Socket.Disconnect(Boolean) Method
Definition
Important
Some information relates to prerelease product that may be substantially modified before it’s released. Microsoft makes no warranties, express or implied, with respect to the information provided here.
Closes the socket connection and allows reuse of the socket.
public:
void Disconnect(bool reuseSocket);
public void Disconnect (bool reuseSocket);
member this.Disconnect : bool -> unit
Public Sub Disconnect (reuseSocket As Boolean)
Parameters
- reuseSocket
- Boolean
true
if this socket can be reused after the current connection is closed; otherwise, false
.
Exceptions
The Socket object has been closed.
An error occurred when attempting to access the socket.
Examples
The following code example creates a socket for synchronous communication and sends some data to a remote host. It then calls Shutdown, to stop the send and receive activity, and Disconnect, to close the socket connection.
IPHostEntry^ ipHost = Dns::GetHostEntry( Dns::GetHostName() );
IPAddress^ ipAddr = ipHost->AddressList[ 0 ];
IPEndPoint^ ipEndPoint = gcnew IPEndPoint( ipAddr,11000 );
Socket^ client = gcnew Socket( AddressFamily::InterNetwork,SocketType::Stream,ProtocolType::Tcp );
// Connect the socket to the remote end point.
client->Connect( ipEndPoint );
// Send some data to the remote device.
String^ data = "This is a string of data <EOF>";
array<Byte>^buffer = Encoding::ASCII->GetBytes( data );
int bytesTransferred = client->Send( buffer );
// Write to the console the number of bytes transferred.
Console::WriteLine( "{0} bytes were sent.\n", bytesTransferred );
// Release the socket.
client->Shutdown( SocketShutdown::Both );
client->Disconnect( true );
if ( client->Connected )
Console::WriteLine( "We're still connnected" );
else
Console::WriteLine( "We're disconnected" );
IPHostEntry ipHost = Dns.GetHostEntry(Dns.GetHostName());
IPAddress ipAddr = ipHost.AddressList[0];
IPEndPoint ipEndPoint = new IPEndPoint(ipAddr, 11000);
Socket client = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
// Connect the socket to the remote end point.
client.Connect(ipEndPoint);
// Send some data to the remote device.
string data = "This is a string of data <EOF>";
byte[] buffer = Encoding.ASCII.GetBytes(data);
int bytesTransferred = client.Send(buffer);
// Write to the console the number of bytes transferred.
Console.WriteLine("{0} bytes were sent.\n", bytesTransferred);
// Release the socket.
client.Shutdown(SocketShutdown.Both);
client.Disconnect(true);
if (client.Connected)
Console.WriteLine("We're still connnected");
else
Console.WriteLine("We're disconnected");
Remarks
If you are using a connection-oriented protocol, you can use this method to close the socket. This method ends the connection and sets the Connected property to false
. However, if reuseSocket
is true
, you can reuse the socket.
To ensure that all data is sent and received before the socket is closed, you should call Shutdown before calling the Disconnect method.
If you need to call Disconnect without first calling Shutdown, you can set the DontLingerSocket option to false
and specify a nonzero time-out interval to ensure that data queued for outgoing transmission is sent. Disconnect then blocks until the data is sent or until the specified time-out expires. If you set DontLinger to false
and specify a zero time-out interval, Close releases the connection and automatically discards outgoing queued data.
Note
If you receive a 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 for a detailed description of the error.
Note
This member outputs trace information when you enable network tracing in your application. For more information, see Network Tracing in .NET Framework.