Re: TI-H: Demolition Calc
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Re: TI-H: Demolition Calc
>People use UDP because it doesn't require an ACK to each packet like
>TCP. For example in action 3d games like quake, half-life, unreal,
>etc. You don't care if you miss a packet or two for most things (and
>the things that do have ACKs internal to the higher level protocol),
>so sending back an ACK on every packet you get just to say "Yah, i got
>it." is a waste of precious bandwidth. UDP headers are also
>significantly smaller than TCP headers
>
>Btw, here's the header for UDP
>
>/---Byte 1---\/---Byte 2---\/---Byte 3---\/---Byte 4---\
>+------------++------------++------------++------------+
>| Source Port || Destination Port |
>+------------++------------++------------++------------+
>| Length || Checksum |
>+------------++------------++------------++------------+
>| Begin data stream...
>+-----------
>
>The words in the header must obviosuly be in network byte order, and
>the Checksum should be a standard 2's compliment checksum [i think]
I think its then inverse... I'll have to look at my source...
Heh... Looks like I forgot to copy+paste the UDP junk. :)
References: