Client (computing) in the context of "File Transfer Protocol"

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⭐ Core Definition: 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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In this Dossier

Client (computing) in the context of JavaScript

JavaScript (JS) is a programming language and core technology of the Web, alongside HTML and CSS. It was created by Brendan Eich in 1995. Ninety-nine percent of websites use JavaScript on the client side for webpage behavior.

Web browsers have a dedicated JavaScript engine that executes the client code. These engines are also utilized in some servers and a variety of apps. The most popular runtime system for non-browser usage is Node.js.

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Client (computing) in the context of Malware

Malware (a portmanteau of malicious software) is any software intentionally designed to cause disruption to a computer, server, client, or computer network, leak private information, gain unauthorized access to information or systems, deprive access to information, or which unknowingly interferes with the user's computer security and privacy. Researchers tend to classify malware into one or more sub-types (i.e. computer viruses, worms, Trojan horses, logic bombs, ransomware, spyware, adware, rogue software, wipers and keyloggers).

Malware poses serious problems to individuals and businesses on the Internet. According to Symantec's 2018 Internet Security Threat Report (ISTR), malware variants number has increased to 669,947,865 in 2017, which is twice as many malware variants as in 2016. Cybercrime, which includes malware attacks as well as other crimes committed by computer, was predicted to cost the world economy US$6 trillion in 2021, and is increasing at a rate of 15% per year. Since 2021, malware has been designed to target computer systems that run critical infrastructure such as the electricity distribution network.

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

The client–server model is a distributed application structure that partitions tasks or workloads between the providers of a resource or service, called servers, and service requesters, called clients. Often clients and servers communicate over a computer network on separate hardware, but both client and server may be on the same device. A server host runs one or more server programs, which share their resources with clients. A client usually does not share its computing resources, but it requests content or service from a server and may share its own content as part of the request. Clients, therefore, initiate communication sessions with servers, which await incoming requests.Examples of computer applications that use the client–server model are email, network printing, and the World Wide Web.

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Client (computing) in the context of Presence information

In computer and telecommunications networks, presence information is a status indicator that conveys ability and willingness of a potential communication partner—for example a user—to communicate. A user's client provides presence information (presence state) via a network connection to a presence service, which is stored in what constitutes his personal availability record (called a presentity) and can be made available for distribution to other users (called watchers) to convey their availability for communication. Presence information has wide application in many communication services and is one of the innovations driving the popularity of instant messaging or recent implementations of voice over IP clients.

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Client (computing) in the context of Game server

A game server (also sometimes referred to as a host) is a server which is the authoritative source of events in a multiplayer video game. The server transmits enough data about its internal state to allow its connected clients to maintain their own accurate version of the game world for display to players. They also receive and process each player's input.

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Client (computing) in the context of Rundata

The Scandinavian Runic-text Database (Swedish: Samnordisk runtextdatabas) is a project involving the creation and maintenance of a database of transliterated runic inscriptions. The project's goal is to comprehensively catalog runestones in a machine-readable way for future research. The database is freely available via the Internet with a client program, called Rundata, for Microsoft Windows. For other operating systems, text files are provided or a web browser can be used to interact with the web application Runor.

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Client (computing) in the context of Proxy server

In computer networking, a proxy server is a server application that acts as an intermediary between a client requesting a resource and the server then providing that resource.

Instead of connecting directly to a server that can fulfill a request for a resource, such as a file or web page, the client directs the request to the proxy server, which evaluates the request and performs the required network transactions. This serves as a method to simplify or control the complexity of the request, or provide additional benefits such as load balancing, privacy, or security. Proxies were devised to add structure and encapsulation to distributed systems. A proxy server thus functions on behalf of the client when requesting service, potentially masking the true origin of the request to the resource server.

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