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首页> 外文期刊>Journal of Telecommunications and Information Technology >Design and Development of a UDP-Based Connection-Oriented Multi-Stream One-to-Many Communication Protocol
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Design and Development of a UDP-Based Connection-Oriented Multi-Stream One-to-Many Communication Protocol

机译:基于UDP的面向连接的多流一对多通信协议的设计与开发

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A communication protocol is a set of rules defined formally that describes the format of digital messages and the rules for exchanging those messages in or between computing systems. The Internet Protocol Suite used for communications throughout the Internet uses encapsulation to provide a way of abstracting protocols and services. This abstraction is grouped into layers of general functionality. For protocols on the transmission layer, many choices exist. But while popular protocols such as TCP, UDP and SCTP do provide connection oriented communication offering reliability, ordering and data integrity, solutions that offer such connections from one point to multiple endpoints are still limited. TCP only supports point-to-point communication and SCTP offers multi-homing functionality, but the transmission is still limited to two logical endpoints. In this paper we use the simple, stateless, transmission model of UDP in order to provide TCP-like services for one-to-many communication that is not limited to just multi-homing or other particular solutions. The protocol supports reliable communication from one endpoint to multiple endpoints in different transmission modes. In order to make it easier for developers to customize the protocol to their needs and possibly extend/modify it in order to create new variants from it, the protocol is developed in user space. Because of this design restriction performance wasn't the main objective of our work, but rather the ease of customization and experimentation with new protocol variants. The protocol was implemented in the C++ programming language using classes with virtual members. New variants of components, such as packet retransmission, can easily be implemented without changing the whole code base.
机译:通信协议是一组正式定义的规则,用于描述数字消息的格式以及用于在计算系统内或之间交换这些消息的规则。用于整个Internet通信的Internet协议套件使用封装来提供抽象协议和服务的方式。这种抽象分为通用功能层。对于传输层上的协议,存在许多选择。但是,尽管流行的协议(例如TCP,UDP和SCTP)确实提供了面向连接的通信,从而提供了可靠性,排序和数据完整性,但提供从一个点到多个端点的这种连接的解决方案仍然受到限制。 TCP仅支持点对点通信,而SCTP提供了多宿主功能,但是传输仍然限于两个逻辑端点。在本文中,我们使用UDP的简单,无状态的传输模型,以便为一对多通信提供类似TCP的服务,而不仅限于多宿主或其他特定解决方案。该协议支持以不同的传输模式从一个端点到多个端点的可靠通信。为了使开发人员更轻松地根据自己的需要自定义协议,并可能对其进行扩展/修改以从中创建新的变体,在用户空间中开发了该协议。由于这种设计限制,性能并不是我们工作的主要目标,而是易于定制和尝试新的协议变体。该协议是使用带有虚拟成员的类以C ++编程语言实现的。无需更改整个代码库即可轻松实现组件的新变体,例如数据包重传。

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