• Title/Summary/Keyword: TCP/UDP

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Design of a Limited Two-Way Communications System (제한적 양방향 통신 시스템 설계)

  • Kim, Dongwook;Min, Byunggil
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.5
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    • pp.1129-1140
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    • 2017
  • Unidirectional data transmission system, which allows physical one way transmission, removes the backward link physically to prevent the intrusion from the outside through the network. However, the system is difficult to apply to the environment requiring either backward transmissions or bi-directional communications. In this paper, we proposed Limited Two-way communications system, called as LimTway, which only allows outbound TCP two-way communications. LimTway uses two one-way links(forward, backward). While the forward one-way link is staying to be activated so that an allowed outbound UDP traffic could be transmitted one-way always, the backward one-way link is activated while allowed outbound TCP sessions are established. In order to prevent the intrusion from the outside during the period, the software of LimTway is designed to allow only the transmissions of both outbound TCP two-way communication traffics and outbound UDP traffics.

Performance Analysis of Mobile node based on SCTP in MIPv6 (MIPv6에서 SCTP 기반 이동단말의 성능 분석)

  • Kim, Gwang-Hyun;Cho, Chung-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.8
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    • pp.1391-1400
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    • 2008
  • In recent yeats, SCTP is known as the next transport layer protocol for connection-oriented and reliable data transfer after TCP/UDP. The SCTP was developed on the basis of the existing TCP and was designed to eliminate defects of TCP. SCTP has the different characteristic of multi-streaming and multi-homing from TCP. In this paper, we studied the defects of the performance of communication using the traits of multi-homing. And we evaluated the efficiency for each application services on the basis of SCTP of IPv6. Also, we analysed the delay time of a packet using SCTP and TCP. We noticed that the efficiency of SCTP is better than that of TCP.

A Comparative Estimation of Performance of Average Loss Interval Calculation Method in TCP-Friendly Congestion Control Protocol (TFRC 프로토콜의 평균 손실 구간 계산방식의 비교평가)

  • Lee, Sang-Chul;Jang, Ju-Wook
    • Journal of KIISE:Information Networking
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    • v.29 no.5
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    • pp.495-500
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    • 2002
  • We propose a new estimation method for rate adjustment in the face of a packet loss in the TFRC protocol, a TCP-Friendly congestion control protocol for UDP flows. Previous methods respond in a sensitive way to a single packet loss, resulting in oscillatory transmission behavior. This is an undesirable for multimedia services demanding constant bandwidth. The proposed TFRC provides more smooth and fair (against TCP flows) transmission through collective response based on multiple packets loss events. We show our "Exponential smoothing method" performs better than known "Weight smoothing method" in terms of smoothness and fairness.

The Performance Evaluation of RED In TCP/UDP Traffic (TCP/UDP 환경에서의 RED성능평가)

  • Kim, Yong-Bum;Chae, Hyun-Suk;Cho, Tae-Kyung;Choi, Myung-Ryul
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.05b
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    • pp.1229-1232
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    • 2003
  • 인터넷의 발달로 멀티미디어 데이터 처리가 필요하다. 이를 위해 TCP/UDP를 혼합 환경에서 사용하게 되었고 발생하는 혼잡이나 공정성의 문제를 해결하기 위해 많은 논의가 이루어지고 있다. 본 논문에서는 RED방식에서 사용하는 4개의 파라미터가 라우터 큐의 동작에 미치는 영향을 분석한다. RED 파라미터 분석을 통해서 고정된 파라미터 값을 사용할 경우 다양한 트래픽 상황에 적절히 반응하지 못하는 것을 보여준다. 또한 NS2를 이용한 시뮬레이션에서 DT방식과 RED방식을 비교하면서 공정성이 향상됨을 보인다.

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Data Send-Receive Structure for Online Game Synchronization (온라인 게임 동기화를 위한 데이터 송수신 구조)

  • Ju, Woo-Suk
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.147-155
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    • 2010
  • On this paper, suggests a communication structure making possible to fast data send-receive for the gaming process synchronization. For these things, first of all, analyze the data send-receive speed effecting on the online game by the game genre. Moreover, we suggested a proper data communication structure like real-time online action game genre which gaming synchronization effects on the gaming process. Communication structure suggested on this paper is being used with TCP/UDP protocol, and it is applied to the network system and verify improved data send-receive speed. These data send-receive structure can be applied to the various online games.

A Study on Layered Streaming Service based on TCP/UDP for Multimedia Data Transport (멀티미디어 데이터 전송을 위한 TCP/UDP 기반의 Layered Streaming Service에 관한 연구)

  • Kim, Sang-Hyong;Sinn, Jeong-Ah;Cho, Jae-Sang;Lee, Sung-In;Yoo, Won-Kyong;Yoo, Kwan-Jong;Kim, Doo-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.11b
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    • pp.1225-1228
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    • 2003
  • 인터넷의 급속한 확산과 통신 기술의 발전에도 불구하고 제한된 통신망의 자원을 최대한 이용하여 대용량의 멀티미디어 데이터를 서비스하고자 하는 계층적 서비스 기술들이 각광을 받고 있다. 이에 본 논문에서는 현재까지 이루어진 MPEG-4 미디어 데이터의 계층화 기법을 이용하여 분할된 스트리밍 데이터를 가변적인 네트웍 환경에 원활하게 서비스할 수 있는 TCP/UDP 기반의 스트리밍 서비스를 활용한 시스템의 구성을 제안한다.

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Development of Embedded Network Processor (임베디드 네트웍용 프로세서 개발)

  • 유문종;최종운
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2001.10a
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    • pp.560-563
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    • 2001
  • We made a HTTP server using 8 bit microprocessor. It was TMP84C015 which applied a 180 core and RTL8019AS was installed for an ethernet physical layer. Assembly language was used to optimize a performance of the MPU, to overcome an restriction of memory size and to maximize the throughput of packet using TCP, UDP, IP, ICMP and ARP protocol. We used LabVIEW to verified the each protocol on the client side.

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Evaluation of realtime communication over TCP/IP network for industrial automation (공장 자동화를 위한 TCP/IP 네트웍에서의 실시간 통신에 관한 연구)

  • 윤영찬;박재현
    • 제어로봇시스템학회:학술대회논문집
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    • 1996.10b
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    • pp.1032-1035
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    • 1996
  • While Ethernet and TCP/IP are the most widely used protocol, for Real-time system, it is not applicable because it doesn't guarantee the deterministic transmission time. Furthermore, the TCP acknowledgement scheme and sliding window algorithm enforce to collide packets. Although various Collision-Free CSMA protocol was presented, it is very difficult to implement in well known OS(UNIX, WilidowsNT) because we have to modify network kernel. This paper presents another transmission protocol based on modified UDP. The colliding probability can be minimized by avoiding successive packet transmission and decreasing competition duration. The proposed algorithm can be used for the soft real-time industrial automation network.

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Implementation of Video Transfer with TCP-friendly Rate Control Protocol

  • Miyabayashi, Masaki;Wakamiya, Naoki;Murata, Masayuki;Miyahara, Hideo
    • Proceedings of the IEEK Conference
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    • 2000.07a
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    • pp.117-120
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    • 2000
  • As the use of real-time multimedia applications increases, a considerable amount of “greedy” UDP traffic would easily dominate network bandwidth and packet loss. As a result, bandwidth available to TCP connections is oppressed and their performance extremely deteriorates. In or-der that both TCP and UDP sessions fairly co-exist in the Internet, it is vital that we consider the fairness among both protocols. In this work, we implement a “TCP-friendly” rate control mechanism suitable to video applications and con-sider its applicability to a real system through observation of the video quality at the receiver and the connection state. It is shown that we can achieve high-quality and stable video transfer fairly sharing the network bandwidth with TCP by applying our rate control at a control interval of 32 times as long as RTT.

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Comparison of TCP with UDP over Multi-Hop Wireless Ad-Hoc Network Using Wireless LAN (무선 랜을 사용하는 Ad-Hoc 네트워크에서 TCP와 UDP 트래픽 비교)

  • Yoo, See-Hwan;Choi, Jin-Hee;Jin, Hyun-Wook;Yoo, Hyuck
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04d
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    • pp.331-333
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    • 2003
  • 본 논문에서는 802.11을 기반으로 한 무선 링크에서 인터넷 상의 대표적인 전송계층 프로토콜인 TCP(Transmission Control Protocol)와 HDP(User Datagram Protocol)의 성능을 비교한다. 또한 이들 프로토콜이 무선 환경에서 보이는 문제점을 지적하고 원인을 분석한다. 무선 네트워크의 용량은 유선 네트워크와 다르며, 따라서 유선 네트워크 용량을 기반으로 설계된 TCP는 불안정하게 작동한다. 본 논문에서는 주목할만한 전송 프로토콜의 병목현상을 나타내는 원인으로 MAC(Medium Access Control)에 의해 채널을 잡기 위한 경쟁이 심각함과 전송 계층 프로토콜의 네트워크 용량 예측이 올바르지 않음을 지적하고, TCP와 HDP를 비교하여 무선 망에서도 네트워크 상황에 적응하는 기법이 중요함을 확인한다.

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