IP | Country | PORT | ADDED |
---|---|---|---|
82.119.96.254 | sk | 80 | 47 minutes ago |
32.223.6.94 | us | 80 | 47 minutes ago |
50.207.199.80 | us | 80 | 47 minutes ago |
50.145.138.156 | us | 80 | 47 minutes ago |
50.175.123.232 | us | 80 | 47 minutes ago |
50.221.230.186 | us | 80 | 47 minutes ago |
72.10.160.91 | ca | 12411 | 47 minutes ago |
50.175.123.235 | us | 80 | 47 minutes ago |
50.122.86.118 | us | 80 | 47 minutes ago |
154.16.146.47 | us | 80 | 47 minutes ago |
80.120.130.231 | at | 80 | 47 minutes ago |
50.171.122.28 | us | 80 | 47 minutes ago |
50.168.72.112 | us | 80 | 47 minutes ago |
50.169.222.242 | us | 80 | 47 minutes ago |
190.58.248.86 | tt | 80 | 47 minutes ago |
67.201.58.190 | us | 4145 | 47 minutes ago |
105.214.49.116 | za | 5678 | 47 minutes ago |
183.240.46.42 | cn | 80 | 47 minutes ago |
50.168.61.234 | us | 80 | 47 minutes ago |
213.33.126.130 | at | 80 | 47 minutes ago |
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To test a UDP sender, you can create a mock UDP client that simulates the behavior of the real UDP client. This way, you can test the sending functionality without actually sending data over the network.
Here's an example of how to create a mock UDP client and write a unit test for a UDP sender in C#:
1. Create a mock UDP client class:
public class MockUdpClient : IDisposable
{
private readonly byte[] _receivedBytes;
private int _receivedCount;
public MockUdpClient()
{
_receivedBytes = new byte[1024];
_receivedCount = 0;
}
public void Receive(byte[] data, int length)
{
Array.Copy(data, _receivedBytes, length);
_receivedCount++;
}
public void Dispose()
{
// Clean up any resources if needed
}
public int ReceivedCount => _receivedCount;
public byte[] ReceivedData => _receivedBytes;
}
2. Modify the UDP sender to accept a mock UDP client:
public class UdpSender
{
private readonly MockUdpClient _mockUdpClient;
public UdpSender(MockUdpClient mockUdpClient)
{
_mockUdpClient = mockUdpClient;
}
public void SendData(string data)
{
var bytes = Encoding.ASCII.GetBytes(data);
_mockUdpClient.Receive(bytes, bytes.Length);
}
}
3. Write a unit test for the UDP sender:
[TestClass]
public class UdpSenderTests
{
[TestMethod]
public void TestSendData()
{
// Arrange
var mockUdpClient = new MockUdpClient();
var udpSender = new UdpSender(mockUdpClient);
var data = "Test data";
// Act
udpSender.SendData(data);
// Assert
Assert.AreEqual(1, mockUdpClient.ReceivedCount);
CollectionAssert.AreEqual(Encoding.ASCII.GetBytes(data), mockUdpClient.ReceivedData);
}
}
In this example, we created a MockUdpClient class that simulates the behavior of a real UDP client. The UdpSender class now accepts a MockUdpClient as a parameter, allowing us to test the sending functionality without actually sending data over the network.
Finally, we wrote a unit test using the TestClass and TestMethod attributes from the Microsoft.VisualStudio.TestTools.UnitTesting namespace. The test method TestSendData checks whether the UdpSender class sends data correctly by comparing the received data with the expected data.
In UDP communication, there is no built-in mechanism to confirm if the client has received data from the server. UDP is a connectionless protocol, which means it does not establish a connection between the client and server, and therefore, it does not provide any reliability guarantees.
However, there are some techniques you can use to improve the reliability of UDP communication and get an indication that the client has received data:
1. Acknowledgment packets: The server can send acknowledgment packets after sending data to the client. The client can then send acknowledgment packets back to the server after receiving the data. If the server does not receive the acknowledgment packets within a specific timeout period, it can assume that the client has not received the data.
2. Timeout and retransmission: The server can implement a timeout and retransmission mechanism. If the server does not receive an acknowledgment packet within a specific timeout period, it can resend the data and continue to do so until it receives an acknowledgment or reaches a predefined limit.
3. Checksums or hashes: The server can send data along with a checksum or hash value. The client can then calculate the checksum or hash of the received data and compare it with the value sent by the server. If the values match, the client can be confident that it has received the data correctly.
When creating a Scrapy project in a Docker container, the project files are often placed in the /usr/src/app directory by default. This is a common practice in Docker images for Python projects to keep the source code organized.
Here's a simple example of creating a Scrapy project within a Docker container:
Create a Dockerfile:
Create a file named Dockerfile with the following content:
FROM python:3.8
# Set the working directory
WORKDIR /usr/src/app
# Install dependencies
RUN pip install scrapy
# Create a Scrapy project
RUN scrapy startproject myproject
# Set the working directory to the Scrapy project
WORKDIR /usr/src/app/myproject
Build and Run the Docker Image:
Build the Docker image and run a container:
docker build -t scrapy-container .
docker run -it scrapy-container
This will create a Docker image with Scrapy installed and a new Scrapy project named myproject in the /usr/src/app directory.
Check Project Directory:
When you are inside the container, you can check the contents of the /usr/src/app directory using the ls command:
ls /usr/src/app
You should see the myproject directory among the listed items.
By setting the working directory to /usr/src/app and using it as the base directory for the Scrapy project, it helps keep the project files organized within the container. You can modify the Dockerfile according to your project structure and requirements.
Regular Windows functionality has a minimum of settings for proxies. Therefore, it is recommended to use third-party applications for this purpose. For example, Proxy Switcher or Proxifier. There you can not only set the server characteristics but also, for example, create a folder for packets of traffic that are transmitted through the local network.
In data centers, proxies are used to provide IP to virtual servers. After all, one server there can be used by a dozen users at the same time. And each needs to be allocated its own IP and port. All this is done through proxies.
What else…