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Encyclopedia > DirectPlay

DirectPlay is part of Microsoft's DirectX API. DirectPlay is a network communication library intended for computer game development, although its general nature certainly allows it to be used for other purposes. Microsoft Corporation, (NASDAQ: MSFT, HKSE: 4338) is a multinational computer technology corporation with global annual revenue of US$44. ... Microsoft DirectX is a collection of application programming interfaces for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. ... API may refer to: In computing, application programming interface In petroleum industry, American Petroleum Institute In education, Academic Performance Index This page concerning a three-letter acronym or abbreviation is a disambiguation page — a navigational aid which lists other pages that might otherwise share the same title. ... A computer game is a game composed of a computer-controlled virtual universe that players interact with in order to achieve a defined goal or set of goals. ...


DirectPlay is a high-level software interface between applications and communication services that makes it easy to connect games over the Internet, a modem link, or a network. DirectPlay features a set of tools that allow players to find game sessions and sites to manage the flow of information between hosts and players. It provides a way for applications to communicate with each other, regardless of the underlying online service or protocol. DirectPlay also resolves many connectivity issues, such as NAT. For other uses, see Modem (disambiguation). ... For the scientific and engineering discipline studying computer networks, see Computer networking. ... In Computer Networking, the process of Network Address Translation (NAT, also known as Network Masquerading, Native Address Translation or IP Masquerading) involves re-writing the source and/or destination addresses of IP packets as they pass through a Router or firewall. ...


DirectPlay was traditionally one of the components of DirectX that received less attention, but for DirectX version 8 it received a major overhaul and became a relatively lightweight networking library. However, as part of Microsoft's unveiling of XNA in 2004, Microsoft revealed that DirectPlay would be deprecated in favor of Xbox Live technology already available on Xbox and being ported for use on Windows PCs. DirectPlay will be supported in DirectX DLLs for the lifetime of Microsoft Windows XP, but from the summer of 2004 the headers and libraries — vital components if developers wanted to develop new programs that utilize the technology — were absent. XNA (Xbox/DirectX New generation Architecture) is a proposed successor to DirectX, uniting varied game development APIs into a common framework, allowing developers to speed up the development process and cut down on the rising costs of game development. ... Year 2004 (MMIV) was a leap year starting on Thursday of the Gregorian calendar. ... In computer software standards and documentation, deprecation is the gradual phasing-out of a software or programming language feature. ... Xbox Live is a subscription-based online gaming service for Microsofts Xbox and Xbox 360 video game consoles. ... The Xbox is a sixth generation era video game console produced by Microsoft Corporation. ... Windows redirects here. ... A personal computer (PC) is a computer whose price, size, and capabilities make it useful for individuals. ...


DirectPlay, as the rest of DirectX, runs in COM and it is accessed through COM (Component Object Model) interfaces. Per default DirectPlay uses multi-threaded programming techniques and requires careful thought to avoid the usual threading issues. Since DirectX version 9, this issue can be alleviated at the expense of efficiency. Component Object Model (COM) is a platform for software componentry introduced by Microsoft in 1993. ... An interface defines the communication boundary between two entities, such as a piece of software, a hardware device, or a user. ... Many programming languages, operating systems, and other software development environments support what are called threads of execution. ...


In Windows Vista, DirectPlay has been deprecated and DirectPlay Voice and DirectPlay's NAT Helper have been removed. [1] Windows Vista is a line of graphical operating systems used on personal computers, including home and business desktops, notebook computers, Tablet PCs, and media centers. ... In Computer Networking, the process of Network Address Translation (NAT, also known as Network Masquerading, Native Address Translation or IP Masquerading) involves re-writing the source and/or destination addresses of IP packets as they pass through a Router or firewall. ...

Contents

Interfaces

  • The primary interfaces (methods of access) for DirectPlay are:
    • IDirectPlay8Server, which allows access to server functionality
    • IDirectPlay8Client, which allows access to client functionality
    • IDirectPlay8Peer, which allows access to peer-to-peer functionality
  • Secondary interfaces are:
    • Various lobby interfaces that allows players to find and prepare a game before it actually commences.
    • Thread management interfaces that allows the programmer to fine-tune resource usage. This also allows for a general disabling of worker threads so that tricky multi-threaded issues are avoided at the cost of decreased responsiveness.
    • Various network address translation (NAT) interfaces that make it easier for players behind routers to host games. Most players on broadband internet connections face this problem.
    • Various voice communication interfaces known as DirectPlay Voice that make it easier to support audio communication and voice input in games.
    • Various queue monitoring interfaces that allow the application to get feedback on how much data has been sent and received as requested. This allows an application to decrease/increase the amount of data sent in accordance with the capabilities of the receiver.

In information technology, a server is an application or device that performs services for connected clients as part of a client-server architecture. ... In computing, a client is a system that accesses a (remote) service on another computer by some kind of network. ... A peer-to-peer (or P2P) computer network is a network that relies on the computing power and bandwidth of the participants in the network rather than concentrating it in a relatively few servers. ... Many programming languages, operating systems, and other software development environments support what are called threads of execution. ... Many programming languages, operating systems, and other software development environments support what are called threads of execution. ... In Computer Networking, the process of Network Address Translation (NAT, also known as Network Masquerading, Native Address Translation or IP Masquerading) involves re-writing the source and/or destination addresses of IP packets as they pass through a Router or firewall. ... This article is about a computer networking device. ... Broadband in telecommunications is a term that refers to a signaling method that includes or handles a relatively wide range of frequencies, which may be divided into channels or frequency bins. ...

Networking model

Under the hood, DirectPlay is built on the User Datagram Protocol (UDP) to allow it speedy communication with other DirectPlay applications. User Datagram Protocol (UDP) is one of the core protocols of the Internet protocol suite. ...


DirectPlay sits on layer 4 and 5 of the OSI model. The Open Systems Interconnection Basic Reference Model (OSI Reference Model or OSI Model for short) is a layered, abstract description for communications and computer network protocol design, developed as part of the Open Systems Interconnection (OSI) initiative. ...

  • On layer 4, DirectPlay can handle the following tasks if requested by the application:
    • Message ordering, which ensures that data arrives in the same order it was sent.
    • Message reliability, which ensures that data is guaranteed to arrive.
    • Message flow control, which ensures that data is only sent at the rate the receiver can receive it.
  • On layer 5, DirectPlay always handles the following tasks:
    • Connection initiation and termination.

Reliability concerns quality or consistency. ... The flow control mechanism is used for controlling the flow of data in a network under well-defined conditions, while congestion control is used for controlling the flow of data when congestion has actually occurred . ...

See also

Microsoft DirectX is a collection of application programming interfaces for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. ...

References

  1. ^ DirectX FAQs

External links

  • Microsoft DirectX 9 The last SDK to ship with DirectPlay headers and libraries.

Some alternative libraries which serve the same purpose as DirectPlay


  Results from FactBites:
 
Chapter 3 -- DirectPlay (2957 words)
DirectPlay is an easy way for applications to communicate to each other.
Before DirectPlay developers had to write code that catered to as many communication methods as possible.
A key to DirectPlay is identifying sessions to join.
Asynchronous Networking with the DirectPlay Protocol (2306 words)
When the DirectPlay protocol flag is not set, the application must examine the capabilities of the service provider (after the session has been opened) to determine what functionality is available in terms of asynchronous messaging, canceling messages, timeouts on messages, and prioritization of messages.
The DirectPlay protocol and asynchronous messaging provide an environment where the network code in an application can determine the abilities of the link and adapt its behavior to make the greatest use of available bandwidth.
DirectPlay is able to take advantage of any multicasting capabilities of the service provider in order to send group messages, thus reducing message traffic.
  More results at FactBites »

 
 

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