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TCP Vegas is a TCP congestion avoidance algorithm that emphasizes packet delay, rather than packet loss, as a signal to help determine the rate at which to send packets. It was developed at the University of Arizona by Lawrence Brakmo and Larry L. Peterson and introduced in 1994.
The TCP congestion-avoidance algorithm is the primary basis for congestion control in the Internet. [ 2 ] [ 3 ] [ 4 ] Per the end-to-end principle , congestion control is largely a function of internet hosts , not the network itself.
QUIC was developed with HTTP in mind, and HTTP/3 was its first application. [34] [35] DNS-over-QUIC is an application of QUIC to name resolution, providing security for data transferred between resolvers similar to DNS-over-TLS. [36]
Nagle's algorithm is a means of improving the efficiency of TCP/IP networks by reducing the number of packets that need to be sent over the network. It was defined by John Nagle while working for Ford Aerospace. It was published in 1984 as a Request for Comments (RFC) with title Congestion Control in IP/TCP Internetworks in RFC 896.
DECbit is a TCP congestion control technique implemented in routers to avoid congestion.Its utility is to predict possible congestion and prevent it. When a router wants to signal congestion to the sender, it adds a bit in the header of packets sent.
Networks use congestion control and congestion avoidance techniques to try to avoid collapse. These include: exponential backoff in protocols such as CSMA/CA in 802.11 and the similar CSMA/CD in the original Ethernet, window reduction in TCP, and fair queueing in devices such as routers and network switches.
CUBIC is a network congestion avoidance algorithm for TCP which can achieve high bandwidth connections over networks more quickly and reliably in the face of high latency than earlier algorithms. It helps optimize long fat networks .
This is important as TCP is the dominant transport protocol on the Internet, and if new protocols acquire unfair capacity they tend to cause problems such as congestion collapse. This was the case with the first versions of RealMedia's streaming protocol : it was based on UDP and was widely blocked at organizational firewalls until a TCP-based ...