I\'m trying to serialize objects to send over network through a socket using only STL. I\'m not finding a way to keep objects\' structure to be deserialized in the other host. I
This is 6 years late but I just recently had this problem and this was one of the threads that I came across in my search on how to serialize object through a network socket in C++. This solution uses just 2 or 3 lines of code. There are a lot of answers that I found work but the easiest that I found was to use reinterpret_cast
to convert the class or structure into an array of characters and feed it through the socket. Here's an example.
Class to be serialized:
/* myclass.h */
#ifndef MYCLASS_H
#define MYCLASS_H
class MyClass
{
public:
int A;
int B;
MyClass(){A=1;B=2;}
~MyClass(){}
};
#endif
Server Program:
/* server.cpp */
#include "myclass.h"
int main (int argc, char** argv)
{
// Open socket connection.
// ...
// Loop continuously until terminated.
while(1)
{
// Read serialized data from socket.
char buf[sizeof(MyClass)];
read(newsockfd,buf, sizeof(MyClass));
MyClass *msg = reinterpret_cast(buf);
std::cout << "A = " << std::to_string(msg->A) << std::endl;
std::cout << "B = " << std::to_string(msg->B) << std::endl;
}
// Close socket connection.
// ...
return 0;
}
Client Program:
/* client.cpp */
#include "myClass.h"
int main(int argc, char *argv[])
{
// Open socket connection.
// ...
while(1)
{
printf("Please enter the message: ");
bzero(buffer,256);
fgets(buffer,255,stdin);
MyClass msg;
msg.A = 1;
msg.B = 2;
// Write serialized data to socket.
char* tmp = reinterpret_cast(&msg);
write(sockfd,tmp, sizeof(MyClass));
}
// Close socket connection.
// ...
return 0;
}
Compile both server.cpp and client.cpp using g++
with -std=c++11
as an option. You can then open two terminals and run both programs, however, start the server program before the client so that it has something to connect to.
Hope this helps.