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applications/infrastructure.rst

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@@ -253,8 +253,8 @@ TLD servers.
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(a.gtld-servers.net, A, 192.5.6.30)
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...
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Moving our way down the hierarchy by one level, the server has records
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for domains like this:
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Moving our way down the hierarchy by one level, the ``a3.nstld.com`` server has records
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for ``.edu`` domains like this:
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::
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congestion/tcpcc.rst

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}
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where ``state`` represents the state of a particular TCP connection and
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defines an upper bound on how large the congestion window is allowed to
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``TCP_MAXWIN`` defines an upper bound on how large the congestion window is allowed to
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grow.
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:numref:`Figure %s <fig-trace1>` traces how TCP’s ``CongestionWindow``

e2e/rtp.rst

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A final function that we might want to put into the protocol is some
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way of identifying senders that is more user-friendly than an IP
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address. As illustrated in :numref:`Figure %s <fig-zoom>`, audio and
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video conferencing applications can display strings such as on their
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video conferencing applications can display strings such as ``User <user@example.com>`` on their
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control panels, and thus the application protocol should support the
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association of such a string with a data stream.
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foreword.rst

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In 1996, the NSFNET had just been decommissioned, and the commercial
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phase of the Internet was just beginning. The first search engine
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(Alta Vista—do you remember?) had just been demonstrated. Content
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(AltaVista—do you remember?) had just been demonstrated. Content
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delivery networks did not exist—Akamai was founded two years later
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in 1998, the same year Google was officially born. Cloud was only a
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distant haze on the horizon. And there was no such thing as

foundation/architecture.rst

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@@ -136,7 +136,7 @@ Except at the hardware level, where peers directly communicate with each
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other over a physical medium, peer-to-peer communication is
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indirect—each protocol communicates with its peer by passing messages to
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some lower-level protocol, which in turn delivers the message to *its*
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peer. In addition, there are potentially more than one protocol at any
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peer. In addition, there may be more than one protocol at any
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given level, each providing a different communication service. We
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therefore represent the suite of protocols that make up a network system
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with a *protocol graph*. The nodes of the graph correspond to protocols,
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specification of many of its protocols, such as TCP, UDP, IP,
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DNS, and BGP. But the Internet architecture also embraces many
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protocols defined by other organizations, including IEEE's
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802.11 ethernet and Wi-Fi standards, W3C's HTTP/HTML web
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specifications, 3GPP's 4G and 5G cellular networks standards,
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and ITU-T's H.232 video encoding standards, to name a few.
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802.3 Ethernet and 802.11 Wi-Fi standards, W3C's HTTP/HTML web
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specifications, 3GPP's 4G and 5G cellular network standards,
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and ITU-T's H.264 video encoding standard, to name a few.
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In addition to defining architectures and specifying protocols,
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there are yet other organizations that support the larger goal of
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capabilities, and evolve rapidly. The narrow-waisted model is
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critical to the Internet’s ability to adapt to new user
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demands and changing technologies. :ref:`[Next] <key-pipe-full>`
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foundation/performance.rst

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.. centered:: Throughput = TransferSize / TransferTime
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where TransferTime includes not only the elements of one-way
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where ``TransferTime`` includes not only the elements of one-way latency
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identified earlier in this section, but also any additional time spent
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requesting or setting up the transfer. Generally, we represent this
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relationship as
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.. centered:: TransferTime = RTT + 1/Bandwidth x TransferSize
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We use in this calculation to account for a request message being sent
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We use ``RTT`` in this calculation to account for a request message being sent
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across the network and the data being sent back. For example, consider a
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situation where a user wants to fetch a 1-MB file across a 1-Gbps with a
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situation where a user wants to fetch a 1-MB file across a 1-Gbps link with a
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round-trip time of 100 ms. This includes both the transmit time for 1 MB
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(1 / 1 Gbps × 1 MB = 8 ms) and the 100-ms RTT, for a total transfer time
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of 108 ms. This means that the effective throughput will be

foundation/problem.rst

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general-purpose programmable hardware, and they are not optimized for a
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particular application like making phone calls or delivering television
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signals. Instead, they are able to carry many different types of data,
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and they support a wide, and ever growing, range of applications.
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and they support a wide, and ever-growing, range of applications.
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Today’s computer networks have pretty much taken over the functions
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previously performed by single-use networks. This chapter looks at some
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typical applications of computer networks and discusses the requirements
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applications are developed. Almost all of us now have computer networks
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in our homes, offices, and in some cases in our cars, so operating
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networks is no longer a matter only for a few specialists. And with the
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proliferation of smartphones, many more of this generation are
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proliferation of smartphones, many more people in this generation are
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developing networked applications than in the past. So we need to
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consider networks from these multiple perspectives: builders, operators,
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application developers.
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and application developers.
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To start us on the road toward understanding how to build, operate, and
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program a network, this chapter does four things. First, it explores the

foundation/software.rst

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into a multi-billion dollar industry. Starting from the
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humble beginnings of the client/server paradigm and a
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handful of simple application programs like email, file
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transfer, and remote login, everyone now has access to an
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transfer, and remote login, everyone now has access to a
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never-ending supply of cloud applications from their
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smartphones.
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foundation/trend.rst

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course, subscribers and customers (i.e., individuals, but also
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enterprises and businesses). The lines between these players are not
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always crisp, with many companies playing multiple roles. The most
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notable example of this are the large cloud providers, who (a) build
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notable examples are the large cloud providers, who (a) build
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their own networking equipment using commodity components, (b) deploy
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and operate their own networks, and (c) provide end-user services and
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applications on top of their networks.
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on a timeline measured in years has historically been good enough, but
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anyone that has downloaded and used the latest smartphone app knows how
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glacially slow anything measured in years is by today’s standards.
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Designing for evolution has to be part of the decision making process.
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Designing for evolution has to be part of the decision-making process.
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On the second point, the companies that build networks are almost always
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the same ones that operate them. They are collectively known as *network

internetworking/routing.rst

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time, so it’s important to deploy a simple solution sooner rather
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than later, and expect to improve it over time. Staying stuck in the
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design phase indefinitely is usually not a good plan. The second
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is the well-know KISS principle: *Keep it Simple, Stupid.* When
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is the well-known KISS principle: *Keep it Simple, Stupid.* When
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building a complex system, less is often more. Opportunities to
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invent sophisticated optimizations are plentiful, and it’s a tempting
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opportunity to pursue. While such optimizations sometimes have

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