Developing software that utilizes the network
The correct way to develop software that utilizes a network still seems to be a little understood subject. The main issue seems to be that there are few people around who have the experience necessary to understand both the correct way to implement/use the necessary network protocols, as well as the implications of running the software over different networks. This can cause issues with both development and testing: if there is a lack of understanding of the restrictions the network will place on the software then it is not possible to correctly develop or test the software, resulting in a very uncertain outcome.
The principles are pretty simple to grasp though. Essentially the network requirements are derived from performance and usability requirements. If the requirements say that the user should not have to wait for more than 10 seconds for something to happen then you have to factor in how long it will take the data to come across the network. Unfortunately, this is not so simple, as a couple of factors affect this, such as where the servers are located in relation to the user (e.g. the user could be in one city and the server in another city) and the amount of bandwidth that will be available to the user. If the user and the server are a significant distance apart then it is going to take a noticeable amount of time for the request to get to the server and then the data to come back the other way. If there is more than one request/response then this delay is multiplied and can start to have a very significant impact on the amount of time it will take for the application to respond to the user. If there is a bandwidth restriction (and I’m referring to the “available bandwidth” here, not the theoretical link maximum) then it is important to allow for this; if the software needs to download several megabytes and the user only has a 1mb/s available then it is going to take some time.
There are two main protocols on the internet which almost everything else is built on top of – TCP (used by HTTP – the web, FTP, etc) and UDP (used by Video/Voice streaming, DNS, etc). TCP is reliable, this means that as long as the connection is valid data will be delivered, eventually (possibly after several retries). UDP is unreliable, this mean that if the data is lost or damaged along the way, due to too much data being on the network or other issues, then the user will never receive it. It is important that the right protocol is used for your application, typically TCP where you need to guarantee data delivery will be used but UDP can be better if the data loss can be tolerated, or retransmitting data is irrelevant as will be out of date.
One final thing to think about is how many users are going to access the server software at the same time. If there are going to be hundreds or thousands then the server application must be able to cope with this gracefully and not just assume that the computer and network resources are unlimited. The server software should then have maximum limits for each resource so that in the event of a large surge in demand the server software will not crash and will break the host computer. It should be possible to determine the amount of resource each connection is likely to use depending on the action the client has requested. Using this data the computer and network can be correctly specified.
Below are a list of requirements/recommendations that should be incorporated into any software development and, if followed and properly tested, will help to ensure that the application is far more usable/robust:
- Make as few requests as possible to the server. Bunch requests together so that the server can respond to them all at the same time
- This prevents the user having to wait due to the latency between the user and the server.
- If more than a set amount of time goes by (say 2 to 5 seconds) and the required data has still not been fully received ensure the user is updated so that they know something is happening.
- If there is no response from the server in a set amount of time then allow the user the chance to cancel the request
- Be prepared for the connection to break mid way through a request and alert the user as required without crashing the software
- Allow for the data to come in at irregular intervals. Just because the data is coming in a 100KB/s for the last two seconds it does not mean that it will carry on (it’s the stock markets famous phrase – past performance is no indication of future returns…).
- Do not allow the GUI to freeze just because data is being transferred across the network.
- This is the one that bugs me the most – and ends up with MS Windows saying that the application is no longer responding
- Place limits on what the server software can use to ensure that it does not crash and that it does not crash the host computer
- Just because your application does not specifically use the network, if it can write to network share (e.g. gives the user a choice of where to save the file) then it has to take account of the amount of time the write (or read) could take.
- Test how the application will perform on a variety of different network conditions – just testing locally will in no way help you to determine how it will perform when the user is in another city or working from home, or another country, or on the road, etc.
- As you’re unlikely to be able to test in the live network, or get it to “misbehave” (have low available bandwidth, disconnect, lose data) to order, you may want to think about using a network emulator in your development and testing

With the World Cup just around the corner, you may be tempted to catch a match live while at work by watching streaming media over your computer. However, today our UK office received a letter from the TV Licensing Agency which may stop you in your tracks if your offices are located in that country.