Telecommunications networkA telecommunications network is a group of nodes interconnected by telecommunications links that are used to exchange messages between the nodes. The links may use a variety of technologies based on the methodologies of circuit switching, message switching, or packet switching, to pass messages and signals. Multiple nodes may cooperate to pass the message from an originating node to the destination node, via multiple network hops. For this routing function, each node in the network is assigned a network address for identification and locating it on the network.
Communication protocolA communication protocol is a system of rules that allows two or more entities of a communications system to transmit information via any variation of a physical quantity. The protocol defines the rules, syntax, semantics, and synchronization of communication and possible error recovery methods. Protocols may be implemented by hardware, software, or a combination of both. Communicating systems use well-defined formats for exchanging various messages.
Quality of serviceQuality of service (QoS) is the description or measurement of the overall performance of a service, such as a telephony or computer network, or a cloud computing service, particularly the performance seen by the users of the network. To quantitatively measure quality of service, several related aspects of the network service are often considered, such as packet loss, bit rate, throughput, transmission delay, availability, jitter, etc.
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.
Computer networkA computer network is a set of computers sharing resources located on or provided by network nodes. Computers use common communication protocols over digital interconnections to communicate with each other. These interconnections are made up of telecommunication network technologies based on physically wired, optical, and wireless radio-frequency methods that may be arranged in a variety of network topologies. The nodes of a computer network can include personal computers, servers, networking hardware, or other specialized or general-purpose hosts.
Differentiated servicesDifferentiated services or DiffServ is a computer networking architecture that specifies a mechanism for classifying and managing network traffic and providing quality of service (QoS) on modern IP networks. DiffServ can, for example, be used to provide low-latency to critical network traffic such as voice or streaming media while providing best-effort service to non-critical services such as web traffic or s. DiffServ uses a 6-bit differentiated services code point (DSCP) in the 8-bit differentiated services field (DS field) in the IP header for packet classification purposes.
Cellular networkA cellular network or mobile network is a telecommunications network where the link to and from end nodes is wireless and the network is distributed over land areas called cells, each served by at least one fixed-location transceiver (typically three cell sites or base transceiver stations). These base stations provide the cell with the network coverage which can be used for transmission of voice, data, and other types of content.
Signal propagation delayPropagation delay is the time duration taken for a signal to reach its destination. It can relate to networking, electronics or physics. In computer networks, propagation delay is the amount of time it takes for the head of the signal to travel from the sender to the receiver. It can be computed as the ratio between the link length and the propagation speed over the specific medium. Propagation delay is equal to d / s where d is the distance and s is the wave propagation speed. In wireless communication, s=c, i.
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).
Reliability (computer networking)In computer networking, a reliable protocol is a communication protocol that notifies the sender whether or not the delivery of data to intended recipients was successful. Reliability is a synonym for assurance, which is the term used by the ITU and ATM Forum. Reliable protocols typically incur more overhead than unreliable protocols, and as a result, function more slowly and with less scalability. This often is not an issue for unicast protocols, but it may become a problem for reliable multicast protocols.
CommunicationCommunication is usually defined as the transmission of information. The term can also refer to the message itself, or the field of inquiry studying these transmissions, also known as communication studies. The precise definition of communication is disputed. Controversial issues are whether unintentional or failed transmissions are included and whether communication does not just transmit meaning but also create it. Models of communication aim to provide a simplified overview of its main components and their interaction.
DatagramA datagram is a basic transfer unit associated with a packet-switched network. Datagrams are typically structured in header and payload sections. Datagrams provide a connectionless communication service across a packet-switched network. The delivery, arrival time, and order of arrival of datagrams need not be guaranteed by the network. Packet switching#History In the early 1970s, the term datagram was created by combining the words data and telegram by the CCITT rapporteur on packet switching, Halvor Bothner-By.
Game controllerA game controller, gaming controller, or simply controller, is an input device or input/output device used with video games or entertainment systems to provide input to a video game. Input devices that have been classified as game controllers include keyboards, mouses, gamepads, and joysticks, as well as special purpose devices, such as steering wheels for driving games and light guns for shooting games. Controllers designs have evolved to include directional pads, multiple buttons, analog sticks, joysticks, motion detection, touch screens and a plethora of other features.
Motion controllerIn video games and entertainment systems, a motion controller is a type of game controller that uses accelerometers or other sensors to track motion and provide input. Motion controllers using accelerometers are used as controllers for video games, which was made more popular since 2006 by the Wii Remote controller for Nintendo's Wii console, which uses accelerometers to detect its approximate orientation and acceleration, and serves an image sensor, so it can be used as a pointing device.
Rate-monotonic schedulingIn computer science, rate-monotonic scheduling (RMS) is a priority assignment algorithm used in real-time operating systems (RTOS) with a static-priority scheduling class. The static priorities are assigned according to the cycle duration of the job, so a shorter cycle duration results in a higher job priority. These operating systems are generally preemptive and have deterministic guarantees with regard to response times. Rate monotonic analysis is used in conjunction with those systems to provide scheduling guarantees for a particular application.
Peer-to-peerPeer-to-peer (P2P) computing or networking is a distributed application architecture that partitions tasks or workloads between peers. Peers are equally privileged, equipotent participants in the network. This forms a peer-to-peer network of nodes. Peers make a portion of their resources, such as processing power, disk storage or network bandwidth, directly available to other network participants, without the need for central coordination by servers or stable hosts.
Earliest deadline first schedulingEarliest deadline first (EDF) or least time to go is a dynamic priority scheduling algorithm used in real-time operating systems to place processes in a priority queue. Whenever a scheduling event occurs (task finishes, new task released, etc.) the queue will be searched for the process closest to its deadline. This process is the next to be scheduled for execution.
Evidence-based medicineEvidence-based medicine (EBM) is "the conscientious, explicit and judicious use of current best evidence in making decisions about the care of individual patients". The aim of EBM is to integrate the experience of the clinician, the values of the patient, and the best available scientific information to guide decision-making about clinical management. The term was originally used to describe an approach to teaching the practice of medicine and improving decisions by individual physicians about individual patients.
Evidence-based practiceEvidence-based practice (EBP) is the idea that occupational practices ought to be based on scientific evidence. While seemingly obviously desirable, the proposal has been controversial, with some arguing that results may not specialize to individuals as well as traditional practices. Evidence-based practices have been gaining ground since the formal introduction of evidence-based medicine in 1992 and have spread to the allied health professions, education, management, law, public policy, architecture, and other fields.