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Network throughput (or just throughput, when in context) refers to the rate of message delivery over a communication channel in a communication network, such as Ethernet or packet radio. The data that these messages contain may be delivered over physical or logical links, or through network nodes .
All of the factors above, coupled with user requirements and user perceptions, play a role in determining the perceived 'fastness' or utility, of a network connection. The relationship between throughput, latency, and user experience is most aptly understood in the context of a shared network medium, and as a scheduling problem.
Reasons for measuring throughput in networks. People are often concerned about measuring the maximum data throughput in bits per second of a communications link or network access. A typical method of performing a measurement is to transfer a 'large' file from one system to another system and measure the time required to complete the transfer or ...
A network or protocol that supports QoS may agree on a traffic contract with the application software and reserve capacity in the network nodes, for example during a session establishment phase. During the session it may monitor the achieved level of performance, for example the data rate and delay, and dynamically control scheduling priorities ...
Bandwidth sometimes defines the net bit rate (aka. peak bit rate, information rate, or physical layer useful bit rate), channel capacity, or the maximum throughput of a logical or physical communication path in a digital communication system. For example, bandwidth tests measure the maximum throughput of a computer network.
iperf, Iperf, or iPerf, is a tool for network performance measurement and tuning. It is a cross-platform tool that can produce standardized performance measurements for any network. iperf has client and server functionality, and can create data streams to measure the throughput between the two ends in one or both directions. [2]
Latency, from a general point of view, is a time delay between the cause and the effect of some physical change in the system being observed. Lag, as it is known in 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.
TCP-Friendly Rate Control (TFRC) is a congestion control mechanism designed for unicast flows operating in an Internet environment and competing with TCP traffic. The goal is to compete fairly with TCP traffic on medium timescales, but to be much less variable than TCP on short timescales.