Nagle’s algorithm: what is it?

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Nagle’s algorithm improves network efficiency by preventing data from being sent in small batches, but can interact poorly with other network elements. It works with TCP/IP protocols and deals with data transmission in packets. However, it can be inefficient if packets are too small. The algorithm waits for confirmation of receipt before sending the next packet. It can harm online video games by delaying data and slowing down player reaction times.

Nagle’s algorithm is a system used to improve the efficiency of networks, especially the Internet. The system plans to prevent data from being sent in unnecessarily small batches, which also increases the number of batches sent. While it has its uses, Nagle’s algorithm can interact poorly with other elements of network communications.

Created by a man named John Nagle, Nagle’s algorithm works with networks using TCP/IP protocols. These are protocols or “rules” for how a network transmits data. While the protocols can be applied to any network, they are most commonly associated with the Internet.

The algorithm deals with how data is transmitted in small blocks or “packets”. Each packet contains some data plus header information, which is the equivalent of the sender’s and recipient’s addresses on a physical envelope. The package also contains a checksum, a mathematical equivalent of including a packing slip so that the recipient knows that all of the contents of the package have arrived safely.

While this system usually works well, it can be inefficient if the data blocks are particularly small. In extreme cases, the data in a packet may be just one byte, but the header information will take up 40 bytes regardless of the data size. This is roughly equivalent to writing a letter to someone, but then cutting it up and sending each word in a separate envelope. In fact, since the messages are sent in binary, it’s even more inefficient than that. In addition to wasting bandwidth, this also increases the number of packets that need to be sent, which increases the chance that an error will occur in the transmission process.

The principle of Nagle’s algorithm is that after sending a packet, the sending computer will wait for one of two things to happen before sending the next packet. If it receives confirmation of receipt of the latest package, it will immediately send the data it has, regardless of its size. Otherwise, it will wait until it has a “complete” packet to send. Once that happens, he will send the entire packet regardless of whether the previous packet was received or not.

In some situations, Nagle’s algorithm can do more harm than good. An example is online video games which are designed with the assumption that data will be sent immediately. If Nagle’s algorithm is used, some data will be delayed until a complete packet is ready. This can have a dramatic effect on game responsiveness for a player and will effectively slow down their reaction times compared to other players.




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