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Silly Window Syndrome
Silly window syndrome (SWS) is a problem in computer networking caused by poorly implemented TCP flow control. A serious problem can arise in the sliding window operation when the sending application program creates data slowly, the receiving application program consumes data slowly, or both. If a server with this problem is unable to process all incoming data, it requests that its clients reduce the amount of data they send at a time (the window setting on a TCP packet). If the server continues to be unable to process all incoming data, the window becomes smaller and smaller, sometimes to the point that the data transmitted is smaller than the packet header, making data transmission extremely inefficient. The name of this problem is due to the window size shrinking to a " silly" value. Since there is a certain amount of overhead associated with processing each packet, the increased number of packets means increased overhead to process a decreasing amount of data. The end resul ...
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Computer Networking
A computer network is a collection of communicating computers and other devices, such as printers and smart phones. In order to communicate, the computers and devices must be connected by wired media like copper cables, optical fibers, or by wireless communication. The devices may be connected in a variety of network topologies. In order to communicate over the network, computers use agreed-on rules, called communication protocols, over whatever medium is used. The computer network can include personal computers, Server (computing), servers, networking hardware, or other specialized or general-purpose Host (network), hosts. They are identified by network addresses and may have hostnames. Hostnames serve as memorable labels for the nodes and are rarely changed after initial assignment. Network addresses serve for locating and identifying the nodes by communication protocols such as the Internet Protocol. Computer networks may be classified by many criteria, including the tr ...
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Transmission Control Protocol
The Transmission Control Protocol (TCP) is one of the main communications protocol, protocols of the Internet protocol suite. It originated in the initial network implementation in which it complemented the Internet Protocol (IP). Therefore, the entire suite is commonly referred to as TCP/IP. TCP provides reliability (computer networking), reliable, ordered, and error detection and correction, error-checked delivery of a reliable byte stream, stream of octet (computing), octets (bytes) between applications running on hosts communicating via an IP network. Major internet applications such as the World Wide Web, email, remote administration, and file transfer rely on TCP, which is part of the transport layer of the TCP/IP suite. Transport Layer Security, SSL/TLS often runs on top of TCP. TCP is Connection-oriented communication, connection-oriented, meaning that sender and receiver firstly need to establish a connection based on agreed parameters; they do this through three-way Ha ...
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Flow Control (data)
In data communications, flow control is the process of managing the rate of data transmission between two nodes to prevent a fast sender from overwhelming a slow receiver. Flow control should be distinguished from congestion control, which is used for controlling the flow of data when congestion has actually occurred. Flow control mechanisms can be classified by whether or not the receiving node sends feedback to the sending node. Flow control is important because it is possible for a sending computer to transmit information at a faster rate than the destination computer can receive and process it. This can happen if the receiving computers have a heavy traffic load in comparison to the sending computer, or if the receiving computer has less processing power than the sending computer. Stop-and-wait Stop-and-wait flow control is the simplest form of flow control. In this method the message is broken into multiple frames, and the receiver indicates its readiness to receive a fra ...
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Sliding Window
A sliding window protocol is a feature of packet-based data transmission Protocol (computing), protocols. Sliding window protocols are used where reliable in-order delivery of packets is required, such as in the data link layer (OSI model#Layer 2: Data link layer, OSI layer 2) as well as in the Transmission Control Protocol (i.e., TCP windowing). They are also used to improve efficiency when the channel may include high Network delay, latency. Packet-based systems are based on the idea of sending a batch of data, the ''packet'', along with additional data that allows the receiver to ensure it was received correctly, perhaps a checksum. The paradigm is similar to a window sliding sideways to allow entry of fresh packets and reject the ones that have already been acknowledged. When the receiver verifies the data, it sends an Acknowledgement (data networks), acknowledgment signal, or ACK, back to the sender to indicate it can send the next packet. In a simple automatic repeat requ ...
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Server (computing)
A server is a computer that provides information to other computers called " clients" on a computer network. This architecture is called the client–server model. Servers can provide various functionalities, often called "services", such as sharing data or resources among multiple clients or performing computations for a client. A single server can serve multiple clients, and a single client can use multiple servers. A client process may run on the same device or may connect over a network to a server on a different device. Typical servers are database servers, file servers, mail servers, print servers, web servers, game servers, and application servers. Client–server systems are usually most frequently implemented by (and often identified with) the request–response model: a client sends a request to the server, which performs some action and sends a response back to the client, typically with a result or acknowledgment. Designating a computer as "server-class hardwa ...
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Client (computing)
is a computer that gets information from another computer called server in the context of client–server model of computer 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 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 chat 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 cl ...
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Packet (information Technology)
In telecommunications and computer networking, a network packet is a formatted unit of Data (computing), data carried by a packet-switched network. A packet consists of control information and user data; the latter is also known as the ''Payload (computing), payload''. Control information provides data for delivering the payload (e.g., source and destination network addresses, error detection codes, or sequencing information). Typically, control information is found in packet Header (computing), headers and Trailer (computing), trailers. In packet switching, the Bandwidth (computing), bandwidth of the transmission medium is shared between multiple communication sessions, in contrast to circuit switching, in which circuits are preallocated for the duration of one session and data is typically transmitted as a continuous bit stream. Terminology In the seven-layer OSI model of computer networking, ''packet'' strictly refers to a protocol data unit at layer 3, the network layer. A ...
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Silly
Silly may refer to: Places * Silly, Belgium, a town * Silly Department, a department or commune of Sissili Province in southern Burkina Faso * Silly-en-Gouffern, French commune in the Orne department * Silly-en-Saulnois, French commune in the Moselle department * Silly-le-Long, French commune in the Oise department * Silly-sur-Nied, French commune in the Moselle department * Silly-Tillard, French commune in the Oise department * Mouterre-Silly, French commune in the Vienne department Music * Silly (band), an East German rock group from the 1970s * The Sillies, an American punk rock band formed in 1977 * ''Silly'' (album), the 2008 debut album by Taiwanese singer and songwriter Queen Wei * "Silly" (song), a 1981 song by Deniece Williams People * Gilbert Bécaud (1927–2001), born François Silly, French singer, composer, pianist and actor * Gaylord Silly (born 1986), long distance runner from the Seychelles * John Silly (died 1672), English politician and Member of Par ...
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Computational Overhead
Overhead in computer systems consists of shared functions that benefit all users or processes but are not directly attributable to any specific task. It is thus similar to overhead in organizations. Computer system overhead shows up as slower processing, less memory, less storage capacity, less network bandwidth, or bigger latency than would be expected from reading the system specifications. It is a special case of engineering overhead. Overhead can be a deciding factor in software design, with regard to structure, error correction, and feature inclusion. Examples of computing overhead may be found in object-oriented programming (OOP), functional programming, data transfer, data structures, and file systems on data storage devices. Software design Choice of implementation A programmer/software engineer may have a choice of several algorithms, encodings, data types or data structures, each of which have known characteristics. When choosing among them, their respective overhead ...
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Thrashing (computer Science)
In computer science, thrashing occurs in a system with virtual memory when a computer's real storage resources are ''overcommitted'', leading to a constant state of paging and page faults, slowing most application-level processing. This causes the performance of the computer to degrade or even collapse. The situation can continue indefinitely until the user closes some running applications or the active processes free up additional virtual memory resources. After initialization, most programs operate on a small number of code and data pages compared to the total memory the program requires. The pages most frequently accessed at any point are called the working set, which may change over time. When the working set is not significantly greater than the system's total number of real storage ''page frames'', virtual memory systems work most efficiently, and an insignificant amount of computing is spent resolving page faults. As the total of the working sets grows, resolving page fa ...
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TCP Segment
The Transmission Control Protocol (TCP) is one of the main protocols of the Internet protocol suite. It originated in the initial network implementation in which it complemented the Internet Protocol (IP). Therefore, the entire suite is commonly referred to as TCP/IP. TCP provides reliable, ordered, and error-checked delivery of a stream of octets (bytes) between applications running on hosts communicating via an IP network. Major internet applications such as the World Wide Web, email, remote administration, and file transfer rely on TCP, which is part of the transport layer of the TCP/IP suite. SSL/TLS often runs on top of TCP. TCP is connection-oriented, meaning that sender and receiver firstly need to establish a connection based on agreed parameters; they do this through three-way handshake procedure. The server must be listening (passive open) for connection requests from clients before a connection is established. Three-way handshake (active open), retransmission, ...
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