TCPheader 20–60 bytes  Sends a1-byteprobesegmentGo-Back-N  Retransmissiontimer is basedon RTTSegment  65,535bytesConsumenosequencenumbersSelectiveacknowledgment(SACK)  Sequencenumbers andacknowledgmentsFINSYNfloodingattack4000bytesSYNflooding  TodetecterrorsMinimumof rwndand cwndSequencenumber  Checksum  Three-wayhandshake  65,535bytesWindowsizeSelectiveRepeatAcknowledgmentnumberConsumesonesequencenumber if nodataByte-orientedTCPheader 20–60 bytes  Sends a1-byteprobesegmentGo-Back-N  Retransmissiontimer is basedon RTTSegment  65,535bytesConsumenosequencenumbersSelectiveacknowledgment(SACK)  Sequencenumbers andacknowledgmentsFINSYNfloodingattack4000bytesSYNflooding  TodetecterrorsMinimumof rwndand cwndSequencenumber  Checksum  Three-wayhandshake  65,535bytesWindowsizeSelectiveRepeatAcknowledgmentnumberConsumesonesequencenumber if nodataByte-oriented

TCP QUESTIONS - Call List

(Print) Use this randomly generated list as your call list when playing the game. Place some kind of mark (like an X, a checkmark, a dot, tally mark, etc) on each cell as you announce it, to keep track. You can also cut out each item, place them in a bag and pull words from the bag.


1
N
2
G
3
O
4
I
5
I
6
O
7
B
8
G
9
G
10
I
11
N
12
G
13
I
14
B
15
N
16
O
17
N
18
G
19
B
20
I
21
B
22
B
23
O
24
O
  1. N-TCP header 20–60 bytes
  2. G-Sends a 1-byte probe segment
  3. O-Go-Back-N
  4. I-Retransmission timer is based on RTT
  5. I-Segment
  6. O-65,535 bytes
  7. B-Consume no sequence numbers
  8. G-Selective acknowledgment (SACK)
  9. G-Sequence numbers and acknowledgments
  10. I-FIN
  11. N-SYN flooding attack
  12. G-4000 bytes
  13. I-SYN flooding
  14. B-To detect errors
  15. N-Minimum of rwnd and cwnd
  16. O-Sequence number
  17. N-Checksum
  18. G-Three-way handshake
  19. B-65,535 bytes
  20. I-Window size
  21. B-Selective Repeat
  22. B-Acknowledgment number
  23. O-Consumes one sequence number if no data
  24. O-Byte-oriented