1
|
| The five-layer TCP/IP model |
| 5. Application layer |
|
DHCP · DNS · FTP · Gopher · HTTP · IMAP4 · IRC · NNTP · XMPP · POP3 · RTP · SIP · SMTP · SNMP · SSH · TELNET · RPC · RTCP · RTSP · TLS (and SSL) · SDP · SOAP · GTP · STUN · NTP · (more) |
| 4. Transport layer |
| TCP · UDP · DCCP · SCTP · RSVP · (more) |
| 3. Network/Internet layer |
| IP (IPv4 · IPv6) · OSPF · IS-IS · BGP · IPsec · ARP · RARP · RIP · ICMP · ICMPv6 ·IGMP · (more) |
| 2. Data link layer |
| 802.11 (WLAN) · 802.16 · Wi-Fi · WiMAX · ATM · DTM · Token ring · Ethernet · FDDI · Frame Relay · GPRS · EVDO · HSPA · HDLC · PPP · PPTP · L2TP · ISDN · ARCnet · (more) |
| 1. Physical layer |
| Ethernet physical layer · Modems · PLC · SONET/SDH · G.709 · Optical fiber · Coaxial cable · Twisted pair · (more) |
User Datagram Protocol (UDP) is one of the core protocols of the Internet protocol suite. Using UDP, programs on networked computers can send short messages sometimes known as datagrams (using Datagram Sockets) to one another. UDP is sometimes called the Universal Datagram Protocol. It was designed by David P. Reed in 1980.
UDP does not guarantee reliability or ordering in the way that TCP does. Datagrams may arrive out of order, appear duplicated, or go missing without notice. Avoiding the overhead of checking whether every packet actually arrived makes UDP faster and more efficient, at least for applications that do not need guaranteed delivery. Time-sensitive applications often use UDP because dropped packets are preferable to delayed packets. UDP\'s stateless nature is also useful for servers that answer small queries from huge numbers of clients. Unlike TCP, UDP is compatible with packet broadcast (sending to all on local network) and multicasting (send to all subscribers).
Common network applications that use UDP include: the Domain Name System (DNS), streaming media applications such as IPTV, Voice over IP (VoIP), Trivial File Transfer Protocol (TFTP) and online games.
Contents |
UDP uses ports to allow application-to-application communication. The port field is a 16 bit value, allowing for port numbers to range between 0 and 65,535. Port 0 is reserved, but is a permissible source port value if the sending process does not expect messages in response.
Ports 1 through 1023 (hex 3FF) are named "well-known" ports and on Unix-derived operating systems, binding to one of these ports requires root access.
Ports 1024 through 49,151 (hex BFFF) are registered ports.
Ports 49,152 through 65,535 (hex FFFF) are used as temporary ports primarily by clients when communicating to servers.
UDP is a minimal message-oriented transport layer protocol that is currently documented in IETF RFC 768.
In the Internet protocol suite, UDP provides a very simple interface between a network layer below (e.g., IPv4) and a session layer or application layer above.
UDP provides no guarantees to the upper layer protocol for message delivery and a UDP sender retains no state on UDP messages once sent (for this reason UDP is sometimes called the Unreliable Datagram Protocol). UDP adds only application multiplexing and checksumming of the header and payload. If any kind of reliability for the information transmitted is needed, it must be implemented in upper layers.
| + | Bits 0 - 15 | 16 - 31 | ||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | Source Port | Destination Port | ||||||||||||||||||||||||||||||
| 32 | Length | Checksum | ||||||||||||||||||||||||||||||
| 64 | Data | |||||||||||||||||||||||||||||||
The UDP header consists of only 4 fields. The use of two of those is optional (pink background in table).
| + | Bits 0 - 7 | 8 - 15 | 16 - 23 | 24 - 31 | ||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | Source address | |||||||||||||||||||||||||||||||
| 32 | Destination address | |||||||||||||||||||||||||||||||
| 64 | Zeros | Protocol | UDP length | |||||||||||||||||||||||||||||
| 96 | Source Port | Destination Port | ||||||||||||||||||||||||||||||
| 128 | Length | Checksum | ||||||||||||||||||||||||||||||
| 160 | Data | |||||||||||||||||||||||||||||||
| + | Bits 0 - 7 | 8 - 15 | 16 - 23 | 24 - 31 | ||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | Source address | |||||||||||||||||||||||||||||||
| 32 | ||||||||||||||||||||||||||||||||
| 64 | ||||||||||||||||||||||||||||||||
| 96 | ||||||||||||||||||||||||||||||||
| 128 | Destination address | |||||||||||||||||||||||||||||||
| 160 | ||||||||||||||||||||||||||||||||
| 192 | ||||||||||||||||||||||||||||||||
| 224 | ||||||||||||||||||||||||||||||||
| 256 | UDP length | |||||||||||||||||||||||||||||||
| 288 | Zeros | Next Header | ||||||||||||||||||||||||||||||
| 320 | Source Port | Destination Port | ||||||||||||||||||||||||||||||
| 352 | Length | Checksum | ||||||||||||||||||||||||||||||
| 384 | Data | |||||||||||||||||||||||||||||||
Lacking reliability, UDP applications must generally be willing to accept some loss, errors or duplication. Some applications such as TFTP may add rudimentary reliability mechanisms into the application layer as needed. Most often, UDP applications do not require reliability mechanisms and may even be hindered by them. Streaming media, real-time multiplayer games and voice over IP (VoIP) are examples of applications that often use UDP. If an application requires a high degree of reliability, a protocol such as the Transmission Control Protocol or erasure codes may be used instead.
Lacking any congestion avoidance and control mechanisms, network-based mechanisms are required to minimize potential congestion collapse effects of uncontrolled, high rate UDP traffic loads. In other words, since UDP senders cannot detect congestion, network-based elements such as routers using packet queuing and dropping techniques will often be the only tool available to slow down excessive UDP traffic. The Datagram Congestion Control Protocol (DCCP) is being designed as a partial solution to this potential problem by adding end host TCP-friendly congestion control behavior to high-rate UDP streams such as streaming media.
While the total amount of UDP traffic found on a typical network is often in the order of only a few percent, numerous key applications use UDP, including: the Domain Name System (DNS), the simple network management protocol (SNMP), the Dynamic Host Configuration Protocol (DHCP) and the Routing Information Protocol (RIP).
The following, minimalistic example shows how to use UDP for client/server communication:
The server:
PORT = 10000 BUFLEN = 512
server = socket.socket(socket.AF_INET, socket.SOCK_DGRAM, socket.IPPROTO_UDP) server.bind((, PORT))
while True: (message, address) = server.recvfrom(BUFLEN) print \'Received packet from %s:%d\' % (address[0], address[1]) print \'Data: %s\' % message
The client (replace "127.0.0.1" by the IP address of the server):
SERVER_ADDRESS = \'127.0.0.1\' SERVER_PORT = 10000
client = socket.socket(socket.AF_INET, socket.SOCK_DGRAM, socket.IPPROTO_UDP)
for i in range(3): print \'Sending packet %d\' % i message = \'This is packet %d\' % i client.sendto(message, (SERVER_ADDRESS, SERVER_PORT))
client.close()
The following, minimalistic example shows how to use UDP for client/server communication:
The server:
int main() {
WSADATA wsaData; SOCKET RecvSocket; sockaddr_in RecvAddr; int Port = 2345; char RecvBuf[1024]; int BufLen = 1024; sockaddr_in SenderAddr; int SenderAddrSize = sizeof(SenderAddr); WSAStartup(MAKEWORD(2,2), &wsaData); RecvSocket = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP); RecvAddr.sin_family = AF_INET; RecvAddr.sin_port = htons(Port); RecvAddr.sin_addr.s_addr = INADDR_ANY; bind(RecvSocket, (SOCKADDR *) &RecvAddr, sizeof(RecvAddr)); recvfrom(RecvSocket,RecvBuf, BufLen,0,(SOCKADDR *)&SenderAddr,&SenderAddrSize);
printf("%s\n",RecvBuf);
closesocket(RecvSocket); WSACleanup();
}
The client:
int main() { WSADATA wsaData;
SOCKET SendSocket; sockaddr_in RecvAddr;
int Port = 2345;
char ip[] = "127.0.0.1"; char SendBuf[] = "hello"; WSAStartup(MAKEWORD(2,2), &wsaData); SendSocket = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP); RecvAddr.sin_family = AF_INET; RecvAddr.sin_port = htons(Port); RecvAddr.sin_addr.s_addr = inet_addr(ip); sendto(SendSocket,SendBuf,strlen(SendBuf)+1,0,(SOCKADDR *) &RecvAddr,sizeof(RecvAddr)); WSACleanup();
}
UDP is generally the protocol used in transmitting voice and video across a network. This is because there is no time to re-send lost packets when listening to someone or watching a video in real time. Because both TCP and UDP run over the same network, many businesses are finding that the increase in UDP traffic (VoIP and Video) is hurting the performance of their TCP applications, which could be their order entry system, accounting system, etc. By default TCP will rev down to let the real-time data use most of the bandwidth. The problem is that both are important for most businesses, so finding the right balance is crucial.The impact of UDP on Data Applications
TCP ("Transmission Control Protocol") is a connection-oriented protocol, which means that upon communication it requires handshaking to set up end-to-end connection. A connection can be made from client to server, and from then on any data can be sent along that connection.
UDP is a simpler message-based connectionless protocol. In connectionless protocols, there is no effort made to setup a dedicated end-to-end connection. Communication is achieved by transmitting information in one direction, from source to destination without checking to see if the destination is still there, or if it is prepared to receive the information. With UDP messages (packets) cross the network in independent units.
This article is licensed under the GNU Free Documentation License. It uses material from Wikipedia