Connectionless Protocol
What is Connectionless communication?
A connectionless protocol like UDP sends data packets without establishing a dedicated end-to-end connection, meaning each packet is treated independently.
Why is Connectionless communication useful?
Connectionless communication is useful for applications where speed and low latency matter more than guaranteed delivery, such as video streaming, gaming, and voice calls.
How does Connectionless communication work?
UDP sends datagrams individually without handshakes or acknowledgments. There is no guarantee that packets will arrive or arrive in order.
Where is Connectionless communication used?
Commonly used in real-time applications like live broadcasts, online multiplayer games, DNS queries, and VoIP.
Which OSI layer does Connectionless communication belong to?
Connectionless protocols like UDP operate at the Transport Layer (Layer 4) of the OSI model.
Is Connectionless communication Windows specific?
No, connectionless communication via UDP is implemented on all major platforms including Windows, Linux, and macOS.
Is Connectionless communication Linux specific?
No, UDP is universally supported across all operating systems as a fundamental part of the internet protocol suite.
Which Transport Protocol is used by Connectionless communication?
The primary transport protocol used for connectionless communication is UDP (User Datagram Protocol).
Is Connectionless communication using client-server model?
Yes, connectionless communication is often used in client-server models where speed is prioritized over reliability, such as DNS servers responding to client queries.
In this section, you are going to learn
Terminology
Version Info
setup
Connectionless Protocol - Testcases
S.No |
Test Case |
Description |
Expected Result |
---|---|---|---|
1 |
Send Datagram |
Send a single UDP packet |
Packet sent successfully |
2 |
Receive Datagram |
Receive a UDP packet |
Packet received successfully |
3 |
No Handshake |
Start communication |
No connection setup required |
4 |
No Acknowledgment |
Send packet |
No ACK expected |
5 |
Packet Loss |
Drop packet in transit |
No retransmission |
6 |
Packet Duplication |
Duplicate packet |
Receiver may get multiple copies |
7 |
Packet Reordering |
Reorder packets |
Receiver gets out-of-order data |
8 |
No Flow Control |
Send burst of packets |
Receiver may drop excess packets |
9 |
No Congestion Control |
Send during congestion |
Packets may be lost |
10 |
Stateless Communication |
Send without session |
Server handles each packet independently |
11 |
Broadcast Packet |
Send to broadcast address |
All nodes receive packet |
12 |
Multicast Packet |
Send to multicast group |
Group members receive packet |
13 |
Unicast Packet |
Send to single host |
Target host receives packet |
14 |
Port Unreachable |
Send to closed port |
ICMP error may be returned |
15 |
No Retransmission |
Drop packet |
No retry attempted |
16 |
High Throughput |
Send many packets quickly |
High-speed transmission |
17 |
Low Latency |
Measure delay |
Minimal transmission delay |
18 |
Packet Size Limit |
Send max-size packet |
Packet accepted ( 65,535 bytes) |
19 |
Oversized Packet |
Exceed size limit |
Packet dropped or fragmented |
20 |
Fragmented Packet |
Send fragmented datagram |
Reassembled at receiver |
21 |
Corrupted Packet |
Simulate bit error |
Packet may be discarded |
22 |
No Ordering Guarantee |
Send multiple packets |
Order not guaranteed |
23 |
Stateless Server |
Server handles each request independently |
No session tracking |
24 |
Stateless Client |
Client sends without session |
No connection state |
25 |
Packet with Delay |
Introduce delay |
Packet still received |
26 |
Packet with Jitter |
Vary delay between packets |
Receiver handles jitter |
27 |
Packet with Loss |
Drop random packets |
No retransmission |
28 |
Packet with Duplication |
Send same packet twice |
Receiver may get duplicates |
29 |
Packet with Reordering |
Change packet order |
Receiver gets unordered data |
30 |
Packet with TTL Expiry |
Set low TTL |
Packet discarded en route |
31 |
Packet with Invalid Checksum |
Corrupt checksum |
Packet dropped |
32 |
Packet with Valid Checksum |
Correct checksum |
Packet accepted |
33 |
Packet to Invalid IP |
Send to wrong address |
Packet lost |
34 |
Packet to Valid IP |
Send to correct address |
Packet received |
35 |
Packet to Closed Port |
Send to unused port |
ICMP error may be returned |
36 |
Packet to Open Port |
Send to listening port |
Packet processed |
37 |
Packet Flooding |
Send rapid packets |
May cause packet loss |
38 |
Packet Logging |
Log incoming packets |
Logs generated |
39 |
Packet Monitoring |
Monitor traffic |
Packets visible in sniffer |
40 |
Packet Filtering |
Apply firewall rules |
Packets blocked or allowed |
41 |
NAT Traversal |
Send through NAT |
Packet reaches destination |
42 |
VPN Routing |
Send over VPN |
Packet tunneled successfully |
43 |
Proxy Routing |
Send via proxy |
Packet forwarded |
44 |
IPv6 Support |
Send over IPv6 |
Packet transmitted |
45 |
IPv4 Support |
Send over IPv4 |
Packet transmitted |
46 |
DNS Query |
Send UDP DNS request |
Response received |
47 |
VoIP Packet |
Send RTP over UDP |
Audio transmitted |
48 |
Video Stream |
Send video over UDP |
Stream received |
49 |
Game Packet |
Send game data |
Real-time update received |
50 |
UDP Hole Punching |
Establish peer-to-peer |
Connection established |
Reference links