Application Design based on TCP or UDP
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Transcript of Application Design based on TCP or UDP
IHA præsentation 1
Application Design based on TCP or UDP
Lesson 6
IHA præsentation 2
Outline for today
• The Internet Protocols: UDP & TCP
• Socket programming
• Application Design based on TCP/UPD
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TCP/UPD: Transport services
•provide logical communication between app processes running on different hosts•transport protocols run in end systems
•send side: breaks app messages into segments, passes to network layer•rcv side: reassembles segments into messages, passes to app layer
•more than one transport protocol available to apps
•Internet: TCP and UDP
application
transportnetworkdata linkphysical
application
transportnetworkdata linkphysical
logical end-end transport
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Transport vs. network layer
•network layer: logical communication between hosts
•transport layer: logical communication between processes
•relies on, enhances, network layer services
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Internet transport-layer protocols
•reliable, in-order delivery: TCP•Connection-oriented
• Handshake to setup com.•congestion control •flow control•connection setup
•unreliable, unordered delivery: UDP•connectionless•no-frills extension of “best-effort” IP
•services not available: •delay guarantees•bandwidth guarantees
application
transportnetworkdata linkphysical network
data linkphysical
networkdata linkphysical
networkdata linkphysical
networkdata linkphysical
networkdata linkphysical
networkdata linkphysical
application
transportnetworkdata linkphysical
logical end-end transport
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UDP: more
•often used for streaming multimedia apps
•loss tolerant•rate sensitive
•other UDP uses•DNS•SNMP
•reliable transfer over UDP: add reliability at application layer
•application-specific error recovery!
source port # dest port #
32 bits
Applicationdata
(message)
UDP segment format
length checksumLength, in
bytes of UDPsegment,including
header
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UDP checksum
Sender:•treat segment contents as sequence of 16-bit integers•checksum: addition (1’s complement sum) of segment contents•sender puts checksum value into UDP checksum field
Receiver:•compute checksum of received segment•check if computed checksum equals checksum field value:
•NO - error detected•YES - no error detected. But maybe errors nonetheless?
Goal: detect “errors” (e.g., flipped bits) in transmitted segment
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TCP: Overview RFCs: 793, 1122, 1323, 2018, 2581
•full duplex data:•bi-directional data flow in same connection•MSS: maximum segment size
•connection-oriented: •handshaking (exchange of control msgs) init’s sender, receiver state before data exchange
•flow controlled:•sender will not overwhelm receiver
•point-to-point:•one sender, one receiver
•reliable, in-order byte steam:•no “message boundaries”
•pipelined:•TCP congestion and flow control set window size
•send & receive buffers
socketdoor
T C Psend buffer
T C Preceive buffer
socketdoor
segm ent
applicationwrites data
applicationreads data
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TCP segment structure
source port # dest port #
32 bits
applicationdata
(variable length)
sequence number
acknowledgement numberReceive window
Urg data pnterchecksum
FSRPAUheadlen
notused
Options (variable length)
URG: urgent data (generally not used)
ACK: ACK #valid
PSH: push data now(generally not used)
RST, SYN, FIN:connection estab(setup, teardown
commands)
# bytes rcvr willingto accept
countingby bytes of data(not segments!)
Internetchecksum
(as in UDP)
IHA præsentation 10
TCP seq. #’s and ACKsSeq. #’s:
•byte stream “number” of first byte in segment’s data
ACKs:•seq # of next byte expected from other side•cumulative ACK
Q: how receiver handles out-of-order segments
•A: TCP spec doesn’t say, - up to implementor
Host A Host B
Seq=42, ACK=79, data = ‘C’
Seq=79, ACK=43, data = ‘C’
Seq=43, ACK=80
Usertypes
‘C’
host ACKsreceipt
of echoed‘C’
host ACKsreceipt of
‘C’, echoesback ‘C’
timesimple telnet scenario
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Question
Suppose you want to do a transaction from a remote client to a server as fast as possible.
Would you use UDP or TCP? Why ?
You would use UDP. With UDP, the transaction can be completed in one roundtrip time (RTT) - the client sends the transaction request into a UDP socket, and the server sends the reply back to the client's UDP socket. With TCP, a minimum of two RTTs are needed - one to set-up the TCP connection, and another for the client to send the request, and for the server to send back the reply.
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Socket Programming
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Socket programming
Socket API• introduced in BSD4.1 UNIX, 1981
• explicitly created, used, released by apps
• client/server paradigm
• two types of transport service via socket API:
• unreliable datagram • reliable, byte stream-
oriented
a host-local, application-created,
OS-controlled interface (a “door”) into which
application process can both send and
receive messages to/from another
application process
socket
Goal: learn how to build client/server application that communicate using sockets
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Socket-programming using TCP
Socket: a door between application process and end-end-transport protocol (UCP or TCP)
TCP service: reliable transfer of bytes from one process to another
process
TCP withbuffers,
variables
socket
controlled byapplicationdeveloper
controlled byoperating
system
host orserver
process
TCP withbuffers,
variables
socket
controlled byapplicationdeveloper
controlled byoperatingsystem
host orserver
internet
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Addressing processes
•to receive messages, process must have identifier
•host device has unique 32-bit IP address
•Q: does IP address of host suffice for identifying the process?
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Addressing processes
•to receive messages, process must have identifier
•host device has unique 32-bit IP address
•Q: does IP address of host on which process runs suffice for identifying the process?
•A: No, many processes can be running on same host
•identifier includes both IP address and port numbers associated with process on host.
•Example port numbers:•HTTP server: 80•Mail server: 25
•to send HTTP message to gaia.cs.umass.edu web server:
•IP address: 128.119.245.12•Port number: 80
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Socket programming with TCP
Client must contact server•server process must first be running•server must have created socket (door) that welcomes client’s contact
Client contacts server by:•creating client-local TCP socket•specifying IP address, port number of server process•When client creates socket: client TCP establishes connection to server TCP
•When contacted by client, server TCP creates new socket for server process to communicate with client
•allows server to talk with multiple clients•source port numbers used to distinguish clients (more in Chap 3)
TCP provides reliable, in-order transfer of bytes (“pipe”) between client and server
application viewpoint
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Client/server socket interaction: TCP
wait for incomingconnection requestconnectionSocket =welcomeSocket.accept()
create socket,port=x, forincoming request:welcomeSocket =
ServerSocket()
create socket,connect to hostid, port=xclientSocket =
Socket()
closeconnectionSocket
read reply fromclientSocket
closeclientSocket
Server (running on hostid) Client
send request usingclientSocketread request from
connectionSocket
write reply toconnectionSocket
TCP connection setup
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Socket programming with UDP
UDP: no “connection” between client and server•no handshaking•sender explicitly attaches IP address and port of destination to each packet•server must extract IP address, port of sender from received packet
UDP: transmitted data may be received out of order, or lost
application viewpoint
UDP provides unreliable transfer of groups of bytes (“datagrams”)
between client and server
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Client/server socket interaction: UDP
Server (running on hostid)
closeclientSocket
read datagram fromclientSocket
create socket,clientSocket = DatagramSocket()
Client
Create datagram with server IP andport=x; send datagram via clientSocket
create socket,port= x.serverSocket = DatagramSocket()
read datagram fromserverSocket
write reply toserverSocketspecifying client address,port number
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Application Designbased on
TCP or UDP
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Application Design
• Application Architecure to choose?• Client-Server architecture
• Peer-to- peer architecture
• Hybrid of client-server and P2P
• What services do the application requires?• TCP
• UDP
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Client-server architecture
server:
•always-on host•permanent IP address•server farms for scaling
clients:•communicate with server•may be intermittently connected•may have dynamic IP addresses•do not communicate directly with each other
client/server
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Pure P2P architecture
•no always-on server
•arbitrary end systems directly communicate
•peers are intermittently connected and change IP addresses
Highly scalable but difficult to manage
peer-peer
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Hybrid of client-server and P2P
Skype• voice-over-IP P2P application• centralized server: finding address of remote party: • client-client connection: direct (not through server)
Instant messaging• chatting between two users is P2P• centralized service: client presence detection/location
• user registers its IP address with central server when it comes online
• user contacts central server to find IP addresses of buddies
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Application Design
• Application Designers should be aware of:• Silly Window Syndrome
•
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Silly Window Syndrome
• Problem• Sender only creates data slowly, or
• Receiver consumes data slowly.
• Example• Packet size 5 – 10 bytes + 20 bytes (TCP Hdr) + 20 IP Hdr => total
of 45-50 bytes • Network capacity used ineffeciently• => adds to congestion in the network
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Syndrome created by the sender
Nagle’s Algorithm
1. The sending TCP sends the first piece of data it receives from the sending application even if it is only 1 byte
2. After sending the first segment, the sending TCP accumelates data in the output buffer and waits until either the receiving TCP sends ACK or until enough data has accumelated to fill a maximum-size segment. At this time the sending TCP can send a segment
3. Step 2 is repeated for the rest of the transmission
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Syndrome created by the sender
Nagle’s Algorithm Effect
• If sending application is faster than network:• Transmission buffer becomes full =>• Segments are larger (maximum-size segments)
• If network is faster than sending application:• ACKs received before buffer is full =>• Segments are smaller
How to enable Nagle’s Algorithm:
Socket option: TCP_NODELAY
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Syndrome created by the receiver
1. Sender creates data in blocks of 1kbyte2. Receiver consumes data 1 byte at a time3. Receiver buffer is 4 kbytes4. Sender sends 4 kbytes of data5. Receiver advertises a window size of zero6. Sender stops sending data7. Receiving application reads 1 byte8. Receiving TCP announces a window size of 1 byte9. Sending TCP sends 1 byte of data
Inefficient usage of network
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Syndrome created by the receiver
Clark’s Solution
Send ACK as soon as the data arrives, but Announce a window size of zero until either there is enough space to accommodate a segment of max. Size or until half of the buffer is empty
Delayed Acknowledgement
Delay sending ACK. The receiver waits until there is a decent amount of space in its incoming buffer before acknowledging the arrived segments. => Sender can not slid its window, and stops sending data.
What happens if we wait to long before sending ACK?
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Question & repetition
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