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