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ping is the name of a computer network tool used on TCP/IP networks (such as the Internet). It provides a basic test of whether a particular host is operating properly and is reachable on the network from the testing host. It works by sending ICMP packets to the target host and listening for replies; its operation is analogous to active sonar in submarines, in which an operator issues a pulse of energy (a network packet) at the target, which then bounces from the target and is then received by the operator, hence the name.

The tool was written by the late Mike Muuss.

The usefulness of ping in assisting the diagnosis of internet connectivity issues was impaired from late in 2003, when a number of Internet Service Providers filtered out ICMP Type 8 (echo request) messages at their network boundaries. Internet worms such as Welchia flooded the internet with ping requests as they sought to locate new hosts to infect, causing problems to routers across the internet.

Related network tools include traceroute and on unconventional Windows operating systems, pathping.

It has occasionally (and falsely) been stated that the name is an acronym for "Packet InterNet Grouper".

1 Sample ping output

The output of ping, and its cousins, generally consists of the packetA packet (alternatively, datagram the terms are basically synonymous, although in some contexts the two mean subtly different things) is the fundamental unit of information carriage in all modern computer networks. A packet consists of a header which cont size used, the host queried, the ICMP sequence number, the time to liveTime to live TTL is an 8-bit field in the Internet Protocol (IP) header that indicates how many more hops this packet should be allowed to make before being discarded or returned. It is the 9th octet of 20 in the IP header. TTL's also occur in the Domain, and the latencyLatency is the time a message takes to traverse a system. Latency is closely tied to another engineering concept, throughput. While each is a measure of speed in some sense, they are not exactly the same thing. Latency is a measure of amount of time betwe, with all times given in milliseconds, and times below 10 milliseconds often having low accuracy.

Below is a sample output where we ping the wikipedia.com server:

$ ping -c 5 wikipedia.com PING wikipedia.com (130.94.122.195): 56 data bytes 64 bytes from 130.94.122.195: icmp_seq=0 ttl=235 time=284.3 ms 64 bytes from 130.94.122.195: icmp_seq=1 ttl=235 time=292.9 ms 64 bytes from 130.94.122.195: icmp_seq=2 ttl=235 time=289.7 ms 64 bytes from 130.94.122.195: icmp_seq=3 ttl=235 time=282.4 ms 64 bytes from 130.94.122.195: icmp_seq=4 ttl=235 time=272.0 ms --- wikipedia.com ping statistics --- 5 packets transmitted, 5 packets received, 0% packet loss round-trip min/avg/max = 272.0/284.2/292.9 ms

2 Interpretation of ping times

To have some comparison for internet ping times, consider that the shortest possible ping to the other side of our planet is 95 ms. That is because 95 ms is the time the light needs to travel to the other side and back in a straight line through the earth. No signal can travel faster than light. The shortest possible ping would be 133 ms if we avoided a subterranean route. In practice, the actual ping is always higher, 333 ms not being unusual.

3 Slang usage

Players of multiplayer online video games often use the term "ping" to refer to the network latencyLatency is the time a message takes to traverse a system. Latency is closely tied to another engineering concept, throughput. While each is a measure of speed in some sense, they are not exactly the same thing. Latency is a measure of amount of time betwe seen between their computer and the game server (or another player). This could be reported as an averaged time in milliseconds, or more generally as "low ping" or "high ping". Low ping times generally provide smoother gameplay since they allow more frequent updates of game data. This usage is common with players of a variety of FPSIn the plainest sense, a first-person shooter FPS is a computer or video game where the player's on-screen view of the game world simulates that of the character, and there is some element of shooting involved. According to this simple definition, a game and RTS games.

The method used by the game programmers to determine this latency will often not use the traditional ICMP echo request and reply packets, but instead piggyback the functionality onto existing game data packets (often using UDP).





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