Speaker 1: Welcome to tech stuff, a production from I heart radio.
Speaker 1: He there, and welcome to tech stuff. I'm your host,
Speaker 1: Jonathan Strickland. I'm an executive producer with I heart radio,
Speaker 1: and how the Tech Are you? You know, there's a
Speaker 1: good chance you've heard the Term Ping before. If you're
Speaker 1: a golfer, you probably associated with equipment like clubs and bags,
Speaker 1: but that's not what I'm talking about today. If you're
Speaker 1: a submariner, well, your concept of paying is closer to
Speaker 1: what I'll be talking about in this episode, and specifically
Speaker 1: in this episode, I'm talking about Ping as a way
Speaker 1: to judge network speed between two different machines. Now, with
Speaker 1: some stuff that you know we use in our technical world,
Speaker 1: the history can be a little muddled or hidden. Right.
Speaker 1: Might be one of those things where we have some
Speaker 1: common tool that we all use, but no one really
Speaker 1: documented where that tool came from or who first came
Speaker 1: up with it, and so we have to use a
Speaker 1: lot of qualifiers to talk about it. But in this
Speaker 1: case we can point to a specific person as the
Speaker 1: originator of the paying function, at least the first paying function,
Speaker 1: and that person was Mike Muss sadly, must passed away
Speaker 1: in two thousand in a car accident. So uh, that
Speaker 1: is really a tragedy. must seemed like a really entertaining
Speaker 1: and innovative guy, based upon the stuff I've read that
Speaker 1: he wrote. Must had studied sonar and radar while he
Speaker 1: was in college. He had been modeling those systems and
Speaker 1: he worked for a while at the Ballistic Research Laboratory,
Speaker 1: or B R L, which we also have to talk
Speaker 1: about in the past tense. The army established the army
Speaker 1: research laboratory in Nineteen two. That would absorb the old brl.
Speaker 1: So the B R L is no more. It is
Speaker 1: part of the A R L. Anyway, while must was
Speaker 1: working at the B R l, he noticed something hinky
Speaker 1: seemed to be going on with the I P network
Speaker 1: within that organization. Now, this was in nineteen eighty three
Speaker 1: and at that point, I think you're most folks had
Speaker 1: never even heard of internet protocol, or I p. that's
Speaker 1: what I p means in this case, not intellectual property,
Speaker 1: but Internet Protocol. I Doun't that most people had ever
Speaker 1: heard of that back in nineteen three. I know I
Speaker 1: had never heard it. The concept of the Internet was
Speaker 1: a pretty foreign one to anyone not working in a
Speaker 1: military organization, a research institute or a number of universities
Speaker 1: that we're doing pioneering work in the field. Computer networking
Speaker 1: in general was something that was a pretty foreign concept
Speaker 1: to folks. This was early on when people could actually
Speaker 1: get access to a personal computer, let alone the thought
Speaker 1: of how do I connect this computer to that computer?
Speaker 1: So it would take a decade before the rest of
Speaker 1: US would start to understand that you could actually connect
Speaker 1: computers together and make a network and then create networks
Speaker 1: together to create a massive interconnected system, a k a
Speaker 1: the Internet. But must was really familiar with computer networks.
Speaker 1: He worked on the IP network at Brl all the time,
Speaker 1: and so when he knows things weren't quite behaving the
Speaker 1: way they usually should, he decided to find out what
Speaker 1: was going on and to do that he needed a
Speaker 1: diagnostic tool. That didn't exist, so he had to create
Speaker 1: a program to do it. Now he had heard about
Speaker 1: other methods of testing things like network speed between machines
Speaker 1: that used other methodologies, but those weren't really applicable to
Speaker 1: his network. So he had to make the tool from
Speaker 1: scratch and he programmed it on a UNIX system. This
Speaker 1: is a family of operating systems that computer science scientists
Speaker 1: at the Bell Labs Research Center of a t and
Speaker 1: t created back in the nineteen sixties uh and then
Speaker 1: ended up releasing it for others to use in the
Speaker 1: nineteen seventies. So your average person would likely find vanilla
Speaker 1: UNIX to be intimidating, because it is a system that
Speaker 1: programmers made for other programmers for the purposes of being
Speaker 1: able to create programs within this framework and then used
Speaker 1: on those machines or similar machines. It is not a
Speaker 1: particularly user friendly operating system, at least not if you're
Speaker 1: someone who's unused to command prompts as opposed to graphical
Speaker 1: user interfaces or Gooey's Um. Back in the day, when
Speaker 1: I first started using muters, command prompts were the way
Speaker 1: to go. In fact, I remember being incredibly reluctant to
Speaker 1: move from the DOSS system that was in use on
Speaker 1: IBM compatibles back in the day to migrating to Windows,
Speaker 1: because I thought windows was a huge waste of resources,
Speaker 1: that your computer had to use so many resources just
Speaker 1: to run the operating system that it completely hindered the
Speaker 1: sort of programs you could run on that sort of computer,
Speaker 1: and I did not like the idea of moving from
Speaker 1: doss to Windows. These days, if you put me in
Speaker 1: front of a line prompt kind of of operating system,
Speaker 1: I'm sure I would be completely lost. UH, as I
Speaker 1: get older, it gets harder to navigate those kinds of things. Anyway,
Speaker 1: what must wanted to do was create a small program
Speaker 1: that could measure the quote unquote, distance between two different machines.
Speaker 1: Except we're not really talking about physical distance here, although
Speaker 1: that can be a factor and we'll get to it. Instead,
Speaker 1: what we're really talking about is the amount of time
Speaker 1: it takes for one machine to send a message to
Speaker 1: a second machine and then receive a message from that
Speaker 1: second machine. So how long does it take you to
Speaker 1: send a message out and get a reply back? In
Speaker 1: that way, it's a lot like an echo. So an
Speaker 1: echo is when you make or you hear a sound
Speaker 1: and then you hear that sound repeated. And it happens
Speaker 1: when sound waves bounce off of some hard, smooth surface,
Speaker 1: and the smoother and harder the surface, the better it
Speaker 1: is for creating echoes. So let's say that you are
Speaker 1: in a canyon, maybe it's a box canyon, and you
Speaker 1: got a red base on one end and a blue
Speaker 1: Basse on the other, and no one can explain why.
Speaker 1: So you're in this box canyon and you decide to
Speaker 1: shout text stuff, rules or you know something that you
Speaker 1: would actually shout. Well, the echoes you would hear are
Speaker 1: actually the sound waves that you generated that came from you.
Speaker 1: Those air fluctuations originated from you and then they bounced
Speaker 1: back to you after they hit the canyon walls. So
Speaker 1: if you're in a place where there are no hard,
Speaker 1: smooth surfaces, you're not going to get an echo. Doesn't
Speaker 1: matter how loudly you scream. There are no surfaces for
Speaker 1: the sound to bounce off of and come back to you.
Speaker 1: It's just gonna travel outward until it's essentially too weak
Speaker 1: for it to be heard by at least human ears. Now,
Speaker 1: when we talk about stuff like sonar, we're talking about
Speaker 1: using sound to get an idea about how far away
Speaker 1: objects are from the sonar mechanism. And if we break
Speaker 1: down what sonar is from a technical standpoint, essentially what
Speaker 1: you have is a speaker that emits the sound and
Speaker 1: a microphone that picks up echoes of the sound and
Speaker 1: then some word of the system to calculate the amount
Speaker 1: of time between making a sound and getting the echo.
Speaker 1: These systems could be human powered or it could be
Speaker 1: modern systems use computers, but in the old days it
Speaker 1: could actually be someone with a stopwatch and very quickly
Speaker 1: reacting in order to get an idea of how long
Speaker 1: it took to send a sound out and to get
Speaker 1: the echo back. This is really useful if, for example,
Speaker 1: you're in a submarine that doesn't have windows. Those submarines
Speaker 1: don't because windows are a point of failure and you
Speaker 1: don't want those when you're in a metal tube that
Speaker 1: goes under the water. So you use the sonar to
Speaker 1: beam out a sound and you know how fast sound
Speaker 1: travels through water. It's a standard sort of thing. It
Speaker 1: actually travels faster through water than it does through air.
Speaker 1: We typically say that sound travels at about three forty
Speaker 1: three per second through the air, but in water it's
Speaker 1: one thousand four hundred eight meters per second. So if
Speaker 1: you send out a sound in a specific direction and
Speaker 1: you time how long it takes for the sound to
Speaker 1: come back to you and then you essentially divided by two,
Speaker 1: you know how far away you are from, say, and
Speaker 1: underwater cliff face. It's pretty common to call the sonar
Speaker 1: sound a Ping, because that's what it sounds like. If
Speaker 1: you've seen the film adaptation of the hunt for Red October,
Speaker 1: you know there's a scene in which sean connery, who's
Speaker 1: playing a Soviet Submarine Commander, tells his Sonar Operator reverify
Speaker 1: our range to target one ping only. Now, in that
Speaker 1: case he's using the Ping to secretly communicate with the Americans,
Speaker 1: but he's selling his sonar operator the reason is just
Speaker 1: to make sure they know exactly how far the Americans
Speaker 1: are in case they need to fire upon them anyway.
Speaker 1: That's why must called his tool a ping. It was
Speaker 1: using a similar sort of approach. A message goes out
Speaker 1: from on computer to a different computer and the message
Speaker 1: essentially says hey, send us back to me, and the
Speaker 1: target computer follows instructions and sends the message back. The
Speaker 1: amount of time between sending the message and receiving the
Speaker 1: reply can give you an idea about the network speed
Speaker 1: between those two machines. If it's slower than expected, something's
Speaker 1: going wrong. Maybe there's too much traffic on the network,
Speaker 1: maybe there is an actual switch that's down somewhere on
Speaker 1: the network and it necessitates traffic to route around the issue.
Speaker 1: So it's really a diagnostic tool for measuring path latency.
Speaker 1: We'll talk more about latency in just a second, but
Speaker 1: first let's take a quick break. All right, let's talk
Speaker 1: about latency. You can think of latency as the delay
Speaker 1: between the cause of something and it's effect. I always
Speaker 1: use video game examples for this, because anyone who has
Speaker 1: played enough video games has experienced this at one point
Speaker 1: or another. Um and it's, you know, one of the
Speaker 1: contexts in which we really talk about paying. Anyway, in
Speaker 1: most video games you really want the game to respond instantly,
Speaker 1: or at least appear to be instant according to our
Speaker 1: limitations of perception when you work the controls. So when
Speaker 1: you push that jump button, you want that lousy little
Speaker 1: plumber to jump and squash that Gumba Gush. Darn it
Speaker 1: when there's a delay. So you push the jump button
Speaker 1: but the plumber waits a second before jumping. It makes
Speaker 1: the game way more difficult to play. Some Games do
Speaker 1: the so on purpose. Sometimes it's up to the player
Speaker 1: to try and learn and adjust to the timing of
Speaker 1: the game, and it was all part of the design.
Speaker 1: Other Games didn't do it on purpose. They're just poorly made.
Speaker 1: Or they're running on inadequate machines, and so there's this
Speaker 1: latency introduced in to the experience and there's a lag
Speaker 1: between input and output. Now must decide to create his
Speaker 1: ping tool back in nine three on a whim. He
Speaker 1: didn't intend for it to be some sort of glorified
Speaker 1: feature that would be put to use countless times afterwards.
Speaker 1: He just thought it was an interesting exercise. He described
Speaker 1: the Ping Program as a quote, thousand line hack end quote,
Speaker 1: and he wrote it in a single evening and he
Speaker 1: says that if he had known how much it was
Speaker 1: going to be used moving forward, he might have spent
Speaker 1: a little more time and effort in designing it. He
Speaker 1: also mentions that, of course, in Classic Uh fate, by
Speaker 1: the time he finished designing the tool, the original issue
Speaker 1: that made him think about it in the first place
Speaker 1: had already been fixed. Someone else had gone into the network,
Speaker 1: discovered it and fixed the problem. But the tools usefulness
Speaker 1: obviously went beyond the single use case that inspired must
Speaker 1: to create it. Must also joked about how people tried
Speaker 1: to interpret Ping, the word paying, P I N G,
Speaker 1: as an acronym. There was a common assumption in the
Speaker 1: network Admin field that Ping stood for packet Internet grouper,
Speaker 1: but must dismiss that right away. It was pretty common
Speaker 1: to create wacky acronyms and government projects. In fact, that's
Speaker 1: still true to this day. If you look at any
Speaker 1: law or bill that has like a cool or cool
Speaker 1: ish name associated with it, there's a good chance that
Speaker 1: name is said to represent a tortured acronym, and I
Speaker 1: am positive that in the overall majority of cases lawmakers
Speaker 1: come up with a name for the legislation. First they
Speaker 1: come up with their cool name and then, retroactively they
Speaker 1: try to justify the name by creating a phrase for
Speaker 1: which the name is supposedly an acronym, and it's almost
Speaker 1: always terrible anyway. must say that's what people were trying
Speaker 1: to do with paying, but he was adamant pain justed
Speaker 1: for paying, like with Sonar. Now, if you're an online Gamer,
Speaker 1: you're likely very aware of the importance of paying. With
Speaker 1: online multiplayer games, each player is connecting to a game
Speaker 1: server and to be clear, multiplayer games have lots of servers. Right.
Speaker 1: Each game has tons of servers, and it's just that
Speaker 1: a player logs into a single server into which lots
Speaker 1: of other players are also logged, and once a server
Speaker 1: reaches capacity, players will have to connect to other servers. Well,
Speaker 1: it's pretty common practice to try and log into servers
Speaker 1: that are geographically close to the player, because that helps
Speaker 1: cut back on latency. Now, it's not always true that
Speaker 1: the closest server provides the fastest data speeds between the
Speaker 1: client machine, in other words the Gamer's rig, and the
Speaker 1: server itself, but it's usually the case. If you log
Speaker 1: into a server that's halfway across the world from you,
Speaker 1: that means the messages coming from your machine and going
Speaker 1: to your machine have to travel halfway across the world
Speaker 1: and while data moves very, very fast, it's not instantaneous,
Speaker 1: so you start to encounter a bit of latency. That
Speaker 1: latency or lag means there is a delay between when
Speaker 1: a Gamer does something in their game on their machine
Speaker 1: and when the server finds out about it, and sometimes
Speaker 1: that lag is enough to cause problems in gameplay. In fact,
Speaker 1: the LAG does not have to be very long for
Speaker 1: issues to pop up. Well, less than a second in fact.
Speaker 1: I'll give you an example. So let's say you and
Speaker 1: I are playing in a one on one first person
Speaker 1: shooter game. It's me versus you, and you've got me
Speaker 1: in your sights. You're clear across the map. You've spotted me.
Speaker 1: You've got a sniper rifle, so you take aim at
Speaker 1: me and you shoot from your perspective. You've got a
Speaker 1: clear shot. There's no way you can miss. But then
Speaker 1: there's the latency. Let's say my connection is lagging just
Speaker 1: a bit, that I've got a very high ping rate
Speaker 1: to the game server and in fact, while you appear
Speaker 1: to be aiming straight at me, because from your side
Speaker 1: the game server thinks that is where I'm at, on
Speaker 1: my side I was doing the old Serpentinam and the
Speaker 1: server gets my input commands and the game essentially decides
Speaker 1: that your shots don't connect because it turns out I
Speaker 1: wasn't really in the spot where you were aiming the
Speaker 1: whole time. There are some gamers who use this kind
Speaker 1: of thing to cheat at Games. So back in the
Speaker 1: early days of Halo, to Multiplayer, there was a tactic
Speaker 1: called stand by. A lot of modems had a standby
Speaker 1: feature that would let you temporarily pause a connection to
Speaker 1: a server. So it's like disconnecting, but it was just
Speaker 1: doing it for a moment. so by using it strategically Halo,
Speaker 1: two players could appear to be in one place in
Speaker 1: the game because the game server couldn't verify where the
Speaker 1: player was and so would just essentially keep the player
Speaker 1: on the course that they were on before the connection severed,
Speaker 1: but it would hold off on dropping the player entirely
Speaker 1: in case the connection repaired itself. And so that meant
Speaker 1: that if other players were trying to do damage to
Speaker 1: that character, nothing would happen and once the connection reestablished,
Speaker 1: the game would reconcile the players actual position. So to
Speaker 1: someone else it would look like your opponent had gone
Speaker 1: invincible for a few seconds and then would suddenly teleport
Speaker 1: to a different location. And this got to be a
Speaker 1: real problem because people were using it to get an
Speaker 1: unfair advantage over others. But generally these days players do
Speaker 1: not want a High Ping rate. It makes playing the
Speaker 1: game very difficult and if you're a really competitive player,
Speaker 1: like you're in the elite echelons, you really want to
Speaker 1: minimize all the external factors that could make a game harder.
Speaker 1: You want things to be a nice level playing field
Speaker 1: for everyone. So it really is skill versus skill, maybe
Speaker 1: some luck thrown in, but it's not some external factor
Speaker 1: that you have no control over. Giving one party and
Speaker 1: advantage over the other. So you really want that Ping
Speaker 1: to be low, and by low I'm talking about milliseconds.
Speaker 1: Competitive gamers really want a super low ping, like if
Speaker 1: you managed to log into a server and you find
Speaker 1: out that Your Ping rate is fifteen milliseconds or less,
Speaker 1: that would be amazing. It would also mean you're probably
Speaker 1: living like a mile away from the game server and
Speaker 1: you're connecting straight to it. A Ping between fifteen and
Speaker 1: forty five milliseconds is really good and it's not ideal,
Speaker 1: but it's not enough of a delay to measurably impact
Speaker 1: the game. Between forty five and one hundred milliseconds, you
Speaker 1: start to get into an area where the lag can
Speaker 1: be noticeable. Not necessarily a game breaking mechanic, but you
Speaker 1: can start to notice little issues. Between one hundred and
Speaker 1: two hundred fifty milliseconds, you've gotten experience that can make
Speaker 1: a game unplayable, and beyond two fifty you might as
Speaker 1: well just disconnect and try a different server. But it
Speaker 1: also depends on what type of game you're playing. Right
Speaker 1: not all games are equal. If you're playing a turn
Speaker 1: based game, that's not nearly as sensitive to paying issues,
Speaker 1: like if one player gets to go and then the
Speaker 1: other player gets to go and you're not simultaneously battling
Speaker 1: um at every moment, then a little delay is not
Speaker 1: going to be a big problem. It might make the
Speaker 1: game play a little irritating, but it's still totally playable.
Speaker 1: But if you're talking about a twitch based first person
Speaker 1: shooter style game, Players Need Really Low Ping for the
Speaker 1: game to run smoothly, particularly if you're talking about those
Speaker 1: elite levels of play. As an example of how this
Speaker 1: can give one player an edge over or another, imagine
Speaker 1: a scenario in which two players are about to come
Speaker 1: into view of each other. Both of them are going
Speaker 1: to have line of sight to the other players, so
Speaker 1: like they're both cresting a hill or something. But let's
Speaker 1: say player one's Ping is much lower than player two's Ping.
Speaker 1: That means player one has much less path latency to
Speaker 1: the game server. That could mean that player one will
Speaker 1: be able to see player to a moment earlier, which
Speaker 1: can give player one an advantage in the encounter. If
Speaker 1: you've got two players of similar skill, that could push
Speaker 1: a fair fight into unfair territory. All right, we're gonna
Speaker 1: take another quick break. When we come back we'll wrap
Speaker 1: up this discussion about paying. Okay, so now we understand
Speaker 1: that ping is a way to measure the latency between
Speaker 1: a client machine and a server machine. You could also
Speaker 1: do it between servers. You know, it's it's really between
Speaker 1: any two machines that are connected on a network. But
Speaker 1: what Affects Ping? What makes ping go from low to high? Well,
Speaker 1: as I mentioned earlier, physical distance between the client and
Speaker 1: the server is one thing that can certainly affect Ping.
Speaker 1: The further your information needs to travel to get to
Speaker 1: a server and then return to get to you, the
Speaker 1: more latency you're going to encounter. That just makes sense, right.
Speaker 1: So if you're in the United States then you're connecting
Speaker 1: to game servers that are located in Europe, chances are
Speaker 1: Your Ping is going to be on the higher side
Speaker 1: compared to Europeans who are connecting to that same server.
Speaker 1: The other big factor is the amount of traffic that's
Speaker 1: on your personal network. Just like with roadways, more traffic
Speaker 1: leads to congestion and it slows things down. So if
Speaker 1: you want to jump into war zone while you're house
Speaker 1: made is busy downloading a ton of four K films,
Speaker 1: chances are you're paying is going to suffer because your
Speaker 1: network bandwidth is finite. It's a limited resource. There's only
Speaker 1: so much of it and if the game is having
Speaker 1: to fight for some of that bandwidth compared to the
Speaker 1: downloading of these massive files, that means you're paying is
Speaker 1: probably going to go up as a result. For that reason,
Speaker 1: there are a lot of pro gamers out there who
Speaker 1: will have to dedicated network connections, one just for their
Speaker 1: gaming and the other for everything else, which to me
Speaker 1: is crazy. But everything about pro gaming is crazy to
Speaker 1: me because I'm a casual Gamer right I can't imagine
Speaker 1: dedicating eight hours or more per day to playing, streaming,
Speaker 1: you know, cutting together videos of my gameplay. That just is.
Speaker 1: It's daunting to me anyway. Other things that can affect
Speaker 1: paying can include the type of connection that you're using.
Speaker 1: If you've got a hardwired connection, they go straight from
Speaker 1: your computer to your router. That is going to Minimize
Speaker 1: Ping on your end, at least as far as connectivity
Speaker 1: between router and machine goes. Uh, if your housemaid is
Speaker 1: still downloading the complete works of the fairly brothers, you're
Speaker 1: still gonna have issues with paying. If if you're sharing
Speaker 1: a network connection, if you're relying on Wifi. Then things
Speaker 1: like your distance between your computer and the Wifi router
Speaker 1: or the fact that there may be walls or ceilings
Speaker 1: or floors between you and the router. All of that
Speaker 1: can have an effect on paying. So general rule is
Speaker 1: you want to be closer to the router rather than
Speaker 1: further away, and if you can have a hardwired connection
Speaker 1: it's better. Again, these really have more of an impact
Speaker 1: at the higher levels of Gameplay. If you're a casual player,
Speaker 1: it can still be something that might you might notice,
Speaker 1: but it's not likely to have as critical and impact
Speaker 1: on your level of play. It's also possible for there
Speaker 1: to be issues beyond your own network that you have
Speaker 1: no control over. So perhaps your Internet service providers network
Speaker 1: is having an issue, or a network that your I
Speaker 1: s P connects to Um that might have an issue
Speaker 1: and there's not much you can do about that other
Speaker 1: than maybe you can try and switch to a different
Speaker 1: server to see if the routing between you and that
Speaker 1: server is better. But if it's a problem with your
Speaker 1: I s P, if it's between like if it's in
Speaker 1: that last mile, there's really nothing you can do because
Speaker 1: everything is funneling through that last mile connection to your
Speaker 1: home and you can't step around that, at least not
Speaker 1: without somehow magically switching to a different I s p. obviously,
Speaker 1: if you are reliant on something like satellite networking, then
Speaker 1: that's going to introduce enormous paying. In fact, with satellite
Speaker 1: connectivity really aren't going to be able to compete in
Speaker 1: things like first person shooters because of the latency between messages.
Speaker 1: I mean these satellites are in outer space, so it
Speaker 1: does take a little bit longer for the data to
Speaker 1: get between you and the satellite then if you were using,
Speaker 1: you know, fiber optic cable, for example, and that can
Speaker 1: be enough to make it impossible for you to play
Speaker 1: the very fast paced twitch based games. You can still
Speaker 1: play things like, uh, turn based Games, maybe even mmos
Speaker 1: that kind of thing. But yeah, for the stuff that's
Speaker 1: reliant on a very fast connection, uh, you really wouldn't
Speaker 1: be able to to manage that. Anyway, that's the story
Speaker 1: of paying. Maybe someday I'll do the story of Pong.
Speaker 1: That was a terrible joke. Also, I have kind of
Speaker 1: covered the story upon when I talked about the history
Speaker 1: of Arcade Games. So it was a terrible dad joke
Speaker 1: and it was moot so I apologize to each and
Speaker 1: every one of you, but I hope you enjoyed this episode.
Speaker 1: This look at what Ping is, where it came from,
Speaker 1: why it has that name and what it means Um
Speaker 1: just the one thing to keep in mind is that
Speaker 1: you want the number to be low. The higher the number,
Speaker 1: the greater the latency between you and the machine when
Speaker 1: you do speed tests on your device, like if you've
Speaker 1: ever wondered if there's an issue with your network and
Speaker 1: you're you know, maybe things are taking a long time
Speaker 1: to download or you're getting a lot of buffering and
Speaker 1: streaming video and you do a speed test, it's essentially
Speaker 1: a ping. Is What's going on. It's it's although there
Speaker 1: are more involved speed tests that actually have a they
Speaker 1: maintain a connection in order to get essentially an average
Speaker 1: of network throughput, how how much data is being able
Speaker 1: to pass between your computer and the network over a
Speaker 1: given amount of time. But it's an extension of this
Speaker 1: paying concept. Al Right, if you have suggestions for topics
Speaker 1: I should tackle in future episodes of tech stuff, please
Speaker 1: reach out to me. One Way to do that is
Speaker 1: to download the I heart radio APP, navigate over to
Speaker 1: the text stuff page on that APP and Click on
Speaker 1: that little microphone icon that will let you leave a
Speaker 1: voice message up to thirty seconds in linked for me.
Speaker 1: Or you can pop on over to twitter and use
Speaker 1: the handle text stuff hsw to. Send me a message
Speaker 1: and I'll talk to you again really soon. Text stuff
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