/// <summary>
        /// Callback function for sender ready event
        /// </summary>
        /// <param name="ar"></param>
        private static void SendCallback(IAsyncResult ar)
        {
            // Retrieve the communication object from the state object.
            UDPCommunicator communicator = (UDPCommunicator)ar.AsyncState;

            try
            {
                // Retrieve socket
                Socket client = communicator.m_client;

                // Complete sending the data to the remote device.
                int bytes_sent = client.EndSend(ar);

                Interlocked.Add(ref communicator.m_downstream_bytes, bytes_sent);

                // Signal that all bytes have been sent.
                communicator.m_sender_lock.Release();

                // signal communication manager about the freed buffer
                communicator.m_communication_manager.GenerateEvent();
            }
            catch
            {
                // TODO: Error handling
            }
        }
        /// <summary>
        /// Callback function for data received event
        /// </summary>
        /// <param name="ar"></param>
        private static void ReceiveCallback(IAsyncResult ar)
        {
            // Retrieve the communication object from the state object.
            UDPCommunicator communicator = (UDPCommunicator)ar.AsyncState;

            try
            {
                // Retrieve socket
                Socket client = communicator.m_client;

                // Read data from the remote device.
                int bytes_read = client.EndReceive(ar);

                if (bytes_read > 0)
                {
                    communicator.m_received_data_length = bytes_read;
                    communicator.m_thread_event.Set();
                }
                else
                {
                }
            }
            catch
            {
                // TODO: Error handling
            }
        }