What is the average object download delay (the sum of the four object download delays divided by 4) under the HTTP/2 object frame transmission order shown?
What is the average object download delay (the sum of the four object download delays divided by 4) under the HTTP/2 object frame transmission order shown?
Database System Concepts
7th Edition
ISBN:9780078022159
Author:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Publisher:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Chapter1: Introduction
Section: Chapter Questions
Problem 1PE
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What is the average object download delay (the sum of the four object download delays divided by 4) under the HTTP/2 object frame transmission order shown?

Transcribed Image Text:**HTTP/2 versus HTTP/1.1: Object Download Delays**
**Introduction:**
This diagram compares the object download delays between HTTP/2 and HTTP/1.1 using a scenario where a client requests four objects from a server. The setup assumes a Round-Trip Time (RTT) of 4 time units.
**Components:**
- **Objects:**
- O1: 10 frames
- O2: 1 frame
- O3: 2 frames
- O4: 1 frame
**HTTP/2 Transmission:**
- The client requests objects (O4, O3, O2, O1) which are then transmitted in sequential rotating order (O1, O2, O3, O4) as frames.
- Each frame requires 1 time unit to transmit.
**Visual Representation:**
- **Left Side:** Shows the client and server with lines indicating requests for each object.
- **Right Side:** Displays the requested object data as a vertical stack of colored bars representing the frames of each object.
**Process Explanation:**
- Under **HTTP/2**, the frames from different objects are interleaved. This means, instead of sending all frames of one object before moving to the next (as in HTTP/1.1), HTTP/2 sends frames in a rotating order, efficiently utilizing the network.
**HTTP/1.1 Transmission (Not Shown):**
- Transmits objects sequentially: O1, O2, O3, O4, in a first-come-first-served manner.
**Delay Calculation:**
- Object download delay is defined as the time from when an object is requested (t=0) to when it's fully received.
- Example: Time to download O2 = RTT + 2 time frames = 4 + 2*1 = 6 time units.
**Conclusion:**
- This detailed comparison highlights the efficiency of HTTP/2’s interleaving approach, which can reduce object download delays, optimizing the communication between client and server.
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