Practice
Solution
Step 1: Identify the purpose of the handshake
The TCP three-way handshake is designed to establish a reliable, connection-oriented session between two hosts before data transfer.Step 2: Analyze each option
Sending a single UDP datagram to a remote host is incorrect because UDP is connectionless and does not use a handshake. Broadcasting a message to multiple hosts on a local network is incorrect because broadcasting does not require connection establishment. Encrypting data packets for secure transmission is unrelated to connection setup; encryption is a separate process.Final Answer:
Option B -> Option BQuick Check:
Only TCP connections require this handshake to ensure reliability and synchronization.
- Confusing TCP handshake with UDP communication
- Assuming handshake is needed for broadcast or encryption
Solution
Step 1: Identify the key requirement -- minimal delay with acceptable occasional loss
Live video streaming prioritizes speed over perfect reliability.Step 2: Analyze TCP characteristics
TCP guarantees delivery and order but introduces delay due to acknowledgments and retransmissions.Step 3: Analyze UDP characteristics
UDP is connectionless and does not wait for acknowledgments, enabling faster transmission at the cost of possible packet loss.Step 4: Evaluate options
UDP, because it provides faster transmission without waiting for acknowledgments correctly matches the scenario needs. TCP options prioritize reliability over speed. UDP does not establish a connection before sending data, so that option is incorrect.Final Answer:
Option C -> Option CQuick Check:
UDP is preferred for real-time applications where speed matters more than reliability.
- Assuming TCP is always better because it guarantees delivery
- Believing UDP establishes a connection like TCP
- Confusing congestion control with speed priority
Solution
Step 1: Understand geo-routing purpose
Geo-routing aims to route users to nearby edge servers to reduce latency.Step 2: Analyze Geo-routing always guarantees the lowest latency path regardless of network congestion
Geo-routing does not always guarantee lowest latency because network congestion or routing policies can affect actual latency.Step 3: Confirm other options
Geo-routing directs user requests to the nearest edge server to minimize latency is correct as geo-routing targets proximity. Geo-routing decisions can be influenced by DNS resolution or IP anycast is true since DNS and IP anycast are common geo-routing methods. Geo-routing helps distribute load geographically to avoid overloading a single edge server is valid because geo-routing balances load across regions.Final Answer:
Option C -> Option CQuick Check:
Geo-routing optimizes for proximity but cannot guarantee lowest latency in all network conditions.
- Assuming geo-routing always picks the fastest path
- Ignoring network congestion effects
- Confusing geo-routing with load balancing only
Solution
Step 1: Identify real-time game requirements
Low latency and timely updates are critical; some packet loss is tolerable.Step 2: Analyze TCP behavior
TCP ensures reliability and ordered delivery by retransmitting lost packets, which adds latency.Step 3: Analyze UDP behavior
UDP sends packets without retransmission or ordering, reducing delay.Step 4: Evaluate options
TCP's retransmission and ordering guarantees introduce latency that can disrupt real-time responsiveness correctly explains TCP's latency impact. TCP does detect packet loss, so TCP does not support packet loss detection, causing inconsistent game state is incorrect. UDP is connectionless, so UDP requires establishing a connection first, which delays game startup is incorrect. Packet size depends on payload, so TCP packets are always larger than UDP packets, increasing bandwidth usage is incorrect.Final Answer:
Option D -> Option DQuick Check:
TCP's reliability mechanisms add latency unsuitable for real-time games.
- Believing TCP does not detect packet loss
- Thinking UDP requires connection setup
- Assuming TCP packets are always larger
Solution
Step 1: Understand the scenario
IPv6-only hosts need to reach IPv4-only services without dual-stack.Step 2: Analyze options
Dual-stack deployment on all hosts requires dual-stack, which is excluded. Tunneling IPv6 packets over IPv4 infrastructure tunnels IPv6 over IPv4 but does not solve DNS translation. NAT64 combined with DNS64 to translate DNS queries and packets correctly combines NAT64 (packet translation) and DNS64 (DNS query translation) to enable IPv6-only hosts to access IPv4 services transparently. Manual static mapping of IPv6 addresses to IPv4 addresses is impractical and not scalable.Final Answer:
Option C -> Option CQuick Check:
NAT64/DNS64 enables IPv6-only hosts to access IPv4 services without dual-stack.
- Assuming tunneling solves DNS translation
- Thinking dual-stack is mandatory for IPv6-to-IPv4 access
- Believing manual mappings are practical
