Client-server model

The Punch - - GADGET SMART -

THE client-server model de­scribes how a server pro­vides re­sources and ser­vices to one or more clients. Ex­am­ples of servers in­clude web servers, mail servers, and file servers. Each of these servers pro­vide re­sources to client de­vices, such as desk­top com­put­ers, lap­tops, tablets, and smart­phones.

Ac­cord­ing to Tech Terms, most servers have a one-to-many re­la­tion­ship with clients, mean­ing a sin­gle server can pro­vide re­sources to mul­ti­ple clients at one time.

When a client re­quests a con­nec­tion to a server, the server can ei­ther ac­cept or re­ject the con­nec­tion. If the con­nec­tion is ac­cepted, the server es­tab­lishes and main­tains a con­nec­tion with the client over a spe­cific pro­to­col. For ex­am­ple, an email client may re­quest an SMTP con­nec­tion to a mail server in or­der to send a mes­sage. The SMTP ap­pli­ca­tion on the mail server will then re­quest au­then­ti­ca­tion from the client, such as the email ad­dress and pass­word. If these cre­den­tials match an ac­count on the mail server, the server will send the email to the in­tended re­cip­i­ent.

On­line mul­ti­player gam­ing also uses the client-server model. One ex­am­ple is Bliz­zard’s Bat­tle.net ser­vice, which hosts on­line games for World of War­craft, Star­craft, Over­watch, and oth­ers.

While In­ter­net servers typ­i­cally pro­vide con­nec­tions to mul­ti­ple clients at a time, each phys­i­cal ma­chine can only han­dle so much traf­fic. There­fore, pop­u­lar on­line ser­vices dis­trib­ute clients across mul­ti­ple phys­i­cal servers, us­ing a tech­nique called dis­trib­uted com­put­ing. In most cases, it does not mat­ter which spe­cific ma­chine users are con­nected to since the servers all pro­vide the same ser­vice.

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