| The TCP/IP model (RFC 1122) |
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| Application Layer |
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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 · BGP · RIP · (more) |
| Transport Layer |
| TCP · UDP · DCCP · SCTP · RSVP · ECN · (more) |
| Internet Layer |
| IP (IPv4 · IPv6) · ICMP · ICMPv6 · IGMP · IPsec · (more) |
| Link Layer |
| ARP · RARP · NDP · OSPF · Tunnels · Media Access Control · Device Drivers · (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. The protocol was designed by David P. Reed in 1980 and formally defined in RFC 768.
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, 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.
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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 the Internet Layer below (e.g., IPv4) and the 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.
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The UDP header consists of only 4 fields. The use of two of those is optional (pink background in table).
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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) (since most DNS queries only consist of a single request followed by a single reply), 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:
import socket 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):
import socket 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:
#include <winsock.h> #include <stdio.h> #pragma comment(lib,"ws2_32.lib") 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(); return 0; }
The client:
#include <winsock.h> #pragma comment(lib,"ws2_32.lib") 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(); return 0; }
Voice and video traffic is generally transmitted using UDP. Real-time video and audio streaming protocols are designed to handle occasional lost packets, so only slight degradation in quality (if any) occurs rather than large delays as lost packets are retransmitted. Because both TCP and UDP run over the same network, many businesses are finding that a recent increase in UDP traffic from these real-time applications is hindering the performance of applications using TCP, such as point of sale, accounting, and database systems. When TCP detects packet loss, it will throttle back its bandwidth usage which allows the UDP applications to consume even more bandwidth, worsening the problem. Since both real-time and business applications are important to businesses, developing quality of service solutions is crucial.[1]
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.
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