Network delayNetwork delay is a design and performance characteristic of a telecommunications network. It specifies the latency for a bit of data to travel across the network from one communication endpoint to another. It is typically measured in multiples or fractions of a second. Delay may differ slightly, depending on the location of the specific pair of communicating endpoints.
Leaky bucketThe leaky bucket is an algorithm based on an analogy of how a bucket with a constant leak will overflow if either the average rate at which water is poured in exceeds the rate at which the bucket leaks or if more water than the capacity of the bucket is poured in all at once. It can be used to determine whether some sequence of discrete events conforms to defined limits on their average and peak rates or frequencies, e.g. to limit the actions associated with these events to these rates or delay them until they do conform to the rates.
Queuing delayIn telecommunication and computer engineering, the queuing delay or queueing delay is the time a job waits in a queue until it can be executed. It is a key component of network delay. In a switched network, queuing delay is the time between the completion of signaling by the call originator and the arrival of a ringing signal at the call receiver. Queuing delay may be caused by delays at the originating switch, intermediate switches, or the call receiver servicing switch.
End-to-end delayEnd-to-end delay or one-way delay (OWD) refers to the time taken for a packet to be transmitted across a network from source to destination. It is a common term in IP network monitoring, and differs from round-trip time (RTT) in that only path in the one direction from source to destination is measured. The ping utility measures the RTT, that is, the time to go and come back to a host. Half the RTT is often used as an approximation of OWD but this assumes that the forward and back paths are the same in terms of congestion, number of hops, or quality of service (QoS).
Bandwidth-delay productIn data communications, the bandwidth-delay product is the product of a data link's capacity (in bits per second) and its round-trip delay time (in seconds). The result, an amount of data measured in bits (or bytes), is equivalent to the maximum amount of data on the network circuit at any given time, i.e., data that has been transmitted but not yet acknowledged. The bandwidth-delay product was originally proposed as a rule of thumb for sizing router buffers in conjunction with congestion avoidance algorithm random early detection (RED).
Packet switchingIn telecommunications, packet switching is a method of grouping data into packets that are transmitted over a digital network. Packets are made of a header and a payload. Data in the header is used by networking hardware to direct the packet to its destination, where the payload is extracted and used by an operating system, application software, or higher layer protocols. Packet switching is the primary basis for data communications in computer networks worldwide.
Packet delay variationIn computer networking, packet delay variation (PDV) is the difference in end-to-end one-way delay between selected packets in a flow with any lost packets being ignored. The effect is sometimes referred to as packet jitter, although the definition is an imprecise fit. The term PDV is defined in ITU-T Recommendation Y.1540, Internet protocol data communication service - IP packet transfer and availability performance parameters, section 6.2. In computer networking, although not in electronics, usage of the term jitter may cause confusion.
Latency (engineering)Latency, from a general point of view, is a time delay between the cause and the effect of some physical change in the system being observed. Lag, as it is known in gaming circles, refers to the latency between the input to a simulation and the visual or auditory response, often occurring because of network delay in online games. Latency is physically a consequence of the limited velocity at which any physical interaction can propagate. The magnitude of this velocity is always less than or equal to the speed of light.
Asynchronous Transfer ModeAsynchronous Transfer Mode (ATM) is a telecommunications standard defined by the American National Standards Institute and ITU-T (formerly CCITT) for digital transmission of multiple types of traffic. ATM was developed to meet the needs of the Broadband Integrated Services Digital Network as defined in the late 1980s, and designed to integrate telecommunication networks. It can handle both traditional high-throughput data traffic and real-time, low-latency content such as telephony (voice) and video.
General Packet Radio ServiceGeneral Packet Radio Service (GPRS) is a packet oriented mobile data standard on the 2G cellular communication network's global system for mobile communications (GSM). GPRS was established by European Telecommunications Standards Institute (ETSI) in response to the earlier CDPD and i-mode packet-switched cellular technologies. It is now maintained by the 3rd Generation Partnership Project (3GPP).