packet

What is the size of udp packets if i send 0 payload data in c#?

落花浮王杯 提交于 2019-11-28 07:02:56
I have figured out the maximum data before fragmentation between 2 endpoints using udp is 1472(other endpoints may vary). this states that mtu is 1500bytes and header overhead per packet is 28bytes.is it safe to assume that if i send 0 bytes data(payload), the actual data being transferred is 28bytes? im doing some bencchmark, so its crucial for me to know what happens in the channel. thanks. The MTU is the maximum size of an IP packet that can be transmitted without fragmentation. IPv4 mandates a path MTU of at least 576 bytes, IPv6 of at least 1280 bytes. Ethernet has an MTU of 1500 bytes.

Reassembling TCP Segments [closed]

喜夏-厌秋 提交于 2019-11-28 06:18:15
问题 While observing network traffic in wireshark, i see that wireshark reassembles packets like: [Reassembled TCP Segments (4233 bytes): #1279(2133), #1278(2100)] Packet #1278: blahblah, Seq: 1538, Ack:3074, Len: 2133 Packet #1279: blahblah, Seq: 2998, Ack:3074, Len: 2100 (lengths are fictional values) Im looking to reassemble tcp packets that i receive through sharppcap Does wireshark use Ack to know what segments belong to each other? What is the Seq value refer to? If not, how does it

core audio: how can one packet = one byte when clearly one packet = 4 bytes

前提是你 提交于 2019-11-28 05:44:01
问题 I was going over core audio conversion services in the Learning Core Audio and I was struck by this example in their sample code: while(1) { // wrap the destination buffer in an AudioBufferList AudioBufferList convertedData; convertedData.mNumberBuffers = 1; convertedData.mBuffers[0].mNumberChannels = mySettings->outputFormat.mChannelsPerFrame; convertedData.mBuffers[0].mDataByteSize = outputBufferSize; convertedData.mBuffers[0].mData = outputBuffer; UInt32 frameCount = packetsPerBuffer; //

iPhone and WireShark [closed]

余生长醉 提交于 2019-11-28 02:39:02
How can I sniff packets from my iPhone on my network? can someone give me some instructions? I tried Googling, but nothing teaches how to sniff iPhone packets、 I am on windows. You can use Paros to sniff the network traffic from your iPhone. See this excellent step by step post for more information: http://blog.jerodsanto.net/2009/06/sniff-your-iphones-network-traffic/ . Also, look in the comments for some advice for using other proxies to get the same job done. One caveat is that Paras only sniffs HTTP GET/POST requests using the method above, so to sniff all network traffic, try the

Sending and Receiving UDP packets

你离开我真会死。 提交于 2019-11-28 00:14:31
The following code sends a packet on port 15000: int port = 15000; UdpClient udp = new UdpClient(); //udp.EnableBroadcast = true; //This was suggested in a now deleted answer IPEndPoint groupEP = new IPEndPoint(IPAddress.Broadcast, port); string str4 = "I want to receive this!"; byte[] sendBytes4 = Encoding.ASCII.GetBytes(str4); udp.Send(sendBytes4, sendBytes4.Length, groupEP); udp.Close(); However, it's kind of useless if I can't then receive it on another computer. All I need is to send a command to another computer on the LAN, and for it to receive it and do something. Without using a Pcap

HTTP packet reconstruction

懵懂的女人 提交于 2019-11-27 21:37:34
If I have a large HTTP packet which has been split up into a number of TCP packets, how can I reconstruct them back into a single HTTP packet? Basically, where in the packet do I look to tell when a HTTP packet is starting/ending? I can't seem to see any flags/fields in the TCP header that denote the start or end of the HTTP packet. EDIT: In follow up to the responses. If TCP manages the stream, how does it know when the stream starts and ends? Is that determined by the socket opening and closing? Some protocol, at some level, must be able to know when the HTTP stream/packet has started and

Sending UDP Packet in C#

人走茶凉 提交于 2019-11-27 19:05:57
I have a game server (WoW). I want my players to download my custom patches to the game. I've done a program that checks for update/downloading things. I want my program to send a packet to my game server if player have all my patches. I dont need any response from the server, it will handle it, but its another story. So I want to know, how to send a packet to a server. Thank you! Socket sock = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp); IPAddress serverAddr = IPAddress.Parse("192.168.2.255"); IPEndPoint endPoint = new IPEndPoint(serverAddr, 11000); string text

python: how to send packets in multi thread and then the thread kill itself

人盡茶涼 提交于 2019-11-27 14:32:06
I have a question. I'd like to send a continuous streams of byte to some host for certain amount of time (let's say 1 minute) using python. Here is my code so far: #! /usr/bin/env python import socket import thread import time IP = "192.168.0.2" PADDING = "a" * 1000 #assume the MTU is slighly above 1000 DATA = PADDING + "this is sentence number = " PORT = 14444 killed = False test_time = 60 #60 seconds of testing def send_data(): s = socket.socket(socket.AF_INET, socket.SOCK_STREAM) s.connect((IP, PORT)) count = 1 starttime = time.clock() while elapsed < test_time: sent = s.send(DATA + str

Compression algorithm for JSON encoded packets?

梦想与她 提交于 2019-11-27 12:24:04
问题 What would be the best compression algorithm to use to compress packets before sending them over the wire? The packets are encoded using JSON. Would LZW be a good one for this or is there something better? 回答1: I think two questions will affect your answer: 1) How well can you predict the composition of the data without knowing what will happen on any particular run of the program? For instance, if your packets look like this: { "vector": { "latitude": 16, "longitude": 18, "altitude": 20 },

Android: Force data to be sent over radio vs WiFi

牧云@^-^@ 提交于 2019-11-27 12:12:27
Is it possible to force an Android application to use only the mobile radio connection (3g/4g/etc), disallowing the use of WiFi? I think I want to use a HIPRI connection: (ex: WIFI turned on, use HIPRI 3G): http://groups.google.com/group/android-developers/browse_thread/thread/d41f85505484d29b I don't believe you can "force" the connection path without explicitly turning off the Wi-Fi radio temporarily (not recommended). However, you could try setting the network preference during the period you want this to occur: ConnectivityManager cm = (ConnectivityManager)getSystemService(Context