Socket.Disconnect(Boolean) Socket.Disconnect(Boolean) Socket.Disconnect(Boolean) Socket.Disconnect(Boolean) Method

Definition

Closes the socket connection and allows reuse of the socket.

public:
 void Disconnect(bool reuseSocket);
public void Disconnect (bool reuseSocket);
member this.Disconnect : bool -> unit
Public Sub Disconnect (reuseSocket As Boolean)
Parameters
reuseSocket
Boolean Boolean Boolean Boolean

true if this socket can be reused after the current connection is closed; otherwise, false.

Exceptions

This method requires Windows 2000 or earlier, or the exception will be thrown.

An error occurred when attempting to access the socket.

Examples

The following code example creates a socket for synchronous communication and sends some data to a remote host. It then calls Shutdown, to stop the send and receive activity, and Disconnect, to close the socket connection.

IPHostEntry^ ipHost = Dns::GetHostEntry( Dns::GetHostName() );
IPAddress^ ipAddr = ipHost->AddressList[ 0 ];
IPEndPoint^ ipEndPoint = gcnew IPEndPoint( ipAddr,11000 );
Socket^ client = gcnew Socket( AddressFamily::InterNetwork,SocketType::Stream,ProtocolType::Tcp );

// Connect the socket to the remote end point.
client->Connect( ipEndPoint );

// Send some data to the remote device.
String^ data = "This is a string of data <EOF>";
array<Byte>^buffer = Encoding::ASCII->GetBytes( data );
int bytesTransferred = client->Send( buffer );

// Write to the console the number of bytes transferred.
Console::WriteLine( "{0} bytes were sent.\n", bytesTransferred );

// Release the socket.
client->Shutdown( SocketShutdown::Both );
client->Disconnect( true );
if ( client->Connected )
      Console::WriteLine( "We're still connnected" );
else
      Console::WriteLine( "We're disconnected" );
IPHostEntry ipHost = Dns.GetHostEntry(Dns.GetHostName());
IPAddress  ipAddr = ipHost.AddressList[0];
IPEndPoint ipEndPoint = new IPEndPoint(ipAddr, 11000);

Socket client = new Socket(AddressFamily.InterNetwork,
    SocketType.Stream, ProtocolType.Tcp);

// Connect the socket to the remote end point.
client.Connect(ipEndPoint);

// Send some data to the remote device.
string data = "This is a string of data <EOF>";
byte[] buffer = Encoding.ASCII.GetBytes(data);

int bytesTransferred =  client.Send(buffer);

// Write to the console the number of bytes transferred.
Console.WriteLine("{0} bytes were sent.\n", bytesTransferred);

// Release the socket.
client.Shutdown(SocketShutdown.Both);

client.Disconnect(true);
if (client.Connected) 
    Console.WriteLine("We're still connnected");
else 
    Console.WriteLine("We're disconnected");

Remarks

If you are using a connection-oriented protocol, you can use this method to close the socket. This method ends the connection and sets the Connected property to false. However, if reuseSocket is true, you can reuse the socket.

To ensure that all data is sent and received before the socket is closed, you should call Shutdown before calling the Disconnect method.

If you need to call Disconnect without first calling Shutdown, you can set the DontLingerSocket option to false and specify a nonzero time-out interval to ensure that data queued for outgoing transmission is sent. Disconnect then blocks until the data is sent or until the specified time-out expires. If you set DontLinger to false and specify a zero time-out interval, Close releases the connection and automatically discards outgoing queued data.

Note

If you receive a SocketException, use the SocketException.ErrorCode property to obtain the specific error code. After you have obtained this code, refer to the Windows Sockets version 2 API error code documentation in the MSDN library for a detailed description of the error.

Note

This member outputs trace information when you enable network tracing in your application. For more information, see Network Tracing in the .NET Framework.

Applies to