Acknowledgment number Consume no sequence numbers Selective acknowledgment (SACK) Checksum 4000 bytes Go- Back-N Retransmission timer is based on RTT SYN flooding SYN flooding attack Sends a 1-byte probe segment Consumes one sequence number if no data 65,535 bytes FIN TCP header 20– 60 bytes To detect errors Byte- oriented Window size Selective Repeat 65,535 bytes Minimum of rwnd and cwnd Three-way handshake Sequence numbers and acknowledgments Sequence number Segment Acknowledgment number Consume no sequence numbers Selective acknowledgment (SACK) Checksum 4000 bytes Go- Back-N Retransmission timer is based on RTT SYN flooding SYN flooding attack Sends a 1-byte probe segment Consumes one sequence number if no data 65,535 bytes FIN TCP header 20– 60 bytes To detect errors Byte- oriented Window size Selective Repeat 65,535 bytes Minimum of rwnd and cwnd Three-way handshake Sequence numbers and acknowledgments Sequence number Segment
(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.
B-Acknowledgment number
B-Consume no sequence numbers
G-Selective acknowledgment (SACK)
N-Checksum
G-4000 bytes
O-Go-Back-N
I-Retransmission timer is based on RTT
I-SYN flooding
N-SYN flooding attack
G-Sends a 1-byte probe segment
O-Consumes one sequence number if no data
O-65,535 bytes
I-FIN
N-TCP header 20–60 bytes
B-To detect errors
O-Byte-oriented
I-Window size
B-Selective Repeat
B-65,535 bytes
N-Minimum of rwnd and cwnd
G-Three-way handshake
G-Sequence numbers and acknowledgments
O-Sequence number
I-Segment