6,241 research outputs found

    Performance of TCP/UDP under Ad Hoc IEEE802.11

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    TCP is the De facto standard for connection oriented transport layer protocol, while UDP is the De facto standard for transport layer protocol, which is used with real time traffic for audio and video. Although there have been many attempts to measure and analyze the performance of the TCP protocol in wireless networks, very few research was done on the UDP or the interaction between TCP and UDP traffic over the wireless link. In this paper, we tudy the performance of TCP and UDP over IEEE802.11 ad hoc network. We used two topologies, a string and a mesh topology. Our work indicates that IEEE802.11 as a ad-hoc network is not very suitable for bulk transfer using TCP. It also indicates that it is much better for real-time audio. Although one has to be careful here since real-time audio does require much less bandwidth than the wireless link bandwidth. Careful and detailed studies are needed to further clarify that issue.Comment: 9 pages, 5 figures, ICT 2003 (10th International Conference on Telecommunication

    DTMsim - DTM channel simulation in ns

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    Dynamic Transfer Mode (DTM) is a ring based MAN technology that provides a channel abstraction with a dynamically adjustable capacity. TCP is a reliable end to end transport protocol capable of adjusting its rate. The primary goal of this work is investigate the coupling of dynamically allocating bandwidth to TCP flows with the affect this has on the congestion control mechanism of TCP. In particular we wanted to find scenerios where this scheme does not work, where either all the link capacity is allocated to TCP or congestion collapse occurs and no capacity is allocated to TCP. We have created a simulation environment using ns-2 to investigate TCP over networks which have a variable capacity link. We begin with a single TCP Tahoe flow over a fixed bandwidth link and progressively add more complexity to understand the behaviour of dynamically adjusting link capacity to TCP and vice versa

    MSPlayer: Multi-Source and multi-Path LeverAged YoutubER

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    Online video streaming through mobile devices has become extremely popular nowadays. YouTube, for example, reported that the percentage of its traffic streaming to mobile devices has soared from 6% to more than 40% over the past two years. Moreover, people are constantly seeking to stream high quality video for better experience while often suffering from limited bandwidth. Thanks to the rapid deployment of content delivery networks (CDNs), popular videos are now replicated at different sites, and users can stream videos from close-by locations with low latencies. As mobile devices nowadays are equipped with multiple wireless interfaces (e.g., WiFi and 3G/4G), aggregating bandwidth for high definition video streaming has become possible. We propose a client-based video streaming solution, MSPlayer, that takes advantage of multiple video sources as well as multiple network paths through different interfaces. MSPlayer reduces start-up latency and provides high quality video streaming and robust data transport in mobile scenarios. We experimentally demonstrate our solution on a testbed and through the YouTube video service.Comment: accepted to ACM CoNEXT'1
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