NETWORKS
A network is a set of devices (often referred to as nodes) connected by
communication links.
A node can be a computer, printer, or any other device capable of sending
and/or receiving
data generated by other nodes on the network.
“Computer network’’ to mean a collection of autonomous computers
interconnected by a single technology. Two computers are said to be
interconnected if they are able to exchange information.
The connection need not be via a copper wire; fiber optics, microwaves,
infrared, and communication satellites can also be used.
Networks come in many sizes, shapes and forms, as we will see later.
They are usually connected together to make larger networks, with the
Internet being the most well-known example of a network of networks.
There is considerable confusion in the literature between a computer
network and a distributed system. The key distinction is that in a
distributed
system, a collection of independent computers appears to its users as a
single
coherent system. Usually, it has a single model or paradigm that it presents
to
the users. Often a layer of software on top of the operating system, called
middleware, is responsible for implementing this model. A well-known
example of a distributed system is the World Wide Web. It runs on top of
the Internet and presents a model in which everything looks like a document
(Web page).
USES OF COMPUTER NETWORKS
1. Business Applications
to distribute information throughout the company (resource sharing).
sharing physical resources such as printers, and tape backup systems, is
sharing information
client-server model. It is widely used and forms the basis of much network
usage.
communication medium among employees.email (electronic mail),
which employees generally use for a great deal of daily
communication.
Telephone calls between employees may be carried by the computer network
instead of by the phone company. This technology is called IP telephony or
Voice over IP (VoIP) when Internet technology is used.
Desktop sharing lets remote workers see and interact with a
graphicalcomputer screen
doing business electronically, especially with customers and suppliers. This
new model is called e-commerce (electronic commerce) and it has grown
rapidly in recent years.
2 Home Applications
peer-to-peer communication
person-to-person communication
electronic commerce
entertainment.(game playing,)
3 Mobile Users
Text messaging or texting
Smart phones,
GPS (Global Positioning System)
m-commerce
NFC (Near Field Communication)
4 Social Issues
With the good comes the bad, as this new-found freedom brings with it many
unsolved social, political, and ethical issues.
Social networks, message boards, content sharing sites, and a host of
other applications allow people to share their views with like-minded
individuals. As long as the subjects are restricted to technical topics or
hobbies like gardening, not too many problems will arise.
The trouble comes with topics that people actually care about, like
politics, religion, or sex. Views that are publicly posted may be deeply
offensive to some people. Worse yet, they may not be politically correct.
Furthermore, opinions need not be limited to text; high-resolution color
photographs and video clips areeasily shared over computer networks. Some
people take a live-and-let-live view, but others feel that posting certain
material (e.g., verbal attacks on particular countries or religions,
pornography, etc.) is simply unacceptable and that such content must be
censored. Different countries have different and conflicting laws in this area.
Thus, the debate rages.
Computer networks make it very easy to communicate. They alsomake it
easy for the people who run the network to snoop on the traffic. This
sets up conflicts over issues such as employee rights versus employer
rights. Many people read and write email at work. Many employers have
claimed the right to read and possibly censor employee messages, including
messages sent from a home computer outside working hours. Not all
employees agree with this, especially the latter part.
Another conflict is centered around government versus citizen’s rights.
A new twist with mobile devices is location privacy. As part of the process
of providing service to your mobile device the network operators learn
where you are at different times of day. This allows them to track your
movements. They may know which nightclub you frequent and which
medical center you visit.
Phishing ATTACK: Phishing is a type of social engineering attack often
usedto steal user data, including login credentials and credit card numbers. It
occurs when an attacker, masquerading as a trusted entity, dupes a victim
into opening an email, instant message, or text message.
BOTNET ATTACK: Botnets can be used to perform distributed denial-of
service attack (DDoS attack), steal data, send spam, and allows the attacker
to access the device and its connection.
The effectiveness of a data communications system depends on four
fundamental characteristics: delivery, accuracy, timeliness, and jitter.
I. Delivery. The system must deliver data to the correct destination. Data
must be received by the intended device or user and only by that device or
user.
2 Accuracy. The system must deliver the data accurately. Data that have
been altered in transmission and left uncorrected are unusable.
3. Timeliness. The system must deliver data in a timely manner. Data
deliveredlate are useless. Inthecase of video and audio, timely delivery
means delivering data as they are produced, in the same order that they are
produced, and without significant delay. This kind of delivery is called real
time transmission.
4. Jitter. Jitter refers to the variation in the packet arrival time. It is the
unevendelay in the delivery of audio or video packets. For example, let us
assume that video packets are sent every 30 ms. If some of the packets
arrive
with 30-ms delay and others with 40-ms delay, an uneven quality in the
video is the result. A data communications system has five components
I. Message. The message is the information (data) to be communicated.
Popular forms of information include text, numbers, pictures, audio, and
video.2 Sender. The sender is the device that sends the data message. It
can be a computer, workstation, telephone handset, video camera, and so
on.
3. Receiver. The receiver is the device that receives the message. It can
be acomputer, workstation, telephone handset, television, and so on.
4. Transmission medium. The transmission medium is the physical path
by which a message travels from sender to receiver. Some examples of
transmission media include twisted-pair wire, coaxial cable, fiber-optic
cable, and radio waves.
5. Protocol. A protocol is a set of rules that govern data communications. It
represents an agreement between the communicating devices. Without a
protocol, two devices may be connected but not communicating, just as a
person speaking French cannot be understood by a person who speaks only
Japanese.
Data Representation
Data Flow
Communication between two devices can be simplex, half-duplex, or full
duplexes shown in Figure.
Simplex In simplex mode, the communication is unidirectional, as on a
one- way street. Only one of the two devices on a link can transmit: the
other can only receive (Figure a). Keyboards and traditional monitors are
examples of simplex devices.
Half-Duplex
In half-duplex mode, 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 (Figure b). Walkie-talkies and CB (citizens band) radios are both
half- duplex systems.
Full-Duplex
In full-duplex, both stations can transmit and receive simultaneously
(Figure c).One common example of full-duplex communication is the
telephone network. When two people are communicating by a telephone
line, both can talk and listen at the same time. The full-duplex mode is
used when communication in both directions is required all the time.
Network Criteria
A network must be able to meet a certain number of criteria. The most
important of these are performance, reliability, and security.
Performance
Performance can be measured in many ways, including transit time and
response time. Transit time is the amount of time required for a message to
travel from one device to another. Response time is the elapsed time
between
an inquiry and a response. The performance of a network depends on several
factors, including the number of users, the type of transmission
medium, the capabilities of the connected hardware, and the efficiency of
the
software.
Performance is often evaluated by two networking metrics: throughput and
delay. We often need more throughput and less delay. However, these two
criteria are often contradictory. If we try to send more data to the network,
we may increase throughput, but we increase the delay because of traffic
congestion in the network.
Reliability: In addition to accuracy of delivery, 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: Network security issues include protecting data from
unauthorized
access, protecting data from damage and development, and implementing
policies and procedures for recovery from breaches and data losses.
Physical Structures
Before discussing networks, we need to define some network attributes.
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.
There are two possible types of connections: point-to-point and
multipoint. Point-to-Point A point-to-point connection provides a
dedicated link between two devices. The entire capacity of the link is
reserved for transmission between those two devices. Most point-to
point connections use an actual length of wire or cable to connect the
two ends, but other options, such as microwave or satellite links, are also
possible
When you change television channels by infrared remote control, you are
establishing a point-to-point connection between the remote control and the
television's control system.
Multipoint A multipoint (also called multi-drop) connection is one in
which more than two specific devices share a single link
In a multipoint environment, the capacity of the channel is shared, either
spatially or temporally. If several devices can use the link simultaneously, it
is a spatially shared connection. If users must take turns, it is timeshared
connection.