Transmission Time
In telecommunication networks, the transmission time is the amount of time from the beginning until the end of a message transmission. In the case of a digital message, it is the time from the first bit until the last bit of a message has left the transmitting node. The packet transmission time in seconds can be obtained from the ''packet size'' in bit and the bit rate in bit/s as: :Packet transmission time = Packet size / Bit rate Example: Assuming 100 Mbit/s Ethernet, and the maximum packet size of 1526 bytes, results in :Maximum packet transmission time = 1526×8 bit / (100 × 106 bit/s) ≈ 122 μs Propagation delay The transmission time should not be confused with the propagation delay, which is the time it takes for the first bit to travel from the sender to the receiver (During this time the receiver is unaware that a message is being transmitted). The propagation speed depends on the physical medium of the link (that is, fiber optics, twisted-pair copper wire, etc.) a ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Telecommunications Network
A telecommunications network is a group of nodes interconnected by telecommunications links that are used to exchange messages between the nodes. The links may use a variety of technologies based on the methodologies of circuit switching, message switching, or packet switching, to pass messages and signals. Multiple nodes may cooperate to pass the message from an originating node to the destination node, via multiple network hops. For this routing function, each node in the network is assigned a network address for identification and locating it on the network. The collection of addresses in the network is called the address space of the network. Examples of telecommunications networks include computer networks, the Internet, the public switched telephone network (PSTN), the global Telex network, the aeronautical ACARS network, and the wireless radio networks of cell phone telecommunication providers. Network structure In general, every telecommunications network conce ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Wide Area Network
A wide area network (WAN) is a telecommunications network that extends over a large geographic area. Wide area networks are often established with leased telecommunication circuits. Businesses, as well as schools and government entities, use wide area networks to relay data to staff, students, clients, buyers and suppliers from various locations around the world. In essence, this mode of telecommunication allows a business to effectively carry out its daily function regardless of location. The Internet may be considered a WAN. Design options The textbook definition of a WAN is a computer network spanning regions, countries, or even the world. However, in terms of the application of communication protocols and concepts, it may be best to view WANs as computer networking technologies used to transmit data over long distances, and between different networks. This distinction stems from the fact that common local area network (LAN) technologies operating at lower layers of th ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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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 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 time (RTT). The MP protocol can be used in delay-sensitive applications (such as placing content delivery network replicas) or for secure 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 public key infrastructure (PKI) system. The untrusted node need ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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TCP Window
The Transmission Control Protocol (TCP) is one of the main protocols of the Internet protocol suite. It originated in the initial network implementation in which it complemented the Internet Protocol (IP). Therefore, the entire suite is commonly referred to as TCP/IP. TCP provides reliable, ordered, and error-checked delivery of a stream of octets (bytes) between applications running on hosts communicating via an IP network. Major internet applications such as the World Wide Web, email, remote administration, and file transfer rely on TCP, which is part of the Transport Layer of the TCP/IP suite. SSL/TLS often runs on top of TCP. TCP is connection-oriented, and a connection between client and server is established before data can be sent. The server must be listening (passive open) for connection requests from clients before a connection is established. Three-way handshake (active open), retransmission, and error detection adds to reliability but lengthens latency. Applic ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Transmission Control Protocol
The Transmission Control Protocol (TCP) is one of the main protocols of the Internet protocol suite. It originated in the initial network implementation in which it complemented the Internet Protocol (IP). Therefore, the entire suite is commonly referred to as TCP/IP. TCP provides reliable, ordered, and error-checked delivery of a stream of octets (bytes) between applications running on hosts communicating via an IP network. Major internet applications such as the World Wide Web, email, remote administration, and file transfer rely on TCP, which is part of the Transport Layer of the TCP/IP suite. SSL/TLS often runs on top of TCP. TCP is connection-oriented, and a connection between client and server is established before data can be sent. The server must be listening (passive open) for connection requests from clients before a connection is established. Three-way handshake (active open), retransmission, and error detection adds to reliability but lengthens latency. ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Flow Control (data)
In data communications, flow control is the process of managing the rate of data transmission between two nodes to prevent a fast sender from overwhelming a slow receiver. Flow control should be distinguished from congestion control, which is used for controlling the flow of data when congestion has actually occurred. Flow control mechanisms can be classified by whether or not the receiving node sends feedback to the sending node. Flow control is important because it is possible for a sending computer to transmit information at a faster rate than the destination computer can receive and process it. This can happen if the receiving computers have a heavy traffic load in comparison to the sending computer, or if the receiving computer has less processing power than the sending computer. Stop-and-wait Stop-and-wait flow control is the simplest form of flow control. In this method the message is broken into multiple frames, and the receiver indicates its readiness to receive a f ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Network Throughput
Network throughput (or just throughput, when in context) refers to the rate of message delivery over a communication channel, such as Ethernet or packet radio, in a communication network. The data that these messages contain may be delivered over physical or logical links, or through network nodes. Throughput is usually measured in bits per second (bit/s or bps), and sometimes in data packets per second (p/s or pps) or data packets per time slot. The system throughput or aggregate throughput is the sum of the data rates that are delivered to all terminals in a network. Throughput is essentially synonymous to digital bandwidth consumption; it can be determined numerically by applying the queueing theory, where the load in packets per time unit is denoted as the arrival rate (), and the drop in packets per unit time is denoted as the departure rate (). The throughput of a communication system may be affected by various factors, including the limitations of the underlying analog ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Processing Delay
Processing is a free graphical library and integrated development environment (IDE) built for the electronic arts, new media art, and visual design communities with the purpose of teaching non-programmers the fundamentals of computer programming in a visual context. Processing uses the Java language, with additional simplifications such as additional classes and aliased mathematical functions and operations. It also provides a graphical user interface for simplifying the compilation and execution stage. The Processing language and IDE have been the precursor to other projects including Arduino and Wiring. History The project was initiated in 2001 by Casey Reas and Ben Fry, both formerly of the Aesthetics and Computation Group at the MIT Media Lab. In 2012, they started the Processing Foundation along with Daniel Shiffman, who joined as a third project lead. Johanna Hedva joined the Foundation in 2014 as Director of Advocacy. Originally, Processing had used the domain proc ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Ping 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 la ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Milliseconds
A millisecond (from '' milli-'' and second; symbol: ms) is a unit of time in the International System of Units (SI) equal to one thousandth (0.001 or 10−3 or 1/1000) of a second and to 1000 microseconds. A unit of 10 milliseconds may be called a centisecond, and one of 100 milliseconds a decisecond, but these names are rarely used. To help compare orders of magnitude of different times, this page lists times between 10−3 seconds and 100 seconds (1 millisecond and one second). ''See also'' times of other orders of magnitude. Examples The Apollo Guidance Computer used metric units internally, with centiseconds used for time calculation and measurement. *1 millisecond (1 ms) – cycle time for frequency 1 kHz; duration of light for typical photo flash strobe; time taken for sound wave to travel about 34 cm; repetition interval of GPS C/A PN code *1 millisecond - time taken for light to travel 204.19 km in a single mode fiber optic cable for a wav ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Latency (engineering)
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. Latency is physically a consequence of the limited velocity at which any physical interaction can propagate. The magnitude of this velocity is always less than or equal to the speed of light. Therefore, every physical system with any physical separation (distance) between cause and effect will experience some sort of latency, regardless of the nature of the stimulation at which it has been exposed to. The precise definition of latency depends on the system being observed or the nature of the simulation. In communications, the lower limit of latency is determined by the medium being used to transfer information. In reliable two-way communication ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |