Shopping on line can be easy, simple and save you lots of money. It can also take a lot of your time, frustrate you, and result in unwanted purchases. Now the same can be said for regular high street shopping, but with the vast opportunity presented by the Internet it will pay you to spend a few minutes reading this and understanding how to better optimize your Peer To Peer shopping experience:

1. Compare - without doubt the biggest advantage that the Peer To Peer offers shoppers today is the ability to compare thousands of Peer To Peer at a time. This is a great thing, but not necessarily all the time! Too much can be daunting at times so take advantage of the great comparison sites and where possible let them do the hard work for you.

2. Research - if it has been said it will be on the internet. Ignorance is no longer a justifiable reason for buying the wrong thing. Take the time to research in detail everything that you could possible want to know about

3. Testimonials - don't know anybody that has bought a Peer To Peer? Wrong! If the Peer To Peer is good the internet will let you know. Use the Internet as a friend and get testimonials before you buy.

4. Questions - Got a question about Peer To Peer then search the Forums, FAQ's, Blogs etc. Don't be afraid to ask .....

5. Reputation - Never heard of the company selling Peer To Peer? Don't worry, no reason why you should know every company in the world, but you know someone that does! Use the internet to find out what people are saying about Peer To Peer and build up a picture of their reputation for sales, returns, customer service, delivery etc.

6. Returns - still worried that even after all of the above your Peer To Peer wont be what you want? Check out the returns policy. There is so much competition now that someone, somewhere is bound to offer the terms that you are comfortable with.

7. Feedback - happy with your Peer To Peer then let people know, after all you are depending on others people input in your buying decision, so why not give a little back.

8. Security - check for the yellow padlock on the Peer To Peer site before you buy, and the s after http:/ /i.e. https:// = a secure site

9. Contact - got a question about Peer To Peer, or want to leave a comment then check out the sites contact page. Reputable companies have them and respond.

10. Payment - ready to pay for your Peer To Peer, then use your credit card or PayPal! Be aware of companies that don't accept them, there may be genuine reasons but given the huge amount of choice you have when buying online there is no reason at all not to buy via credit card or PayPal.

For other uses of the term see Peer-to-peer (disambiguation) For peer-to-peer networks used for file sharing see File sharing A peer-to-peer (or "P2P") computer network exploits diverse connectivity between participants in a network and the cumulative bandwidth of network participants rather than conventional centralized resources where a relatively low number of Server (computing)s provide the core value to a service or application. Peer-to-peer networks are typically used for connecting Node (telecommunications) via largely wikt:ad hoc connections. Such networks are useful for many purposes. Sharing content files (see file sharing) containing audio, video, data or anything in digital format is very common, and realtime data, such as Voice over IP traffic, is also passed using P2P technology.

A pure peer-to-peer network does not have the notion of Client (Computing) or servers, but only equal peer node (networking)s that simultaneously function as both "clients" and "servers" to the other nodes on the network. This model of network arrangement differs from the client-server model where communication is usually to and from a central server. A typical example for a non peer-to-peer file transfer is an File Transfer Protocol server where the client and server programs are quite distinct, and the clients initiate the download/uploads and the servers react to and satisfy these requests.

The earliest peer-to-peer network in widespread use was the Usenet news server system, in which peers communicated with one another to propagate Usenet news articles over the entire Usenet network. Particularly in the earlier days of Usenet, UUCP was used to extend even beyond the Internet. However, the news server system also acted in a client-server form when individual users accessed a local news server to read and post articles. The same consideration applies to SMTP email in the sense that the core email relaying network of Mail transfer agents is a peer-to-peer network while the periphery of Mail user agents and their direct connections is client server.

Some networks and channels such as Napster, OpenNAP and Internet Relay Chat Depot channel use a client-server structure for some tasks (e.g. searching) and a peer-to-peer structure for others. Networks such as Gnutella or Freenet use a peer-to-peer structure for all purposes, and are sometimes referred to as true peer-to-peer networks, although Gnutella is greatly facilitated by directory servers that inform peers of the network addresses of other peers.

Peer-to-peer architecture embodies one of the key technical concepts of the internet, described in the first internet Request for Comments, RFC 1, "Host Software" dated 7 April 1969. More recently, the concept has achieved recognition in the general public in the context of the absence of central indexing Server (computing)s in architectures used for exchanging multimedia files.

The concept of peer to peer is increasingly evolving to an expanded usage as the relational dynamic active in distributed networks, i.e. not just computer to computer, but human to human. Yochai Benkler has coined the term "commons-based peer production" to denote collaborative projects such as free software. Associated with peer production are the concept of peer governance (referring to the manner in which peer production projects are managed) and peer property (referring to the new type of licenses which recognize individual authorship but not exclusive property rights, such as the GNU General Public License and the Creative Commons License).

Classifications of peer-to-peer networks Peer-to-peer networks can be classified by what they can be used for:

Other classification of peer-to-peer networks is according to their degree of centralization.

In 'pure' peer-to-peer networks:

Some examples of pure peer-to-peer application layer networks designed for file sharing are Gnutella and Freenet.

There also exist countless hybrid peer-to-peer systems:

e.g.

Advantages of peer-to-peer networks An important goal in peer-to-peer networks is that all clients provide resources, including bandwidth, storage space, and computing power. Thus, as nodes arrive and demand on the system increases, the total capacity of the system also increases. This is not true of a client-server architecture with a fixed set of servers, in which adding more clients could mean slower data transfer for all users.

The distributed nature of peer-to-peer networks also increases robustness in case of failures by replicating data over multiple peers, and -- in pure P2P systems -- by enabling peers to find the data without relying on a centralized index server. In the latter case, there is no Reliable system design in the system.

When the term peer-to-peer was used to describe the Napster network, it implied that the peer protocol (computing) was important, but, in reality, the great achievement of Napster was the empowerment of the peers (i.e., the fringes of the network) in association with a central index, which made it fast and efficient to locate available content. The peer protocol was just a common way to achieve this.

While the original Napster network was a P2P network the newest version of Napster has no connection to P2P networking at all. The modern day version of Napster is a subscription based service which allows you to download music files legally.

Unstructured and structured P2P networks The P2P overlay network consists of all the participating peers as network nodes. There are links between any two nodes that know each other: i.e. if a participating peer knows the location of another peer in the P2P network, then there is a directed edge from the former node to the latter in the overlay network. Based on how the nodes in the overlay network are linked to each other, we can classify the P2P networks as unstructured or structured.

An unstructured P2P network is formed when the overlay links are established arbitrarily. Such networks can be easily constructed as a new peer that wants to join the network can copy existing links of another node and then form its own links over time. In an unstructured P2P network, if a peer wants to find a desired piece of data in the network, the query has to be flooded through the network to find as many peers as possible that share the data. The main disadvantage with such networks is that the queries may not always be resolved. Popular content is likely to be available at several peers and any peer searching for it is likely to find the same thing, but if a peer is looking for rare data shared by only a few other peers, then it is highly unlikely that search will be successful. Since there is no correlation between a peer and the content managed by it, there is no guarantee that flooding will find a peer that has the desired data. Flooding also causes a high amount of signalling traffic in the network and hence such networks typically have very poor search efficiency. Most of the popular P2P networks such as Gnutella and FastTrack are unstructured.

Structured P2P network employ a globally consistent protocol to ensure that any node can efficiently route a search to some peer that has the desired file, even if the file is extremely rare. Such a guarantee necessitates a more structured pattern of overlay links. By far the most common type of structured P2P network is the distributed hash table (DHT), in which a variant of consistent hashing is used to assign ownership of each file to a particular peer, in a way analogous to a traditional hash table's assignment of each key to a particular array slot. Some well known DHTs are Chord project, Pastry (DHT), Tapestry (DHT), Content Addressable Network, and Tulip Overlay. Not a DHT-approach but a structured P2P network is HyperCuP.

Legal controversy Peer-to-peer technologies are rarely considered in and of themselves to be illegal.

However a frequent use of many peer-to-peer technologies is file sharing of copyright materials and this is very typically illegal (see File sharing and the law), unless a license exists that permits this (such as GPL or GFDL or a commercial license), or for materials that have entered the public domain.

Other uses of peer-to-peer such as telephony are not typically nearly so controversial, although provision of telephony is restricted in some legal jurisdictions around the world.

Public perception According to a poll, 75% of young voters in Sweden (18-20) support filesharing, even if it is illegal when presented to the statement:

38% said they "adamantly agreed" while 39% said they "partly agreed".

Computer science perspective Technically, a completely pure peer-to-peer application must implement only peering protocols that do not recognize the concepts of "server" and "client". Such pure peer applications and networks are rare. Most networks and applications described as peer-to-peer actually contain or rely on some non-peer elements, such as Domain Name System. Also, real world applications often use multiple protocols and act as client, server, and peer simultaneously, or over time. Completely decentralized networks of peers have been in use for many years: two examples are Usenet (1979) and FidoNet (1984).

Many P2P systems use stronger peers (super-peers, super-nodes) as servers and client-peers are connected in a star-like fashion to a single super-peer.

Sun added classes to the Java technology to speed the development of peer-to-peer applications quickly in the late 1990s so that developers could build decentralized real time chat applets and applications before Instant Messaging networks were popular. This effort is now being continued with the JXTA project.

Peer-to-peer systems and applications have attracted a great deal of attention from computer science research; some prominent research projects include the Chord project, the PAST storage utility, the P-Grid, a self-organized and emerging overlay network and the CoopNet content distribution system (see below for external links related to these projects).

Application of P2P Network outside Computer Science











Attacks on peer-to-peer networks Many peer-to-peer networks are under constant attack by people with a variety of motives.

Examples include:

Most attacks can be defeated or controlled by careful design of the peer-to-peer network and through the use of encryption. P2P network defense is in fact closely related to the "Byzantine fault tolerance#The dilemma". However, almost any network will fail when the majority of the peers are trying to damage it, and many protocols may be rendered impotent by far fewer numbers.

Security Anonymity Some peer-to-peer protocols (such as Freenet) attempt to hide the identity of network users by passing all traffic through intermediate nodes.

Encryption Some peer-to-peer networks encrypt the traffic flows between peers.

This may help to:

Networks, protocols and applications Applications of peer-to-peer networks

Networks and protocols {| class="wikitable"|-! Network or Protocol! Use! Applications|-| Ares Galaxy|| [File sharing || Ares Galaxy, [Warez P2P, [http://www.filecroc.com Filecroc |-| BitTorrent/Software distribution/Media distribution || [ABC (Yet Another BitTorrent Client), [AllPeers, [Azureus, [BitComet, [BitLord, [BitSpirit, [BitTornado, [BitTorrent, [Burst!, [Deluge_(BitTorrent_client) [FlashGet, [G3 Torrent, [Halite Client, [KTorrent, [Limewire, [MLDonkey, [Opera (Internet suite), [QTorrent, [rtorrent, [Shareaza, [Transmission (BitTorrent), [Tribler, [µTorrent,[Thunder |-| Buzm|| Shared HTML wiki || a peer-to-peer wiki platform |-| CSpace, text chat, remote desktop || a peer-to-peer based communications system |-| Direct connect file-sharing application|| [File sharing || [DC++, [NeoModus Direct Connect, [DC++#BCDC++, [DC++#ApexDC++, [DC++#StrongDC++ |-| Domain name system|| [Internet information retrieval || See [Comparison of DNS server software |-| eDonkey network|| [File sharing || [aMule, [eDonkey2000 (discontinued), [eMule, [eMule Plus, [Hydranode, [Jubster, [lMule, [Lphant, [MLDonkey, [Morpheus (computer program), [Pruna, [Shareaza, [xMule, [iMesh |-| FastTrack || [giFT, [Grokster, [iMesh (and its variants stripped of [adware including [iMesh Light), [Kazaa (and its variants stripped of adware such as [Kazaa Lite), [KCeasy, [Mammoth, [MLDonkey, [Poisoned |-| Freenet || [Entropy (network) (on its own network), Freenet |-| GNUnet, chat || GNUnet, (GNUnet-gtk) |-| Gnutella || [Acquisition (software), [BearShare, [Cabos, [Gnucleus, [Grokster, [iMesh, [gtk-gnutella, [Kiwi Alpha, [LimeWire, [FrostWire, [MLDonkey, [Morpheus (computer program), [Poisoned, [Swapper, [Shareaza, [XoloX |-| Gnutella2 || [Adagio (software), [Caribou (computer program), [Gnucleus, [iMesh, [Kiwi Alpha, [MLDonkey, [Morpheus (computer program), [Shareaza, [TrustyFiles |-| Kad Network || [aMule, [eMule, [MLDonkey |-| JXTA|| Peer applications || http://www.wiredreach.org WiredReach Platform, [Collanos ([collaborative software) |-| Krawler|| Social network || Krawler Networks |-| MANOLITO/MP2P || [Blubster, [Piolet |-| MFPnet|| [File sharing || [Amicima (no longer available) |-| Napster || [Napigator, [OpenNap, [WinMX |-| NeoEdge, peer applications || [MostFun Game Player, [NeoARM game delivery |-| P2PTV || [TVUPlayer, [Joost, [CoolStreaming, [Cybersky-TV, [TVants, [PPLive, [Kontiki |-| Peercasting|| Multicasting streams || [PeerCast, [IceShare, [FreeCast, [PeerStream, [Rawflow |-| Retroshare Instant Messenger|| || [Retroshare Instant Messenger |-| Tranche (software)|| || |-| Usenet|| Distributed discussion || [expressLoad. See [list of news clients |-| Windows Peer-to-Peer|| || Advanced Networking Pack for Windows XP,[Windows XP SP2, [Windows Vista (This is a Windows component that provides a 'meta' peer-to-peer network that applications can piggyback) |-| WPNP || [WinMX |}



An earlier generation of peer-to-peer systems were called "metacomputing" or were classed as "middleware". These include: Legion (software), Globus

Multi-network applications {| class="wikitable"|-! Applications! Network or Protocol! Operating systems! License|-| AMIGIFT, [Ares, OpenFT, Gnutella, BitTorrent| [GPL / PD| [eDonkey network, Kad network| [GNU General Public License|-| eMule| GPL|-| [FileScope, [Gnutella2, OpenNAP| eDonkey network, [FastTrack, Gnutella]| Gnutella, Gnutella2| Windows| GPL|-| iMesh, Gnutella, Gnutella2| Windows||-| [KCeasy| Windows| GPL|-| [Kiwi Alpha| BitTorrent, [Direct Connect (file sharing), eDonkey network, FastTrack, Gnutella, Gnutella2, Kad Network, OpenNap, SoulSeek, HTTP/File Transfer Protocol| Cross-platform| GPL|-| Morpheus (computer program)| NEO Network, Gnutella, Gnutella2, BitTorrent]| Key network, MUTE network]| BitTorrent, eDonkey, Gnutella, Gnutella2| Windows| GPL|-| [Vagaa| Gnutella, ZEPP| Windows|-|}

History

See also

Notes

References























External links

For other uses of the term see Peer-to-peer (disambiguation) For peer-to-peer networks used for file sharing see File sharing A peer-to-peer (or "P2P") computer network exploits diverse connectivity between participants in a network and the cumulative bandwidth of network participants rather than conventional centralized resources where a relatively low number of Server (computing)s provide the core value to a service or application. Peer-to-peer networks are typically used for connecting Node (telecommunications) via largely wikt:ad hoc connections. Such networks are useful for many purposes. Sharing content files (see file sharing) containing audio, video, data or anything in digital format is very common, and realtime data, such as Voice over IP traffic, is also passed using P2P technology.

A pure peer-to-peer network does not have the notion of Client (Computing) or servers, but only equal peer node (networking)s that simultaneously function as both "clients" and "servers" to the other nodes on the network. This model of network arrangement differs from the client-server model where communication is usually to and from a central server. A typical example for a non peer-to-peer file transfer is an File Transfer Protocol server where the client and server programs are quite distinct, and the clients initiate the download/uploads and the servers react to and satisfy these requests.

The earliest peer-to-peer network in widespread use was the Usenet news server system, in which peers communicated with one another to propagate Usenet news articles over the entire Usenet network. Particularly in the earlier days of Usenet, UUCP was used to extend even beyond the Internet. However, the news server system also acted in a client-server form when individual users accessed a local news server to read and post articles. The same consideration applies to SMTP email in the sense that the core email relaying network of Mail transfer agents is a peer-to-peer network while the periphery of Mail user agents and their direct connections is client server.

Some networks and channels such as Napster, OpenNAP and Internet Relay Chat Depot channel use a client-server structure for some tasks (e.g. searching) and a peer-to-peer structure for others. Networks such as Gnutella or Freenet use a peer-to-peer structure for all purposes, and are sometimes referred to as true peer-to-peer networks, although Gnutella is greatly facilitated by directory servers that inform peers of the network addresses of other peers.

Peer-to-peer architecture embodies one of the key technical concepts of the internet, described in the first internet Request for Comments, RFC 1, "Host Software" dated 7 April 1969. More recently, the concept has achieved recognition in the general public in the context of the absence of central indexing Server (computing)s in architectures used for exchanging multimedia files.

The concept of peer to peer is increasingly evolving to an expanded usage as the relational dynamic active in distributed networks, i.e. not just computer to computer, but human to human. Yochai Benkler has coined the term "commons-based peer production" to denote collaborative projects such as free software. Associated with peer production are the concept of peer governance (referring to the manner in which peer production projects are managed) and peer property (referring to the new type of licenses which recognize individual authorship but not exclusive property rights, such as the GNU General Public License and the Creative Commons License).

Classifications of peer-to-peer networks Peer-to-peer networks can be classified by what they can be used for:

Other classification of peer-to-peer networks is according to their degree of centralization.

In 'pure' peer-to-peer networks:

Some examples of pure peer-to-peer application layer networks designed for file sharing are Gnutella and Freenet.

There also exist countless hybrid peer-to-peer systems:

e.g.

Advantages of peer-to-peer networks An important goal in peer-to-peer networks is that all clients provide resources, including bandwidth, storage space, and computing power. Thus, as nodes arrive and demand on the system increases, the total capacity of the system also increases. This is not true of a client-server architecture with a fixed set of servers, in which adding more clients could mean slower data transfer for all users.

The distributed nature of peer-to-peer networks also increases robustness in case of failures by replicating data over multiple peers, and -- in pure P2P systems -- by enabling peers to find the data without relying on a centralized index server. In the latter case, there is no Reliable system design in the system.

When the term peer-to-peer was used to describe the Napster network, it implied that the peer protocol (computing) was important, but, in reality, the great achievement of Napster was the empowerment of the peers (i.e., the fringes of the network) in association with a central index, which made it fast and efficient to locate available content. The peer protocol was just a common way to achieve this.

While the original Napster network was a P2P network the newest version of Napster has no connection to P2P networking at all. The modern day version of Napster is a subscription based service which allows you to download music files legally.

Unstructured and structured P2P networks The P2P overlay network consists of all the participating peers as network nodes. There are links between any two nodes that know each other: i.e. if a participating peer knows the location of another peer in the P2P network, then there is a directed edge from the former node to the latter in the overlay network. Based on how the nodes in the overlay network are linked to each other, we can classify the P2P networks as unstructured or structured.

An unstructured P2P network is formed when the overlay links are established arbitrarily. Such networks can be easily constructed as a new peer that wants to join the network can copy existing links of another node and then form its own links over time. In an unstructured P2P network, if a peer wants to find a desired piece of data in the network, the query has to be flooded through the network to find as many peers as possible that share the data. The main disadvantage with such networks is that the queries may not always be resolved. Popular content is likely to be available at several peers and any peer searching for it is likely to find the same thing, but if a peer is looking for rare data shared by only a few other peers, then it is highly unlikely that search will be successful. Since there is no correlation between a peer and the content managed by it, there is no guarantee that flooding will find a peer that has the desired data. Flooding also causes a high amount of signalling traffic in the network and hence such networks typically have very poor search efficiency. Most of the popular P2P networks such as Gnutella and FastTrack are unstructured.

Structured P2P network employ a globally consistent protocol to ensure that any node can efficiently route a search to some peer that has the desired file, even if the file is extremely rare. Such a guarantee necessitates a more structured pattern of overlay links. By far the most common type of structured P2P network is the distributed hash table (DHT), in which a variant of consistent hashing is used to assign ownership of each file to a particular peer, in a way analogous to a traditional hash table's assignment of each key to a particular array slot. Some well known DHTs are Chord project, Pastry (DHT), Tapestry (DHT), Content Addressable Network, and Tulip Overlay. Not a DHT-approach but a structured P2P network is HyperCuP.

Legal controversy Peer-to-peer technologies are rarely considered in and of themselves to be illegal.

However a frequent use of many peer-to-peer technologies is file sharing of copyright materials and this is very typically illegal (see File sharing and the law), unless a license exists that permits this (such as GPL or GFDL or a commercial license), or for materials that have entered the public domain.

Other uses of peer-to-peer such as telephony are not typically nearly so controversial, although provision of telephony is restricted in some legal jurisdictions around the world.

Public perception According to a poll, 75% of young voters in Sweden (18-20) support filesharing, even if it is illegal when presented to the statement:

38% said they "adamantly agreed" while 39% said they "partly agreed".

Computer science perspective Technically, a completely pure peer-to-peer application must implement only peering protocols that do not recognize the concepts of "server" and "client". Such pure peer applications and networks are rare. Most networks and applications described as peer-to-peer actually contain or rely on some non-peer elements, such as Domain Name System. Also, real world applications often use multiple protocols and act as client, server, and peer simultaneously, or over time. Completely decentralized networks of peers have been in use for many years: two examples are Usenet (1979) and FidoNet (1984).

Many P2P systems use stronger peers (super-peers, super-nodes) as servers and client-peers are connected in a star-like fashion to a single super-peer.

Sun added classes to the Java technology to speed the development of peer-to-peer applications quickly in the late 1990s so that developers could build decentralized real time chat applets and applications before Instant Messaging networks were popular. This effort is now being continued with the JXTA project.

Peer-to-peer systems and applications have attracted a great deal of attention from computer science research; some prominent research projects include the Chord project, the PAST storage utility, the P-Grid, a self-organized and emerging overlay network and the CoopNet content distribution system (see below for external links related to these projects).

Application of P2P Network outside Computer Science











Attacks on peer-to-peer networks Many peer-to-peer networks are under constant attack by people with a variety of motives.

Examples include:

Most attacks can be defeated or controlled by careful design of the peer-to-peer network and through the use of encryption. P2P network defense is in fact closely related to the "Byzantine fault tolerance#The dilemma". However, almost any network will fail when the majority of the peers are trying to damage it, and many protocols may be rendered impotent by far fewer numbers.

Security Anonymity Some peer-to-peer protocols (such as Freenet) attempt to hide the identity of network users by passing all traffic through intermediate nodes.

Encryption Some peer-to-peer networks encrypt the traffic flows between peers.

This may help to:

Networks, protocols and applications Applications of peer-to-peer networks

Networks and protocols {| class="wikitable"|-! Network or Protocol! Use! Applications|-| Ares Galaxy|| [File sharing || Ares Galaxy, [Warez P2P, [http://www.filecroc.com Filecroc |-| BitTorrent/Software distribution/Media distribution || [ABC (Yet Another BitTorrent Client), [AllPeers, [Azureus, [BitComet, [BitLord, [BitSpirit, [BitTornado, [BitTorrent, [Burst!, [Deluge_(BitTorrent_client) [FlashGet, [G3 Torrent, [Halite Client, [KTorrent, [Limewire, [MLDonkey, [Opera (Internet suite), [QTorrent, [rtorrent, [Shareaza, [Transmission (BitTorrent), [Tribler, [µTorrent,[Thunder |-| Buzm|| Shared HTML wiki || a peer-to-peer wiki platform |-| CSpace, text chat, remote desktop || a peer-to-peer based communications system |-| Direct connect file-sharing application|| [File sharing || [DC++, [NeoModus Direct Connect, [DC++#BCDC++, [DC++#ApexDC++, [DC++#StrongDC++ |-| Domain name system|| [Internet information retrieval || See [Comparison of DNS server software |-| eDonkey network|| [File sharing || [aMule, [eDonkey2000 (discontinued), [eMule, [eMule Plus, [Hydranode, [Jubster, [lMule, [Lphant, [MLDonkey, [Morpheus (computer program), [Pruna, [Shareaza, [xMule, [iMesh |-| FastTrack || [giFT, [Grokster, [iMesh (and its variants stripped of [adware including [iMesh Light), [Kazaa (and its variants stripped of adware such as [Kazaa Lite), [KCeasy, [Mammoth, [MLDonkey, [Poisoned |-| Freenet || [Entropy (network) (on its own network), Freenet |-| GNUnet, chat || GNUnet, (GNUnet-gtk) |-| Gnutella || [Acquisition (software), [BearShare, [Cabos, [Gnucleus, [Grokster, [iMesh, [gtk-gnutella, [Kiwi Alpha, [LimeWire, [FrostWire, [MLDonkey, [Morpheus (computer program), [Poisoned, [Swapper, [Shareaza, [XoloX |-| Gnutella2 || [Adagio (software), [Caribou (computer program), [Gnucleus, [iMesh, [Kiwi Alpha, [MLDonkey, [Morpheus (computer program), [Shareaza, [TrustyFiles |-| Kad Network || [aMule, [eMule, [MLDonkey |-| JXTA|| Peer applications || http://www.wiredreach.org WiredReach Platform, [Collanos ([collaborative software) |-| Krawler|| Social network || Krawler Networks |-| MANOLITO/MP2P || [Blubster, [Piolet |-| MFPnet|| [File sharing || [Amicima (no longer available) |-| Napster || [Napigator, [OpenNap, [WinMX |-| NeoEdge, peer applications || [MostFun Game Player, [NeoARM game delivery |-| P2PTV || [TVUPlayer, [Joost, [CoolStreaming, [Cybersky-TV, [TVants, [PPLive, [Kontiki |-| Peercasting|| Multicasting streams || [PeerCast, [IceShare, [FreeCast, [PeerStream, [Rawflow |-| Retroshare Instant Messenger|| || [Retroshare Instant Messenger |-| Tranche (software)|| || |-| Usenet|| Distributed discussion || [expressLoad. See [list of news clients |-| Windows Peer-to-Peer|| || Advanced Networking Pack for Windows XP,[Windows XP SP2, [Windows Vista (This is a Windows component that provides a 'meta' peer-to-peer network that applications can piggyback) |-| WPNP || [WinMX |}



An earlier generation of peer-to-peer systems were called "metacomputing" or were classed as "middleware". These include: Legion (software), Globus

Multi-network applications {| class="wikitable"|-! Applications! Network or Protocol! Operating systems! License|-| AMIGIFT, [Ares, OpenFT, Gnutella, BitTorrent| [GPL / PD| [eDonkey network, Kad network| [GNU General Public License|-| eMule| GPL|-| [FileScope, [Gnutella2, OpenNAP| eDonkey network, [FastTrack, Gnutella]| Gnutella, Gnutella2| Windows| GPL|-| iMesh, Gnutella, Gnutella2| Windows||-| [KCeasy| Windows| GPL|-| [Kiwi Alpha| BitTorrent, [Direct Connect (file sharing), eDonkey network, FastTrack, Gnutella, Gnutella2, Kad Network, OpenNap, SoulSeek, HTTP/File Transfer Protocol| Cross-platform| GPL|-| Morpheus (computer program)| NEO Network, Gnutella, Gnutella2, BitTorrent]| Key network, MUTE network]| BitTorrent, eDonkey, Gnutella, Gnutella2| Windows| GPL|-| [Vagaa| Gnutella, ZEPP| Windows|-|}

History

See also

Notes

References























External links



peer-to-peer from FOLDOC
peer-to-peer < networking > 1. The kind of communication found in a system using layered protocols. Each software or hardware component can be considered to communicate only with ...

Advanced Peer-to-Peer Networking from FOLDOC
Advanced Peer-to-Peer Networking < networking, product > (APPN) IBM data communications support that routes data in a network between two or more APPC systems that need not be ...

Ralf Steinmetz, Klaus Wehrle (Eds): Peer-to-Peer Systems and ...
Ralf Steinmetz, Klaus Wehrle (Eds): Peer-to-Peer Systems and Applications

Peer-to-Peer Systems and Applications
Peer-to-Peer Systems and Applications LNCS 3485, 658 pages, ISBN 3-540-29192-X, Springer, Sept. 2005 "Currently, a new and highly interesting paradigm for communication on the ...

PharmaPoint. Peer to peer solutions for the pharmaceutical and ...
PharmaPoint provides peer-to-peer solutions for the pharmaceutical and biotechnology industries in the UK. ...

PEER - People Encouraging Enterprise in Rossendale
PEER Group :: People Encouraging Enterprise in Rossendale. Welcome to PEER Support website People Encouraging Enterprise in Rossendale, PEER, was the first project of its ...

Peer Pigeon: REST Services for Resource Submission and Distribution to ...
Welcome to the PeerPigeon Website. PeerPigeon was a JISC sponsered project that ran within the Learning Societies Lab from March to September, 2007.

Fife Peer Learning Project- Home
Fife Peer Learning Project, designed to improve the educational provision in primary schools across a whole local government council through peer learning in reading and ...

Peer-to-peer - Wikipedia, the free encyclopedia
A peer to peer (or "P2P") computer network uses diverse connectivity between participants in a network and the cumulative bandwidth of network participants rather than conventional ...

When Open Hypermedia Meets Peer-to-Peer Computing - ECS EPrints ...
We describe the extension to our previous work on a Web-based peer-to-peer open hypermedia system, the DDLS. We enrich the peer model by introducing query history, and propose ...

 

Peer To Peer



 
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