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Sliding Window
A sliding window protocol is a feature of packet-based data transmission protocols. Sliding window protocols are used where reliable in-order delivery of packets is required, such as in the data link layer (OSI layer 2) as well as in the Transmission Control Protocol (TCP). They are also used to improve efficiency when the channel may include high 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 acknowledgment signal, or "ACK", back to the sender to indicate it can send the next packet. In a simple automatic repeat request protocol (ARQ), the sender stops after every packet and waits for the receiver to ACK. This ensures packets arrive ...
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Data Transmission
Data transmission and data reception or, more broadly, data communication or digital communications is the transfer and reception of data in the form of a digital bitstream or a digitized analog signal transmitted over a point-to-point or point-to-multipoint communication channel. Examples of such channels are copper wires, optical fibers, wireless communication using radio spectrum, storage media and computer buses. The data are represented as an electromagnetic signal, such as an electrical voltage, radiowave, microwave, or infrared signal. Analog transmission is a method of conveying voice, data, image, signal or video information using a continuous signal which varies in amplitude, phase, or some other property in proportion to that of a variable. The messages are either represented by a sequence of pulses by means of a line code (''baseband transmission''), or by a limited set of continuously varying waveforms (''passband transmission''), using a digital modulat ...
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Bandwidth-delay Product
In data communications, the bandwidth-delay product is the product of a data link's capacity (in bits per second) and its round-trip delay time (in seconds). The result, an amount of data measured in bits (or bytes), is equivalent to the maximum amount of data on the network circuit at any given time, i.e., data that has been transmitted but not yet acknowledged. The bandwidth-delay product was originally proposed as a rule of thumb for sizing router buffers in conjunction with congestion avoidance algorithm Random Early Detection (RED). A network with a large bandwidth-delay product is commonly known as a long fat network (shortened to LFN). As defined in , a network is considered an LFN if its bandwidth-delay product is significantly larger than 105 bits (12,500 bytes). Ultra-high speed local area networks (LANs) may fall into this category, where protocol tuning is critical for achieving peak throughput, on account of their extremely high bandwidth, even though their delay i ...
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High-Level Data Link Control
High-Level Data Link Control (HDLC) is a bit-oriented code-transparent synchronous data link layer protocol developed by the International Organization for Standardization (ISO). The standard for HDLC is ISO/IEC 13239:2002. HDLC provides both connection-oriented and connectionless service. HDLC can be used for point-to-multipoint connections via the original master-slave modes Normal Response Mode (NRM) and Asynchronous Response Mode (ARM), but they are now rarely used; it is now used almost exclusively to connect one device to another, using ''Asynchronous Balanced Mode'' (ABM). History HDLC is based on IBM's SDLC protocol, which is the layer 2 protocol for IBM's Systems Network Architecture (SNA). It was extended and standardized by the ITU as LAP (Link Access Procedure), while ANSI named their essentially identical version ADCCP. The HDLC specification does not specify the full semantics of the frame fields. This allows other fully compliant standards to be derived fr ...
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Selective Repeat ARQ
Selective Repeat ARQ/Selective Reject ARQ is a specific instance of the automatic repeat request (ARQ) protocol used to manage sequence numbers and retransmissions in reliable communications. Summary Selective Repeat is part of the automatic repeat request (ARQ). With selective repeat, the sender sends a number of frames specified by a window size even without the need to wait for individual ACK from the receiver as in Go-Back-N ARQ. The receiver may selectively reject a single frame, which may be retransmitted alone; this contrasts with other forms of ARQ, which must send every frame from that point again. The receiver accepts out-of-order frames and buffers them. The sender individually retransmits frames that have timed out. Concept It may be used as a protocol for the delivery and acknowledgement of message units, or it may be used as a protocol for the delivery of subdivided message sub-units. When used as the protocol for the delivery of messages, the sending process c ...
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HDLC
High-Level Data Link Control (HDLC) is a bit-oriented code-transparent synchronous data link layer protocol developed by the International Organization for Standardization (ISO). The standard for HDLC is ISO/IEC 13239:2002. HDLC provides both connection-oriented and connectionless service. HDLC can be used for point-to-multipoint connections via the original master-slave modes Normal Response Mode (NRM) and Asynchronous Response Mode (ARM), but they are now rarely used; it is now used almost exclusively to connect one device to another, using ''Asynchronous Balanced Mode'' (ABM). History HDLC is based on IBM's SDLC protocol, which is the layer 2 protocol for IBM's Systems Network Architecture (SNA). It was extended and standardized by the ITU as LAP (Link Access Procedure), while ANSI named their essentially identical version ADCCP. The HDLC specification does not specify the full semantics of the frame fields. This allows other fully compliant standards to be derived fr ...
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Round-trip Time
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 also known as ping time, and can be determined with the ping command. 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 Round-trip delay and bandwidth are independent of each other. As the available bandwidth of networks increases, the round trip time does not similarly decrease, as it depends primarily on constant factors such as physical distance and the speed of signal propagation. Networks with both high bandwidth and a high RTT (and thus high bandwidth-delay product) can have very larg ...
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Go-Back-N ARQ
Go-Back-''N'' ARQ is a specific instance of the automatic repeat request (ARQ) protocol, in which the sending process continues to send a number of Data frame, frames specified by a ''window size'' even without receiving an acknowledgement (data networks), acknowledgement (ACK) packet from the receiver. It is a special case of the general sliding window protocol with the transmit window size of and receive window size of 1. It can transmit frames to the peer before requiring an ACK. The receiver process keeps track of the sequence number of the next frame it expects to receive. It will discard any frame that does not have the exact sequence number it expects (either a duplicate frame it already acknowledged, or an out-of-order frame it expects to receive later) and will send an ACK for the last correct in-order frame. Once the sender has sent all of the frames in its ''window'', it will detect that all of the frames since the first lost frame are ''outstanding'', and will go ...
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Stop-and-wait ARQ
Stop-and-wait ARQ, also referred to as alternating bit protocol, is a method in telecommunications to send information between two connected devices. It ensures that information is not lost due to dropped packets and that packets are received in the correct order. It is the simplest automatic repeat-request (ARQ) mechanism. A stop-and-wait ARQ sender sends one frame at a time; it is a special case of the general sliding window protocol with transmit and receive window sizes equal to one in both cases. After sending each frame, the sender doesn't send any further frames until it receives an acknowledgement (ACK) signal. After receiving a valid frame, the receiver sends an ACK. If the ACK does not reach the sender before a certain time, known as the timeout, the sender sends the same frame again. The timeout countdown is reset after each frame transmission. The above behavior is a basic example of Stop-and-Wait. However, real-life implementations vary to address certain issues o ...
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Power Of 2
A power of two is a number of the form where is an integer, that is, the result of exponentiation with number two as the base and integer  as the exponent. In a context where only integers are considered, is restricted to non-negative values, so there are 1, 2, and 2 multiplied by itself a certain number of times. The first ten powers of 2 for non-negative values of are: : 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, ... Because two is the base of the binary numeral system, powers of two are common in computer science. Written in binary, a power of two always has the form 100...000 or 0.00...001, just like a power of 10 in the decimal system. Computer science Two to the exponent of , written as , is the number of ways the bits in a binary word of length can be arranged. A word, interpreted as an unsigned integer, can represent values from 0 () to  () inclusively. Corresponding signed integer values can be positive, negative and zero; see signed num ...
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Sliding Window
A sliding window protocol is a feature of packet-based data transmission protocols. Sliding window protocols are used where reliable in-order delivery of packets is required, such as in the data link layer (OSI layer 2) as well as in the Transmission Control Protocol (TCP). They are also used to improve efficiency when the channel may include high 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 acknowledgment signal, or "ACK", back to the sender to indicate it can send the next packet. In a simple automatic repeat request protocol (ARQ), the sender stops after every packet and waits for the receiver to ACK. This ensures packets arrive ...
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Monotonically Increasing
In mathematics, a monotonic function (or monotone function) is a function between ordered sets that preserves or reverses the given order. This concept first arose in calculus, and was later generalized to the more abstract setting of order theory. In calculus and analysis In calculus, a function f defined on a subset of the real numbers with real values is called ''monotonic'' if and only if it is either entirely non-increasing, or entirely non-decreasing. That is, as per Fig. 1, a function that increases monotonically does not exclusively have to increase, it simply must not decrease. A function is called ''monotonically increasing'' (also ''increasing'' or ''non-decreasing'') if for all x and y such that x \leq y one has f\!\left(x\right) \leq f\!\left(y\right), so f preserves the order (see Figure 1). Likewise, a function is called ''monotonically decreasing'' (also ''decreasing'' or ''non-increasing'') if, whenever x \leq y, then f\!\left(x\right) \geq f\!\left(y\ ...
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