Client–server model in the context of "Peer-to-peer"

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👉 Client–server model in the context of Peer-to-peer

Peer-to-peer (P2P) computing or networking is a distributed application architecture that partitions tasks or workloads between peers. Peers are equally privileged, equipotent participants in the network, forming a peer-to-peer network of nodes. In addition, a personal area network (PAN) is also in nature a type of decentralized peer-to-peer network typically between two devices.

Peers make a portion of their resources, such as processing power, disk storage, or network bandwidth, directly available to other network participants, without the need for central coordination by servers or stable hosts. Peers are both suppliers and consumers of resources, in contrast to the traditional client–server model in which the consumption and supply of resources are divided.

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Client–server model in the context of Front and back ends

In software development, front end refers to the presentation layer that users interact with, while back end refers to the data management and processing behind the scenes. "Full stack" refers to both together. In the client–server model, the client is usually considered the front end, handling most user-facing tasks, and the server is the back end, mainly managing data and logic.

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Client–server model in the context of Server (computing)

A server is a computer that provides information to other computers called "clients" on a computer network. This architecture is called the client–server model. Servers can provide various functionalities, often called "services", such as sharing data or resources among multiple clients or performing computations for a client. A single server can serve multiple clients, and a single client can use multiple servers. A client process may run on the same device or may connect over a network to a server on a different device. Typical servers are database servers, file servers, mail servers, print servers, web servers, game servers, and application servers.

Client–server systems are most frequently implemented by (and often identified with) the request–response model: a client sends a request to the server, which performs some action and sends a response back to the client, typically with a result or acknowledgment. Designating a computer as "server-class hardware" implies that it is specialized for running servers on it. This often implies that it is more powerful and reliable than standard personal computers, but alternatively, large computing clusters may be composed of many relatively simple, replaceable server components.

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Client–server model in the context of HTTP

HTTP (Hypertext Transfer Protocol) is an application layer protocol in the Internet protocol suite for distributed, collaborative, hypermedia information systems. HTTP is the foundation of data communication for the World Wide Web, where hypertext documents include hyperlinks to other resources that the user can easily access, for example by a mouse click or by tapping the screen in a web browser.

HTTP is a request–response protocol in the client–server model. A transaction starts with a client submitting a request to the server, the server attempts to satisfy the request and returns a response to the client that describes the disposition of the request and optionally contains a requested resource such as an HTML document or other content.

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Client–server model in the context of Client (computing)

A Client is a computer that gets information from another computer called server in the context of client–server model of computer networks. The server is often (but not always) on another computer system, in which case the client accesses the service by way of a network.

A client is a program that, as part of its operation, relies on sending a request to another program or a computer hardware or software that accesses a service made available by a server (which may or may not be located on another computer). For example, web browsers are clients that connect to web servers and retrieve web pages for display. Email clients retrieve email from mail servers. Online chat uses a variety of clients, which vary on the chat protocol being used. Multiplayer video games or online video games may run as a client on each computer. The term "client" may also be applied to computers or devices that run the client software or users that use the client software.

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Client–server model in the context of Internet Relay Chat

IRC (Internet Relay Chat) is a text-based chat system for instant messaging. IRC is designed for group communication in discussion forums, called channels, but also allows one-on-one communication via private messages as well as chat and data transfer, including file sharing.

Internet Relay Chat is implemented as an application layer protocol to facilitate communication in the form of text. The chat process works on a client–server networking model. Users connect, using a client—which may be a web app, a standalone desktop program, or embedded into part of a larger program—to an IRC server, which may be part of a larger IRC network. Examples of ways used to connect include the programs Mibbit, KiwiIRC, mIRC and the paid service IRCCloud.

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Client–server model in the context of Network service

In computer networking, a network service is an application running at the network layer and above, that provides data storage, manipulation, presentation, communication or other capability which is often implemented using a client–server or peer-to-peer architecture based on application layer network protocols.

Each service is usually provided by a server component running on one or more computers (often a dedicated server computer offering multiple services) and accessed via a network by client components running on other devices. However, the client and server components can both be run on the same machine.

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Client–server model in the context of Upload

Uploading refers to transmitting data from one computer system to another through means of a network. Common methods of uploading include: uploading via web browsers, FTP clients, and terminals (SCP/SFTP). Uploading can be used in the context of (potentially many) clients that send files to a central server. While uploading can also be defined in the context of sending files between distributed clients, such as with a peer-to-peer (P2P) file-sharing protocol like BitTorrent, the term file sharing is more often used in this case. Moving files within a computer system, as opposed to over a network, is called file copying.

Uploading directly contrasts with downloading, where data is received over a network. In the case of users uploading files over the internet, uploading is often slower than downloading as many internet service providers (ISPs) offer asymmetric connections, which offer more network bandwidth for downloading than uploading.

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Client–server model in the context of Inter-process communication

In computer science, interprocess communication (IPC) is the sharing of data between running processes in a computer system, or between multiple such systems. Mechanisms for IPC may be provided by an operating system. Applications which use IPC are often categorized as clients and servers, where the client requests data and the server responds to client requests. Many applications are both clients and servers, as commonly seen in distributed computing.

IPC is very important to the design process for microkernels and nanokernels, which reduce the number of functionalities provided by the kernel. Those functionalities are then obtained by communicating with servers via IPC, leading to a large increase in communication when compared to a regular monolithic kernel. IPC interfaces generally encompass variable analytic framework structures. These processes ensure compatibility between the multi-vector protocols upon which IPC models rely.

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Client–server model in the context of SteamOS

SteamOS is a gaming-focused operating system released by Valve that incorporates the company's video game storefront, Steam. Based on Arch Linux and built specifically to support Steam, it is the default Linux distribution for Valve's line of gaming hardware, including the Steam Deck, Steam Machine, and Steam Frame. Beginning in 2025, Valve expanded official support to include third-party devices designated as "SteamOS Compatible", such as handhelds like the Lenovo Legion Go and Asus ROG Ally. It can also be installed on personal computers without official support from Valve. The core operating system is free and open-source software, while the Steam client remains proprietary.

SteamOS was first released in 2013, with versions 1.0 and 2.0 based on Debian and designed primarily as a client for streaming games over a local network from a gaming PC, with limited support for native gameplay. Valve promoted the platform as part of a broader effort to expand Linux gaming. In 2022, Valve introduced SteamOS 3.0 alongside the launch of the Steam Deck. This version transitioned to an Arch Linux base which used a rolling release model that Valve felt was better suited for hardware support. It has a dual‑mode interface: a console‑style mode powered by Steam's Big Picture UI, and a KDE Plasma desktop environment for traditional computing use. SteamOS 3.0 also incorporates Valve’s Proton compatibility layer, enabling many Windows games to run on Linux.

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