System.Net.Sockets.Socket.Send Method

Sends the set of buffers in the list to a connected System.Net.Sockets.Socket, using the specified System.Net.Sockets.SocketFlags.

Syntax

public int Send (IList<ArraySegment<byte>> buffers, SocketFlags socketFlags)

Parameters

buffers
A list of ArraySegment`1s of type byte that contains the data to be sent.
socketFlags
A bitwise combination of the System.Net.Sockets.SocketFlags values.

Returns

The number of bytes sent to the System.Net.Sockets.Socket.

Remarks

This overload requires at least one buffer that contains the data you want to send. The System.Net.Sockets.SocketFlags value defaults to 0. If you specify the SocketFlags.DontRoute flag as the socketFlags parameter, the data you are sending will not be routed.

If you are using a connectionless protocol, you must call Socket.Connect(System.Net.EndPoint) before calling this method, or Socket.Send(IList<ArraySegment<System.Byte>>,System.Net.Sockets.SocketFlags) will throw a System.Net.Sockets.SocketException. If you are using a connection-oriented protocol, you must either use Socket.Connect(System.Net.EndPoint) to establish a remote host connection, or use Socket.Accept to accept an incoming connection.

If you are using a connectionless protocol and plan to send data to several different hosts, you should use the Socket.SendTo(Byte[], int, int, SocketFlags, System.Net.EndPoint) method. If you do not use the Socket.SendTo(Byte[], int, int, SocketFlags, System.Net.EndPoint) method, you will have to call Socket.Connect(System.Net.EndPoint) before each call to Socket.Send(Byte[], int, SocketFlags). You can use Socket.SendTo(Byte[], int, int, SocketFlags, System.Net.EndPoint) even after you have established a default remote host with Socket.Connect(System.Net.EndPoint). You can also change the default remote host prior to calling Socket.Send(Byte[], int, SocketFlags) by making another call to Socket.Connect(System.Net.EndPoint).

If you are using a connection-oriented protocol, Socket.Send(IList<ArraySegment<System.Byte>>,System.Net.Sockets.SocketFlags) will block until all of the bytes in the buffer are sent, unless a time-out was set by using Socket.SendTimeout. If the time-out value was exceeded, the Socket.Send(Byte[], int, SocketFlags) call will throw a System.Net.Sockets.SocketException. In non-blocking mode, Socket.Send(IList<ArraySegment<System.Byte>>,System.Net.Sockets.SocketFlags) may complete successfully even if it sends less than the number of bytes in the buffer. It is your application's responsibility to keep track of the number of bytes sent and to retry the operation until the application sends the bytes in the buffer. There is also no guarantee that the data you send will appear on the network immediately. To increase network efficiency, the underlying system may delay transmission until a significant amount of outgoing data is collected. A successful completion of the Socket.Send(IList<ArraySegment<System.Byte>>,System.Net.Sockets.SocketFlags) method means that the underlying system has had room to buffer your data for a network send.

Note:

If you receive a System.Net.Sockets.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:

The successful completion of a send does not indicate that the data was successfully delivered. If no buffer space is available within the transport system to hold the data to be transmitted, send will block unless the socket has been placed in nonblocking mode.

Note:

This member outputs trace information when you enable network tracing in your application. For more information, see [<topic://conUsingNetworkTracing>].

Requirements

Namespace: System.Net.Sockets
Assembly: System (in System.dll)
Assembly Versions: 2.0.0.0, 4.0.0.0