The User Datagram Protocol (UDP) is one of
the core members of the Internet protocol suite (the set of network protocols
used for the Internet). With UDP, computer applications can send messages, in
this case referred to as datagrams, to other hosts on an Internet Protocol (IP)
network without prior communications to set up special transmission channels or
data paths. The protocol was designed by David P. Reed in 1980 and formally defined
in RFC 768.
UDP uses a simple transmission model with a minimum
of protocol mechanism. It has no handshaking dialogues, and thus exposes any
unreliability of the underlying network protocol to the user's program. As this
is normally IP over unreliable media, there is no guarantee of delivery,
ordering or duplicate protection. UDP provides checksums for data integrity,
and port numbers for addressing different functions at the source and
destination of the datagram.
UDP is suitable for purposes where error checking
and correction is either not necessary or performed in the application,
avoiding the overhead of such processing at the network interface level.
Time-sensitive applications often use UDP because dropping packets is
preferable to waiting for delayed packets, which may not be an option in a
real-time system. If error correction facilities are needed at the network
interface level, an application may use the Transmission Control Protocol (TCP)
or Stream Control Transmission Protocol (SCTP) which are designed for this
purpose.
A number of UDP's attributes make it especially
suited for certain applications.
It is transaction-oriented, suitable for simple
query-response protocols such as the Domain Name System or the Network Time
Protocol.
It provides datagrams, suitable for modeling other
protocols such as in IP tunneling or Remote Procedure Call and the Network File
System.
It is simple, suitable for bootstrapping or other
purposes without a full protocol stack, such as the DHCP and Trivial File
Transfer Protocol.
It is stateless, suitable for very large numbers of
clients, such as in streaming media applications for example IPTV
The lack of retransmission delays makes it suitable
for real-time applications such as Voice over IP, online games, and many
protocols built on top of the Real Time Streaming Protocol.
Works well in unidirectional communication,
suitable for broadcast information such as in many kinds of service discovery
and shared information such as broadcast time or Routing Information Protocol
UDP vs TCP
Transmission Control Protocol is a
connection-oriented protocol, which means that it requires handshaking to set
up end-to-end communications. Once a connection is set up user data may be sent
bi-directionally over the connection.
- Reliable – TCP manages message acknowledgment, retransmission and timeout. Multiple attempts to deliver the message are made. If it gets lost along the way, the server will re-request the lost part. In TCP, there's either no missing data, or, in case of multiple timeouts, the connection is dropped.
- Ordered – if two messages are sent over a connection in sequence, the first message will reach the receiving application first. When data segments arrive in the wrong order, TCP buffers delay the out-of-order data until all data can be properly re-ordered and delivered to the application.
- Heavyweight – TCP requires three packets to set up a socket connection, before any user data can be sent. TCP handles reliability and congestion control.
- Streaming – Data is read as a byte stream, no distinguishing indications are transmitted to signal message (segment) boundaries.
UDP is a simpler message-based connectionless
protocol. Connectionless protocols do not set up a dedicated end-to-end
connection. Communication is achieved by transmitting information in one
direction from source to destination without verifying the readiness or state
of the receiver. However, one primary benefit of UDP over TCP is the
application to voice over internet protocol (VoIP) where latency and jitter are
the primary concerns. It is assumed in VoIP UDP that the end users provide any
necessary real time confirmation that the message has been received.
- Unreliable – When a message is sent, it cannot be known if it will reach its destination; it could get lost along the way. There is no concept of acknowledgment, retransmission, or timeout.
- Not ordered – If two messages are sent to the same recipient, the order in which they arrive cannot be predicted.
- Lightweight – There is no ordering of messages, no tracking connections, etc. It is a small transport layer designed on top of IP.
- Datagrams – Packets are sent individually and are checked for integrity only if they arrive. Packets have definite boundaries which are honored upon receipt, meaning a read operation at the receiver socket will yield an entire message as it was originally sent.
- No congestion control – UDP itself does not avoid congestion, and it's possible for high bandwidth applications to trigger congestion collapse, unless they implement congestion control measures at the application level.
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