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Describe why an application developer might choose to run an application over UDP rather than TCP.

Short Answer

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Developers might choose UDP for faster, lower-latency connections, with reduced resource use, suitable for time-sensitive or error-tolerant applications.

Step by step solution

01

Understanding UDP and TCP

UDP (User Datagram Protocol) and TCP (Transmission Control Protocol) are both communication protocols used to send data over the internet or local networks. TCP is known for its reliability, as it establishes a connection and ensures data packets arrive in the order sent or alerts if they don't arrive. UDP, on the other hand, is connectionless and does not ensure packet delivery or order, resulting in faster transmission because there are no acknowledgments or retransmission efforts.
02

Analyzing Speed Requirement

An application developer might prioritize speed over reliability when developing certain types of applications. For example, live video streaming or online gaming applications can benefit from UDP because it minimizes delay and provides faster data transmission compared to TCP. Missing a packet in such applications might be acceptable as the data is time-sensitive, and receiving the latest data is more crucial than ensuring every packet arrives.
03

Considering Network and System Overheads

UDP requires lower network and system overhead as it does not require the establishment, maintenance, or termination of a connection like TCP does. This leads to less processor and memory usage on the devices involved. For applications that need to conserve resources or operate in environments with limited capacity, UDP can be a more efficient choice.
04

Assessing Application Type and Error Tolerance

Applications that are error-tolerant or can handle occasional data loss might prefer using UDP. For instance, real-time applications such as VoIP (Voice over Internet Protocol) can use algorithms like error concealment to mask packet losses. The crucial factor is maintaining a steady stream of data instead of perfect reliability.

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Key Concepts

These are the key concepts you need to understand to accurately answer the question.

Communication Protocols
In the world of networking, communication protocols play a vital role in determining how data is sent and received across networks. Two primary protocols are TCP (Transmission Control Protocol) and UDP (User Datagram Protocol). These protocols guide the rules for data exchange and help maintain structured communication.
TCP is a connection-oriented protocol, which means it establishes a secure and reliable connection before data transfer begins. It ensures that all packets arrive intact and in order. If a packet doesn’t reach its destination or arrives corrupted, TCP will request it again. This makes it reliable but can slow down data transmission due to the time taken for these checks.
UDP, by contrast, is connectionless. It sends packets without establishing a dedicated end-to-end connection. Packets might arrive out of order or not at all, as UDP doesn’t check for errors or request retransmissions. This lack of assurance makes UDP faster and suitable for real-time communication where speed is prioritized over precision.
Network Overhead
Network overhead refers to the additional data and processing required to ensure reliable and organized data transfer. This overhead can affect a system’s performance, especially in constrained environments.
TCP comes with significant network overhead. It involves establishing a connection, maintaining the state, error-checking, and acknowledging packets, which requires extra bandwidth and processing power. This can burden the network, particularly in low-capacity systems.
Conversely, UDP reduces network overhead. It does not have a connection setup or error-checking processes, making it ideal for applications where speed is a priority over guaranteed delivery and order. The reduced overhead results in lower resource use, which is beneficial for systems with restricted memory and processing power.
Real-time Applications
Real-time applications require data to be delivered as quickly as possible, often within strict time constraints. Any delay can degrade the user experience.
Applications like VoIP (Voice over Internet Protocol), live video streaming, and online gaming benefit significantly from UDP. These applications prioritize the timely delivery of data over complete reliability. A dropped packet in a video stream or game may go unnoticed compared to a delay caused by waiting for retransmissions.
Using UDP allows these applications to maintain a constant flow of data, which is essential for delivering smooth and uninterrupted service. Even if some packets are lost, the freshness and immediacy of the data stream are preserved, which is vital for real-time interaction and feedback.
Packet Delivery
Packet delivery is a fundamental part of data transmission. It involves breaking down data into smaller units called packets, sending them across the network, and reassembling them at the destination.
In TCP, each packet delivery is carefully monitored. Every packet is checked for errors, confirmed by the receiver, and retransmissions are initiated if packets are missing. This ensures that the complete set of data arrives intact but at the cost of speed.
UDP does away with these checks. While this means faster delivery because packets are sent without waiting for confirmation, it also means some packets might get lost along the way. This trade-off is acceptable in scenarios where real-time performance is more crucial than complete accuracy or order, such as in multimedia streaming or gaming. Understanding these details helps developers choose the appropriate protocol based on application needs.

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Most popular questions from this chapter

Is it possible for an application to enjoy reliable data transfer even when the application runs over UDP? If so, how?

Consider sending a large file from a host to another over a TCP connection that has no loss. a. Suppose TCP uses AIMD for its congestion control without slow start. Assuming cwnd increases by 1 MSS every time a batch of ACKs is received and assuming approximately constant round-trip times, how long does it take for cwnd increase from 6 MSS to 12 MSS (assuming no loss events)? b. What is the average throughout (in terms of MSS and RTT) for this connection up through time \(=6\) RTT?

In this problem, we consider the delay introduced by the TCP slow-start phase. Consider a client and a Web server directly connected by one link of rate \(R\). Suppose the client wants to retrieve an object whose size is exactly equal to \(15 S\), where \(S\) is the maximum segment size (MSS). Denote the round-trip time between client and server as RTT (assumed to be constant). Ignoring protocol headers, determine the time to retrieve the object (including TCP connection establishment) when a. \(4 S / R>S / R+R T T>2 S / R\) b. \(S / R+R T T>4 S / R\) c. \(S / R>R T T\).

Suppose that a Web server runs in Host C on port 80. Suppose this Web server uses persistent connections, and is currently receiving requests from two different Hosts, \(\mathrm{A}\) and \(\mathrm{B}\). Are all of the requests being sent through the same socket at Host C? If they are being passed through different sockets, do both of the sockets have port 80 ? Discuss and explain.

Suppose the network layer provides the following service. The network layer in the source host accepts a segment of maximum size 1,200 bytes and a destination host address from the transport layer. The network layer then guarantees to deliver the segment to the transport layer at the destination host. Suppose many network application processes can be running at the destination host. a. Design the simplest possible transport-layer protocol that will get application data to the desired process at the destination host. Assume the operating system in the destination host has assigned a 4-byte port number to each running application process. b. Modify this protocol so that it provides a "return address" to the destination process. c. In your protocols, does the transport layer "have to do anything" in the core of the computer network?

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