时间:2013 年 03 月 12 日
目录
最近要用到Qt的Socket部分,网上关于这部分的资料都比较复杂,我在这总结一下,把Socket的主要部分提取出来,实现TCP和UDP的简单通信。
1.UDP通信
UDP没有特定的server端和client端,简单来说就是向特定的ip发送报文,因此我把它分为发送端和接收端。 注意:在.pro文件中要添加QT += network,否则无法使用Qt的网络功能。
1.1.UDP发送端
#include QUdpSocket *sender;sender = new QUdpSocket(this);QByteArray datagram = “hello world!”;//UDP广播sender->writeDatagram(datagram.data(),datagram.size(),QHostAddress::Broadcast,6665);//向特定IP发送QHostAddress serverAddress = QHostAddress("10.21.11.66");sender->writeDatagram(datagram.data(), datagram.size(),serverAddress, 6665);/* writeDatagram函数原型,发送成功返回字节数,否则-1qint64 writeDatagram(const char *data,qint64 size,const QHostAddress &address,quint16 port)qint64 writeDatagram(const QByteArray &datagram,const QHostAddress &host,quint16 port)*/
1.2.UDP接收端
#include QUdpSocket *receiver;//信号槽private slots: void readPendingDatagrams(); receiver = new QUdpSocket(this);receiver->bind(QHostAddress::LocalHost, 6665);connect(receiver, SIGNAL(readyRead()),this, SLOT(readPendingDatagrams()));void readPendingDatagrams() { while (receiver->hasPendingDatagrams()) { QByteArray datagram; datagram.resize(receiver->pendingDatagramSize()); receiver->readDatagram(datagram.data(), datagram.size()); //数据接收在datagram里/* readDatagram 函数原型qint64 readDatagram(char *data,qint64 maxSize,QHostAddress *address=0,quint16 *port=0)*/ } }
2.TCP通信
TCP的话要复杂点,必须先建立连接才能传输数据,分为server端和client端。
2.1.TCP client端
#include QTcpSocket *client;char *data="hello qt!";client = new QTcpSocket(this);client->connectToHost(QHostAddress("10.21.11.66"), 6665);client->write(data);
2.2.TCP server端
#include QTcpServer *server;QTcpSocket *clientConnection;server = new QTcpServer();server->listen(QHostAddress::Any, 6665);connect(server, SIGNAL(newConnection()), this, SLOT(acceptConnection()));void acceptConnection(){ clientConnection = server->nextPendingConnection(); connect(clientConnection, SIGNAL(readyRead()), this, SLOT(readClient()));}void readClient(){ QString str = clientConnection->readAll(); //或者 char buf[1024]; clientConnection->read(buf,1024);}