On 11/04/12 14:30, Surya K wrote:

Don't you think DNS is required as IP addr may be same for some people
in this world.. after all, we only have limited number of combinations.

DNS only translates a names IP address into a numeric IP address. It does not create any extra addresses - thats why we are running out of IP numbers!

You may be thinking of NAT which translates a public IP address into
a local network address and thus allows many computers to share the same set of private IP addrewsses - 198.162,x.y for example can be used on any LAN and the LAN will be seen from the outside as another public IP address.

But all of that would be handled by whatever network configuration you and your users have set up. The only exception might be that to get through a firewall you need to open up a particular port number.

* I even got a wild idea, can't we use a IRC channel, create a group and
we make sure that each user of the game will be a member of the group??
approx, how much delay would be there??

Yes thats a possibility too. But then you will need an IRC server somewhere. Setting up an IRC server is not much different from
setting up a web app server.

Delay on the internet is highly dependant on routing. If your packet happens to go the wrong way it can wind up jumping around all manner of very busy/slow networks before it reaches you, in which case it might take a few seconds to reach you. OTOH it might rout via a direct link betwen the two ISPs involved and the delay will be <=100ms...

Part of the challenge of network programming is deciding how to deal with those two scenarios. It's perfectly possible for packets to arrive out of sync (ie packet two arrives before packet 1 because they were routed differently). Do you hold packet 2 and wait for the late packet or request a resend as soon as packet 2 arrives? There are no right or wrong answers, just different choices for a given scenario.

--
Alan G
Author of the Learn to Program web site
http://www.alan-g.me.uk/

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