Reading Comprehension.
A transport layer protocol usually has several responsibilities. One is to create a process-to-process communication; UDP uses 1 numbers to accomplish this. Another Responsibility is to provide control mechanisms at the transport level. UDP does this task at a very minimal level. There is no flow control mechanism and there Is no 2 for received packet. UDP, however ,does provide error control to some extent. If UDP detects an error in the received packet, it will silently drop it. The transport layer also provides a connection mechanism for the processes. The 3 must be able to send streams of data to the transport layer. It is the responsibility of the transport layer at 4 station to make the connection with the receiver. chop the stream into transportable units, number them, and send them one by one. It is the responsibility of the transport layer at the receiving end to wait until all the different units belong to the same process have arrived, check and pass those that are 5 free, and deliver them to the receiving process as a stream.
1.( b )A. hop B. port C. route D. packet
2.( c )A. connection B. window C. acknowledgement D. destination
3.( b )A. jobs B. processes C. programs D. users
4.( a )A. sending B. routing C. switching D. receiving
5.( d )A. call B. state C. cost D. error
The TCP protocol is a 1 layer protocol. Each connection connects two TCPs that may be just one physical network apart or located on opposite sides of the globe. In other words, each connection creates a 2 with a length that may be totally different from another path created by another connection. This means that TCP cannot use the same retransmission time for all connections. Selecting a fixed retransmission time for all connections can result in serious consequences. If the retransmission time does not allow enough time for a 3 to reach the destination and an acknowledgment to reach the source, it can result in retransmission of segments that are still on the way. Conversely, if the retransmission time is longer than necessary for a short path, it may result in delay for the application programs. Even for one single connection, the retransmission time should not be fixed. A connection may be able to send segments and receive 4 faster during nontraffic period than during congested periods. TCP uses the dynamic retransmission time, a transmission time is different for each connection and which may be changed during the same connection. Retransmission time can be made 5 by basing it on the round-trip time (RTT). Several formulas are used for this purpose.
1.( C )A. physical B. network C. transport D. application
2.( A )A. path B. window C. response D. process
3.( B )A. process B. segment C. program D. user
4.( C )A. connections B. requests C. acknowledgments D. datagrams
5.( D )A. long B. short C. fixed D. dynamic
Let us now see how randomization is done when a collision occurs . After a 1 , time is divided into discrete slots whose length is equal to the worst-case round-trip propagation time on ether. To accommodate the longest path allowed by Ethernet, the slot time has been set to 512 bit times, or 51.2us.
After the first collision, each station waits either 0 or 1 2 times before trying again. If two stations collide and each one picks the same random number, they will collide again. After the second collision, each one picks either 0, 1, 2 or 3 at random and waits that number of slot times. If a third collision occurs ( the probability of this happening is 0.25 ), then the next time the number of slots to wait is chosen at 3 from the interval 0 to 23-1.
In general, after I collisions, a random number between 0 and 2i-1 is chosen, and that number of slots is skipped. However, after ten collisions have been reached, the randomization 4 is frozen at a maximum of 1023 slots. After 16 collisions, the controller throws in the towel and reports failure back to the computer. Further recoveries up to 5 layers.
1.( B )A. datagram B. collision C. connection D. service
2.( A )A. slot B. switch C. process D. fire
3.( B )A. rest B random C. once D. odds
4.( D )A. unicast B. multicast C. broadcast D. interval
5.( C )A. local B. next C. higher D. lower