Consumesonesequencenumber if nodataConsumenosequencenumbersSequencenumber  65,535bytesFINSegment  AcknowledgmentnumberSelectiveacknowledgment(SACK)  Sends a1-byteprobesegmentSelectiveRepeatByte-orientedGo-Back-N  Todetecterrors65,535bytesWindowsizeChecksum  Three-wayhandshake  Minimumof rwndand cwndSYNflooding  Retransmissiontimer is basedon RTTSequencenumbers andacknowledgmentsTCPheader 20–60 bytes  SYNfloodingattack4000bytesConsumesonesequencenumber if nodataConsumenosequencenumbersSequencenumber  65,535bytesFINSegment  AcknowledgmentnumberSelectiveacknowledgment(SACK)  Sends a1-byteprobesegmentSelectiveRepeatByte-orientedGo-Back-N  Todetecterrors65,535bytesWindowsizeChecksum  Three-wayhandshake  Minimumof rwndand cwndSYNflooding  Retransmissiontimer is basedon RTTSequencenumbers andacknowledgmentsTCPheader 20–60 bytes  SYNfloodingattack4000bytes

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