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Round-trip Delay
In telecommunications, round-trip delay (RTD) or round-trip time (RTT) is the amount of time it takes for a signal to be sent ''plus'' the amount of time it takes for acknowledgement of that signal having been received. This time delay includes propagation times for the paths between the two communication endpoints. In the context of computer networks, the signal is typically a data packet. RTT is commonly used interchangeably with ping time, which can be determined with the ping command. However, ping time may differ from experienced RTT with other protocols since the payload and priority associated with ICMP messages used by ping may differ from that of other traffic. End-to-end delay is the length of time it takes for a signal to travel in one direction and is often approximated as half the RTT. Protocol design RTT is a measure of the amount of time taken for an entire message to be sent to a destination and for a reply to be sent back to the sender. The time to send the mes ...
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Telecommunications
Telecommunication, often used in its plural form or abbreviated as telecom, is the transmission of information over a distance using electronic means, typically through cables, radio waves, or other communication technologies. These means of transmission may be divided into communication channels for multiplexing, allowing for a single medium to transmit several concurrent Session (computer science), communication sessions. Long-distance technologies invented during the 20th and 21st centuries generally use electric power, and include the electrical telegraph, telegraph, telephone, television, and radio. Early telecommunication networks used metal wires as the medium for transmitting signals. These networks were used for telegraphy and telephony for many decades. In the first decade of the 20th century, a revolution in wireless communication began with breakthroughs including those made in radio communications by Guglielmo Marconi, who won the 1909 Nobel Prize in Physics. Othe ...
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TCP Window Scale Option
The TCP window scale option is an option to increase the receive window size allowed in Transmission Control Protocol above its former maximum value of 65,535 bytes. This TCP option, along with several others, is defined in which deals with long fat networks (LFNs). TCP windows The throughput of a TCP communication is limited by two windows: the congestion window and the receive window. The congestion window tries not to exceed the capacity of the network ( congestion control); the receive window tries not to exceed the capacity of the receiver to process data ( flow control). The receiver may be overwhelmed by data if for example it is very busy (such as a Web server). Each TCP segment contains the current value of the receive window. If, for example, a sender receives an ACK which acknowledges byte 4000 and specifies a receive window of 10000 (bytes), the sender will not send packets after byte 14000, even if the congestion window allows it. Theory TCP window scale opt ...
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Computer Network Technology
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, servers, networking hardware, or other specialized or general-purpose 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 transmission medium used to carr ...
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Time Of Flight
Time of flight (ToF) is the measurement of the time taken by an object, particle or wave (be it acoustic, electromagnetic, etc.) to travel a distance through a medium. This information can then be used to measure velocity or path length, or as a way to learn about the particle or medium's properties (such as composition or flow rate). The traveling object may be detected directly (direct time of flight, dToF, e.g., via an ion detector in mass spectrometry) or indirectly (indirect time of flight, iToF, e.g., by light scattered from an object in laser doppler velocimetry). Time of flight technology has found valuable applications in the monitoring and characterization of material and biomaterials, hydrogels included. Overview In electronics, one of the earliest devices using the principle are ultrasonic distance-measuring devices, which emit an ultrasonic pulse and are able to measure the distance to a solid object based on the time taken for the wave to bounce back to the emitter. ...
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Network Delay
Network delay is a design and performance characteristic of a telecommunications network. It specifies the latency for a bit of data to travel across the network from one communication endpoint to another. It is typically measured in multiples or fractions of a second. Delay may differ slightly, depending on the location of the specific pair of communicating endpoints. Engineers usually report both the maximum and average delay, and they divide the delay into several parts: * Processing delay time it takes a router to process the packet header * Queuing delay time the packet spends in routing queues * Transmission delay time it takes to push the packet's bits onto the link * Propagation delay time for a signal to propagate through the media A certain minimum level of delay is experienced by signals due to the time it takes to transmit a packet serially through a link. This delay is extended by more variable levels of delay due to network congestion. IP network delays c ...
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Minimum-Pairs Protocol
The minimum-pairs (or MP) is an active measurement protocol to estimate in real-time the smaller of the forward and reverse End-to-end delay, one-way network delays (OWDs). It is designed to work in hostile environments, where a set of three network nodes can estimate an upper-bound OWD between themselves and a fourth untrusted node. All four nodes must cooperate, though honest cooperation from the fourth node is not required. The objective is to conduct such estimates without involving the untrusted nodes in clock synchronization, and in a manner more accurate than simply half the Round-trip delay time, round-trip time (RTT). The MP protocol can be used in delay-sensitive applications (such as placing content delivery network replicas) or for secure Geolocation software, Internet geolocation. Methodology The MP protocol requires the three trusted network nodes to synchronize their clocks, and securely have access to their public keys, which could be achieved through a closed p ...
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Latency (engineering)
Latency, from a general point of view, is a time delay between the Causality, cause and the effect of some physical change in the system being observed. Lag (video games), Lag, as it is known in Gaming culture, gaming circles, refers to the latency between the input to a simulation and the visual or auditory response, often occurring because of network delay in online games. The original meaning of “latency”, as used widely in psychology, medicine and most other disciplines, derives from “latent”, a word of Latin origin meaning “hidden”.  Its different and relatively recent meaning (this topic) of “lateness” or “delay” appears to derive from its superficial similarity to the word “late”, from the old English “laet”. Latency is physically a consequence of the limited velocity at which any Event (relativity), physical interaction can propagate. The magnitude of this velocity is always less than or equal to the speed of light. Therefore, every physical s ...
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Lag (video Games)
In computers, lag is delay ( latency) between the action of the user (input) and the reaction of the server supporting the task, which has to be sent back to the client. The player's ability to tolerate lag depends on the type of game being played. For instance, a strategy game or a turn-based game with a slow pace may have a high threshold or even be mostly unaffected by high lag. A game with twitch gameplay such as a first-person shooter or a fighting game with a considerably faster pace may require a significantly lower lag to provide satisfying gameplay. Lag is mostly measured in milliseconds (ms) and may be displayed in-game (sometimes called a lagometer). The most common causes of lag are expressed as ping time (or simply ''ping'') and the frame rate (fps). Generally a lag below 100 ms (10 hz or fps) is considered to be necessary for playability. The lowest ping physically possible for a connection between opposite points on Earth crossing half of the planet is 133 m ...
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Wi-Fi Positioning System
Wi-Fi positioning system (WPS, WiPS or WFPS) is a geolocation system that uses the characteristics of nearby Wi‑Fi access points to discover where a device is located. It is used where satellite navigation such as GPS is inadequate due to various causes including multipath and signal blockage indoors, or where acquiring a satellite fix would take too long. Such systems include assisted GPS, urban positioning services through hotspot databases, and indoor positioning systems. Wi-Fi positioning takes advantage of the rapid growth in the early 21st century of wireless access points in urban areas. The most common technique for positioning using wireless access points is based on a rough proxy for the strength of the received signal ('' received signal strength indicator'', or ''RSSI'') and the method of "fingerprinting".P. Bahl and V. N. Padmanabhan, “RADAR: an in-building RF-based user location and tracking system,” in Proceedings of 19th Annual Joint Conference of the IEEE ...
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IEEE 802
IEEE 802 is a family of Institute of Electrical and Electronics Engineers (IEEE) standards for local area networks (LANs), personal area networks (PANs), and metropolitan area networks (MANs). The IEEE 802 LAN/MAN Standards Committee (LMSC) maintains these standards. The IEEE 802 family of standards has had twenty-four members, numbered 802.1 through 802.24, with a working group of the LMSC devoted to each. However, not all of these working groups are currently active. The IEEE 802 standards are restricted to computer networks carrying variable-size packets, unlike cell relay networks, for example, in which data is transmitted in short, uniformly sized units called cells. Isochronous signal networks, in which data is transmitted as a steady stream of octet (computing), octets, or groups of octets, at regular time intervals, are also outside the scope of the IEEE 802 standards. The number 802 has no significance: it was simply the next number in the sequence that the IEEE used fo ...
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Wi-Fi
Wi-Fi () is a family of wireless network protocols based on the IEEE 802.11 family of standards, which are commonly used for Wireless LAN, local area networking of devices and Internet access, allowing nearby digital devices to exchange data by radio waves. These are the most widely used computer networks, used globally in small office/home office, home and small office networks to link devices and to provide Internet access with wireless routers and wireless access points in public places such as coffee shops, restaurants, hotels, libraries, and airports. ''Wi-Fi'' is a trademark of the Wi-Fi Alliance, which restricts the use of the term "''Wi-Fi Certified''" to products that successfully complete Interoperability Solutions for European Public Administrations, interoperability certification testing. Non-compliant hardware is simply referred to as WLAN, and it may or may not work with "''Wi-Fi Certified''" devices. the Wi-Fi Alliance consisted of more than 800 companies from ar ...
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Jacobson/Karels Algorithm
Transmission Control Protocol (TCP) uses a congestion control algorithm that includes various aspects of an additive increase/multiplicative decrease (AIMD) scheme, along with other schemes including slow start and a congestion window (CWND), to achieve congestion avoidance. The TCP congestion-avoidance algorithm is the primary basis for congestion control in the Internet. Per the end-to-end principle, congestion control is largely a function of internet hosts, not the network itself. There are several variations and versions of the algorithm implemented in protocol stacks of operating systems of computers that connect to the Internet. To avoid congestive collapse, TCP uses a multi-faceted congestion-control strategy. For each connection, TCP maintains a CWND, limiting the total number of unacknowledged packets that may be in transit end-to-end. This is somewhat analogous to TCP's sliding window used for flow control. Additive increase/multiplicative decrease The additive in ...
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