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BufferedStream (Clase)

Agrega una capa de almacenamiento en búfer a las operaciones de lectura y escritura en otra secuencia. No se puede heredar esta clase.

Espacio de nombres: System.IO
Ensamblado: mscorlib (en mscorlib.dll)

[ComVisibleAttribute(true)] 
public sealed class BufferedStream : Stream
/** @attribute ComVisibleAttribute(true) */ 
public final class BufferedStream extends Stream
ComVisibleAttribute(true) 
public final class BufferedStream extends Stream

Para obtener un ejemplo de cómo crear un archivo y escribir texto en él, vea Cómo: Escribir texto en un archivo. Para obtener un ejemplo de cómo leer texto de un archivo, vea Cómo: Leer texto de un archivo. Para obtener un ejemplo de cómo leer y escribir en un archivo binario, vea Cómo: Leer y escribir en un archivo de datos recién creado.

Un búfer es un bloque de bytes de la memoria utilizado para almacenar datos en la memoria caché y, de este modo, reducir el número de llamadas al sistema operativo. Así, los búferes mejoran el rendimiento de lectura y de escritura. Se puede utilizar un búfer para leer o escribir, pero nunca para ambas cosas simultáneamente. Los métodos Read y Write de BufferedStream mantienen el búfer de forma automática.

BufferedStream puede formarse alrededor de determinados tipos de secuencias. Proporciona implementaciones para leer y escribir bytes en un repositorio o un origen de datos subyacente. Utilice BinaryReader y BinaryWriter para leer y escribir otros tipos de datos. BufferedStream se ha diseñado para impedir que el búfer ralentice la entrada y la salida cuando no es necesario el búfer. Si siempre lee y escribe tamaños mayores que el tamaño del búfer interno, es posible que BufferedStream ni siquiera asigne el búfer interno. BufferedStream también almacena en el búfer las lecturas y escrituras de un búfer compartido. Se supone que casi siempre se estarán realizando lecturas o escrituras, pero que rara vez se alternará entre las dos.

En el ejemplo de código siguiente se muestra la forma de utilizar la clase BufferedStream sobre la clase NetworkStream para aumentar el rendimiento de determinadas operaciones de E/S. Se debe iniciar el servidor en un equipo remoto antes de iniciar el cliente. Se ha de especificar el nombre del equipo remoto como un argumento de la línea de comandos al iniciar el cliente. Se deben variar las constantes dataArraySize y streamBufferSize para ver su efecto en el rendimiento.

using System;
using System.IO;
using System.Globalization;
using System.Net;
using System.Net.Sockets;

public class Client 
{
    const int dataArraySize    =   100;
    const int streamBufferSize =  1000;
    const int numberOfLoops    = 10000;

    static void Main(string[] args) 
    {
        // Check that an argument was specified when the 
        // program was invoked.
        if(args.Length == 0)
        {
            Console.WriteLine("Error: The name of the host computer" +
                " must be specified when the program is invoked.");
            return;
        }

        string remoteName = args[0];

        // Create the underlying socket and connect to the server.
        Socket clientSocket = new Socket(AddressFamily.InterNetwork,
            SocketType.Stream, ProtocolType.Tcp);

        clientSocket.Connect(new IPEndPoint(
            Dns.Resolve(remoteName).AddressList[0], 1800));

        Console.WriteLine("Client is connected.\n");

        // Create a NetworkStream that owns clientSocket and 
        // then create a BufferedStream on top of the NetworkStream.
        // Both streams are disposed when execution exits the
        // using statement.
        using(Stream 
            netStream = new NetworkStream(clientSocket, true),
            bufStream = 
                  new BufferedStream(netStream, streamBufferSize))
        {
            // Check whether the underlying stream supports seeking.
            Console.WriteLine("NetworkStream {0} seeking.\n",
                bufStream.CanSeek ? "supports" : "does not support");

            // Send and receive data.
            if(bufStream.CanWrite)
            {
                SendData(netStream, bufStream);
            }
            if(bufStream.CanRead)
            {
                ReceiveData(netStream, bufStream);
            }

            // When bufStream is closed, netStream is in turn 
            // closed, which in turn shuts down the connection 
            // and closes clientSocket.
            Console.WriteLine("\nShutting down the connection.");
            bufStream.Close();
        }
    }

    static void SendData(Stream netStream, Stream bufStream)
    {
        DateTime startTime;
        double networkTime, bufferedTime;

        // Create random data to send to the server.
        byte[] dataToSend = new byte[dataArraySize];
        new Random().NextBytes(dataToSend);

        // Send the data using the NetworkStream.
        Console.WriteLine("Sending data using NetworkStream.");
        startTime = DateTime.Now;
        for(int i = 0; i < numberOfLoops; i++)
        {
            netStream.Write(dataToSend, 0, dataToSend.Length);
        }
        networkTime = (DateTime.Now - startTime).TotalSeconds;
        Console.WriteLine("{0} bytes sent in {1} seconds.\n",
            numberOfLoops * dataToSend.Length, 
            networkTime.ToString("F1"));

        // Send the data using the BufferedStream.
        Console.WriteLine("Sending data using BufferedStream.");
        startTime = DateTime.Now;
        for(int i = 0; i < numberOfLoops; i++)
        {
            bufStream.Write(dataToSend, 0, dataToSend.Length);
        }
        bufStream.Flush();
        bufferedTime = (DateTime.Now - startTime).TotalSeconds;
        Console.WriteLine("{0} bytes sent in {1} seconds.\n",
            numberOfLoops * dataToSend.Length, 
            bufferedTime.ToString("F1"));

        // Print the ratio of write times.
        Console.WriteLine("Sending data using the buffered " +
            "network stream was {0} {1} than using the network " +
            "stream alone.\n",
            (networkTime/bufferedTime).ToString("P0"),
            bufferedTime < networkTime ? "faster" : "slower");
    }

    static void ReceiveData(Stream netStream, Stream bufStream)
    {
        DateTime startTime;
        double networkTime, bufferedTime = 0;
        int bytesReceived = 0;
        byte[] receivedData = new byte[dataArraySize];

        // Receive data using the NetworkStream.
        Console.WriteLine("Receiving data using NetworkStream.");
        startTime = DateTime.Now;
        while(bytesReceived < numberOfLoops * receivedData.Length)
        {
            bytesReceived += netStream.Read(
                receivedData, 0, receivedData.Length);
        }
        networkTime = (DateTime.Now - startTime).TotalSeconds;
        Console.WriteLine("{0} bytes received in {1} seconds.\n",
            bytesReceived.ToString(), 
            networkTime.ToString("F1"));

        // Receive data using the BufferedStream.
        Console.WriteLine("Receiving data using BufferedStream.");
        bytesReceived = 0;
        startTime = DateTime.Now;
        while(bytesReceived < numberOfLoops * receivedData.Length)
        {
            bytesReceived += bufStream.Read(
                receivedData, 0, receivedData.Length);
        }
        bufferedTime = (DateTime.Now - startTime).TotalSeconds;
        Console.WriteLine("{0} bytes received in {1} seconds.\n",
            bytesReceived.ToString(), 
            bufferedTime.ToString("F1"));

        // Print the ratio of read times.
        Console.WriteLine("Receiving data using the buffered network" +
            " stream was {0} {1} than using the network stream alone.",
            (networkTime/bufferedTime).ToString("P0"),
            bufferedTime < networkTime ? "faster" : "slower");
    }
}

import System.*;
import System.IO.*;
import System.Globalization.*;
import System.Net.*;
import System.Net.Sockets.*;

public class Client
{
    private static int dataArraySize = 100;
    private static int streamBufferSize = 1000;
    private static int numberOfLoops = 10000;

    public static void main(String[] args)
    {
        // Check that an argument was specified when the 
        // program was invoked.
        if ( args.length == 0 ) {
            Console.WriteLine(("Error: The name of the host computer" 
                + " must be specified when the program is invoked."));
            return;
        }
        String remoteName = args[0];

        // Create the underlying socket and connect to the server.
        Socket clientSocket =  new Socket(AddressFamily.InterNetwork, 
            SocketType.Stream, ProtocolType.Tcp);

        clientSocket.Connect(
            new IPEndPoint(Dns.Resolve(remoteName).get_AddressList()[0], 1800));

        Console.WriteLine("Client is connected.\n");

        // Create a NetworkStream that owns clientSocket and 
        // then create a BufferedStream on top of the NetworkStream.
        // Both streams are disposed when execution exits the
        // using statement.

        Stream netStream = new NetworkStream(clientSocket, true);
        Stream bufStream = new BufferedStream(netStream, streamBufferSize);
        try {
            try {
                // Check whether the underlying stream supports seeking.
                Console.WriteLine("NetworkStream {0} seeking.\n",
                    (bufStream.get_CanSeek())? "supports" : "does not support");
                // Send and receive data.
                if ( bufStream.get_CanWrite()  ) {
                    SendData(netStream, bufStream);
                }
                if ( bufStream.get_CanRead()  ) {
                    ReceiveData(netStream, bufStream);
                }

                // When execution exits the using statement, netStream
                // is disposed, which in turn shuts down the connection 
                // and closes clientSocket.
                Console.WriteLine("\nShutting down the connection.");
            }
            finally {
                netStream.Dispose();
            }
        }
        finally {
            bufStream.Dispose();
        }         
    } //main   
   
    static void SendData(Stream netStream, Stream bufStream) 
    {
        DateTime startTime;
        double networkTime,bufferedTime;

        // Create random data to send to the server.        
        ubyte dataToSend[] = new ubyte[dataArraySize];
        new Random().NextBytes(dataToSend);

        // Send the data using the NetworkStream.
        Console.WriteLine("Sending data using NetworkStream.");
        startTime = DateTime.get_Now();
        for(int i=0;i < numberOfLoops;i++) {
            netStream.Write(dataToSend, 0, dataToSend.length);
        }        
        networkTime =
            ((DateTime.get_Now()).Subtract(startTime)).get_TotalSeconds();
        Console.WriteLine("{0} bytes sent in {1} seconds.\n",
            System.Convert.ToString(numberOfLoops * dataToSend.length),
            ((System.Double) networkTime).ToString("F1"));

        // Send the data using the BufferedStream.
        Console.WriteLine("Sending data using BufferedStream.");
        startTime = DateTime.get_Now();
        for(int i=0;i < numberOfLoops;i++) {
            bufStream.Write(dataToSend, 0, dataToSend.length);
        }        
        bufStream.Flush();
        bufferedTime = 
            ((DateTime.get_Now()).Subtract(startTime)).get_TotalSeconds();
        Console.WriteLine("{0} bytes sent in {1} seconds.\n",
            System.Convert.ToString (numberOfLoops * dataToSend.length),
            ((System.Double)bufferedTime).ToString("F1"));

        // Print the ratio of write times.
        Console.WriteLine("Sending data using the buffered "
            + "network stream was {0} {1} than using the network "
            + "stream alone.\n",
            ((System.Double)(networkTime / bufferedTime)).ToString("P0"),
            (bufferedTime < networkTime) ? "faster" : "slower");
    } //SendData
   
    static void ReceiveData(Stream netStream, Stream bufStream) 
    {
        DateTime startTime;
        double bufferedTime = 0;
        double networkTime;
        int bytesReceived = 0;
        ubyte receivedData[] = new ubyte[dataArraySize];

        // Receive data using the NetworkStream.
        Console.WriteLine("Receiving data using NetworkStream.");
        startTime = DateTime.get_Now();
        while((bytesReceived < numberOfLoops * receivedData.length)) {
            bytesReceived += netStream.Read(receivedData,0,receivedData.length);
        }
        networkTime = 
            ((DateTime.get_Now()).Subtract(startTime)).get_TotalSeconds();
        Console.WriteLine("{0} bytes received in {1} seconds.\n",
            (new Integer(bytesReceived)).ToString(),
            ((System.Double)networkTime).ToString("F1"));

        // Receive data using the BufferedStream.
        Console.WriteLine("Receiving data using BufferedStream.");
        bytesReceived = 0;
        startTime = DateTime.get_Now();
        while((bytesReceived < numberOfLoops * receivedData.length)) {
            bytesReceived += bufStream.Read(receivedData,0,receivedData.length);
        }
        bufferedTime =
            ((DateTime.get_Now()).Subtract(startTime)).get_TotalSeconds();
        Console.WriteLine("{0} bytes received in {1} seconds.\n",
            (new Integer(bytesReceived)).ToString(),
            ((System.Double) bufferedTime).ToString("F1"));

        // Print the ratio of read times.
        Console.WriteLine("Receiving data using the buffered network"
            + " stream was {0} {1} than using the network stream alone.",
            ((System.Double)(networkTime / bufferedTime)).ToString("P0"),
            (bufferedTime < networkTime) ? "faster" : "slower");
    } //ReceiveData
} //Client

using System;
using System.Net;
using System.Net.Sockets;

public class Server 
{
    static void Main() 
    {
        // This is a Windows Sockets 2 error code.
        const int WSAETIMEDOUT = 10060;

        Socket serverSocket;
        int bytesReceived, totalReceived = 0;
        byte[] receivedData = new byte[2000000];

        // Create random data to send to the client.
        byte[] dataToSend = new byte[2000000];
        new Random().NextBytes(dataToSend);

        IPAddress ipAddress =
            Dns.Resolve(Dns.GetHostName()).AddressList[0];

        IPEndPoint ipEndpoint = new IPEndPoint(ipAddress, 1800);

        // Create a socket and listen for incoming connections.
        using(Socket listenSocket = new Socket(
            AddressFamily.InterNetwork, SocketType.Stream, 
            ProtocolType.Tcp))
        {
            listenSocket.Bind(ipEndpoint);
            listenSocket.Listen(1);

            // Accept a connection and create a socket to handle it.
            serverSocket = listenSocket.Accept();
            Console.WriteLine("Server is connected.\n");
        }

        try
        {
            // Send data to the client.
            Console.Write("Sending data ... ");
            int bytesSent = serverSocket.Send(
                dataToSend, 0, dataToSend.Length, SocketFlags.None);
            Console.WriteLine("{0} bytes sent.\n", 
                bytesSent.ToString());

            // Set the timeout for receiving data to 2 seconds.
            serverSocket.SetSocketOption(SocketOptionLevel.Socket,
                SocketOptionName.ReceiveTimeout, 2000);

            // Receive data from the client.
            Console.Write("Receiving data ... ");
            try
            {
                do
                {
                    bytesReceived = serverSocket.Receive(receivedData,
                        0, receivedData.Length, SocketFlags.None);
                    totalReceived += bytesReceived;
                }
                while(bytesReceived != 0);
            }
            catch(SocketException e)
            {
                if(e.ErrorCode == WSAETIMEDOUT)
                {
                    // Data was not received within the given time.
                    // Assume that the transmission has ended.
                }
                else
                {
                    Console.WriteLine("{0}: {1}\n", 
                        e.GetType().Name, e.Message);
                }
            }
            finally
            {
                Console.WriteLine("{0} bytes received.\n",
                    totalReceived.ToString());
            }
        }
        finally
        {
            serverSocket.Shutdown(SocketShutdown.Both);
            Console.WriteLine("Connection shut down.");
            serverSocket.Close();
        }
    }
}

System.Object
   System.MarshalByRefObject
     System.IO.Stream
      System.IO.BufferedStream
Los miembros estáticos públicos (Shared en Visual Basic) de este tipo son seguros para la ejecución de subprocesos. No se garantiza que los miembros de instancias sean seguros para la ejecución de subprocesos.

Windows 98, Windows 2000 SP4, Windows Millennium, Windows Server 2003, Windows XP Media Center, Windows XP Professional x64, Windows XP SP2, Windows XP Starter Edition

.NET Framework no admite todas las versiones de cada plataforma. Para obtener una lista de las versiones admitidas, vea Requisitos del sistema.

.NET Framework

Compatible con: 2.0, 1.1, 1.0
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