title: Verifying sent packets on real time network using SFML
body: <p>I am building a networkable program that transfers graphical changes on a 2D screen with SFML UDP libraries.</p>
  
  <p>I want to run close to all of the processing on the host server, and only send the graphic updates and command return values to the client.</p>
  
  <p>I want to make a verify condition before the data is sent to the screens on both sides of the connection. I was thinking about sending a single byte as either 0 or 1 to represent successful reception of the data and to synchronize. </p>
  
  <p>(see diagram) </p>
  
  <pre class="lang-none prettyprint-override"><code>    Server-------( updates )-----&gt;Client  
         |                             |  
    ( wait for )&lt;---( 1 or 0 )-----Send Byte  
         |                             |  
      ( if 1 )                ( if byte received )  
         |                             |  
      Screen                        Screen  
  </code></pre>
  
  <p>It seems logical to ping back and forth to make sure the data was verified on both ends before updating the screen and then subsequently running another iteration of the same thing (indefinitely of course).</p>
  
  <p>My question is, using SFML, is there a point in sending the 1/0, or will it verify on its own, ie. with a return value when the data is sent?   </p>
  
  <p>Also, is it slower to send that one byte over the network rather than doing something else, like trying to sync against time? Is there perhaps a better way to do this with FPS?  </p>
  
  <p>Answers in terms of SFML will probably be best.</p>