Network congestionNetwork congestion in data networking and queueing theory is the reduced quality of service that occurs when a network node or link is carrying more data than it can handle. Typical effects include queueing delay, packet loss or the blocking of new connections. A consequence of congestion is that an incremental increase in offered load leads either only to a small increase or even a decrease in network throughput.
Transmission Control ProtocolThe 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 rely on TCP, which is part of the Transport Layer of the TCP/IP suite.
Round-trip delayIn 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 delayEnd-to-end delay or one-way delay (OWD) refers to the time taken for a packet to be transmitted across a network from source to destination. It is a common term in IP network monitoring, and differs from round-trip time (RTT) in that only path in the one direction from source to destination is measured. The ping utility measures the RTT, that is, the time to go and come back to a host. Half the RTT is often used as an approximation of OWD but this assumes that the forward and back paths are the same in terms of congestion, number of hops, or quality of service (QoS).
Network delayNetwork delay is a design and performance characteristic of a telecommunications network. It specifies the latency for a bit of data to travel across the network from one communication endpoint to another. It is typically measured in multiples or fractions of a second. Delay may differ slightly, depending on the location of the specific pair of communicating endpoints.
Delay-tolerant networkingDelay-tolerant networking (DTN) is an approach to computer network architecture that seeks to address the technical issues in heterogeneous networks that may lack continuous network connectivity. Examples of such networks are those operating in mobile or extreme terrestrial environments, or planned networks in space. Recently, the term disruption-tolerant networking has gained currency in the United States due to support from DARPA, which has funded many DTN projects.
Queuing delayIn telecommunication and computer engineering, the queuing delay or queueing delay is the time a job waits in a queue until it can be executed. It is a key component of network delay. In a switched network, queuing delay is the time between the completion of signaling by the call originator and the arrival of a ringing signal at the call receiver. Queuing delay may be caused by delays at the originating switch, intermediate switches, or the call receiver servicing switch.
Packet switchingIn telecommunications, packet switching is a method of grouping data into packets that are transmitted over a digital network. Packets are made of a header and a payload. Data in the header is used by networking hardware to direct the packet to its destination, where the payload is extracted and used by an operating system, application software, or higher layer protocols. Packet switching is the primary basis for data communications in computer networks worldwide.
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.
Node (networking)In telecommunications networks, a node (nodus, ‘knot’) is either a redistribution point or a communication endpoint. The definition of a node depends on the network and protocol layer referred to. A physical network node is an electronic device that is attached to a network, and is capable of creating, receiving, or transmitting information over a communication channel. A passive distribution point such as a distribution frame or patch panel is consequently not a node.
Congestion pricingCongestion pricing or congestion charges is a system of surcharging users of public goods that are subject to congestion through excess demand, such as through higher peak charges for use of bus services, electricity, metros, railways, telephones, and road pricing to reduce traffic congestion; airlines and shipping companies may be charged higher fees for slots at airports and through canals at busy times. Advocates claim this pricing strategy regulates demand, making it possible to manage congestion without increasing supply.
Computer networkA computer network is a set of computers sharing resources located on or provided by network nodes. Computers use common communication protocols over digital interconnections to communicate with each other. These interconnections are made up of telecommunication network technologies based on physically wired, optical, and wireless radio-frequency methods that may be arranged in a variety of network topologies. The nodes of a computer network can include personal computers, servers, networking hardware, or other specialized or general-purpose hosts.
Network switchA network switch (also called switching hub, bridging hub, and, by the IEEE, MAC bridge) is networking hardware that connects devices on a computer network by using packet switching to receive and forward data to the destination device. A network switch is a multiport network bridge that uses MAC addresses to forward data at the data link layer (layer 2) of the OSI model. Some switches can also forward data at the network layer (layer 3) by additionally incorporating routing functionality.
Mesh networkingA mesh network is a local area network topology in which the infrastructure nodes (i.e. bridges, switches, and other infrastructure devices) connect directly, dynamically and non-hierarchically to as many other nodes as possible and cooperate with one another to efficiently route data to and from clients. This lack of dependency on one node allows for every node to participate in the relay of information. Mesh networks dynamically self-organize and self-configure, which can reduce installation overhead.
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.
Dead end (street)A dead end, also known as a cul-de-sac (ˈkʌldəsæk,_ˈkʊl-, from French for 'bag-bottom'), no through road or no exit road, is a street with only one inlet or outlet. "Dead end" is also understood in all varieties of English, but the official terminology and traffic signs include many different alternatives. Some of these are used only regionally. In the United States and other countries, cul-de-sac is often not an exact synonym for dead end and refers to dead ends with a circular end.
Queueing theoryQueueing theory is the mathematical study of waiting lines, or queues. A queueing model is constructed so that queue lengths and waiting time can be predicted. Queueing theory is generally considered a branch of operations research because the results are often used when making business decisions about the resources needed to provide a service. Queueing theory has its origins in research by Agner Krarup Erlang, who created models to describe the system of incoming calls at the Copenhagen Telephone Exchange Company.
Network topologyNetwork topology is the arrangement of the elements (links, nodes, etc.) of a communication network. Network topology can be used to define or describe the arrangement of various types of telecommunication networks, including command and control radio networks, industrial fieldbusses and computer networks. Network topology is the topological structure of a network and may be depicted physically or logically. It is an application of graph theory wherein communicating devices are modeled as nodes and the connections between the devices are modeled as links or lines between the nodes.
Traffic generation modelA traffic generation model is a stochastic model of the traffic flows or data sources in a communication network, for example a cellular network or a computer network. A packet generation model is a traffic generation model of the packet flows or data sources in a packet-switched network. For example, a web traffic model is a model of the data that is sent or received by a user's web-browser. These models are useful during the development of telecommunication technologies, in view to analyse the performance and capacity of various protocols, algorithms and network topologies .
Best-effort deliveryBest-effort delivery describes a network service in which the network does not provide any guarantee that data is delivered or that delivery meets any quality of service. In a best-effort network, all users obtain best-effort service. Under best-effort, network performance characteristics such as network delay and packet loss depend on the current network traffic load, and the network hardware capacity. When network load increases, this can lead to packet loss, retransmission, packet delay variation, and further network delay, or even timeout and session disconnect.