BufferedStream クラス

定義

他のストリームの読み取りおよび書き込み操作に対してバッファリング レイヤーを追加します。Adds a buffering layer to read and write operations on another stream. このクラスは継承できません。This class cannot be inherited.

public ref class BufferedStream sealed : System::IO::Stream
public sealed class BufferedStream : System.IO.Stream
[System.Runtime.InteropServices.ComVisible(true)]
public sealed class BufferedStream : System.IO.Stream
type BufferedStream = class
    inherit Stream
Public NotInheritable Class BufferedStream
Inherits Stream
継承
BufferedStream
継承
属性

次のコード例は、NetworkStream クラスで BufferedStream クラスを使用して、特定の i/o 操作のパフォーマンスを向上させる方法を示しています。The following code examples show how to use the BufferedStream class over the NetworkStream class to increase the performance of certain I/O operations. クライアントを起動する前に、リモートコンピューターでサーバーを起動します。Start the server on a remote computer before starting the client. クライアントを起動するときに、コマンドライン引数としてリモートコンピューター名を指定します。Specify the remote computer name as a command-line argument when starting the client. パフォーマンスへの影響を表示するには、dataArraySize 定数と streamBufferSize 定数を変更します。Vary the dataArraySize and streamBufferSize constants to view their effect on performance.

最初の例は、クライアントで実行されるコードを示しています。2番目の例は、サーバーで実行されるコードを示しています。The first example shows the code that runs on the client, and the second example shows the code that runs on the server.

例 1: クライアントで実行されるコードExample 1: Code that runs on the client

#using <system.dll>

using namespace System;
using namespace System::IO;
using namespace System::Globalization;
using namespace System::Net;
using namespace System::Net::Sockets;
static const int streamBufferSize = 1000;
public ref class Client
{
private:
   literal int dataArraySize = 100;
   literal int numberOfLoops = 10000;
   Client(){}


public:
   static void ReceiveData( Stream^ netStream, Stream^ bufStream )
   {
      DateTime startTime;
      Double networkTime;
      Double bufferedTime = 0;
      int bytesReceived = 0;
      array<Byte>^receivedData = gcnew array<Byte>(dataArraySize);
      
      // Receive data using the NetworkStream.
      Console::WriteLine( "Receiving data using NetworkStream." );
      startTime = DateTime::Now;
      while ( bytesReceived < numberOfLoops * receivedData->Length )
      {
         bytesReceived += netStream->Read( receivedData, 0, receivedData->Length );
      }

      networkTime = (DateTime::Now - startTime).TotalSeconds;
      Console::WriteLine( "{0} bytes received in {1} seconds.\n", bytesReceived.ToString(), networkTime.ToString(  "F1" ) );
      
      // Receive data using the BufferedStream.
      Console::WriteLine(  "Receiving data using BufferedStream." );
      bytesReceived = 0;
      startTime = DateTime::Now;
      while ( bytesReceived < numberOfLoops * receivedData->Length )
      {
         bytesReceived += bufStream->Read( receivedData, 0, receivedData->Length );
      }

      bufferedTime = (DateTime::Now - startTime).TotalSeconds;
      Console::WriteLine( "{0} bytes received in {1} seconds.\n", bytesReceived.ToString(), bufferedTime.ToString(  "F1" ) );
      
      // Print the ratio of read times.
      Console::WriteLine( "Receiving data using the buffered "
      "network stream was {0} {1} than using the network "
      "stream alone.", (networkTime / bufferedTime).ToString(  "P0" ), bufferedTime < networkTime ? (String^)"faster" : "slower" );
   }

   static void SendData( Stream^ netStream, Stream^ bufStream )
   {
      DateTime startTime;
      Double networkTime;
      Double bufferedTime;
      
      // Create random data to send to the server.
      array<Byte>^dataToSend = gcnew array<Byte>(dataArraySize);
      (gcnew Random)->NextBytes( dataToSend );
      
      // Send the data using the NetworkStream.
      Console::WriteLine( "Sending data using NetworkStream." );
      startTime = DateTime::Now;
      for ( int i = 0; i < numberOfLoops; i++ )
      {
         netStream->Write( dataToSend, 0, dataToSend->Length );

      }
      networkTime = (DateTime::Now - startTime).TotalSeconds;
      Console::WriteLine( "{0} bytes sent in {1} seconds.\n", (numberOfLoops * dataToSend->Length).ToString(), networkTime.ToString(  "F1" ) );
      
      // Send the data using the BufferedStream.
      Console::WriteLine( "Sending data using BufferedStream." );
      startTime = DateTime::Now;
      for ( int i = 0; i < numberOfLoops; i++ )
      {
         bufStream->Write( dataToSend, 0, dataToSend->Length );

      }
      bufStream->Flush();
      bufferedTime = (DateTime::Now - startTime).TotalSeconds;
      Console::WriteLine( "{0} bytes sent in {1} seconds.\n", (numberOfLoops * dataToSend->Length).ToString(), bufferedTime.ToString(  "F1" ) );
      
      // Print the ratio of write times.
      Console::WriteLine( "Sending data using the buffered "
      "network stream was {0} {1} than using the network "
      "stream alone.\n", (networkTime / bufferedTime).ToString(  "P0" ), bufferedTime < networkTime ? (String^)"faster" : "slower" );
   }

};

int main( int argc, char *argv[] )
{
   
   // Check that an argument was specified when the 
   // program was invoked.
   if ( argc == 1 )
   {
      Console::WriteLine( "Error: The name of the host computer"
      " must be specified when the program is invoked." );
      return  -1;
   }

   String^ remoteName = gcnew String( argv[ 1 ] );
   
   // Create the underlying socket and connect to the server.
   Socket^ clientSocket = gcnew Socket( AddressFamily::InterNetwork,SocketType::Stream,ProtocolType::Tcp );
   clientSocket->Connect( gcnew IPEndPoint( Dns::Resolve( remoteName )->AddressList[ 0 ],1800 ) );
   Console::WriteLine(  "Client is connected.\n" );
   
   // Create a NetworkStream that owns clientSocket and 
   // then create a BufferedStream on top of the NetworkStream.
   NetworkStream^ netStream = gcnew NetworkStream( clientSocket,true );
   BufferedStream^ bufStream = gcnew BufferedStream( netStream,streamBufferSize );
   
   try
   {
      
      // Check whether the underlying stream supports seeking.
      Console::WriteLine( "NetworkStream {0} seeking.\n", bufStream->CanSeek ? (String^)"supports" : "does not support" );
      
      // Send and receive data.
      if ( bufStream->CanWrite )
      {
         Client::SendData( netStream, bufStream );
      }
      
      if ( bufStream->CanRead )
      {
         Client::ReceiveData( netStream, bufStream );
      }
      
   }
   finally
   {
      
      // When bufStream is closed, netStream is in turn closed,
      // which in turn shuts down the connection and closes
      // clientSocket.
      Console::WriteLine( "\nShutting down connection." );
      bufStream->Close();
      
   }

}

using System;
using System.IO;
using System.Globalization;
using System.Net;
using System.Net.Sockets;

public class Client
{
    const int dataArraySize    =   100;
    const int streamBufferSize =  1000;
    const int numberOfLoops    = 10000;

    static void Main(string[] args)
    {
        // Check that an argument was specified when the
        // program was invoked.
        if(args.Length == 0)
        {
            Console.WriteLine("Error: The name of the host computer" +
                " must be specified when the program is invoked.");
            return;
        }

        string remoteName = args[0];

        // Create the underlying socket and connect to the server.
        Socket clientSocket = new Socket(AddressFamily.InterNetwork,
            SocketType.Stream, ProtocolType.Tcp);

        clientSocket.Connect(new IPEndPoint(
            Dns.Resolve(remoteName).AddressList[0], 1800));

        Console.WriteLine("Client is connected.\n");

        // Create a NetworkStream that owns clientSocket and
        // then create a BufferedStream on top of the NetworkStream.
        // Both streams are disposed when execution exits the
        // using statement.
        using(Stream
            netStream = new NetworkStream(clientSocket, true),
            bufStream =
                  new BufferedStream(netStream, streamBufferSize))
        {
            // Check whether the underlying stream supports seeking.
            Console.WriteLine("NetworkStream {0} seeking.\n",
                bufStream.CanSeek ? "supports" : "does not support");

            // Send and receive data.
            if(bufStream.CanWrite)
            {
                SendData(netStream, bufStream);
            }
            if(bufStream.CanRead)
            {
                ReceiveData(netStream, bufStream);
            }

            // When bufStream is closed, netStream is in turn
            // closed, which in turn shuts down the connection
            // and closes clientSocket.
            Console.WriteLine("\nShutting down the connection.");
            bufStream.Close();
        }
    }

    static void SendData(Stream netStream, Stream bufStream)
    {
        DateTime startTime;
        double networkTime, bufferedTime;

        // Create random data to send to the server.
        byte[] dataToSend = new byte[dataArraySize];
        new Random().NextBytes(dataToSend);

        // Send the data using the NetworkStream.
        Console.WriteLine("Sending data using NetworkStream.");
        startTime = DateTime.Now;
        for(int i = 0; i < numberOfLoops; i++)
        {
            netStream.Write(dataToSend, 0, dataToSend.Length);
        }
        networkTime = (DateTime.Now - startTime).TotalSeconds;
        Console.WriteLine("{0} bytes sent in {1} seconds.\n",
            numberOfLoops * dataToSend.Length,
            networkTime.ToString("F1"));

        // Send the data using the BufferedStream.
        Console.WriteLine("Sending data using BufferedStream.");
        startTime = DateTime.Now;
        for(int i = 0; i < numberOfLoops; i++)
        {
            bufStream.Write(dataToSend, 0, dataToSend.Length);
        }
        bufStream.Flush();
        bufferedTime = (DateTime.Now - startTime).TotalSeconds;
        Console.WriteLine("{0} bytes sent in {1} seconds.\n",
            numberOfLoops * dataToSend.Length,
            bufferedTime.ToString("F1"));

        // Print the ratio of write times.
        Console.WriteLine("Sending data using the buffered " +
            "network stream was {0} {1} than using the network " +
            "stream alone.\n",
            (networkTime/bufferedTime).ToString("P0"),
            bufferedTime < networkTime ? "faster" : "slower");
    }

    static void ReceiveData(Stream netStream, Stream bufStream)
    {
        DateTime startTime;
        double networkTime, bufferedTime = 0;
        int bytesReceived = 0;
        byte[] receivedData = new byte[dataArraySize];

        // Receive data using the NetworkStream.
        Console.WriteLine("Receiving data using NetworkStream.");
        startTime = DateTime.Now;
        while(bytesReceived < numberOfLoops * receivedData.Length)
        {
            bytesReceived += netStream.Read(
                receivedData, 0, receivedData.Length);
        }
        networkTime = (DateTime.Now - startTime).TotalSeconds;
        Console.WriteLine("{0} bytes received in {1} seconds.\n",
            bytesReceived.ToString(),
            networkTime.ToString("F1"));

        // Receive data using the BufferedStream.
        Console.WriteLine("Receiving data using BufferedStream.");
        bytesReceived = 0;
        startTime = DateTime.Now;

        int numBytesToRead = receivedData.Length;

        while (numBytesToRead > 0)
        {
            // Read may return anything from 0 to numBytesToRead.
            int n = bufStream.Read(receivedData,0, receivedData.Length);
            // The end of the file is reached.
            if (n == 0)
                break;
            bytesReceived += n;
            numBytesToRead -= n;
        }

        bufferedTime = (DateTime.Now - startTime).TotalSeconds;
        Console.WriteLine("{0} bytes received in {1} seconds.\n",
            bytesReceived.ToString(),
            bufferedTime.ToString("F1"));

        // Print the ratio of read times.
        Console.WriteLine("Receiving data using the buffered network" +
            " stream was {0} {1} than using the network stream alone.",
            (networkTime/bufferedTime).ToString("P0"),
            bufferedTime < networkTime ? "faster" : "slower");
    }
}
' Compile using /r:System.dll.
Imports System.IO
Imports System.Globalization
Imports System.Net
Imports System.Net.Sockets

Public Class Client 

    Const dataArraySize As Integer    =   100
    Const streamBufferSize As Integer =  1000
    Const numberOfLoops As Integer    = 10000

    Shared Sub Main(args As String()) 
    
        ' Check that an argument was specified when the 
        ' program was invoked.
        If args.Length = 0 Then
            Console.WriteLine("Error: The name of the host " & _
                "computer must be specified when the program " & _ 
                "is invoked.")
            Return
        End If

        Dim remoteName As String = args(0)

        ' Create the underlying socket and connect to the server.
        Dim clientSocket As New Socket(AddressFamily.InterNetwork, _
            SocketType.Stream, ProtocolType.Tcp)

        clientSocket.Connect(New IPEndPoint( _
            Dns.Resolve(remoteName).AddressList(0), 1800))

        Console.WriteLine("Client is connected." & vbCrLf)

        ' Create a NetworkStream that owns clientSocket and then 
        ' create a BufferedStream on top of the NetworkStream.
        Dim netStream As New NetworkStream(clientSocket, True)
        Dim bufStream As New _
            BufferedStream(netStream, streamBufferSize)
        
        Try
            ' Check whether the underlying stream supports seeking.
            If bufStream.CanSeek Then
                Console.WriteLine("NetworkStream supports" & _
                    "seeking." & vbCrLf)
            Else
                Console.WriteLine("NetworkStream does not " & _
                    "support seeking." & vbCrLf)
            End If

            ' Send and receive data.
            If bufStream.CanWrite Then
                SendData(netStream, bufStream)
            End If            
            If bufStream.CanRead Then
                ReceiveData(netStream, bufStream)
            End If
        Finally

            ' When bufStream is closed, netStream is in turn 
            ' closed, which in turn shuts down the connection 
            ' and closes clientSocket.
            Console.WriteLine(vbCrLf & "Shutting down the connection.")
            bufStream.Close()
        End Try
    End Sub

    Shared Sub SendData(netStream As Stream, bufStream As Stream)
    
        Dim startTime As DateTime 
        Dim networkTime As Double, bufferedTime As Double 

        ' Create random data to send to the server.
        Dim dataToSend(dataArraySize - 1) As Byte
        Dim randomGenerator As New Random()
        randomGenerator.NextBytes(dataToSend)

        ' Send the data using the NetworkStream.
        Console.WriteLine("Sending data using NetworkStream.")
        startTime = DateTime.Now
        For i As Integer = 1 To numberOfLoops
            netStream.Write(dataToSend, 0, dataToSend.Length)
        Next i
        networkTime = DateTime.Now.Subtract(startTime).TotalSeconds
        Console.WriteLine("{0} bytes sent in {1} seconds." & vbCrLf, _
            numberOfLoops * dataToSend.Length, _
            networkTime.ToString("F1"))

        ' Send the data using the BufferedStream.
        Console.WriteLine("Sending data using BufferedStream.")
        startTime = DateTime.Now
        For i As Integer = 1 To numberOfLoops
            bufStream.Write(dataToSend, 0, dataToSend.Length)
        Next i
        
        bufStream.Flush()
        bufferedTime = DateTime.Now.Subtract(startTime).TotalSeconds
        Console.WriteLine("{0} bytes sent In {1} seconds." & vbCrLf, _
            numberOfLoops * dataToSend.Length, _
            bufferedTime.ToString("F1"))

        ' Print the ratio of write times.
        Console.Write("Sending data using the buffered " & _
            "network stream was {0}", _
            (networkTime/bufferedTime).ToString("P0"))
        If bufferedTime < networkTime Then
            Console.Write(" faster")
        Else
            Console.Write(" slower")
        End If
        Console.WriteLine(" than using the network stream alone.")
    End Sub

    Shared Sub ReceiveData(netStream As Stream, bufStream As Stream)
    
        Dim startTime As DateTime 
        Dim networkTime As Double, bufferedTime As Double = 0

        Dim bytesReceived As Integer = 0
        Dim receivedData(dataArraySize - 1) As Byte

        ' Receive data using the NetworkStream.
        Console.WriteLine("Receiving data using NetworkStream.")
        startTime = DateTime.Now
        While bytesReceived < numberOfLoops * receivedData.Length
            bytesReceived += netStream.Read( _
                receivedData, 0, receivedData.Length)
        End While
        networkTime = DateTime.Now.Subtract(startTime).TotalSeconds
        Console.WriteLine("{0} bytes received in {1} " & _
            "seconds." & vbCrLf, _
            bytesReceived.ToString(), _
            networkTime.ToString("F1"))

        ' Receive data using the BufferedStream.
        Console.WriteLine("Receiving data using BufferedStream.")
        bytesReceived = 0
        startTime = DateTime.Now

        Dim numBytesToRead As Integer = receivedData.Length
        Dim n As Integer
        Do While numBytesToRead > 0

            'Read my return anything from 0 to numBytesToRead
            n = bufStream.Read(receivedData, 0, receivedData.Length)
            'The end of the file is reached.
            If n = 0 Then
                Exit Do
            End If

            bytesReceived += n
            numBytesToRead -= n
        Loop

        bufferedTime = DateTime.Now.Subtract(startTime).TotalSeconds
        Console.WriteLine("{0} bytes received in {1} " & _
            "seconds." & vbCrLf, _
            bytesReceived.ToString(), _
            bufferedTime.ToString("F1"))

        ' Print the ratio of read times.
        Console.Write("Receiving data using the buffered " & _
            "network stream was {0}", _
            (networkTime/bufferedTime).ToString("P0"))
        If bufferedTime < networkTime Then
            Console.Write(" faster")
        Else
            Console.Write(" slower")
        End If
        Console.WriteLine(" than using the network stream alone.")
    End Sub
End Class

例 2: サーバーで実行されるコードExample 2: Code that runs on the server

#using <system.dll>

using namespace System;
using namespace System::Net;
using namespace System::Net::Sockets;
int main()
{
   
   // This is a Windows Sockets 2 error code.
   const int WSAETIMEDOUT = 10060;
   Socket^ serverSocket;
   int bytesReceived;
   int totalReceived = 0;
   array<Byte>^receivedData = gcnew array<Byte>(2000000);
   
   // Create random data to send to the client.
   array<Byte>^dataToSend = gcnew array<Byte>(2000000);
   (gcnew Random)->NextBytes( dataToSend );
   IPAddress^ ipAddress = Dns::Resolve( Dns::GetHostName() )->AddressList[ 0 ];
   IPEndPoint^ ipEndpoint = gcnew IPEndPoint( ipAddress,1800 );
   
   // Create a socket and listen for incoming connections.
   Socket^ listenSocket = gcnew Socket( AddressFamily::InterNetwork,SocketType::Stream,ProtocolType::Tcp );
   try
   {
      listenSocket->Bind( ipEndpoint );
      listenSocket->Listen( 1 );
      
      // Accept a connection and create a socket to handle it.
      serverSocket = listenSocket->Accept();
      Console::WriteLine( "Server is connected.\n" );
   }
   finally
   {
      listenSocket->Close();
   }

   try
   {
      
      // Send data to the client.
      Console::Write( "Sending data ... " );
      int bytesSent = serverSocket->Send( dataToSend, 0, dataToSend->Length, SocketFlags::None );
      Console::WriteLine( "{0} bytes sent.\n", bytesSent.ToString() );
      
      // Set the timeout for receiving data to 2 seconds.
      serverSocket->SetSocketOption( SocketOptionLevel::Socket, SocketOptionName::ReceiveTimeout, 2000 );
      
      // Receive data from the client.
      Console::Write( "Receiving data ... " );
      try
      {
         do
         {
            bytesReceived = serverSocket->Receive( receivedData, 0, receivedData->Length, SocketFlags::None );
            totalReceived += bytesReceived;
         }
         while ( bytesReceived != 0 );
      }
      catch ( SocketException^ e ) 
      {
         if ( e->ErrorCode == WSAETIMEDOUT )
         {
            
            // Data was not received within the given time.
            // Assume that the transmission has ended.
         }
         else
         {
            Console::WriteLine( "{0}: {1}\n", e->GetType()->Name, e->Message );
         }
      }
      finally
      {
         Console::WriteLine( "{0} bytes received.\n", totalReceived.ToString() );
      }

   }
   finally
   {
      serverSocket->Shutdown( SocketShutdown::Both );
      Console::WriteLine( "Connection shut down." );
      serverSocket->Close();
   }

}

using System;
using System.Net;
using System.Net.Sockets;

public class Server 
{
    static void Main() 
    {
        // This is a Windows Sockets 2 error code.
        const int WSAETIMEDOUT = 10060;

        Socket serverSocket;
        int bytesReceived, totalReceived = 0;
        byte[] receivedData = new byte[2000000];

        // Create random data to send to the client.
        byte[] dataToSend = new byte[2000000];
        new Random().NextBytes(dataToSend);

        IPAddress ipAddress =
            Dns.Resolve(Dns.GetHostName()).AddressList[0];

        IPEndPoint ipEndpoint = new IPEndPoint(ipAddress, 1800);

        // Create a socket and listen for incoming connections.
        using(Socket listenSocket = new Socket(
            AddressFamily.InterNetwork, SocketType.Stream, 
            ProtocolType.Tcp))
        {
            listenSocket.Bind(ipEndpoint);
            listenSocket.Listen(1);

            // Accept a connection and create a socket to handle it.
            serverSocket = listenSocket.Accept();
            Console.WriteLine("Server is connected.\n");
        }

        try
        {
            // Send data to the client.
            Console.Write("Sending data ... ");
            int bytesSent = serverSocket.Send(
                dataToSend, 0, dataToSend.Length, SocketFlags.None);
            Console.WriteLine("{0} bytes sent.\n", 
                bytesSent.ToString());

            // Set the timeout for receiving data to 2 seconds.
            serverSocket.SetSocketOption(SocketOptionLevel.Socket,
                SocketOptionName.ReceiveTimeout, 2000);

            // Receive data from the client.
            Console.Write("Receiving data ... ");
            try
            {
                do
                {
                    bytesReceived = serverSocket.Receive(receivedData,
                        0, receivedData.Length, SocketFlags.None);
                    totalReceived += bytesReceived;
                }
                while(bytesReceived != 0);
            }
            catch(SocketException e)
            {
                if(e.ErrorCode == WSAETIMEDOUT)
                {
                    // Data was not received within the given time.
                    // Assume that the transmission has ended.
                }
                else
                {
                    Console.WriteLine("{0}: {1}\n", 
                        e.GetType().Name, e.Message);
                }
            }
            finally
            {
                Console.WriteLine("{0} bytes received.\n",
                    totalReceived.ToString());
            }
        }
        finally
        {
            serverSocket.Shutdown(SocketShutdown.Both);
            Console.WriteLine("Connection shut down.");
            serverSocket.Close();
        }
    }
}
' Compile using /r:System.dll.
Imports System.Net
Imports System.Net.Sockets

Public Class Server 

    Shared Sub Main() 
    
        ' This is a Windows Sockets 2 error code.
        Const WSAETIMEDOUT As Integer = 10060

        Dim serverSocket As Socket 
        Dim bytesReceived As Integer
        Dim totalReceived As Integer = 0
        Dim receivedData(2000000-1) As Byte

        ' Create random data to send to the client.
        Dim dataToSend(2000000-1) As Byte
        Dim randomGenerator As New Random()
        randomGenerator.NextBytes(dataToSend)

        Dim ipAddress As IPAddress = _
            Dns.Resolve(Dns.GetHostName()).AddressList(0)

        Dim ipEndpoint As New IPEndPoint(ipAddress, 1800)

        ' Create a socket and listen for incoming connections.
        Dim listenSocket As New Socket(AddressFamily.InterNetwork, _
            SocketType.Stream, ProtocolType.Tcp)
        
        Try
            listenSocket.Bind(ipEndpoint)
            listenSocket.Listen(1)

            ' Accept a connection and create a socket to handle it.
            serverSocket = listenSocket.Accept()
            Console.WriteLine("Server is connected." & vbCrLf)
        Finally
            listenSocket.Close()
        End Try

        Try
            ' Send data to the client.
            Console.Write("Sending data ... ")
            Dim bytesSent As Integer = serverSocket.Send( _
                dataToSend, 0, dataToSend.Length, SocketFlags.None)
            Console.WriteLine("{0} bytes sent." & vbCrLf, _
                bytesSent.ToString())

            ' Set the timeout for receiving data to 2 seconds.
            serverSocket.SetSocketOption(SocketOptionLevel.Socket, _
                SocketOptionName.ReceiveTimeout, 2000)

            ' Receive data from the client.
            Console.Write("Receiving data ... ")
            Try
                Do
                    bytesReceived = serverSocket.Receive( _
                        receivedData, 0, receivedData.Length, _
                        SocketFlags.None)
                    totalReceived += bytesReceived
                Loop While bytesReceived <> 0
            Catch e As SocketException
                If(e.ErrorCode = WSAETIMEDOUT)
                
                    ' Data was not received within the given time.
                    ' Assume that the transmission has ended.
                Else
                    Console.WriteLine("{0}: {1}" & vbCrLf, _
                        e.GetType().Name, e.Message)
                End If
            Finally
                Console.WriteLine("{0} bytes received." & vbCrLf, _
                    totalReceived.ToString())
            End Try
        Finally
            serverSocket.Shutdown(SocketShutdown.Both)
            Console.WriteLine("Connection shut down.")
            serverSocket.Close()
        End Try
    
    End Sub
End Class

注釈

バッファーは、データをキャッシュするために使用されるメモリ内のバイトのブロックです。これにより、オペレーティングシステムへの呼び出しの回数が減少します。A buffer is a block of bytes in memory used to cache data, thereby reducing the number of calls to the operating system. バッファーにより、読み取りと書き込みのパフォーマンスが向上します。Buffers improve read and write performance. バッファーは、読み取りまたは書き込みのいずれかに使用できますが、両方同時に使用することはできません。A buffer can be used for either reading or writing, but never both simultaneously. BufferedStreamRead および Write メソッドは、バッファーを自動的に保持します。The Read and Write methods of BufferedStream automatically maintain the buffer.

重要

この型は IDisposable インターフェイスを実装します。This type implements the IDisposable interface. 型の使用が完了したら、直接的または間接的に型を破棄する必要があります。When you have finished using the type, you should dispose of it either directly or indirectly. 直接的に型を破棄するには、Disposetry/ ブロック内で catch メソッドを呼び出します。To dispose of the type directly, call its Dispose method in a try/catch block. 間接的に型を破棄するには、using (C# の場合) または Using (Visual Basic 言語) などの言語構成要素を使用します。To dispose of it indirectly, use a language construct such as using (in C#) or Using (in Visual Basic). 詳細については、IDisposable インターフェイスに関するトピック内の「IDisposable を実装するオブジェクトの使用」セクションを参照してください。For more information, see the "Using an Object that Implements IDisposable" section in the IDisposable interface topic.

BufferedStream は、特定の種類のストリームに対して構成できます。BufferedStream can be composed around certain types of streams. このメソッドは、基になるデータソースまたはリポジトリへのバイトの読み取りおよび書き込みを行うための実装を提供します。It provides implementations for reading and writing bytes to an underlying data source or repository. BinaryReaderBinaryWriter を使用して、他のデータ型の読み取りと書き込みを行います。Use BinaryReader and BinaryWriter for reading and writing other data types. BufferedStream は、バッファーが不要な場合に、バッファーが入力と出力の速度を低下させないように設計されています。BufferedStream is designed to prevent the buffer from slowing down input and output when the buffer is not needed. 内部バッファーサイズよりも大きいサイズの読み取りと書き込みを常に行う場合は、BufferedStream が内部バッファーを割り当てないこともあります。If you always read and write for sizes greater than the internal buffer size, then BufferedStream might not even allocate the internal buffer. BufferedStream は、共有バッファーでの読み取りと書き込みもバッファリングします。BufferedStream also buffers reads and writes in a shared buffer. ほとんどの場合、一連の読み取りまたは書き込みを実行しますが、2つの間ではあまり別のものを使用しないことを前提としています。It is assumed that you will almost always be doing a series of reads or writes, but rarely alternate between the two of them.

コンストラクター

BufferedStream(Stream)

BufferedStream クラスの新しいインスタンスを、4,096 バイトの既定のバッファー サイズを使用して初期化します。Initializes a new instance of the BufferedStream class with a default buffer size of 4096 bytes.

BufferedStream(Stream, Int32)

BufferedStream クラスの新しいインスタンスを、指定したバッファー サイズを使用して初期化します。Initializes a new instance of the BufferedStream class with the specified buffer size.

プロパティ

BufferSize

このバッファー ストリームのバッファー サイズをバイト単位で取得します。Gets the buffer size in bytes for this buffered stream.

CanRead

現在のストリームが読み取りをサポートするかどうかを示す値を取得します。Gets a value indicating whether the current stream supports reading.

CanSeek

現在のストリームがシークをサポートするかどうかを示す値を取得します。Gets a value indicating whether the current stream supports seeking.

CanTimeout

現在のストリームがタイムアウトできるかどうかを決定する値を取得します。Gets a value that determines whether the current stream can time out.

(継承元 Stream)
CanWrite

現在のストリームが書き込みをサポートするかどうかを示す値を取得します。Gets a value indicating whether the current stream supports writing.

Length

ストリームの長さ (バイト単位) を取得します。Gets the stream length in bytes.

Position

現在のストリーム内の位置を取得します。Gets the position within the current stream.

ReadTimeout

ストリームがタイムアウト前に読み取りを試みる期間を決定する値 (ミリ秒単位) を取得または設定します。Gets or sets a value, in milliseconds, that determines how long the stream will attempt to read before timing out.

(継承元 Stream)
UnderlyingStream

このバッファー ストリームの基になる Stream インスタンスを取得します。Gets the underlying Stream instance for this buffered stream.

WriteTimeout

ストリームがタイムアウト前に書き込みを試行する期間を決定する値 (ミリ秒単位) を取得または設定します。Gets or sets a value, in milliseconds, that determines how long the stream will attempt to write before timing out.

(継承元 Stream)

メソッド

BeginRead(Byte[], Int32, Int32, AsyncCallback, Object)

非同期の読み取り操作を開始します。Begins an asynchronous read operation. (代わりに、ReadAsync(Byte[], Int32, Int32, CancellationToken) の使用を検討してください。)(Consider using ReadAsync(Byte[], Int32, Int32, CancellationToken) instead.)

BeginWrite(Byte[], Int32, Int32, AsyncCallback, Object)

非同期の書き込み操作を開始します。Begins an asynchronous write operation. (代わりに、WriteAsync(Byte[], Int32, Int32, CancellationToken) の使用を検討してください。)(Consider using WriteAsync(Byte[], Int32, Int32, CancellationToken) instead.)

Close()

ストリームを閉じ、現在のバッファー済みストリームに関連付けられているすべてのリソース (特に、ソケットやファイル ハンドルなどのシステム リソース) を解放します。Closes the stream and releases any resources (especially system resources such as sockets and file handles) associated with the current buffered stream.

CopyTo(Stream)

現在のストリームからバイトを読み取り、別のストリームに書き込みます。Reads the bytes from the current stream and writes them to another stream.

(継承元 Stream)
CopyTo(Stream, Int32)

現在のバッファー ストリームからバイトを読み取り、別のストリームに書き込みます。Reads the bytes from the current buffered stream and writes them to another stream.

CopyToAsync(Stream)

現在のストリームからすべてのバイトを非同期に読み取り、別のストリームに書き込みます。Asynchronously reads the bytes from the current stream and writes them to another stream.

(継承元 Stream)
CopyToAsync(Stream, CancellationToken)

指定されたバッファー サイズを使用して、現在のストリームからバイトを非同期に読み取り、指定されたキャンセル トークンを使用して、別のストリームに書き込みます。Asynchronously reads the bytes from the current stream and writes them to another stream, using a specified cancellation token.

(継承元 Stream)
CopyToAsync(Stream, Int32)

指定されたバッファー サイズを使用して、現在のストリームからバイトを非同期に読み取り、別のストリームに書き込みます。Asynchronously reads the bytes from the current stream and writes them to another stream, using a specified buffer size.

(継承元 Stream)
CopyToAsync(Stream, Int32, CancellationToken)

現在のバッファー ストリームからバイトを非同期に読み取り、指定されたバッファー サイズとキャンセル トークンを使用して、別のストリームに書き込みます。Asynchronously reads the bytes from the current buffered stream and writes them to another stream, using a specified buffer size and cancellation token.

CreateObjRef(Type)

リモート オブジェクトとの通信に使用するプロキシの生成に必要な情報をすべて格納しているオブジェクトを作成します。Creates an object that contains all the relevant information required to generate a proxy used to communicate with a remote object.

(継承元 MarshalByRefObject)
CreateWaitHandle()

WaitHandle オブジェクトを割り当てます。Allocates a WaitHandle object.

(継承元 Stream)
Dispose()

Stream によって使用されているすべてのリソースを解放します。Releases all resources used by the Stream.

(継承元 Stream)
Dispose(Boolean)

Stream によって使用されているアンマネージド リソースを解放し、オプションでマネージド リソースも解放します。Releases the unmanaged resources used by the Stream and optionally releases the managed resources.

(継承元 Stream)
DisposeAsync()

バッファー ストリームで使用されているアンマネージ リソースを非同期に解放します。Asynchronously releases the unmanaged resources used by the buffered stream.

EndRead(IAsyncResult)

保留中の非同期の読み取り操作が完了するまで待機します。Waits for the pending asynchronous read operation to complete. (代わりに、ReadAsync(Byte[], Int32, Int32, CancellationToken) の使用を検討してください。)(Consider using ReadAsync(Byte[], Int32, Int32, CancellationToken) instead.)

EndWrite(IAsyncResult)

非同期の書き込み操作を終了し、I/O 操作が完了するまでブロックします。Ends an asynchronous write operation and blocks until the I/O operation is complete. (代わりに、WriteAsync(Byte[], Int32, Int32, CancellationToken) の使用を検討してください。)(Consider using WriteAsync(Byte[], Int32, Int32, CancellationToken) instead.)

Equals(Object)

指定されたオブジェクトが現在のオブジェクトと等しいかどうかを判定します。Determines whether the specified object is equal to the current object.

(継承元 Object)
Flush()

このストリームに対応するすべてのバッファーをクリアし、バッファー内のデータを基になるデバイスに書き込みます。Clears all buffers for this stream and causes any buffered data to be written to the underlying device.

FlushAsync()

ストリームに対応するすべてのバッファーを非同期にクリアし、バッファー内のデータを基になるデバイスに書き込みます。Asynchronously clears all buffers for this stream and causes any buffered data to be written to the underlying device.

(継承元 Stream)
FlushAsync(CancellationToken)

ストリームに対応するすべてのバッファーを非同期にクリアし、バッファー内のデータを基になるデバイスに書き込み、キャンセル要求を監視します。Asynchronously clears all buffers for this stream, causes any buffered data to be written to the underlying device, and monitors cancellation requests.

GetHashCode()

既定のハッシュ関数として機能します。Serves as the default hash function.

(継承元 Object)
GetLifetimeService()

対象のインスタンスの有効期間ポリシーを制御する、現在の有効期間サービス オブジェクトを取得します。Retrieves the current lifetime service object that controls the lifetime policy for this instance.

(継承元 MarshalByRefObject)
GetType()

現在のインスタンスの Type を取得します。Gets the Type of the current instance.

(継承元 Object)
InitializeLifetimeService()

このインスタンスの有効期間ポリシーを制御する有効期間サービス オブジェクトを取得します。Obtains a lifetime service object to control the lifetime policy for this instance.

(継承元 MarshalByRefObject)
MemberwiseClone()

現在の Object の簡易コピーを作成します。Creates a shallow copy of the current Object.

(継承元 Object)
MemberwiseClone(Boolean)

現在の MarshalByRefObject オブジェクトの簡易コピーを作成します。Creates a shallow copy of the current MarshalByRefObject object.

(継承元 MarshalByRefObject)
ObjectInvariant()

Contract のサポートを提供します。Provides support for a Contract.

(継承元 Stream)
Read(Byte[], Int32, Int32)

現在のバッファー ストリームから配列にバイトをコピーします。Copies bytes from the current buffered stream to an array.

Read(Span<Byte>)

現在のバッファー ストリームからバイトの範囲にバイトをコピーし、読み取ったバイト数だけバッファー ストリーム内の現在位置を進めます。Copies bytes from the current buffered stream to a byte span and advances the position within the buffered stream by the number of bytes read.

ReadAsync(Byte[], Int32, Int32)

現在のストリームからバイト シーケンスを非同期に読み取り、読み取ったバイト数だけストリーム内の位置を進めます。Asynchronously reads a sequence of bytes from the current stream and advances the position within the stream by the number of bytes read.

(継承元 Stream)
ReadAsync(Byte[], Int32, Int32, CancellationToken)

現在のストリームからバイト シーケンスを非同期に読み取り、読み取ったバイト数だけストリーム内の位置を進め、キャンセル要求を監視します。Asynchronously reads a sequence of bytes from the current stream, advances the position within the stream by the number of bytes read, and monitors cancellation requests.

ReadAsync(Memory<Byte>, CancellationToken)

現在のバッファー ストリームからバイト シーケンスを非同期に読み取り、読み取ったバイト数だけバッファー ストリーム内の位置を進めます。Asynchronously reads a sequence of bytes from the current buffered stream and advances the position within the buffered stream by the number of bytes read.

ReadByte()

基になるストリームからバイトを読み取り、int にキャストしたバイトを返すか、ストリームの末尾から読み取る場合は -1 を返します。Reads a byte from the underlying stream and returns the byte cast to an int, or returns -1 if reading from the end of the stream.

Seek(Int64, SeekOrigin)

現在のバッファー ストリーム内の位置を設定します。Sets the position within the current buffered stream.

SetLength(Int64)

バッファー ストリーム長を設定します。Sets the length of the buffered stream.

ToString()

現在のオブジェクトを表す string を返します。Returns a string that represents the current object.

(継承元 Object)
Write(Byte[], Int32, Int32)

バッファー ストリームにバイトをコピーし、書き込んだバイト数だけバッファー ストリーム内の現在位置を進めます。Copies bytes to the buffered stream and advances the current position within the buffered stream by the number of bytes written.

Write(ReadOnlySpan<Byte>)

現在のバッファー ストリームにバイト シーケンスを書き込み、書き込んだバイト数だけこのバッファー ストリーム内の現在位置を進めます。Writes a sequence of bytes to the current buffered stream and advances the current position within this buffered stream by the number of bytes written.

WriteAsync(Byte[], Int32, Int32)

現在のストリームにバイト シーケンスを非同期に書き込み、書き込んだバイト数だけストリーム内の現在位置を進めます。Asynchronously writes a sequence of bytes to the current stream and advances the current position within this stream by the number of bytes written.

(継承元 Stream)
WriteAsync(Byte[], Int32, Int32, CancellationToken)

現在のストリームにバイト シーケンスを非同期に書き込み、書き込んだバイト数だけストリーム内の現在位置を進め、キャンセル要求を監視します。Asynchronously writes a sequence of bytes to the current stream, advances the current position within this stream by the number of bytes written, and monitors cancellation requests.

WriteAsync(ReadOnlyMemory<Byte>, CancellationToken)

現在のバッファー ストリームにバイト シーケンスを非同期に書き込み、書き込んだバイト数だけこのバッファー ストリーム内の現在位置を進め、キャンセル要求を監視します。Asynchronously writes a sequence of bytes to the current buffered stream, advances the current position within this buffered stream by the number of bytes written, and monitors cancellation requests.

WriteByte(Byte)

バッファー ストリームの現在位置にバイトを書き込みます。Writes a byte to the current position in the buffered stream.

明示的なインターフェイスの実装

IDisposable.Dispose()

Stream によって使用されているすべてのリソースを解放します。Releases all resources used by the Stream.

(継承元 Stream)

適用対象

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