What You'll Learn

    • TCP socket lifecycle
    • Build a simple HTTP server
    • Event-driven async I/O patterns
    • Networking libraries overview

    C++ Networking

    Networking in C++ uses the POSIX socket API — the same foundation that powers web servers, game engines, and distributed systems. This lesson covers TCP sockets, HTTP server architecture, and the event-driven model used by high-performance servers.

    Socket Fundamentals

    A socket is an endpoint for communication. TCP sockets provide reliable, ordered byte streams — like a phone call. UDP sockets provide fast, unreliable datagrams — like sending letters. The server creates a socket, binds to an address, listens for connections, and accepts clients.

    Pro Tip: Always set SO_REUSEADDR on server sockets — without it, restarting the server fails for 60 seconds because the OS holds the port in TIME_WAIT state.

    Socket Basics

    TCP socket lifecycle and key options

    Try it Yourself »
    C++
    #include <iostream>
    #include <string>
    #include <cstring>
    using namespace std;
    
    // Sockets are endpoints for network communication
    // This lesson explains the concepts with simulated code
    
    // Socket API workflow:
    // SERVER:  socket() → bind() → listen() → accept() → recv/send → close()
    // CLIENT:  socket() → connect() → send/recv → close()
    
    struct SocketAddress {
        string ip;
        int port;
        string toString() const { return ip + ":" + to_string(port); }
    };
    
    // Simulated TCP connection
    class S
    ...

    Building a Simple HTTP Server

    HTTP is text-based: the client sends a request line (GET /path HTTP/1.1), the server parses it and returns a response with status code, headers, and body. A basic server is just a loop: accept connection → parse request → generate response → send → close.

    Common Mistake: Assuming recv() returns a complete message. TCP is a byte stream — one send() can arrive as multiple recv() calls. Always buffer until you have a complete message (check Content-Length or delimiter).

    HTTP Server

    Parse requests and generate responses

    Try it Yourself »
    C++
    #include <iostream>
    #include <string>
    #include <vector>
    #include <sstream>
    using namespace std;
    
    // Simulated multi-client TCP server
    // Real code uses: sys/socket.h, netinet/in.h, arpa/inet.h
    
    struct HttpRequest {
        string method;
        string path;
        string version;
    
        static HttpRequest parse(const string& raw) {
            istringstream iss(raw);
            HttpRequest req;
            iss >> req.method >> req.path >> req.version;
            return req;
        }
    };
    
    struct HttpResponse {
        int statusC
    ...

    Event-Driven Async I/O

    Blocking I/O dedicates one thread per connection — fine for 100 clients, impossible for 10,000. Event-driven servers (epoll, kqueue, IOCP) use a single thread to handle thousands of connections by registering callbacks and processing events in a loop.

    Event Loop

    Event-driven I/O pattern with callbacks

    Try it Yourself »
    C++
    #include <iostream>
    #include <string>
    #include <vector>
    #include <functional>
    #include <queue>
    using namespace std;
    
    // Event-driven I/O model (like Boost.Asio / libuv)
    // Instead of blocking on each connection, register callbacks
    
    struct Event {
        string type;
        string data;
        function<void(const string&)> handler;
    };
    
    class EventLoop {
        queue<Event> events;
        bool running = true;
    public:
        void on(const string& type, const string& data,
                function<void(const string&)> ha
    ...

    Quick Reference

    ConceptDescription
    TCPReliable, ordered byte stream
    UDPFast, unreliable datagrams
    epoll/kqueueOS-level event notification
    Boost.AsioPortable async networking
    gRPCHigh-performance RPC framework

    Lesson Complete!

    You now understand TCP sockets, HTTP server architecture, and event-driven I/O for scalable networking.

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