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#+title: client
In computing, a client is a piece of computer hardware or software that accesses a service made available by a [[id:f2b1d5af-1a7d-47a5-95c8-4a85d558419e][server]] as part of the clientserver model of computer [[id:c9461f7b-7368-4b88-b90b-2d785fda2159][networks]]. The server is often (but not always) on another computer system, in which case the client accesses the service by way of a network.
A client is a computer or a program that, as part of its operation, relies on sending a request to another program or a computer hardware or software that accesses a service made available by a server (which may or may not be located on another computer). For example, web browsers are clients that connect to web servers and retrieve web pages for display. Email clients retrieve email from mail servers. Online chat uses a variety of clients, which vary on the [[id:29c8ec85-9de8-4ace-8c52-13a086341861][chat]] [[id:bd5b34ba-aa98-4808-b97b-2376aa7b8866][protocol]] being used. Multiplayer video games or online video games may run as a client on each computer. The term "client" may also be applied to computers or devices that run the client software or users that use the client software.
A client is part of a clientserver model, which is still used today. Clients and servers may be computer programs run on the same machine and connect via inter-process communication techniques. Combined with Internet sockets, programs may connect to a service operating on a possibly remote system through the [[id:f055acfb-05dd-4228-a92a-356240b8c975][Internet protocol suite]]. Servers wait for potential clients to initiate connections that they may accept.
The term was first applied to devices that were not capable of running their own stand-alone programs, but could interact with remote computers via a network. These computer terminals were clients of the time-sharing mainframe computer.