Proprietary protocol
In telecommunications, a proprietary protocol is a communications protocol owned by a single organization or individual.[1]
Intellectual Property Rights and Enforcement
Ownership by a single organization gives the owner the ability to place restrictions on the use of the protocol and to change the protocol unilaterally. Specifications for proprietary protocols may or may not be published, and implementations are not freely distributed. Proprietors may enforce restrictions through control of the intellectual property rights, for example through enforcement of patent rights, and by keeping the protocol specification a trade secret. Some proprietary protocols strictly limit the right to create an implementation; others are widely implemented by entities that do not control the intellectual property but subject to restrictions the owner of the intellectual property may seek to impose.
Examples
The Skype protocol is a proprietary protocol.[2]
The Venturi Transport Protocol (VTP) is a patented proprietary protocol (U.S. Patent 5,883,893) that is designed to replace TCP transparently in order to overcome perceived inefficiencies related to wireless data transport.
Microsoft Exchange Server protocols are proprietary[3] open access protocols. The rights to develop and release protocols are held by Microsoft, but all technical details are free for access and implementation.[4]
Effects of incompatibility
The use of proprietary instant messaging protocols meant that instant messaging networks were incompatible and people were unable to reach friends on other networks.[5]
Proprietary extensions to open protocols
Microsoft developed a proprietary extension to the Kerberos network authentication protocol for the Windows 2000 operating system. The extensions made the protocol incompatible with implementations supporting the original standards, and this has raised concerns that this, along with the licensing restrictions, effectively denies products unable to conform to the standard access to a Windows 2000 Server using Kerberos.[6]
Reverse engineering
Reverse engineering is the process of retrieving a protocolβs details from a software implementation of the specification. Methods of reverse-engineering a protocol include packet sniffing and binary decompilation and disassembly.
There are legal precedents when the reverse-engineering is aimed at interoperability of protocols.[7][8]Pamela Samuelson and Suzanne Scotchmer,[9] In the United States, the Digital Millennium Copyright Act grants a safe harbor to reverse engineer software for the purposes of interoperability with other software.[10][11]
References
- β Proprietary protocol Definition β PC Magazine Encyclopedia
- β "Help for Skype". Archived from the original on 2013-10-13. Retrieved 17 March 2015. - "Help for Skype"
- β Microsoft Exchange Server Protocols Archived January 23, 2009 at the Wayback Machine
- β Microsoft Open Protocols Archived February 17, 2009 at the Wayback Machine
- β Instant messaging: This conversation is terminated β BBC News
- β "Microsoftβs Kerberos shuck and jive". 2000-05-11. Archived from the original on 2014-02-22.
- β Sega vs Accolade, 1992
- β Sony vs Connectix, 2000
- β Samuelson, Pamela; Scotchmer, Suzanne (May 2002). "The Law and Economics of Reverse Engineering" (PDF). Yale Law Journal 111: 1575β1663. doi:10.2307/797533. Archived from the original (PDF) on 2011-07-16. Retrieved 17 March 2015.
- β 17 U.S.C. Sec. 1201(f).
- β WIPO Copyright and Performances and Phonograms Treaties Implementation Act