If you’re trying to use any of the Ethernet examples or the Wifi example straight from the 2nd edition of Making Things Talk, you’re probably getting some errors related to the definition of Client and Server. Here’s how to fix them.

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Mar 032008
 

This Processing sketch sends the same bytes as the Xport that’s configured for the networked Pong game in Chapter 5. It’s a handy way to connect a microcontroller to the server when you don’t have an Xport, or aren’t sure your Xport is working.

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Feb 122008
 

There is an error in the Monski Pong code in chapter 5. An update has been posted to the original post. The delayCounter variable should have been a long, not a float, and it should have been initialized in the setup(), not before, so that it gets an initial value that’s very low.

Oct 072007
 
/*
  pong server
  Language:  Processing
  version 0002

  This program listens for TCP socket connections and uses the
  data from the incoming connections in a networked multiplayer
  version of pong.
  Version 2 fixes a bug with the delayCounter.  NEw lines are shown in bold below.
  Modified 12 Dec. 2008

*/

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Oct 072007
 
 /*
  Pong client
  Language:  Wiring/Arduino

  This program enables an Arduino to control one paddle
  in a networked Pong game. This listing uses the readSensors()
  method from the seesaw client in project #7.
*/

Gian Pablo Vilamil suggested the change shown below in bold. It forces the client to disconnect if it gets any byte other than a C, and allows the user to retry. This prevents the client from hanging if it’s connected to the server but not getting any messages.

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Oct 072007
 

This is the version of the pong client from Chapter 5 that’s used with the seesaw client.

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