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... In steady state, there should be no routing loops But steady state is rare. If routing tables are not in sync, routing loops can occur. To avoid problems, IP packets maintain a maximum hop count (TTL) that is decreased on every hop until 0 is reached, at which point a packet is dropped. ...
Making the right choice: An analysis of Dual Stack - Labs
Making the right choice: An analysis of Dual Stack - Labs

... gear and the target rather than the network – Tests only a small number of network transit paths – Provides only a weak correlation between measurement results and actual end-user experiences of application performance ...
幻灯片 1 - Universidad Abierta Interamericana
幻灯片 1 - Universidad Abierta Interamericana

... • Parallel network file system – Support multiple storage appliances (8-128) in a single name space (Up to 512 TB) – Separated Data and Meta-Data access to provide ...
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... 3. Compare and contrast the various Internet connection possibilities. 4. Compare and contrast the types of communications media. ...
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Microsoft® Lync Ignite

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... server; tells server its port number. The ACK bit is not set while establishing the connection but will be set on the remaining packets ...
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PPT Version

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... 22. win-term-svcs-enduser - When using Java to launch the Windows T erminal Services access mechanism on a client that is running Java7 update 45, user will see a warning message. (932422) ...
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... Implementation issues Stateless server. A server should not need to maintain any protocol state information about it’s client A client need only retry a request until the server ...
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... 4s Gateway implementation with PBX • A gateway existed between PSTN and IP environment makes the two-side communication possible • Hardware configuration: FXS to one external line of PBX, Ethernet adapter to Internet. • PSTN-IP =>dial one curtain number which configured by PBX to hear the dial tone ...
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... • FULL NETWORK VISIBILITY – Supports the latest IP traffic monitoring technologies: packet sniffing at 10 Gbps; NetFlow v5, v7 and v9; sFlow, IPFIX, NetStream, jFlow, cflowd. • DDOS DETECTION – A fast traffic anomaly detection engine detects volumetric attacks by profiling the online behavior of u ...
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...  The coded voice information is encapsulated into a UDP packet and sent out; some packets may be lost; up to 20 % loss is tolerable; using TCP eliminates loss but at a considerable cost: variance in delay; FEC is sometimes used to fix errors and make up losses ...
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... untrusted/malicious systems) ...
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... data  - High cost that may be mileage-dependent Frame relay and ATM  + Use virtual circuits to simulate more interoffice connections than are physically present  - High cost normally affordable only by midto large-scale enterprises ...
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COS 420 day 25

... Not as much functionality as FTP Code is much smaller Intended for use on Local Area Network Runs over UDP Diskless machine can use to obtain image at bootstrap ...
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Scale and Performance in a Distributed File

... respond in a certain time then the backup will become the primary. This is not an ideal solution for asynchronous systems because the server could be running slowly resulting in repeated actions. Another solution is a hardware mechanism that the backup can use to reboot the primary. An alternate sol ...
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Ao-Jan

... receiver, and that they are placed at fixed and well-known locations Example: a host identified by the IP address 165.124.180.xxx is located in NU ...
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Communication Trends and Applications

... be used without explicit programming • The software code necessary will be stored in firmware in the appliances • Functionalities of the appliances could well be chosen with the use of buttons that may resemble the buttons on a telephone dial pad ...
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Lag



In online gaming, lag is a noticeable delay between the action of players and the reaction of the server. Although lag may be caused by high latency, it may also occur due to insufficient processing power in the client(Screen-lag). Screen-Lag can also happened in single player games as well.The tolerance for lag depends heavily on the type of game. For instance, a strategy game or a turn-based game with a low pace may have a high threshold or even be mostly unaffected by high delays, whereas a twitch gameplay game such as a first-person shooter with a considerably higher pace may require significantly lower delay to be able to provide satisfying gameplay. But, the specific characteristics of the game matter. For example, fast chess is a turn-based game that is fast action and may not tolerate high lag. And, some twitch games can be designed such that only events that don't impact the outcome of the game introduce lag, allowing for fast local response most of the time.
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