Three-wayhandshake  Consumesonesequencenumber if nodataSYNflooding  TCPheader 20–60 bytes  Go-Back-N  Segment  WindowsizeSequencenumber  Sends a1-byteprobesegmentByte-orientedSelectiveacknowledgment(SACK)  FINConsumenosequencenumbers65,535bytesMinimumof rwndand cwndChecksum  Retransmissiontimer is basedon RTTAcknowledgmentnumberSequencenumbers andacknowledgments65,535bytesSelectiveRepeatSYNfloodingattackTodetecterrors4000bytesThree-wayhandshake  Consumesonesequencenumber if nodataSYNflooding  TCPheader 20–60 bytes  Go-Back-N  Segment  WindowsizeSequencenumber  Sends a1-byteprobesegmentByte-orientedSelectiveacknowledgment(SACK)  FINConsumenosequencenumbers65,535bytesMinimumof rwndand cwndChecksum  Retransmissiontimer is basedon RTTAcknowledgmentnumberSequencenumbers andacknowledgments65,535bytesSelectiveRepeatSYNfloodingattackTodetecterrors4000bytes

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