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The original TCP configurations supported TCP receive window size buffers of up to 65,535 (64 KiB - 1) bytes, which was adequate for slow links or links with small RTTs. Larger buffers are required by the high performance options described below. Buffering is used throughout high performance network systems to handle delays in the system.
In computer networking, the maximum transmission unit (MTU) is the size of the largest protocol data unit (PDU) that can be communicated in a single network layer transaction. [1]: 25 The MTU relates to, but is not identical to the maximum frame size that can be transported on the data link layer, e.g., Ethernet frame.
1. Check to see if the destination is an address ‘owned’ by this computer. If so, process the packet. If not: a. Check to see if IP Forwarding is set to ‘Yes’. If no, the packet is destroyed. If yes, then i. Check to see if a network attached to this computer owns the destination address. If yes, route the packet to the appropriate network.
There are many different ways to measure the performance of a network, as each network is different in nature and design. Performance can also be modeled and simulated instead of measured; one example of this is using state transition diagrams to model queuing performance or to use a Network Simulator.
The relative scalability of network data throughput as a function of packet transfer rates is related in a complex manner to payload size per packet. [17] Theoretically, as line bit rate increases, the packet payload size should increase in direct proportion to maintain equivalent timing parameters.
If the data in a single write spans 2n packets, where there are 2n-1 full-sized TCP segments followed by a partial TCP segment, the original Nagle algorithm would withhold the last packet, waiting for either more data to send (to fill the packet), or the ACK for the previous packet (indicating that all the previous packets have left the network).
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In a network simulation model with infinite packet queues, the asymptotic throughput occurs when the latency (the packet queuing time) goes to infinity, while if the packet queues are limited, or the network is a multi-drop network with many sources, and collisions may occur, the packet-dropping rate approaches 100%.