Advanced Networking - #7 TCP/IP & UDP/IP [EN]
Summary
TLDRThis video in the advanced networking series explores TCP and UDP, two transport layer protocols essential for data communication between systems. TCP ensures reliable, ordered data transfer with error correction, while UDP prioritizes speed without guaranteeing order or reliability, making it ideal for applications like gaming where speed is crucial. The video also touches on socket programming, allowing multiple services to run on a single system, and highlights the importance of selecting the right protocol for different network communication needs.
Takeaways
- 🌐 The video discusses the communication between two computers using ICMP and the need to understand how connections are routed and secured.
- 🔗 The script introduces TCP and UDP as the primary transport layer protocols used for data communication between systems.
- 📦 TCP and UDP provide end-to-end communication, allowing multiple applications on a single system to communicate with their respective endpoints.
- 💻 The concept of socket programming is explained, which involves creating servers and clients to handle communication on specific ports.
- 🔒 TCP is characterized by its reliability, ensuring packets are received in order and without errors, with mechanisms to resend data if necessary.
- 🚀 UDP is highlighted for its speed, without the overhead of TCP's reliability checks, making it suitable for applications where speed is more critical than order or reliability.
- 🛑 TCP includes control mechanisms that can slow down the connection due to its need to wait for acknowledgment of packet receipt before sending the next one.
- 🔄 UDP, on the other hand, does not guarantee packet order or reliability but allows for faster transmission without waiting for acknowledgments.
- 🎮 Examples of TCP applications include MySQL, HTTP, HTTPS, and Minecraft, while UDP is used for DNS, SNMP, and online multiplayer games.
- 📊 The script contrasts TCP and UDP by highlighting TCP's ordered communication and error correction against UDP's lack of order and error acknowledgment.
- 🎥 The video includes an animation from the North VPN blog to visually demonstrate the differences between TCP and UDP packet handling.
- 🔨 The video concludes with a teaser for upcoming content focusing on networking hardware, hinting at the excitement of owning advanced networking equipment.
Q & A
What are the main focus areas of the video script?
-The video script focuses on explaining the concepts of TCP and UDP, their differences, and how they are used in networking for communication between systems.
What is the purpose of ICMP discussed in the previous video?
-ICMP was discussed in the previous video to diagnose the connection between two computers, which is a part of understanding how systems communicate over a network.
What does TCP stand for and what are its key elements?
-TCP stands for Transmission Control Protocol. Its key elements are ensuring that packets are received in the same order they were sent and that each packet is error-free and reliable.
What does UDP stand for and how does it differ from TCP?
-UDP stands for User Datagram Protocol. It differs from TCP in that it does not guarantee the order of packet delivery or reliability. It is faster but does not have the same control mechanisms as TCP.
What is the significance of port-based communication in TCP and UDP?
-Port-based communication allows multiple services to run on the same system and be accessible over the network. Each service listens on a different port number, enabling the system to route incoming data to the correct application.
Can you provide an example of how a Minecraft server uses TCP?
-A Minecraft server uses TCP on port 25565. When a client connects to this port, the data is routed to the Minecraft application, allowing the client to interact with the server.
What is socket programming and how does it relate to TCP and UDP?
-Socket programming is a method of building applications that communicate over a network using TCP or UDP. It involves creating a 'socket' that acts as an endpoint for sending and receiving data between applications.
How does TCP ensure reliability in data transmission?
-TCP ensures reliability by implementing control mechanisms that check the order and integrity of packets. If a packet is lost or corrupted, TCP will resend it until it is successfully received.
What are some examples of applications that use TCP?
-Examples of applications that use TCP include MySQL, HTTP, HTTPS, and Minecraft, which require reliable connections to function correctly.
Why might UDP be preferred over TCP in certain scenarios?
-UDP might be preferred when speed is more critical than reliability, such as in real-time applications like online gaming or VoIP, where minor packet loss or out-of-order delivery is acceptable.
What are some differences between TCP and UDP in terms of communication characteristics?
-TCP is reliable, ordered, and has error correction and acknowledgment of packet receipt. UDP, on the other hand, is faster, does not guarantee order or reliability, and has only basic error detection without acknowledgment.
Outlines
🔌 Understanding TCP and UDP Protocols
This paragraph introduces the topic of transport layer protocols, focusing on TCP (Transmission Control Protocol) and UDP (User Datagram Protocol). It explains that these protocols are used for end-to-end communication between systems, allowing for data transfer via port-based endpoints. The paragraph clarifies that TCP ensures reliable, ordered data transmission, while UDP prioritizes speed over reliability. Examples of applications using these protocols, such as web servers, Minecraft, and MySQL for TCP, and DNS, SNMP, and online gaming for UDP, are provided. The concept of socket programming is also mentioned, which allows applications to communicate over these protocols by opening servers on specific ports.
🚀 Comparing TCP and UDP: Reliability vs. Speed
The second paragraph delves into the differences between TCP and UDP, emphasizing TCP's reliability and ordered delivery of packets, which is ideal for applications requiring data integrity, such as HTTP and HTTPS. In contrast, UDP is highlighted for its speed and lack of ordered delivery, making it suitable for real-time applications like online gaming where speed is crucial. The paragraph also discusses the lack of control mechanisms in UDP, which allows it to utilize the full capacity of the network connection without the overhead of ensuring packet order or reliability. Error detection is present in UDP, but there is no retransmission of lost or corrupted packets, unlike TCP, which has a mechanism for resending data to correct errors. The paragraph concludes with an animation reference to visually differentiate the operation of TCP and UDP.
Mindmap
Keywords
💡ICMP
💡TCP
💡UDP
💡End-to-end communication
💡Port-based communication
💡Socket programming
💡Reliable connection
💡Control mechanisms
💡Error detection
💡Acknowledgment
💡Network hardware
Highlights
Introduction to a new video on advanced networking series.
Discussion on diagnosing the connection between two computers via ICMP.
Exploration of how connections are routed and secured.
Introduction to the need for communication data over established connections.
Explanation of TCP and UDP as transport layer protocols.
Clarification on the role of port-based end-to-end communication.
Description of how multiple services can run on one system using different endpoints.
Introduction to socket programming for application communication.
Detailed explanation of how TCP ensures reliable data transmission.
Discussion on the control mechanisms of TCP that can slow down the connection.
Examples of applications that use TCP for reliable connections.
Introduction to UDP and its lack of order and reliability in data transmission.
Advantages of UDP in terms of speed and lack of control mechanisms.
Examples of applications that use UDP for speed and efficiency.
Comparison between TCP and UDP in terms of reliability, speed, and communication order.
Use of an animation to visualize the difference between TCP and UDP.
Announcement of upcoming videos focusing on networking hardware.
Encouragement for viewers to like, subscribe, and engage with the content.
Transcripts
hello and welcome back to a new video on
my advanced networking series in the
last video we have talked about how we
can communicate or at least diagnose the
connection between two
computers via icmp and all the
networking stuff i mean we don't know
the parts that are in between that kind
of like revolver and how the connections
are
routed and how the connections are
secured and how we can prevent false
code for collections that are not
allowed we haven't talked about that but
basically we have
like made a connection between two
systems
now we need to also communicate data
over that connection
and for communicating between
two of these systems most of the time
tcp or udp is used and that's about it
in this video we're going to talk about
tcp and udpip
all right so let's first talk about what
tcp and udp is so both of them are
transport layer protocols so they
operate on the transport layer they also
provide an end-to-end communication as i
already told you we have the connection
and now we need a communication we have
an end-to-end communication which means
that we are port-based so we have an
endpoint on one system that connects
with an end point on another system
and by having this port based we can
have multiple endpoints so one system
could for example provide a web server a
minecraft server a mysql server
everything that you need within one
system and you'll be still able to
communicate with each of them because
each of these systems of these
applications like mysql http hdbs
minecraft dns snmp whatever you want to
have there
all of these protocols are listening to
a
different endpoint
number so for example my uh minecraft is
25565
is the end point for minecraft and in
this case because it's minecraft it is
tcp
and all of these applications basically
built
on top of this end-to-end communication
and this is called socket programming so
basically you can go in and with your c
plus plus application windows you can
basically just tell windows say hey
windows open up a tcp couldn't a tcp
server on port 5 for example and then if
any other computer would communicate
with your windows machine on tcp 5 that
data would be routed to your application
because you have made a server
and if you do a client so you say right
windows i want to connect to the
following server at port5 then basically
windows make sure that this is kind of
like sent to the rights or not the right
system but at least sent out of one
system with the right direction so go to
this system with that tcp port and then
it reaches some other system and then it
basically knows all right you have
requested tcp.5 they i have a server
running a tcp port five so i'm gonna
route this request internally on my
target system to that application so
basically you have two applications one
the client one the server
and with tcp and udp they can
communicate with each other
and making sure that you are actually
talking to the correct endpoint and to
the correct system
let's first talk about tcp which is the
short form for transmission control
protocol
the two key elements of
tcp is that a packet that you send is
received as it was sent this means in
order
and with assertion that each data is
correct so if you want to have a
reliable connection you go for tcp and
you basically
when you send something you are sure
that it is also received by the other
system it's not just send and forget
it's sent and okay done received or
system is not reachable error aborted
but basically if a communication is
possible tcp will guarantee that each
package is received as it was
sent the only issue that we have of tcp
is that it's control mechanisms that
make this
source assumption or this this control
mechanism that guarantees you that the
data is sent as
or received as you send these control
mechanisms will slow down because for
example if you send one packet and the
packet is delayed on its way we always
need to wait until this one single
packet is received until we can send the
next one if we
cannot just say okay maybe i sent
another packet first and then them no we
need to wait until it's there and if the
packet uh fails to be sent or if the
packet is kind of like dropped there was
an issue with the packet somehow on the
way uh the data got corrupted whatever
tcp will resend it and these control
mechanisms slow this connection quite
down
some examples are for tcp are mysql http
https minecraft and many many more
there's also a second player in the
market called udp or user dataframe
protocol and basically udp doesn't care
in what order packets are received and
if they are even received so udp is
basically the complete opposite thing
odp we just spell out packets and say
this is the data i want to send just
send it over i don't care if it's
received when it's received whatever
just do it
the
my thing on udp is that it can leverage
the full speed of the
connection full capacity because uh we
don't need any control mechanisms we
just spill our packages as packages as
fast as we can issue we cannot assert
that they are receiving in order we
cannot assert that they
receive ascent so in case basically
there's still an error detection in the
other piece so if a udp packet gets
damaged it's still kind of like rejected
from the target system but we don't like
we're not we're not gonna resend it
we're not gonna know that it got dropped
we don't have all that control
mechanisms some examples are dns snmp
and various games so by default if you
have a game
a a a online multiplayer game you want
to be as fast as possible to clock your
servers as fast as they can to make a
smooth gameplay we don't want to have 10
fps first person shooters online we want
to have it
desirable at 30 fps
or at least 6 30
60 fps we want to have
a fast server that can do fast decisions
and for that each connection to the
server must be fast we don't care if a
packet gets damaged on the way because
well if the user has a bad internet
connection and us packages are arriving
late or
damaged we don't care we
do not just just do it so if the user
shots but his connection was too bad for
really shooting well he hasn't shot
or
if a user's move event was too slow
because he has a bad internet connection
he might get hit by some other some
other people because he had a bad
connection so we kind of like need this
assertion for games
all right so let's uh take tcp and udp
side by side so first of all tcp very
reliable while udp is not on the other
hand udp is fast while tcp is not
tcp allows ordered communication so
everything that we send will arrive in
the same order uh udp does not do this
it's not ordered uh odp on the other
hand has just error detection so there's
just a a checksum so if there is an
error in the packet i'm not gonna allow
it on the other hand tcp if there is an
error in the packet we ask to resend it
so we can correct the error
tcp has a receive acknowledge so as soon
as the other system
receives a packet it tells oh i got your
packet
while udp does not have such mechanism
we just build packets out
and to visualize this a bit better here
is a nice animation that i have found on
the north vpn block
it is a german article but in case you
understand german you can go to the
article and see full description of
these animations so basically just to
recap here we have a sender and the
sender sends the packet over the
connection and as soon as the receiver
gets it kind of like says check i got it
and then the sender sends the next
packet while on the other hand uh at udp
we just spill our packages over these
connections and we don't care if they
arrive if maybe some packets get dropped
we don't care about this we just spell
out packets
don't care
all right thank you for watching we're
going to see us in the next video where
we're going to go a bit more hardware
sided we have now had many videos of
theory and now we are basically at a
point where we can understand
how basic communication over the network
is
working
and we now can start on learning the
networking hardware this is why we are
all here because we want to have fancy
and expensive hardware that we can show
off to our friends and say look i have
the 7000 dollar networking equipment in
my home to
make sure that you log in over a captive
portal all right so yeah but we're gonna
talk about all of this stuff in the
future
so thank you for watching make sure to
like and subscribe and have a nice day
bye
[Music]
[Music]
you
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