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