Chapt. 1 Intro. to Computer Networks
Chapt. 1 Intro. to Computer Networks
PRATIKSHA SAWANT
CHAPTER 1
INTRODUCTION TO COMPUTER NETWORKS
CHAPTER 1. INTRO. TO COMPUTER NETWORK
- DATA COMMUNICATION
- Characteristics of data communication, components, data representation, data flow.
- COMPUTER NETWORK
- Distributed processing, Physical structure-Point to Point, Broadcast, Categories of topology (mesh, star, ring, bus, etc.).
- CATEGORIES OF NETWORK
- LAN, WAN, MAN, INTERNET etc.
- PROTOCOLS AND STANDARDS
- Definition of protocol, key elements, Defacto & Dejure standard, Standards organizations.
- NETWORK SOFTWARE
- Protocol Hierarchies layers, protocols, peers, interfaces, network architecture, protocol stack design issues of the layers – addressing,
error control, multiplexing and demultiplexing, routing connection-oriented and connectionless service.
- SERVICE PRIMITIVES
- Listen, connect, receive, send, disconnect. The relationships of services to protocol.
DATA COMMUNICATION
• The word DATA refers to INFORMATION presented in whatever form is agreed upon by the parties creating and using the
data.
• Difference between DATA and INFORMATION?
• DATA COMMUNCATION?
• Is the exchange of the data between two devices via some form of transmission medium such as a wire cable.
• The combination of Hardware and Software.
• Characteristics of Data Communication
• 1. Delivery – The system must deliver data to correct destination.(MAC Address, IP Address)
• 2. Accuracy – The system must deliver the data accurately. (Altered data is unusable. )
• 3. Timeliness – The system must deliver data in a timely manner. (Timely means delivering data without of delay. Real time
transmission.)
• 4. Jitter – Jitter refers to the variation in the packet arrival time.
DATA COMMUNICATION COMPONENTS :
1. MESSAGE (Text, numbers, pictures, audio, videos.)
2. SENDER(Computer, video camera, workstation)
3. RECEIVER (Computer, video camera, workstation)
4. TRANSMISSION MEDIUM (Twisted-pair wire, coaxial cable, fiber-optic cable)
5. PROTOCOL (i.e. Language barrier)
DATA REPRESENTATION
Information can be in any forms such as text, numbers, images, audio, video.
• TEXT -
• Text is represented as a bit pattern (Sequence of bits 0’s or 1’s ).
• Diff. sets of bits patterns have been designed to represent text symbols. Each sets called code, and the process of representing symbols
is called coding. Now its called UNICODE ( uses 32 bits to represent symbol or char in any lang. in the world). ASCII (American Standard
Code for information Interchange) constitutes the first 127 char. In UNICODE.
• NUMBERS –
• Like Text, numbers also represents bit pattern. Not used by ASCII but numbers directly converted to a binary number to simplify
mathematical operations.
• IMAGES –
• Images also represented by a bit patterns. It composed of a matrix of pixels (picture elements) , where each pixel is a small dot. The
size of the pixel depends on the resolution.
• Example – Image divide into 1000 pixels or 1000 pixels. There is a better representation of the image (better resolution), but it
require/needed to store the image.
• After the dividing an image into pixels, each pixel is assigned a bit pattern. The size and value of the pattern is depends on image.
• Image is made of only black-white dots, a 1-bit pattern is enough to represent a pixel.
• There are several methods to represents color images.
• RGB (RED, GREEN, BLUE)
• YCM (YELLOW, CYAN, MAGENTA)
• AUDIO –
• Audio refers to the recording or broadcasting of sound or music. Audio is by nature different from text, numbers or images.
• It is CONTINOUS, not DISCRETE.
• VIDEO-
• Video refers to the recording or broadcasting of a picture or movie. Video can either be produced as a continuous entity(i.e. TV
camera), or it can be a combination of images, such as discrete entity, arranged to convey the idea of motion.
• DATA FLOW IN DATA COMMUNICATION –
Communication between two devices can be
Simplex, Half -Duplex, or Dull-Duplex.
- Simplex :
The communication is unidirectional. One-way street. Only one of
two devices on a link can transmit; the other can only receive.
- Half-Duplex:
Each station can both transmit and receive, but not at the same
time. When one device is sending, the other can only receive,
and vice versa.
- Full-Duplex:
Both stations can transmit and receive simultaneously.
The Full-Duplex mode is used when communication in both
directions is required all the time. The capacity of the channel,
however, must be divided between the two directions.
COMPUTERS NETWORKS
• Distributed Processing:
• Takes a complex computing task and divides it among a network of individual machines (or nodes) which the complete their part of the task and
send it back to the complied into one seamless output.
• DP requires: 1. A network of individual workers or nodes.
2. Each with access to the same shared storage.
3. Organized and commanded by distribution management software.
• Network Criteria: A network must be able to meet a certain number of criteria (Performance, Reliability, Security).
• Performance – Can be measured in many ways , including transit time(time taken to one device to another) and response time (
elapsed time between an inquiry and a response).
• Performance depends – No. of users, transmission medium, capability of connected hardware and efficiency of software.
• Networking metrics : Throughput and Delay.
• Throughput refers to the amount of data transferred in a given time.
• Delay means the amount of time taken while sending the data.
• Reliability – Network reliability is measured by the frequency of failure, the time it takes a link to recover from a failure, and the
network’s robustness in a catastrophe.
• Security – Issues include protecting data from unauthorized access, protecting data from damage and development and
implementing policies and procedure from recovery from breaches and data losses.
PHYSICAL STRUCTURES
• Type of connection – A network is two or more devices connected through links. A link is a
communications pathway that transfers data from one device to another.
• For communication to occur, two devices must be connected in some ways to the same link
at the same time.
• There are two possible types of connections : POINT-TO-POINT and Multipoint.
• POINT-TO-POINT – Provides a dedicated link between two devices. The entire capacity of the
link is reserved for transmission between those two devices.
• POINT-TO-POINT connections are actual length of wire or cable to connect the two ends.
• Example : TELEVISION CHANNELS control by REMOTLY.
• Multipoint / Multidrop – Connection is one in which more than two specific devices share a
single link.
• The capacity of channel is shared, either spatially/continuously . If several devices can use
the link simultaneously, it is continuously connection.
CATEGORIES OF TOPOLOGIES:
MESH, STAR, BUS, RING
THE ARRANGEMENT OF NODES IN A NETWORK GENERALLY FOLLOWS SOME PATTERN OR ORGANIZATION. EACH OF
THESE PATTERNS HAVE THEIR SET OF ADVANTAGES/DISADVANTAGES. SUCH ARRANGEMENTS ARE CALLED
COLLECTIVELY REFERRED TO AS NETWORK TOPOLOGIES.
MESH TOPOLOGY
• In a mesh topology, every device has a dedicated point to point link to very other devices.
• The term dedicated means that the link comes traffic only between the two devices it connects.
• To find the number of physical links in a fully connected mesh network with n nodes, we first consider that each node must
be connected to a every other nodes.
• Node 1 must be connected to n-1 nodes, node 2 must be connected to n-1 nodes and finally node must be connected to n-1
nodes.
• We need n(n-1) physical link. However, if each physical link allows communication in both directions we can divide the
number of link by 2.
• For mesh topology we need, n(n-1)/2.
• Advantages of mesh topology
• Each connection can carry its own data load.
• This topology is robust.
• If one link becomes unusable, it does not incapacitate the entire system.
• Privacy and security
• Step 2 − There is no data transferred directly from layer n on one machine to layer n on another machine.
• Step 3 − Each layer passes data and control information to the layer below it, until the lowest layer is reached.
• Step 4 − Below layer 1 there is a "physical medium" through which the actual communication occurs.
• Step 5 − The virtual communication is shown by dotted lines and physical communication by solid line.
• Step 6 − Between each pair of adjacent layers there is an "interface", the interface defines which operations and
services that the lower layer offers to the upper layer through it.
• Step 7 − A list of protocols used by system one protocol per layer is called a "protocol stack".
• A massage M is produced by an application process running in layer 5.and given to layer 4 for transmission.
• Layer 4 puts a " header " in front of massage M to identify the massage and passes the result to layer 3.
• In many networks, there is no limit to the size of massage in layer 4-protocol, but there is nearly always a limit imposed by
layer 3 protocol.
• Hence, layer 3 must break up the incoming message into small units (packets) prepending layer 3 header to each packet.
• In this example the message M is split into two parts, M1, and M2.
• Layer 3 decides which of outgoing lines to use and passes the packet to layer 2.
• Layer 2 adds a header and trailer to each packet and gives the result to layer 1 for physical transmission.
• At the receiving machine, the message moves up word from layer to layer with the header being stripped off as it progresses
till the message m arrives at application layer 5.
PROTOCOL STACK DESIGN ISSUES OF THE LAYERS
• Addressing- At a particular time, innumerable messages are being transferred between large numbers of computers. So, a naming or
addressing system should exist so that each layer can identify the sender and receivers of each message.
• Error Control- Unreliable channels introduce a number of errors in the data streams that are communicated. So, the layers need to agree
upon common error detection and error correction methods so as to protect data packets while they are transferred.
• Flow Control- If the rate at which data is produced by the sender is higher than the rate at which data is received by the receiver, there are
chances of overflowing the receiver. So, a proper flow control mechanism needs to be implemented.
• Statistical Multiplexing- It is not feasible to allocate a dedicated path for each message while it is being transferred from the source to the
destination. So, the data channel needs to be multiplexed, so as to allocate a fraction of the bandwidth or time to each host.
• Routing- There may be multiple paths from the source to the destination. Routing involves choosing an optimal path among all possible
paths, in terms of cost and time. There are several routing algorithms that are used in network systems.
• Connection-oriented - Subnet must offer reliable service and all the packets must be transmitted over a single route.
• To use a connection-oriented service, first we establishes a connection, use it and then release it. In connection-oriented services, the data packets are
delivered to the receiver in the same order in which they have been sent by the sender.
• Connectionless service - The routing and insertion of packets into subnet is done individually. No added setup is required.
• Packet are termed as “datagrams” and corresponding subnet as “datagram subnets”. When the message size that has to be transmitted is 4 times the size
of the packet, then the network layer divides into 4 packets and transmits each packet to router via. a few protocol. Each data packet has destination
address and is routed independently irrespective of the packets.
Primitives of Connection-Oriented Service :
Primitive Meaning
Accept This primitive simply accepts incoming connection from the peer.
This primitive is put into action by the client to transmit its request that
Send is followed by putting receive primitive into action to get the reply.
Send primitive simply sends or transfer the message to the peer.
• What is Protocol?
• These are set of rules that govern the format and meaning of frames, messages or packets that are exchanged between the server and client.