COMP 3825 Networking and Information Assurance Midterm Review Flashcards

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Flashcards covering network structure, packet/circuit switching, QoS, layering, transport protocols (TCP/UDP), reliable data transfer, and congestion control mechanisms.

Last updated 12:24 AM on 7/1/26
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45 Terms

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Network Edge

Part of the network structure consisting of hosts, such as clients and servers, which are often located in data centers.

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Network Core

A mesh of interconnected routers that form a "network of networks" to facilitate packet forwarding.

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Packet-switching

A network core technique where hosts break application-layer messages into packets and forward them across links, with each packet transmitted at full link capacity.

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Store-and-forward

A packet-switching principle where the entire packet must arrive at a router before it can be transmitted on the next link.

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One-hop Transmission Delay

The time calculated as LR\frac{L}{R} to transmit an L-bit packet into a link with a transmission rate of R bps.

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Circuit Switching

A network core alternative where end-to-end resources are reserved and dedicated for a specific "call," ensuring guaranteed performance with no sharing.

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FDM (Frequency-Division Multiplexing)

A circuit switching technique where the link's frequency spectrum is divided among users.

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TDM (Time-Division Multiplexing)

A circuit switching technique where users share a link by dividing time into slots.

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Nodal Processing Delay (dprocd_{proc})

The time spent at a router checking for bit errors and determining the output link, typically less than a millisecond.

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Queuing Delay (dqueued_{queue})

The time a packet waits at an output link for transmission, depending on the congestion level of the router.

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Transmission Delay (dtransd_{trans})

The time needed to push all the packet's bits into the link, calculated as LR\frac{L}{R} bits per second.

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Propagation Delay (dpropd_{prop})

The time for a bit to travel from the start of the physical link to the next router, calculated as ds\frac{d}{s} where s2×108m/ss \approx 2 \times 10^8\,m/s.

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Throughput

The rate in bits/time unit at which bits are transferred between a sender and receiver, categorized as either instantaneous or average.

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Bottleneck Link

The link on an end-to-end path that constrains the total end-to-end throughput.

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Physical Layer (Layer 1)

The layer responsible for encoding bits to send them over a single physical link via voltage levels, RF modulation, or photon intensities.

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Link Layer (Layer 2)

The layer responsible for framing and transmission of collections of bits into individual messages sent across a single subnetwork.

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(Inter)Network Layer (Layer 3)

The layer that bridges multiple subnets to provide global addressing and end-to-end internet connectivity (e.g., IPv4, IPv6).

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Transport Layer (Layer 4)

The layer providing end-to-end communication between processes using protocols like TCP or UDP.

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Application Layer (Layer 7)

The layer where communication of any freely structured data occurs, using protocols like HTTP, SMTP, or DNS.

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IP (Internet Protocol) "Best Effort" Service

A delivery service where packets may be lost, corrupted, or delivered out of order.

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Client-Server Architecture

An application structure with an always-on host (server) having a permanent IP address and clients that communicate with it but not directly with each other.

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P2P (Peer-to-Peer) Architecture

An architecture where arbitrary end systems directly communicate and share service capacity without an always-on server.

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Socket

The interface or "door" between an application process and the transport infrastructure controlled by the OS.

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SMTP (Simple Mail Transfer Protocol)

An application-layer protocol [RFC 2821] used for email that operates over TCP.

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HTTP (HyperText Transfer Protocol)

A web application protocol using request/response messages; GET is used to download data and POST is used to upload data.

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DNS (Domain Name System)

A hierarchical distributed database that maps host names to numerical IP addresses.

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Demultiplexing

The process at the receiver of using header info (IP addresses and port numbers) to deliver received segments to the correct socket.

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TCP 4-tuple

The set of four values used to identify a TCP socket: source IP address, source port number, destination IP address, and destination port number.

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UDP (User Datagram Protocol)

A "no-frills," connectionless transport protocol providing "best effort" service where segments may be lost or out of order.

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UDP Checksum

A value used to detect bit-errors in a transmitted segment by treating the segment contents as a sequence of 16-bit integers.

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Pipelining

A technique where a sender allows multiple "in-flight" yet-to-be-acknowledged packets to increase link utilization.

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Go-Back-N (GBN)

A pipelined protocol where the sender can have up to N unacked packets and uses cumulative ACKs; a timeout triggers retransmission of all unacked packets.

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Selective Repeat (SR)

A pipelined protocol where the sender maintains a timer for each unacked packet and retransmits only those for which an individual ACK was not received.

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MSS (Maximum Segment Size)

The maximum amount of data that can be placed in a single TCP segment.

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EstimatedRTT

A smoothed average of RTT measurements calculated as (1α)×EstimatedRTT+α×SampleRTT(1 - \alpha) \times EstimatedRTT + \alpha \times SampleRTT, with a typical α=0.125\alpha = 0.125.

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TCP Timeout Interval

The calculation defined as EstimatedRTT+4×DevRTTEstimatedRTT + 4 \times DevRTT to set a safety margin for retransmission.

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TCP Fast Retransmit

A mechanism that triggers retransmission of an unacked segment after the sender receives triple duplicate ACKs (3 ACKs for the same data).

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TCP Flow Control

The process of a receiver advertising free buffer space (rwndrwnd) to ensure the sender does not overwhelm the receiver's buffer.

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TCP 3-way Handshake

The connection establishment process involving a SYN, followed by a SYNACK, and finally an ACK.

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AIMD (Additive Increase Multiplicative Decrease)

The approach where TCP increases window size by 1 MSS every RTT until loss occurs, then cuts the window in half.

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TCP Slow Start

A phase where the congestion window (cwndcwnd) starts at 1 MSS and doubles every RTT until the first loss event or a threshold is reached.

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TCP Tahoe

A congestion control version that always sets the congestion window to 1 MSS upon detecting a loss event (timeout or 3 duplicate ACKs).

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TCP Reno

A congestion control version that sets cwndcwnd to 1 MSS on timeout but cuts it in half when 3 duplicate ACKs are received.

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TCP CUBIC

A variation that ramps up to the sending rate just before the last congestion loss (WmaxW_{max}) quickly, then approaches it more slowly.

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QUIC (Quick UDP Internet Connections)

A UDP-based protocol that supports multiple application-level streams and establishes reliability, security, and congestion control in a single RTT.