Thursday, October 11, 2007

Error-free data transfer

Sequence numbers and acknowledgments cover discarding duplicate packets, retransmission of lost packets, and ordered-data transfer. To assure correctness a checksum field is included (see TCP segment structure for details on checksumming).
The TCP checksum is a quite weak check by modern standards. Data Link Layers with a high probability of bit error rates may require additional link error correction/detection capabilities. If TCP were to be redesigned today, it would most probably have a 32-bit cyclic redundancy check specified as an error check instead of the current checksum. The weak checksum is partially compensated for by the common use of a CRC or better integrity check at layer 2, below both TCP and IP, such as is used in PPP or the Ethernet frame. However, this does not mean that the 16-bit TCP checksum is redundant: remarkably, surveys of Internet traffic have shown that software and hardware errors that introduce errors in packets between CRC-protected hops are common, and that the end-to-end 16-bit TCP checksum catches most of these simple errors. This is the end-to-end principle at work.
Congestion control
The final part to TCP is congestion control. TCP uses a number of mechanisms to achieve high performance and avoid 'congestion collapse', where network performance can fall by several orders of magnitude. These mechanisms control the rate of data entering the network, keeping the data flow below a rate that would trigger collapse.
Acknowledgments for data sent, or lack of acknowledgments, are used by senders to implicitly interpret network conditions between the TCP sender and receiver. Coupled with timers, TCP senders and receivers can alter the behavior of the flow of data. This is more generally referred to as flow control, congestion control and/or network congestion avoidance.
Modern implementations of TCP contain four intertwined algorithms: Slow-start, congestion avoidance, fast retransmit, and fast recovery (RFC2581).
Enhancing TCP to reliably handle loss, minimize errors, manage congestion and go fast in very high-speed environments are ongoing areas of research and standards development.
TCP window size
TCP sequence numbers and windows behave very much like a clock. The window, whose width (in bytes) is defined by the receiving host, shifts each time it receives and acks a segment of data. Once it runs out of sequence numbers, it loops back to 0.
The TCP receive window size is the amount of received data (in bytes) that can be buffered during a connection. The sending host can send only up to that amount of data before it must wait for an acknowledgment and window update from the receiving host. When a receiver advertises the window size of 0, the sender stops sending data and starts the persist timer. The persist timer is used to protect TCP from the dead lock situation. The dead lock situation could be when the new window size update from the receiver is lost and the receiver has no more data to send while the sender is waiting for the new window size update. When the persist timer expires the TCP sender sends a small packet so that the receivers ACKs the packet with the new window size and TCP can recover from such situations.
Window scaling
For more efficient use of high bandwidth networks, a larger TCP window size may be used. The TCP window size field controls the flow of data and is limited to between 2 and 65,535 bytes.
Since the size field cannot be expanded, a scaling factor is used. The TCP window scale option, as defined in RFC 1323, is an option used to increase the maximum window size from 65,535 bytes to 1 Gigabyte. Scaling up to larger window sizes is a part of what is necessary for TCP Tuning.
The window scale option is used only during the TCP 3-way handshake. The window scale value represents the number of bits to left-shift the 16-bit window size field. The window scale value can be set from 0 (no shift) to 14.
Many routers and packet firewalls rewrite the window scaling factor during a transmission. This causes sending and receiving sides to assume different TCP window sizes. The result is non-stable traffic that is very slow. The problem is visible on some sending and receiving sites which are behind the path of broken routers.
For more information on problems that may be caused, especially with Linux and Vista systems, please see main topic TCP window scale option.
Connection termination
The connection termination phase uses, at most, a four-way handshake, with each side of the connection terminating independently. When an endpoint wishes to stop its half of the connection, it transmits a FIN packet, which the other end acknowledges with an ACK. Therefore, a typical tear down requires a pair of FIN and ACK segments from each TCP endpoint.
A connection can be "half-open", in which case one side has terminated its end, but the other has not. The side that has terminated can no longer send any data into the connection, but the other side can.
It is also possible to terminate the connection by a 3-way handshake, when host A sends a FIN and host B replies with a FIN & ACK (merely combines 2 steps into one) and host A replies with an ACK. This is perhaps the most common method.
It is possible for both hosts to send FINs simultaneously then both just have to ACK. This could possibly be considered a 2-way handshake since the FIN/ACK sequence is done in parallel for both directions.
Some host TCP stacks may implement a "half-duplex" close sequence, as Linux or HP-UX do. If such a host actively closes a connection but still has not read all the incoming data the stack already received from the link, this host will send a RST instead of a FIN (Section 4.2.2.13 in RFC 1122). This allows a TCP application to be sure that the remote application has read all the data the former sent - waiting the FIN from the remote side when it will actively close the connection. Unfortunatelly, the remote TCP stack cannot distinguish between a Connection Aborting RST and this Data Loss RST - both will make the remote stack to throw away all the data it received, but the application still didn't read.
Some application protocols may violate the OSI model layers, using the TCP open/close handshaking for the application protocol open/close handshaking - these may find the RST problem on active close. As an example:s = connect(remote);send(s, data);close(s);
For a usual program flow like above, a TCP/IP stack like that described above does not guarantee that all the data will arrive to the other application unless the programmer is sure that the remote side will not send anything.
TCP ports
TCP uses the notion of port numbers to identify sending and receiving application end-points on a host, or Internet sockets. Each side of a TCP connection has an associated 16-bit unsigned port number (1-65535) reserved by the sending or receiving application. Arriving TCP data packets are identified as belonging to a specific TCP connection by its sockets, that is, the combination of source host address, source port, destination host address, and destination port. This means that a server computer can provide several clients with several services simultaneously, as long as a client takes care of initiating any simultaneous connections to one destination port from different source ports.
Port numbers are categorized into three basic categories: well-known, registered, and dynamic/private. The well-known ports are assigned by the Internet Assigned Numbers Authority (IANA) and are typically used by system-level or root processes. Well-known applications running as servers and passively listening for connections typically use these ports. Some examples include: FTP (21), ssh (22), TELNET (23), SMTP (25) and HTTP (80). Registered ports are typically used by end user applications as ephemeral source ports when contacting servers, but they can also identify named services that have been registered by a third party. Dynamic/private ports can also be used by end user applications, but are less commonly so. Dynamic/private ports do not contain any meaning outside of any particular TCP connection.
Development of TCP
TCP is a complex and evolving protocol. However, while significant enhancements have been made and proposed over the years, its most basic operation has not changed significantly since its first specification RFC 675 in 1974, and the v4 specification RFC 793, published in September 1981.[1] RFC 1122, Host Requirements for Internet Hosts, clarified a number of TCP protocol implementation requirements. RFC 2581, TCP Congestion Control, one of the most important TCP related RFCs in recent years, describes updated algorithms to be used in order to avoid undue congestion. In 2001, RFC 3168 was written to describe explicit congestion notification (ECN), a congestion avoidance signalling mechanism. Common applications that use TCP include HTTP (World Wide Web), SMTP (e-mail) and FTP (file transfer).
The original TCP congestion control was called TCP Tahoe, several alternative congestion control algorithms have been proposed:
BIC TCP by Lisong Xu, Khaled Harfoush, and Injong Rhee at North Carolina State University
Compound TCP by K. Tan, J. Song, Q. Zhang, and M. Sridharan at Microsoft Research
CUBIC by Injong Rhee, and Lisong Xu
Fast TCP by Cheng Jin, David X. Wei and Steven H. Low. at Caltech.
H-TCP by D. Leithi, and R. Shorten at Hamilton Institute
High Speed TCP proposed by S. Floyd in RFC 3649
HSTCP-LP by A. Kuzmanovic, E. W. Knightly, and R. Les Cottrell
NewReno, proposed by S. Floyd, T. Henderson and A. Gurtov in RFC 3782
Scalable TCP by Tom Kelly
TCP Hybla by Carlo Caini and Rosario Firrincieli at University of Bologna
TCP-Illinois by Shao Liu, Tamer Basar and R. Srikant
TCP-LP by Aleksandar Kuzmanovic
TCP Reno by BSD 4.3BSD
TCP SACK
TCP Vegas by Lawrence S. Brakmo and Larry L. Peterson at University of Arizona
TCP Veno by C. P. Fu, S. C. Liew
TCP Westwood by Saverio Mascolo, Claudio Casetti, Mario Gerla, M. Y. Sanadidi, and Ren Wang
TCP Westwood+ by A. Dell’Aera, L. A. Grieco, S. Mascolo
XCP by Aaron Falk, Dina Katabi
YeAH-TCP by Andrea Baiocchi, Angelo P. Castellani and Francesco Vacirca.
Ensemble Flow Congestion Management (EFCM), Fuzzy Explicit Window Adaptation (FEWA), Enhanced TCP (ETCP)[2]
An extension mechanism TCP Interactive (iTCP) allows applications to subscribe to TCP events and respond accordingly enabling various functional extensions to TCP including application assisted congestion control.
TCP over wireless
TCP has been optimized for wired networks. Any packet loss is considered to be the result of congestion and the window size is reduced dramatically as a precaution. However, wireless links are known to experience sporadic and usually temporary losses due to fading, shadowing, hand off, etc. that cannot be considered congestion. Erroneous back-off of the window size due to wireless packet loss is followed by a congestion avoidance phase with a conservative decrease in window size which causes the radio link to be underutilized. Extensive research has been done on this subject on how to combat these harmful effects. Suggested solutions can be categorized as end-to-end solutions (which require modifications at the client and/or server), link layer solutions (such as RLP in CDMA2000), or proxy based solutions (which require some changes in the network without modifying end nodes).

Transmission Control Protocol

The Transmission Control Protocol (TCP) is one of the core protocols of the Internet protocol suite. TCP provides reliable, in-order delivery of a stream of bytes, making it suitable for applications like file transfer and e-mail. It is so important in the Internet protocol suite that sometimes the entire suite is referred to as "the TCP/IP protocol suite."
Reason for TCP
The Internet Protocol (IP) works by exchanging groups of information called packets. Packets are short sequences of bytes that contain a header and a body. The header describes the destination that the packet needs to arrive at, and the routers on the internet pass the packets along in generally the right direction until it arrives at the final destination; the body contains application data.
The IP protocol can in cases of congestion, discard packets, and for efficiency reasons two consecutive packets on the internet can take different routes to the destination, and in that case, the packets can arrive at the destination in the wrong order.
The TCP protocol's software libraries uses the IP protocol and provides to applications simpler interfaces, hides most of the underlying packet structure from applications, rearrange out-of-order packets, acts to minimize network congestion, and retransmits any packets that may have been discarded.
Thus TCP very significantly simplifies the task of writing many applications.
Applicability of TCP
TCP is used extensively by many of the Internet's most popular application protocols and resulting applications, including the World Wide Web, E-mail, File Transfer Protocol, Secure Shell, and some streaming media applications.
However, because TCP is optimized for accurate delivery rather than timely delivery, TCP sometimes incurs long delays while waiting for out-of-order messages or retransmissions of lost messages, and it is not particularly suitable for real-time applications such as Voice over IP. For such applications, protocols like the Real-time Transport Protocol (RTP) running over the User Datagram Protocol (UDP) are usually recommended instead[1].
Using TCP
Using TCP, applications on networked hosts can create connections to one another, over which they can exchange streams of data using Stream Sockets. TCP also distinguishes data for multiple connections by concurrent applications (e.g., Web server and e-mail server) running on the same host.
In the Internet protocol suite, TCP is the intermediate layer between the Internet Protocol (IP) below it, and an application above it. Applications often need reliable pipe-like connections to each other, whereas the Internet Protocol does not provide such streams, but rather only best effort delivery (i.e., unreliable packets). TCP does the task of the transport layer in the simplified OSI model of computer networks. The other main transport-level Internet protocols are UDP and SCTP.
Applications send streams of octets (8-bit bytes) to TCP for delivery through the network, and TCP divides the byte stream into appropriately sized segments (usually delineated by the maximum transmission unit (MTU) size of the data link layer of the network to which the computer is attached). TCP then passes the resulting packets to the Internet Protocol, for delivery through a network to the TCP module of the entity at the other end. TCP checks to make sure that no packets are lost by giving each packet a sequence number, which is also used to make sure that the data is delivered to the entity at the other end in the correct order. The TCP module at the far end sends back an acknowledgment for packets which have been successfully received; a timer at the sending TCP will cause a timeout if an acknowledgment is not received within a reasonable round-trip time (or RTT), and the (presumably) lost data will then be re-transmitted. The TCP checks that no bytes are corrupted by using a checksum; one is computed at the sender for each block of data before it is sent, and checked at the receiver.
Protocol operation
Unlike TCP's traditional counterpart, User Datagram Protocol, which can immediately start sending packets, TCP provides connections that need to be established before sending data. TCP connections have three phases. :
connection establishment,
data transfer,
connection termination,
Before describing these three phases, a note about the various states of a connection end-point or Internet socket:
LISTEN
SYN-SENT
SYN-RECEIVED
ESTABLISHED
FIN-WAIT-1
FIN-WAIT-2
CLOSE-WAIT
CLOSING
LAST-ACK
TIME-WAIT
CLOSED
LISTEN
represents waiting for a connection request from any remote TCP and port. (usually set by TCP servers)
SYN-SENT
represents waiting for the remote TCP to send back a TCP packet with the SYN and ACK flags set. (usually set by TCP clients)
SYN-RECEIVED
represents waiting for the remote TCP to send back an acknowledgment after having sent back a connection acknowledgment to the remote TCP. (usually set by TCP servers)
ESTABLISHED
represents that the port is ready to receive/send data from/to the remote TCP. (set by TCP clients and servers)
TIME-WAIT
represents waiting for enough time to pass to be sure the remote TCP received the acknowledgment of its connection termination request. According to RFC 793 a connection can stay in TIME-WAIT for a maximum of four minutes.
Connection establishment
To establish a connection, TCP uses a three-way handshake. Before a client attempts to connect with a server, the server must first bind to a port to open it up for connections: this is called a passive open. Once the passive open is established, a client may initiate an active open. To establish a connection, the three-way (or 3-step) handshake occurs:
The active open is performed by the client sending a SYN to the server.
In response, the server replies with a SYN-ACK.
Finally the client sends an ACK back to the server.
At this point, both the client and server have received an acknowledgment of the connection.
Example:
The initiating host (client) sends a synchronization (SYN flag set) packet to initiate a connection. Any SYN packet holds a Sequence Number. The Sequence Number is a 32-bit field in TCP segment header. Let the Sequence Number value for this session be x.
The other host receives the packet, records the Sequence Number x from the client, and replies with an acknowledgment and synchronization (SYN-ACK). The Acknowledgment is a 32-bit field in TCP segment header. It contains the next sequence number that this host is expecting to receive (x + 1). The host also initiates a return session. This includes a TCP segment with its own initial Sequence Number of value y.
The initiating host responds with the next Sequence Number (x + 1) and a simple Acknowledgment Number value of y + 1, which is the Sequence Number value of the other host + 1.
Vulnerability to Denial of Service: By using a spoofed IP address and repeatedly sending SYN packets attackers can cause the server to consume large amounts of resources keeping track of the bogus connections. Proposed solutions to this problem include SYN cookies and Cryptographic puzzles
Data transfer
There are a few key features that set TCP apart from User Datagram Protocol:
Ordered data transfer
Retransmission of lost packets
Discarding duplicate packets
Error-free data transfer
Congestion/Flow control
Ordered data transfer, retransmission of lost packets and discarding duplicate packets
In the first two steps of the 3-way handshaking, both computers exchange an initial sequence number (ISN). This number can be arbitrary. This sequence number identifies the order of the bytes sent from each computer so that the data transferred is in order regardless of any fragmentation or disordering that occurs during transmission. For every byte transmitted the sequence number must be incremented.
Conceptually, each byte sent is assigned a sequence number and the receiver then sends an acknowledgment back to the sender that effectively states that they received it. What is done in practice is only the first data byte is assigned a sequence number which is inserted in the sequence number field and the receiver sends an acknowledgment value of the next byte they expect to receive.
For example, if computer A sends 4 bytes with a sequence number of 100 (conceptually, the four bytes would have a sequence number of 100, 101, 102, & 103 assigned) then the receiver would send back an acknowledgment of 104 since that is the next byte it expects to receive in the next packet. By sending an acknowledgment of 104, the receiver is signaling that it received bytes 100, 101, 102, & 103 correctly. If, by some chance, the last two bytes were corrupted then an acknowledgment value of 102 would be sent since 100 & 101 were received successfully.
However, a problem can occasionally arise when packets are lost. For example, 10,000 bytes are sent in 10 different TCP packets, and the first packet is lost during transmission. The sender would then have to resend all 10,000 bytes; the recipient cannot say that it received bytes 1,000 to 9,999 but only that it failed to receive the first packet, containing bytes 0 to 999. In order to solve this problem, an option of selective acknowledgment (SACK) has been added. This option allows the receiver to acknowledge isolated blocks of packets that were received correctly, rather than the sequence number of the last packet received successively, as in the basic TCP acknowledgment. Each block is conveyed by the starting and ending sequence numbers. In the example above, the receiver would send SACK with sequence numbers 1,000 and 10,000. The sender will thus retransmit only the first packet.
The SACK option is not mandatory and it is used only if both parties support it. This is negotiated when connection is established. SACK uses the optional part of the TCP header. See #TCP segment structure. The use of SACK is widespread - all popular TCP stacks support it. Selective acknowledgment is also used in SCTP.

Transmission Control Protocol

The Transmission Control Protocol (TCP) is one of the core protocols of the Internet protocol suite. TCP provides reliable, in-order delivery of a stream of bytes, making it suitable for applications like file transfer and e-mail. It is so important in the Internet protocol suite that sometimes the entire suite is referred to as "the TCP/IP protocol suite."
Reason for TCP
The Internet Protocol (IP) works by exchanging groups of information called packets. Packets are short sequences of bytes that contain a header and a body. The header describes the destination that the packet needs to arrive at, and the routers on the internet pass the packets along in generally the right direction until it arrives at the final destination; the body contains application data.
The IP protocol can in cases of congestion, discard packets, and for efficiency reasons two consecutive packets on the internet can take different routes to the destination, and in that case, the packets can arrive at the destination in the wrong order.
The TCP protocol's software libraries uses the IP protocol and provides to applications simpler interfaces, hides most of the underlying packet structure from applications, rearrange out-of-order packets, acts to minimize network congestion, and retransmits any packets that may have been discarded.
Thus TCP very significantly simplifies the task of writing many applications.
Applicability of TCP
TCP is used extensively by many of the Internet's most popular application protocols and resulting applications, including the World Wide Web, E-mail, File Transfer Protocol, Secure Shell, and some streaming media applications.
However, because TCP is optimized for accurate delivery rather than timely delivery, TCP sometimes incurs long delays while waiting for out-of-order messages or retransmissions of lost messages, and it is not particularly suitable for real-time applications such as Voice over IP. For such applications, protocols like the Real-time Transport Protocol (RTP) running over the User Datagram Protocol (UDP) are usually recommended instead[1].
Using TCP
Using TCP, applications on networked hosts can create connections to one another, over which they can exchange streams of data using Stream Sockets. TCP also distinguishes data for multiple connections by concurrent applications (e.g., Web server and e-mail server) running on the same host.
In the Internet protocol suite, TCP is the intermediate layer between the Internet Protocol (IP) below it, and an application above it. Applications often need reliable pipe-like connections to each other, whereas the Internet Protocol does not provide such streams, but rather only best effort delivery (i.e., unreliable packets). TCP does the task of the transport layer in the simplified OSI model of computer networks. The other main transport-level Internet protocols are UDP and SCTP.
Applications send streams of octets (8-bit bytes) to TCP for delivery through the network, and TCP divides the byte stream into appropriately sized segments (usually delineated by the maximum transmission unit (MTU) size of the data link layer of the network to which the computer is attached). TCP then passes the resulting packets to the Internet Protocol, for delivery through a network to the TCP module of the entity at the other end. TCP checks to make sure that no packets are lost by giving each packet a sequence number, which is also used to make sure that the data is delivered to the entity at the other end in the correct order. The TCP module at the far end sends back an acknowledgment for packets which have been successfully received; a timer at the sending TCP will cause a timeout if an acknowledgment is not received within a reasonable round-trip time (or RTT), and the (presumably) lost data will then be re-transmitted. The TCP checks that no bytes are corrupted by using a checksum; one is computed at the sender for each block of data before it is sent, and checked at the receiver.
Protocol operation
Unlike TCP's traditional counterpart, User Datagram Protocol, which can immediately start sending packets, TCP provides connections that need to be established before sending data. TCP connections have three phases. :
connection establishment,
data transfer,
connection termination,
Before describing these three phases, a note about the various states of a connection end-point or Internet socket:
LISTEN
SYN-SENT
SYN-RECEIVED
ESTABLISHED
FIN-WAIT-1
FIN-WAIT-2
CLOSE-WAIT
CLOSING
LAST-ACK
TIME-WAIT
CLOSED
LISTEN
represents waiting for a connection request from any remote TCP and port. (usually set by TCP servers)
SYN-SENT
represents waiting for the remote TCP to send back a TCP packet with the SYN and ACK flags set. (usually set by TCP clients)
SYN-RECEIVED
represents waiting for the remote TCP to send back an acknowledgment after having sent back a connection acknowledgment to the remote TCP. (usually set by TCP servers)
ESTABLISHED
represents that the port is ready to receive/send data from/to the remote TCP. (set by TCP clients and servers)
TIME-WAIT
represents waiting for enough time to pass to be sure the remote TCP received the acknowledgment of its connection termination request. According to RFC 793 a connection can stay in TIME-WAIT for a maximum of four minutes.
Connection establishment
To establish a connection, TCP uses a three-way handshake. Before a client attempts to connect with a server, the server must first bind to a port to open it up for connections: this is called a passive open. Once the passive open is established, a client may initiate an active open. To establish a connection, the three-way (or 3-step) handshake occurs:
The active open is performed by the client sending a SYN to the server.
In response, the server replies with a SYN-ACK.
Finally the client sends an ACK back to the server.
At this point, both the client and server have received an acknowledgment of the connection.
Example:
The initiating host (client) sends a synchronization (SYN flag set) packet to initiate a connection. Any SYN packet holds a Sequence Number. The Sequence Number is a 32-bit field in TCP segment header. Let the Sequence Number value for this session be x.
The other host receives the packet, records the Sequence Number x from the client, and replies with an acknowledgment and synchronization (SYN-ACK). The Acknowledgment is a 32-bit field in TCP segment header. It contains the next sequence number that this host is expecting to receive (x + 1). The host also initiates a return session. This includes a TCP segment with its own initial Sequence Number of value y.
The initiating host responds with the next Sequence Number (x + 1) and a simple Acknowledgment Number value of y + 1, which is the Sequence Number value of the other host + 1.
Vulnerability to Denial of Service: By using a spoofed IP address and repeatedly sending SYN packets attackers can cause the server to consume large amounts of resources keeping track of the bogus connections. Proposed solutions to this problem include SYN cookies and Cryptographic puzzles
Data transfer
There are a few key features that set TCP apart from User Datagram Protocol:
Ordered data transfer
Retransmission of lost packets
Discarding duplicate packets
Error-free data transfer
Congestion/Flow control
Ordered data transfer, retransmission of lost packets and discarding duplicate packets
In the first two steps of the 3-way handshaking, both computers exchange an initial sequence number (ISN). This number can be arbitrary. This sequence number identifies the order of the bytes sent from each computer so that the data transferred is in order regardless of any fragmentation or disordering that occurs during transmission. For every byte transmitted the sequence number must be incremented.
Conceptually, each byte sent is assigned a sequence number and the receiver then sends an acknowledgment back to the sender that effectively states that they received it. What is done in practice is only the first data byte is assigned a sequence number which is inserted in the sequence number field and the receiver sends an acknowledgment value of the next byte they expect to receive.
For example, if computer A sends 4 bytes with a sequence number of 100 (conceptually, the four bytes would have a sequence number of 100, 101, 102, & 103 assigned) then the receiver would send back an acknowledgment of 104 since that is the next byte it expects to receive in the next packet. By sending an acknowledgment of 104, the receiver is signaling that it received bytes 100, 101, 102, & 103 correctly. If, by some chance, the last two bytes were corrupted then an acknowledgment value of 102 would be sent since 100 & 101 were received successfully.
However, a problem can occasionally arise when packets are lost. For example, 10,000 bytes are sent in 10 different TCP packets, and the first packet is lost during transmission. The sender would then have to resend all 10,000 bytes; the recipient cannot say that it received bytes 1,000 to 9,999 but only that it failed to receive the first packet, containing bytes 0 to 999. In order to solve this problem, an option of selective acknowledgment (SACK) has been added. This option allows the receiver to acknowledge isolated blocks of packets that were received correctly, rather than the sequence number of the last packet received successively, as in the basic TCP acknowledgment. Each block is conveyed by the starting and ending sequence numbers. In the example above, the receiver would send SACK with sequence numbers 1,000 and 10,000. The sender will thus retransmit only the first packet.
The SACK option is not mandatory and it is used only if both parties support it. This is negotiated when connection is established. SACK uses the optional part of the TCP header. See #TCP segment structure. The use of SACK is widespread - all popular TCP stacks support it. Selective acknowledgment is also used in SCTP.

USER DATAGRAM PROTOCOL

User Datagram Protocol (UDP) is one of the core protocols of the Internet protocol suite. Using UDP, programs on networked computers can send short messages sometimes known as datagrams (using Datagram Sockets) to one another. UDP is sometimes called the Universal Datagram Protocol.
UDP does not guarantee reliability or ordering in the way that TCP does. Datagrams may arrive out of order, appear duplicated, or go missing without notice. Avoiding the overhead of checking whether every packet actually arrived makes UDP faster and more efficient, at least for applications that do not need guaranteed delivery. Time-sensitive applications often use UDP because dropped packets are preferable to delayed packets. UDP's stateless nature is also useful for servers that answer small queries from huge numbers of clients. Unlike TCP, UDP supports packet broadcast (sending to all on local network) and multicasting (send to all subscribers).
Common network applications that use UDP include the Domain Name System (DNS), streaming media applications such as IPTV, Voice over IP (VoIP), Trivial File Transfer Protocol (TFTP) and online games.
Ports
UDP uses ports to allow application-to-application communication. The port field is 16 bits so the valid range is 0 to 65,535. Port 0 is reserved, but is a permissible source port value if the sending process does not expect messages in response.
Ports 1 through 1023 are named "well-known" ports and on Unix-derived operating systems, binding to one of these ports requires root access.
Ports 1024 through 49,151 are registered ports.
Ports 49,152 through 65,535 are ephemeral ports and are used as temporary ports primarily by clients when communicating to servers.
Packet structure
UDP is a minimal message-oriented transport layer protocol that is currently documented in IETF RFC 768.
In the Internet protocol suite, UDP provides a very simple interface between a network layer below (e.g., IPv4) and a session layer or application layer above.
UDP provides no guarantees to the upper layer protocol for message delivery and a UDP sender retains no state on UDP messages once sent (for this reason UDP is sometimes called the Unreliable Datagram Protocol). UDP adds only application multiplexing and checksumming of the header and payload. If any kind of reliability for the information transmitted is needed, it must be implemented in upper layers.
The UDP header consists of only 4 fields. The use of two of those is optional (pink background in table).
Source port
This field identifies the sending port when meaningful and should be assumed to be the port to reply to if needed. If not used, then it should be zero.
Destination port
This field identifies the destination port and is required.
Length
A 16-bit field that specifies the length in bytes of the entire datagram: header and data. The minimum length is 8 bytes since that's the length of the header. The field size sets a theoretical limit of 65,527 bytes for the data carried by a single UDP datagram. The practical limit for the data length which is imposed by the underlying IPv4 protocol is 65,507 bytes.
Checksum
The 16-bit checksum field is used for error-checking of the header and data.
With IPv4
When UDP runs over IPv4, the method used to compute the checksum is defined within RFC 768:
Checksum is the 16-bit one's complement of the one's complement sum of a pseudo header of information from the IP header, the UDP header, and the data, padded with zero octets at the end (if necessary) to make a multiple of two octets.
In other words, all 16-bit words are summed together using one's complement (with the checksum field set to zero). The sum is then one's complemented. This final value is then inserted as the checksum field. Algorithmically speaking, this is the same as for IPv6.
The difference is in the data used to make the checksum. Included is a pseudo-header that mimics the IPv4 header:
The source and destination addresses are those in the IPv4 header. The protocol is that for UDP (see List of IPv4 protocol numbers): 17. The UDP length field is the length of the UDP header and data.
If the checksum is calculated to be zero (all 0's) it should be sent as negative zero (all 1's). If a checksum is not used it should be sent as zero (all 0's) as zero indicates an unused checksum.
With IPv6
When UDP runs over IPv6, the checksum is no longer considered optional, and the method used to compute the checksum is changed, as per RFC 2460:
Any transport or other upper-layer protocol that includes the addresses from the IP header in its checksum computation must be modified for use over IPv6, to include the 128-bit IPv6 addresses instead of 32-bit IPv4 addresses.
When computing the checksum, a pseudo-header that mimics the IPv6 header is included:
The source address is the one in the IPv6 header. The destination address is the final destination; if the IPv6 packet doesn't contain a Routing header, that will be the destination address in the IPv6 header; otherwise, at the originating node, it will be the address in the last element of the Routing header, and, at the receiving node, it will be the destination address in the IPv6 header. The Next Header value is the protocol value for UDP: 17. The UDP length field is the length of the UDP header and data.
If the checksum is calculated to be zero (all 0's) it should be sent as negative zero (all 1's).
Lacking reliability, UDP applications must generally be willing to accept some loss, errors or duplication. Some applications such as TFTP may add rudimentary reliability mechanisms into the application layer as needed. Most often, UDP applications do not require reliability mechanisms and may even be hindered by them. Streaming media, real-time multiplayer games and voice over IP (VoIP) are examples of applications that often use UDP. If an application requires a high degree of reliability, a protocol such as the Transmission Control Protocol or erasure codes may be used instead.
Lacking any congestion avoidance and control mechanisms, network-based mechanisms are required to minimize potential congestion collapse effects of uncontrolled, high rate UDP traffic loads. In other words, since UDP senders cannot detect congestion, network-based elements such as routers using packet queuing and dropping techniques will often be the only tool available to slow down excessive UDP traffic. The Datagram Congestion Control Protocol (DCCP) is being designed as a partial solution to this potential problem by adding end host TCP-friendly congestion control behavior to high-rate UDP streams such as streaming media.
While the total amount of UDP traffic found on a typical network is often in the order of only a few percent, numerous key applications use UDP, including the Domain Name System (DNS), the simple network management protocol (SNMP), the Dynamic Host Configuration Protocol (DHCP) and the Routing Information Protocol (RIP), to name just a few.
Sample code (Python)
The following, minimalistic example shows how to use UDP for client/server communication:
The server:import socket PORT = 10000BUFLEN = 512 server = socket.socket(socket.AF_INET, socket.SOCK_DGRAM, socket.IPPROTO_UDP)server.bind(('', PORT)) while True: (message, address) = server.recvfrom(BUFLEN) print 'Received packet from %s:%d' % (address[0], address[1]) print 'Data: %s' % message
The client (replace "127.0.0.1" by the IP address of the server):import socket SERVER_ADDRESS = '127.0.0.1'SERVER_PORT = 10000 client = socket.socket(socket.AF_INET, socket.SOCK_DGRAM, socket.IPPROTO_UDP) for i in range(3): print 'Sending packet %d' % i message = 'This is packet %d' % i client.sendto(message, (SERVER_ADDRESS, SERVER_PORT)) client.close()
Voice and Video Traffic
UDP is generally the protocol used in transmitting voice and video across a network. This is because there is no time to re-send lost packets when listening to someone or watching a video in real time. Because both TCP and UDP run over the same network, many businesses are finding that the increase in UDP traffic (VoIP and Video) is hurting the performance of their TCP applications, which could be their order entry system, accounting system, etc. By default TCP will rev down to let the real-time data hog most of the bandwidth. The problem is that both are important for most businesses, so finding the right balance is crucial.[1]
Difference between TCP and UDP
TCP is a connection-oriented protocol; a connection can be made from client to server, and from then on any data can be sent along that connection.
Reliable - TCP manages message acknowledgment, retransmission and timeout. Many attempts to reliably deliver the message are made. If it gets lost along the way, the server will re-request the lost part. In TCP, there's either no missing data, or, in case of multiple timeouts, the connection is dropped.
Ordered - if two messages are sent along a connection, one after the other, the first message will reach the receiving application first. When data packets arrive in the wrong order, the TCP layer holds the later data until the earlier data can be rearranged and delivered to the application.
Heavyweight - TCP requires three packets just to set up a socket, before any actual data can be sent. It handles connections, reliability and congestion control. It is a large transport protocol designed on top of IP.
Streaming - Data is read as a "stream," with nothing distinguishing where one packet ends and another begins. Packets may be split or merged into bigger or smaller data streams arbitrarily.
UDP is a simpler message-based connectionless protocol. With UDP messages (packets) cross the network in independent units.
Unreliable - When a message is sent, it can't be known if it will reach its destination; it could get lost along the way. There's no concept of acknowledgment, retransmission and timeout.
Not ordered - If two messages are sent to the same recipient, the order in which they arrive cannot be predicted.
Lightweight - There is no ordering of messages, no tracking connections, etc. This means it's a lot quicker. It's a small transport layer designed on top of IP.
Datagrams - Packets are sent individually and are guaranteed to be whole if they arrive. Packets have definite bounds and no split or merge into data streams may exist

Internet Protocol

Internet Protocol

The Internet Protocol (IP) is a data-oriented protocol used for communicating data across a packet-switched internetwork.
IP is a network layer protocol in the Internet protocol suite and is encapsulated in a data link layer protocol (e.g., Ethernet). As a lower layer protocol, IP provides the service of communicable unique global addressing amongst computers.
Packetization
Data from an upper layer protocol is encapsulated inside one or more packets/datagrams (the terms are basically synonymous in IP). No circuit setup is needed before a host tries to send packets to a host it has previously not communicated with (this is the point of a packet-switched network), thus IP (Internet protocol) is a connectionless protocol. This is quite unlike Public Switched Telephone Networks that require the setup of a circuit before a phone call may go through (a connection-oriented protocol).
Services provided by IP
Because of the abstraction provided by encapsulation, IP can be used over a heterogeneous network (i.e., a network connecting two computers can be any mix of Ethernet, ATM, FDDI, Wi-Fi, token ring, etc.) and it makes no difference to the upper layer protocols. Each data link layer can (and does) have its own method of addressing (or possibly the complete lack of it), with a corresponding need to resolve IP addresses to data link addresses. This address resolution is handled by the Address Resolution Protocol (ARP).
Reliability
IP provides an unreliable service (i.e., best effort delivery). This means that the network makes no guarantees about the packet and none, some, or all of the following may apply:
data corruption
out of order (packet A may be sent before packet B, but B can arrive before A)
duplicate arrival
lost or dropped/discarded
In terms of reliability the only thing IP does is ensure the IP packet's header is error-free through the use of a checksum. This has the side-effect of discarding packets with bad headers on the spot, and with no required notification to either end (though an ICMP message may be sent).
To address any of these reliability issues, an upper layer protocol must handle it. For example, to ensure in-order delivery the upper layer may have to cache data until it can be passed up in order.
If the upper layer protocol does not self-police its own size by first looking at the Layer 2 Maximum Transmission Unit (MTU) size, and sends the IP layer too much data, IP is forced to fragment the original datagram into smaller fragments for transmission. IP does provide re-ordering of any fragments that arrive out of order by using the fragmentation flags and offset[1]. Transmission Control Protocol (TCP) is a good example of a protocol that will adjust its segment size to be smaller than the MTU. User Datagram Protocol (UDP) and Internet Control Message Protocol (ICMP) are examples of protocols that disregard MTU size thereby forcing IP to fragment oversized datagrams.[2]
The primary reason for the lack of reliability is to reduce the complexity of routers. While this does give routers carte blanche to do as they please with packets, anything less than best effort yields a poorer experience for the user. So, even though no guarantees are made, the better the effort made by the network, the better the experience for the user. Most protocols are built around the idea that error checking is best done at each end of the communication line, see End-to-end principle.
IP addressing and routing
Perhaps the most complex aspects of IP are IP addressing and routing. Addressing refers to how end hosts become assigned IP addresses and how subnetworks of IP host addresses are divided and grouped together. IP routing is performed by all hosts, but most importantly by internetwork routers, which typically use either interior gateway protocols (IGPs) or external gateway protocols (EGPs) to help make IP datagram forwarding decisions across IP connected networks.
Version history
IP is the common element found in today's public Internet. The current and most popular network layer protocol in use today is IPv4; this version of the protocol is assigned version 4. IPv4 RFC-791 was adopted by the United States Department of Defense as MIL-STD-1777.
IPv6 is the proposed successor to IPv4 whose most prominent change is the addressing. IPv4 uses 32-bit addresses (~4 billion addresses) while IPv6 uses 128-bit addresses (~3.4×1038 addresses). Although adoption of IPv6 has been slow, as of 2008, all United States government systems must support IPv6 (if only at the backbone level). [3]
Version numbers 0 through 3 were development versions of IPv4 used between 1977 and 1979. Version number 5 was used by the Internet Stream Protocol (IST), an experimental stream protocol. Version numbers 6 through 9 were assigned to experimental protocols designed to replace IPv4: SIPP (known nowadays as IPv6), TP/IX, PIP, and TUBA. Except for IPv6, the other ones are not used any more

PROTOCOL (COMPUTING)

In computing, a protocol is a convention or standard that controls or enables the connection, communication, and data transfer between two computing endpoints. In its simplest form, a protocol can be defined as the rules governing the syntax, semantics, and synchronization of communication.

Protocols may be implemented by hardware, software, or a combination of the two. At the lowest level, a protocol defines the behavior of a hardware connection. Typical properties It is difficult to generalize about protocols because they vary so greatly in purpose and sophistication. Most protocols specify one or more of the following properties:

Detection of the underlying physical connection (wired or wireless), or the existence of the other endpoint or node.

Handshaking Negotiation of various connection characteristics.
How to start and end a message.
How to format a message. What to do with corrupted or improperly formatted messages (error correction).
How to detect unexpected loss of the connection, and what to do next.
Termination of the session or connection.

Importance:

The widespread use and expansion of communications protocols is both a prerequisite to the Internet, and a major contributor to its power and success.

The pair of Internet Protocol (or IP) and Transmission Control Protocol (or TCP) are the most important of these, and the term TCP/IP refers to a collection (or protocol suite) of its most used protocols. Most of the Internet's communication protocols are described in the RFC documents of the Internet Engineering Task Force (or IETF).

Object-oriented programming has extended the use of the term to include the programming protocols available for connections and communication between objects. Generally, only the simplest protocols are used alone. Most protocols, especially in the context of communications or networking, are layered together into protocol stacks where the various tasks listed above are divided among different protocols in the stack. Whereas the protocol stack denotes a specific combination of protocols that work together, a reference model is a software architecture that lists each layer and the services each should offer. The classic seven-layer reference model is the OSI model, which is used for conceptualizing protocol stacks and peer entities. This reference model also provides an opportunity to teach more general software engineering concepts like hiding, modularity, and delegation of tasks.

This model has endured in spite of the demise of many of its protocols (and protocol stacks) originally sanctioned by the ISO. The OSI model is not the only reference model however. Common Protocols IP (Internet Protocol) UDP (User Datagram Protocol) TCP (Transmission Control Protocol) DHCP (Dynamic Host Configuration Protocol) HTTP (Hypertext Transfer Protocol) FTP (File Transfer Protocol) Telnet (Telnet Remote Protocol) SSH (SSH Remote Protocol) POP3 (Post Office Protocol 3) SMTP (Simple Mail Transfer Protocol) IMAP (Internet Message Access Protocol)