Thanks for your review, Elwyn!

I understand that the authors are working on incorporating the feedback.

Jari

On 09 Feb 2015, at 20:13, Elwyn Davies <[email protected]> wrote:

> I am the assigned Gen-ART reviewer for this draft. For background on
> Gen-ART, please see the FAQ at
> 
> <http://wiki.tools.ietf.org/area/gen/trac/wiki/GenArtfaq>.
> 
> Please resolve these comments along with any other Last Call comments
> you may receive.
> 
> Document: draft-ietf-aqm-recommendation-09.txt
> Reviewer: Elwyn Davies
> Review Date: 2015/02/09
> IETF LC End Date: 2014/12/24
> IESG Telechat date: (if known) -
> 
> Summary:  Almost ready for BCP.  I have done some homework on the subject of 
> AQM since my previous review and reread the latest version (-09).  I think a 
> couple of my comments in the previous review were inappropriate - apologies 
> to the authors - and we did not come to a meeting of minds at that point.  On 
> rereading, I think it is generally an excellent and readable document.  
> However there are a couple of points, including one left over from the 
> previous review, that could be usefully and (IMO) importantly taken into 
> account.
> 
> 
> Minor Issues:
> 
> Ensuring that mechanisms do not interact badly:
> Given that a number of different mechanisms are being developed and 
> potentially may all be deployed in various quantities in routers, etc., along 
> the path that a packet takes, ensuring that this does not lead to instability 
> or other interactions should also be a target of research. A number of 
> applications now have flow control mechanisms that may be deployed as an 
> adjunct to TCP so that a single path may have multiple nested end-to-end 
> feedback loops (notably, just about to be standardized, HHTP2!) and it would 
> be very wise to ensure that adding AQM into the loop does not lead to 
> problems.
> A short extra paragraph in s4.6 would cover the case I think.
> 
> Interactive applications such as gaming; and
> The gaming aspect is mentioned very briefly (in s4.6).  Gaming is a major 
> application and, for many consumers, ensuring that interaction with 
> server-based games is low latency and pretty reliable is key to their 
> enjoyment and the continuation of a large segment of the computer 
> entertainment market.
> 
> Combinations of traffic:
> A little more stress on the need to consider combinations of traffic in 
> further research would be desirable.  I found CableLabs report of their 
> simulation comparisons of the various AQM mechanisms being developed to be 
> instructive in various ways: general AQM background, requirements of gaming 
> and similar applications and thinking about combinations of traffic.
> 
> Nits/editorial comments:
> (not fixed from -08)
> General: s/e.g./e.g.,/, s/i.e./i.e.,/
> 
> s1.2, para 2(?) - top of p4: s/and often necessary/and is often necessary/
> s1.2, para 3: s/a > class of technologies that/a class of technologies that/
>                 ^^^^^^
> 
> s2, first bullet 3: s/Large burst of packets/Large bursts of packets/
> 
> s2, second set of bullets, #2: Probably need to expand POP and RDP (DNS and 
> IMAP are in the RFC editor's "well known" class).  Alternatively could change 
> POP/IMAP to "email access protocols".
> 
> s3, bullet #2, last para: s/open a large numbers of short TCP flows/may open 
> a large number of short duration TCP flows/
> 
> s4, last para: s/experience occasional issues that need moderation./can 
> experience occasional issues that warrant mitigation./
> 
> s4.2, para 6, last sentence: s/similarly react/react similarly/
> 
> s4.2.1, para 1: s/using AQM to decider when/using AQM to decide when/
> 
> s4.7, para 3:
>> the use of Map/Reduce applications in data centers
> I think this needs a reference or a brief explanation.  Maybe:
> Jeffrey Dean and Sanjay Ghemawat. 2008. MapReduce. Commun. ACM 51, 1 (January 
> 2008), 107–113. DOI:http://dx.doi.org/10.1145/1327452.1327492
> 

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