Client (computing) in the context of Web server


Client (computing) in the context of Web server

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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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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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Client (computing) in the context of SOCKS

SOCKS is an Internet protocol that exchanges network packets between a client and server through a proxy server. SOCKS5 optionally provides authentication, so only authorized users may access a server. Practically, a SOCKS server proxies TCP connections to an arbitrary IP address and provides a means for UDP packets to be forwarded. The SOCKS protocol operates between the application layer and the transport layer. A SOCKS server accepts incoming client connection on TCP port 1080.

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Client (computing) 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 (computing) 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 (computing) in the context of Upstream (networking)

In computer networking, upstream refers to the direction in which data can be transferred from the client to the server (uploading). This differs greatly from downstream not only in theory and usage, but also in that upstream speeds are usually at a premium. Whereas downstream speed is important to the average home user for purposes of downloading content, uploads are used mainly for web server applications and similar processes where the sending of data is critical. Upstream speeds are also important to users of peer-to-peer software.

ADSL and cable modems are asymmetric, with the upstream data rate much lower than that of its downstream. Symmetric connections such as Symmetric Digital Subscriber Line (SDSL) and T1, however, offer identical upstream and downstream rates.

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Client (computing) in the context of Abstract data type

In computer science, an abstract data type (ADT) is a mathematical model for data types, defined by its behavior (semantics) from the point of view of a user of the data, specifically in terms of possible values, possible operations on data of this type, and the behavior of these operations. This mathematical model contrasts with data structures, which are concrete representations of data, and are the point of view of an implementer, not a user. For example, a stack has push/pop operations that follow a Last-In-First-Out rule, and can be concretely implemented using either a list or an array. Another example is a set which stores values, without any particular order, and no repeated values. Values themselves are not retrieved from sets; rather, one tests a value for membership to obtain a Boolean "in" or "not in".

ADTs are a theoretical concept, used in formal semantics and program verification and, less strictly, in the design and analysis of algorithms, data structures, and software systems. Most mainstream computer languages do not directly support formally specifying ADTs. However, various language features correspond to certain aspects of implementing ADTs, and are easily confused with ADTs proper; these include abstract types, opaque data types, protocols, and design by contract. For example, in modular programming, the module declares procedures that correspond to the ADT operations, often with comments that describe the constraints. This information hiding strategy allows the implementation of the module to be changed without disturbing the client programs, but the module only informally defines an ADT. The notion of abstract data types is related to the concept of data abstraction, important in object-oriented programming and design by contract methodologies for software engineering.

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Client (computing) in the context of Lag (video games)

In computers, lag is delay (latency) between the action of the user (input) and the reaction of the server supporting the task, which has to be sent back to the client.

The player's ability to tolerate lag depends on the type of game being played. For instance, a strategy game or a turn-based game with a slow pace may have a high threshold or even be mostly unaffected by high lag. A game with twitch gameplay such as a first-person shooter or a fighting game with a considerably faster pace may require a significantly lower lag to provide satisfying gameplay.

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Client (computing) in the context of Service (systems architecture)

In the contexts of software architecture, service-orientation and service-oriented architecture, the term service refers to a software functionality, or a set of software functionalities (such as the retrieval of specified information or the execution of a set of operations) with a purpose that different clients can reuse for different purposes, together with the policies that should control its usage (based on the identity of the client requesting the service, for example).

OASIS defines a service as "a mechanism to enable access to one or more capabilities, where the access is provided using a prescribed interface and is exercised consistent with constraints and policies as specified by the service description".

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