Nah, tcp still yeats the baby, it just verifies that it was caught unbruised, or at all. If it wasn’t that’s ok. Try again. Yeet the baby’s little sister
No. Both UDP and TCP can be intercepted the same. The difference is that UDP sends a packet to an address. But doesn’t have any in built system to check that it arrived, that it arrived intact or to resend if it didn’t. There’s also no built in way to protect against spoofing or out of order packet delivery. But generally implementations will handle the ones that are important of those themselves.
TCP establishes a circuit, packets are sent, verified and resent if required until the original data, in the correct order is delivered to the application. Also there is some protection against spoofing with sequence numbering. The downside is that time sensitive data might be delayed because of the retransmission and re-assembling. Which is why time sensitive streams like VoIP are usually sent over UDP.
actually, do yeet the baby if you have an application with different needs. for example, if you want to play a game, you’re better off yeeting 60 babies a second and just hope that whoever is on the side catches enough of them to get a smooth stream of babies, than making sure every baby is handed gently to the next person and get the whole line clogged up the moment anything disrupts it. if you just use the yeetomatic 3000 you’re always getting fresh babies on the other end, a few might just be dropped in the process
This is a really good way of explaining the difference.
Nah, tcp still yeats the baby, it just verifies that it was caught unbruised, or at all. If it wasn’t that’s ok. Try again. Yeet the baby’s little sister
You got that baby? Great, I’ll send the next 500 much faster, tell me when you drop one and I’ll slow down again.
So, UDP just sends it out there and anyone can intercept it?
No. Both UDP and TCP can be intercepted the same. The difference is that UDP sends a packet to an address. But doesn’t have any in built system to check that it arrived, that it arrived intact or to resend if it didn’t. There’s also no built in way to protect against spoofing or out of order packet delivery. But generally implementations will handle the ones that are important of those themselves.
TCP establishes a circuit, packets are sent, verified and resent if required until the original data, in the correct order is delivered to the application. Also there is some protection against spoofing with sequence numbering. The downside is that time sensitive data might be delayed because of the retransmission and re-assembling. Which is why time sensitive streams like VoIP are usually sent over UDP.
Btw, on my device you sent the message -110min ago, not 110, -110
Welcome, traveler from the future
Yeah, this is a known interoperability thing between kbin and lemmy. So, I’m afraid I can’t give you this week’s lottery numbers ahead of time.
No. UDP is at the packet level. Interception is a different layer.
To use to today’s language, UDP yeets the packets at you as fast as it can generate them.
It doesn’t care if you catch any of them.
Don’t yeet the baby.
actually, do yeet the baby if you have an application with different needs. for example, if you want to play a game, you’re better off yeeting 60 babies a second and just hope that whoever is on the side catches enough of them to get a smooth stream of babies, than making sure every baby is handed gently to the next person and get the whole line clogged up the moment anything disrupts it. if you just use the yeetomatic 3000 you’re always getting fresh babies on the other end, a few might just be dropped in the process