol—the language that the client and server have agreed to use to communicate. The following section looks in detail at each class in both the client and the server and then shows you how to run them. The Knock Knock Server. If your PCs already have some type of network port, you may not even need to have a hardware MIDI interface on each one to run synchronised music applications. MIDIoverLAN (www.musiclab.com) was designed as a. This section walks through the code that implements the Knock Knock server program. Knock. Knock. Server. The server program begins by creating a new. Server. Socket object to listen on a specific port (see the statement in bold in the following code segment). When running this server, choose a port that is not already dedicated to some other service. For example, this command starts the server program Knock. Knock. Server so that it listens on port 4. Knock. Knock. Server 4. The server program creates the Server. Socket object in a try- with- resources statement. Number = Integer. Print to USB or networked printers. Unless you have a lot of time to waste, read this now! You must read the paragraphs marked 'important' in this section before you continue! These methods will not work if your printer is a. Networked Employee Time Clocks New England Time Solutions. Ethernet-enabled networked time clocks offer the most convenient integration configurations, particularly when more than one time clock is required. This networking Java tutorial describes networking capabilities of the Java platform, working with URLs, sockets, datagrams, and cookies. Int(args. The constructor for Server. Socket throws an exception if it can't listen on the specified port (for example, the port is already being used). In this case, the Knock. Knock. Server has no choice but to exit. If the server successfully binds to its port, then the Server. Socket object is successfully created and the server continues to the next step—accepting a connection from a client (the next statement in the try- with- resources statement). Socket = server. Socket. When a connection is requested and successfully established, the accept method returns a new. Socket object which is bound to the same local port and has its remote address and remote port set to that of the client. The server can communicate with the client over this new Socket and continue to listen for client connection requests on the original Server. Socket This particular version of the program doesn't listen for more client connection requests. However, a modified version of the program is provided in. Supporting Multiple Clients. After the server successfully establishes a connection with a client, it communicates with the client using this code. Step 2 is shown in bold and is worth a few comments. The bold statements in the code segment above initiate the conversation with the client. The code creates a Knock. Knock. Protocol object—the object that keeps track of the current joke, the current state within the joke, and so on. After the Knock. Knock. Protocol is created, the code calls Knock. Knock. Protocol's process. Input method to get the first message that the server sends to the client. For this example, the first thing that the server says is ! As long as the client and server still have something to say to each other, the server reads from and writes to the socket, sending messages back and forth between the client and the server. The server initiated the conversation with a ! The read. Line method waits until the client responds by writing something to its output stream (the server's input stream). When the client responds, the server passes the client's response to the Knock. Knock. Protocol object and asks the Knock. Knock. Protocol object for a suitable reply. The server immediately sends the reply to the client via the output stream connected to the socket, using a call to println. If the server's response generated from the Knock. Knock. Server object is . This class keeps track of where the client and the server are in their conversation and serves up the server's response to the client's statements. The Knock. Knock. Protocol object contains the text of all the jokes and makes sure that the client gives the proper response to the server's statements. It wouldn't do to have the client say ! The protocol that your own clients and servers use depends entirely on the communication required by them to accomplish the task. The Knock Knock Client. The. Knock. Knock. Client class implements the client program that speaks to the Knock. Knock. Server. Knock. Knock. Client is based on the Echo. Client program in the previous section. Reading from and Writing to a Socket and should be somewhat familiar to you. But we'll go over the program anyway and look at what's happening in the client in the context of what's going on in the server. When you start the client program, the server should already be running and listening to the port, waiting for a client to request a connection. So, the first thing the client program does is to open a socket that is connected to the server running on the specified host name and port. String host. Name = args. The Knock. Knock. Client example uses the second command- line argument as the port number when creating its socket. This is a remote port number—the number of a port on the server computer—and is the port to which Knock. Knock. Server is listening. For example, the following command runs the Knock. Knock. Client example with knockknockserver. Knock. Knock. Server and 4. Knock. Knock. Client knockknockserver. The client's socket is bound to any available local port—a port on the client computer. Remember that the server gets a new socket as well. If you run the Knock. Knock. Client example with the command- line arguments in the previous example, then this socket is bound to local port number 4. Knock. Knock. Client example. The server's socket and the client's socket are connected. Next comes the while loop that implements the communication between the client and the server. The server speaks first, so the client must listen first. The client does this by reading from the input stream attached to the socket. If the server does speak, it says . Otherwise, the client displays the text to the standard output and then reads the response from the user, who types into the standard input. After the user types a carriage return, the client sends the text to the server through the output stream attached to the socket. To do this, run the server program using the Java interpreter, just as you would any other Java application. Specify as a command- line argument the port number on which the server program listens. Knock. Knock. Server 4. Next, run the client program. Note that you can run the client on any computer on your network; it does not have to run on the same computer as the server. Specify as command- line arguments the host name and the port number of the computer running the Knock. Knock. Server server program. Knock. Knock. Client knockknockserver. If you are too quick, you might start the client before the server has a chance to initialize itself and begin listening on the port. If this happens, you will see a stack trace from the client. If this happens, just restart the client. If you try to start a second client while the first client is connected to the server, the second client just hangs. The next section, Supporting Multiple Clients, talks about supporting multiple clients. When you successfully get a connection between the client and server, you will see the following text displayed on your screen: Now, you must respond with: The client echoes what you type and sends the text to the server. The server responds with the first line of one of the many Knock Knock jokes in its repertoire. Now your screen should contain this (the text you typed is in bold). Server: Knock! The server responds with the punch line. Now your screen should contain this. Server: Knock! If you type y, the server begins again with ! However, multiple client requests can come into the same port and, consequently, into the same Server. Socket. Client connection requests are queued at the port, so the server must accept the connections sequentially. However, the server can service them simultaneously through the use of threads—one thread per each client connection. The basic flow of logic in such a server is this. Two classes compose our solution. KKMulti. Server and. KKMulti. Server. Thread. KKMulti. Server loops forever, listening for client connection requests on a Server. Socket. When a request comes in, KKMulti. Server accepts the connection, creates a new KKMulti. Server. Thread object to process it, hands it the socket returned from accept, and starts the thread. Then the server goes back to listening for connection requests. The KKMulti. Server. Thread object communicates to the client by reading from and writing to the socket. Run the new Knock Knock server KKMulti. Server and then run several clients in succession. Networked learning - Wikipedia, the free encyclopedia. Networked learning is a process of developing and maintaining connections with people and information, and communicating in such a way so as to support one another's learning. The central term in this definition is connections. It takes a relational stance in which learning takes place both in relation to others and in relation to learning resources. But it can also be used for the telephone or the postal service, which are primarily accessible to individuals who want to send messages to one another. I wish we had another word to designate such reticular structures for mutual access, a word less evocative of entrapment, less degraded by current usage and more suggestive of the fact that any such arrangement includes legal, organizational, and technical aspects. Not having found such a term, I will try to redeem the one which is available, using it as a synonym of . In this seminal text, mostly referred to by architects, lists a . Conceive of all these situations as forming the backbone of the learning process; survey all these situations, describe them, and publish them as the city's . Build new educational facilities in a way which extends and enriches this network. Findley headed the Collaborative Networked Learning project at Digital Equipment Corporation on the East Coast of the United States. In the first phase of the Internet its use for networked learning was restricted by low bandwidth and the emphasis was largely on written and text based interactions between people and the text based resources they referred to. This textual form of interaction was a familiar academic medium, even though there was recognition of the unique qualities hypertext emerging in the online form. Blackboard Inc, Web. CT), and collaborative work tools such as IBM Lotus Notes/Learning Space and Quick Place), generally following concepts around . These systems enabled the restriction of access and the management of students for the administrative concerns of educational institutions. The conference proceedings from all the conferences since 2. Building on the work done by Jean Lave and . While Co. P's were often localized with strong inter- personal relationships providing group cohesion, No. P's were more global with relationships that were both strong tie and weak tie relationships. Think of individuals as nodes on a network! In 2. 01. 1, the International Review of Research in Open and Distance Learning published the first peer reviewed collection of scholarly articles on Connectivism. This special issue was edited by George Siemens (Athabasca University and Grainne Conole (Open University, UK). GNLEs take many different shapes and forms. The Wikiversity page for Doctor of Philosophy is supporting a small group interested in pursuing a Ph. D title informally. They name their practice Open. Ph. D or Open and Networked Ph. D. Studies. Their work has focussed on the architecture of learning networks - aiming to identify arrangements of tasks, tools and people that contribute to successful learning networks. Some conclusions from this work have been published in The architecture of productive learning networks, which also includes a chapter on the history of networked learning. Rotterdam: Sense Publishers, BV^Steve Fox. Studying Networked Learning. Chapter 5 in Networked learning: perspectives and issues By Christine Steeples, Chris Jones. Springer 2. 00. 2.^Steve Fox. Studying Networked Learning P8. Networked learning: perspectives and issues By Christine Steeples, Chris Jones. The 1. 9th century was characterized by the building of many network infrastructures . Applying the French Revolution ideology to an industrial ground, Saint- Simon, who was both engineer and philosopher, built a theory of the network as the best means to connect people and to strengthen citizenship (Musso, 2. Paris: PUF in Rebillard, Franck & Touboul, Annelise. Media, Culture & Society Volume 3. Ivan Illich. Deschooling Society, Chapter 6: Learning Webs. Calder & Boyars, 1. Alexander, C. A Pattern Language: Towns, Buildings, Construction. New York Oxford University Press. A Pattern Language: Towns, Buildings, Construction. New York Oxford University Press. Pp. 99^Vallee, J., Lipinski, H., & Miller, R. Group communication through computers; Design and Use of the FORUM System. Menlo Park, CA: Institute for the Future.^Vallee, J., and others (1. Group Communication Through Computers. Volume 4: Social, Managerial, and Economic Issues. Menlo Park, CA: Institute for the Future.^Vallee, J., Johansen, R., Lipinski, H., Spangler, K., Wilson, T., & Hardy, A. Group communication through computers: Pragmatics and dynamics. Menlo Park, CA: Institute for the Future.^Hiltz, S. Reading, MA: Addison- Wesley.^Findley, C (1. Collaborative Networked Learning Project - Digital Equipment Corporation. Primary documents stored on Internet Archive^Findley, Charles A. Collaborative Networked Learning: On- line Facilitation and Software Support, Digital Equipment Corporation. Scarecrow Press: Maryland, pps. Findley, Charles A. Collaborative Learning- work. Presentation at the Pacific Telecommunications Council 1. Conference, January 1. Integrated Learning and Information Support Systems for the Information Age Worker. Presentation at World Future Society Conference, Cambridge, Massachusetts, November 1. Harasim, L. Online education; perspectives on a new environment. New York: Praeger.^Mason, R., & Kaye, A. Towards a new paradigm for distance education. Harasim (Eds.), Online education: Perspectives on a new environment. New York: Praeger.^Lave. Situated Learning: Legitimate Peripheral Participation. Cambridge University Press^Watson, W. An argument for clarity: what are learning management systems, what are they not, and what should they become? Tech. Trends, Springer Verlag (Germany), 2. London: Kluwer Academic Publishers p. Seely Brown, John; Duguid, Paul (2. The Social Life of Information. Harvard Business School Press. Changing Learning Environments, Association of Learning Technology (ALT) Conference, 2. A complete PDF of the book is freely downloadable on the wiki of the book and is available (see HTML version) under a Creative Commons Noncommercial Sharealike license^Siemens, G., Connectivism: A learning theory for the digital age, International Journal of Instructional Technology and Distance Learning 2 (1. George Siemens. Connectivism: A Learning Theory for the Digital Age. International Journal for Instructional Technology and Distance Learning, January 2. Ed. Special Issue - Connectivism: Design and Delivery of Social Networked Learning. International Review of Research in Open and Distance Learning, Vol 1. No 3 (2. 01. 1).^Starke- Meyerring, D., Duin, A. H., & Palvetzian, T. Global partnerships: Positioning technical communication programs in the context of globalization. Technical Communication Quarterly, 1. Starke- Meyerring, D., & Wilson, M. Designing globally networked learning environments: Visionary partnerships, policies, and pedagogies. Rotterdam: Sense Publishers.^Mak, Mackness and Williams (2. The Ideals and Reality of Participating in a MOOC. Seventh International Conference on Networked Learning^MOOC or Mega- Connectivism Course. George Siemens 2. Jul 2. 00. 8^Carvalho, L. Calder & Boyars, 1. Fox in Networked Learning: Perspectives and Issues, P8. Springer 2. 00. 2. External links. The Future of Learning in a Networked World. Carvalho, L. New York: Routledge. Dirckinck- Holmfeld, L., Hodgson, V., and Mc. Connell, D. New York, NY: Springer. Dirckinck- Holmfeld, L., Jones, C., and Lindstr. Rotterdam: Sense Publishers, BV. Emerging technologies for learning. Goodyear, P. London: Kluwer Academic Publishers. Hodgson, V., Laat, M. The Design, Experience and Practice of Networked Learning. New York: Springer. Koper, R. Berlin, Heidelberg: Springer.
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