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A ping of death is a type of attack on a computer system that involves sending a malformed or otherwise malicious ping to a computer. [1] In this attack, a host sends hundreds of ping requests with a packet size that is large or illegal to another host to try to take it offline or to keep it preoccupied responding with ICMP Echo replies.
Slowloris is a type of denial of service attack tool which allows a single machine to take down another machine's web server with minimal bandwidth and side effects on unrelated services and ports.
A ping flood is a simple denial-of-service attack where the attacker overwhelms the victim with ICMP "echo request" packets. [1] This is most effective by using the flood option of ping which sends ICMP packets as fast as possible without waiting for replies.
Variations of ARQ protocols include Stop-and-wait ARQ, Go-Back-N ARQ, and Selective Repeat ARQ. All three protocols usually use some form of sliding window protocol to help the sender determine which (if any) packets need to be retransmitted. These protocols reside in the data link or transport layers (layers 2 and 4) of the OSI model.
The dual unicast form is comparable with a regular ping: an ICMP echo request is sent to the patsy (a single host), which sends a single ICMP echo reply (a Smurf) back to the target (the single host in the source address). This type of attack has an amplification factor of 1, which means: just a single Smurf per ping.
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Ping time is the network delay for a round trip between a player's client and the game server as measured with the ping utility or equivalent. Ping time is an average time measured in milliseconds (ms). [citation needed] The lower one's ping is, the lower the latency is and the less lag the player will experience.
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