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Client-server[1] is a computing architecture which separates a client from a server, and is almost always implemented over a computer network. Each client or server connected to a network can also be referred to as a node. The most basic type of client-server architecture employs only two types of nodes: clients and servers. This type of architecture is sometimes referred to as two-tier. It allows devices to share files and resources. Client/server describes the relationship between two computer programs in which one program, the client, makes a service request from another program, the server, which fulfills the request. Although the client/server idea can be used by programs within a single computer, it is a more important idea in a network. In a network, the client/server model provides a convenient way to interconnect programs that are distributed efficiently across different locations. Computer transactions using the client/server model are very common. For example, to check your bank account from your computer, a client program in your computer forwards your request to a server program at the bank. That program may in turn forward the request to its own client program that sends a request to a database server at another bank computer to retrieve your account balance. The balance is returned back to the bank data client, which in turn serves it back to the client in your personal computer, which displays the information for you.
The client/server model has become one of the central ideas of network computing. Most business applications being written today use the client/server model. So does the Internet\'s main program, TCP/IP. In marketing, the term has been used to distinguish distributed computing by smaller dispersed computers from the "monolithic" centralized computing of mainframe computers. But this distinction has largely disappeared as mainframes and their applications have also turned to the client/server model and become part of network computing. Each instance of the client software can send data requests to one or more connected servers. In turn, the servers can accept these requests, process them, and return the requested information to the client. Although this concept can be applied for a variety of reasons to many different kinds of applications, the architecture remains fundamentally the same.
These days, clients are most often web browsers, although that has not always been the case. Servers typically include web servers, database servers and mail servers. Online gaming is usually client-server too. In the specific case of MMORPG, the servers are typically operated by the company selling the game; for other games one of the players will act as the host by setting his game in server mode.
The interaction between client and server is often described using sequence diagrams. Sequence diagrams are standardized in the Unified Modeling Language.
When both the client- and server-software are running on the same computer, this is called a single seat setup.
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Another type of network architecture is known as peer-to-peer, because each node or instance of the program can simultaneously act as both a client and a server, and because each has equivalent responsibilities and status. Peer-to-peer architectures are often abbreviated using the acronym P2P.
Both client-server and P2P architectures are in wide usage today.
While classic Client-Server architecture requires one of communication endpoints to act as a server, which is much harder to implement, Client-Queue-Client allows all endpoints to be simple clients, while the server consists of some external software, which also acts as passive queue (one software instance passes its query to another instance to queue, e.g. database, and then this other instance pulls it from database, makes a response, passes it to database etc.). This architecture allows greatly simplified software implementation. Peer-to-Peer architecture was originally based on Client-Queue-Client concept.
Imagine you are visiting an e-commerce web site. In this case, your computer and web browser would be considered the client, while the computers, databases, and applications that make up the online store would be considered the server. When your web browser requests specific information from the online store, the server finds all of the data in the database needed to satisfy the browser\'s request, assembles that data into a web page, and transmits that page back to your web browser for you to view.
Specific types of clients include web browsers, email clients, and online chat clients.
Specific types of servers include web servers, ftp servers, application servers, database servers, mail servers, file servers, print servers, and terminal servers. Most web services are also types of servers.
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