Why mobile apps suck when you're mobile (TCP over 3G)
11–20 of 71 posts
Re: Why mobile apps suck when you're mobile (TCP over 3G)
#12Now that smartphone apps are widespread and someone developing a service can control both sides of the connection, there's definitely room for someone to devise a really good TCP replacement (layered on top of UDP) with an iOS library, an Android library, and an Apache mod.
Re: Why mobile apps suck when you're mobile (TCP over 3G)
#13Re: Why mobile apps suck when you're mobile (TCP over 3G)
#14Re: Why mobile apps suck when you're mobile (TCP over 3G)
#15Re: Why mobile apps suck when you're mobile (TCP over 3G)
#16There were plenty of wireless-optimized TCP replacements proposed back in the days when WAP and XHTML Mobile were the hottest things around, but none took root as operators, web servers and browsers needed to adopt them in tandem. Now that smartphone apps are widespread and someone developing a service can control both sides of the connection, there's definitely room for someone to devise a really good TCP replacemen…
Re: Why mobile apps suck when you're mobile (TCP over 3G)
#17Not that his advice is bad, but these statistics are a bit biased. Trains make for some pretty unusually difficult channel conditions.
Re: Why mobile apps suck when you're mobile (TCP over 3G)
#18We should probably get these long round-trip protocol issues ironed out before we build our galactic internet
/*
* [...] Note that 120 sec is defined in the protocol as the maximum
* possible RTT. I guess we'll have to use something other than TCP
* to talk to the University of Mars.
* PAWS allows us longer timeouts and large windows, so once implemented
* ftp to mars will work nicely.
*/Re: Why mobile apps suck when you're mobile (TCP over 3G)
#19Not that his advice is bad, but these statistics are a bit biased. Trains make for some pretty unusually difficult channel conditions.
What is really interesting is to watch the RTT while you run a speed test.