Cs2302 computer networks l.jpg
This presentation is the property of its rightful owner.
Sponsored Links
1 / 149

CS2302- COMPUTER NETWORKS PowerPoint PPT Presentation


  • 254 Views
  • Uploaded on
  • Presentation posted in: General

CS2302- COMPUTER NETWORKS. RAJALAKSHMI ENGINEERING COLLEGE DEPARTMENT OF INFORMATION TECHNOLOGY. UNIT I. INTRODUCTION: A computer network is a group of interconnected computers A collection of computers and devices connected to each other.

Download Presentation

CS2302- COMPUTER NETWORKS

An Image/Link below is provided (as is) to download presentation

Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author.While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server.


- - - - - - - - - - - - - - - - - - - - - - - - - - E N D - - - - - - - - - - - - - - - - - - - - - - - - - -

Presentation Transcript


CS2302- COMPUTER NETWORKS

RAJALAKSHMI ENGINEERING COLLEGE

DEPARTMENT OF INFORMATION TECHNOLOGY


UNIT I

INTRODUCTION:

  • A computer network is a group of interconnected computers

  • A collection of computers and devices connected to each other.

  • Allows computers to communicate with each other and share resources and information.


Building a Network

  • To build a network

    Identify the set of constraints and requirements based on

    Application programmer

    Network designer

    Network provider


  • Requirements:

    • Connectivity

      • point to point or multiple access

      • Links- physical medium

      • Nodes,clouds- computer

    • Switched Network

      • Circuit Switched

      • Packet Switched

        • Uses store and forward

        • Establishes dedicated circuit

        • More efficient in working


  • Routing

    • Provides Systematic procedure for forwarding messages

      • Unicasting

      • Multicasting

  • Cost effective Resources sharing

    How system resource is shared effectively by multiple users

    multiplexing


  • Multiplexing methods

    • STDM- Synchronous time division multiplexing

    • FDM- Frequency division multiplexing


Network Architecture

  • Provides a general, effective, fair, and robust connectivity of computers

  • Provides a blueprint

    • Types

      • OSI Architecture

      • Internet Architecture


OSI ARCHITECTURE

  • Open Systems Interconnection (OSI) model is a reference model developed by ISO (International Organization for Standardization) in 1984

    OSI model defines the communications process into Layers

    Provides a standards for communication in the

    network

    Primary architectural model for inter-computing and Inter networking communications.

    network communication protocols have a structure based on OSI Model


OSI Architecture


Internet Architecture

  • TCP/IP Architecture

  • Four Layer model

  • TCP,UDP,FTP,HTTP,SMTP Protocols used

  • Internet Protocol Graph


Direct Links: Outline

  • Physical Layer

    • Link technologies

    • Encoding

  • Link Layer

    • Framing

    • Error Detection

    • Reliable Transmission (ARQ protocols)

    • Medium Access Control:

  • Existing protocols: Ethernet, Token Rings, Wireless


Link Technologies

  • Cables:

    • Cat 5 twisted pair, 10-100Mbps, 100m

    • Thin-net coax, 10-100Mbps, 200m

    • Thick-net coax, 10-100Mbps, 500m

    • Fiber, 100Mbps-2.4Gbps, 2-40km

  • Leased Lines:

    • Copper based: T1 (1.544Mbps), T3 (44.736Mbps)

    • Optical fiber: STS-1 (51.84Mbps), STS-N (N*51.84Mbps)


Link Technologies

  • Last-Mile Links:

    • POTS (56Kbps), ISDN (2*64Kbps)

    • xDSL: ADSL (16-640Kbps, 1.554-8.448Mbps), VDSL (12.96Mbps-55.2Mbps)

    • CATV: 40Mbps downstream, 20Mbps upstream

  • Wireless Links: Cellular, Satellite, Wireless Local Loop


FRAMING

  • An efficient data transmission technique

  • It is a message forwarding system in which data packets, called frames, are passed from one or many start-points to one


Approaches

  • Byte oriented Protocol(PPP)

    BISYNC

    Binary Synchronous Communication

    DDCMP

    Digital Data Communication Message Protocol

  • Bit oriented Protocol(HDLC)

  • Clock based Framing(SONET)


Byte oriented Protocol(PPP)

BISYNC FRAME FORMAT

PPP Frame Format


DDCMP Frame Format


Bit Oriented Protocol(HDLC)

  • Collection of Bits

    1.HDLC

    High-Level Data Link Control

    2.Closed Based Framing(SONET)

    Synchronous Optical Network


HDLC Frame Format

Bit Stufffing

After 5 consecutive 1s insert 0

Next bit is 0 – stuffed removed

Next bit is 1 –end of frame or erorr


Closed Based Framing(SONET)

  • STS-1 Frame

    9 rows of 90 byte each

    First 3 byte for overhead rest contains data

    Payload bytes scrambled- exclusive OR

    Supports Multiplexing

Payloads

9 rows

90 columuns


ERROR DETECTION

  • Detecting Errors In Transmission

    Electrical Interference, thermal noise

    Approaches

    Two Dimensional Parity

    Internet Checksum Algorithm

    Cyclic Redundancy Check


Two Dimensional Parity


Transmission sent using even parity:

  • A wants to transmit: 1001

  • A computes parity bit value: 1^0^0^1 = 0

  • A adds parity bit and sends: 10010

  • B receives: 10010 B computes parity: 1^0^0^1^0 = 0

  • B reports correct transmission after observing expected even result.


Transmission sent using odd parity:

  • A wants to transmit: 1001

  • A computes parity bit value: ~(1^0^0^1) = 1

  • A adds parity bit and sends: 10011

  • B receives: 10011

  • B computes overall parity: 1^0^0^1^1 = 1

  • B reports correct transmission after observing expected odd result.


Reliable Transmission

Deliver Frames Reliably

Accomplished by Acknowledgements and Timeouts

ARQ-Automatic Repeat Request

Mechanism:

Stop and Wait

Sliding Window

Concurrent Logical Channels


Stop And Wait ARQ

  • The source station transmits a single frame and then waits for an acknowledgement (ACK).

  • Data frames cannot be sent until the destination station’s reply arrives at the source station.

  • It discards the frame and sends a negative acknowledgement (NAK) back to the sender

  • causes the source to retransmit the damaged frame in case of error


Acknowledgements & Timeouts


Stop & wait sequence numbers

Sender

Receiver

Sender

Receiver

Sender

Receiver

Frame 0

Frame 0

Frame 0

imeout

imeout

ACK 0

ACK 0

ACK 0

T

T

Frame 0

Frame 1

Frame 0

imeout

ACK 0

imeout

ACK 1

T

ACK 0

T

Frame 0

(c)

(d)

ACK 0

(e)

  • Simple sequence numbers enable the client to discard duplicate copies of the same frame

  • Stop & wait allows one outstanding frame, requires two distinct sequence numbers


Stop And Wait


Sliding Window

  • bi-directional data transmission protocol used in the data link layer (OSI model) as well as in TCP

  • It is used to keep a record of the frame sequences sent

  • respective acknowledgements received by both the users.


£

SWS

LAR

LFS

Sliding Window: Sender

  • Assign sequence number to each frame (SeqNum)

  • Maintain three state variables:

    • send window size (SWS)

    • last acknowledgment received (LAR)

    • last frame sent (LFS)

  • Maintain invariant: LFS - LAR <= SWS

  • Advance LAR when ACK arrives

  • Buffer up to SWS frames


Sequence Number Space

  • SeqNum field is finite; sequence numbers wrap around

  • Sequence number space must be larger then number of outstanding frames

  • SWS <= MaxSeqNum-1 is not sufficient

    • suppose 3-bit SeqNum field (0..7)

    • SWS=RWS=7

    • sender transmit frames 0..6

    • arrive successfully, but ACKs lost

    • sender retransmits 0..6

    • receiver expecting 7, 0..5, but receives the original incarnation of 0..5

  • SWS < (MaxSeqNum+1)/2 is correct rule

  • Intuitively, SeqNum “slides” between two halves of sequence number space


£

RWS

LFR

LFA

Sliding Window: Receiver

  • Maintain three state variables

    • receive window size (RWS)

    • largest frame acceptable (LFA)

    • last frame received (LFR)

  • Maintain invariant: LFA - LFR <= RWS

  • Frame SeqNum arrives:

    • if LFR < SeqNum < = LFA accept

    • if SeqNum < = LFR or SeqNum > LFA discarded

  • Send cumulative ACKs – send ACK for largest frame such that all frames less than this have been received


UNIT II LAN Technology

  • LAN (Local Area Network) refers to a group of computers interconnected into a network

  • Objective:

  • they are able to communicate, exchange information and share resources (e.g. printers, application programs, database etc).

  • the same computer resources can be used by multiple users in the network, regardless of the physical location of the resources.


LAN Architecture

Describes the way in which the components in a Local

Area Network are connected

LAN Topologies:

Star

Ring

Bus

Tree


Star

  • All stations are connected by cable (or wireless) to a central point, such as hub or a switch.

  • central node is operating in a broadcast fashion such as a Hub

  • transmission of a frame from one station to the node is retransmitted on all of the outgoing links.


Ring

All nodes on the LAN are connected in a loop and their

Network Interface Cards (NIC) are working as repeaters.

No starting or ending point.

Each node will repeat any signal that is on the network

regardless its destination.

The destination station recognizes its address and copies

the frame into a local buffer.

The frame continues to circulate until it returns to the

source station, where it is removed.

Example:Token Ring (IEEE 802.5)

FDDI (IEEE 802.6) another protocol used in the


Bus

  • All nodes on the LAN are connected by one linear cable, which is called the shared medium.

  • Every node on this cable segment sees transmissions from every other station on the same segment.

  • At each end of the bus is a terminator, which absorbs any signal, removing it from the bus.

  • This medium cable apparently is the single point of failure.

  • Example:Ethernet (IEEE 802.3)


Tree

  • Is a logical extension of the bus topology.

  • The transmission medium is a branching cable

  • no closed loops.

  • The tree layout begins at a point called the head-end

  • one or more cables start, and each of these may have branches.

  • The branches in turn may have additional branches to allow quite complex layouts.


Topologies


Token Ring

  • All stations are connected in a ring and each station can directly hear transmissions only from its immediate neighbor.

  • Permission to transmit is granted by a message (token) that circulates around the ring.

  • Token Ring as defined in IEEE 802.5 is originated from the IBM Token Ring LAN technologies.

  • Token-passing networks move a small frame, called a token

  • Possession of the token grants the right to transmit.

  • The information frame circulates the ring until it reaches the intended destination station, which copies the information for further processing.

  • The information frame continues to circle the ring and is finally removed when it reaches the sending station.

  • The sending station can check the returning frame to see whether the frame was seen and subsequently copied by the destination.


Ehernet

  • local-area network (LAN) covered by the IEEE 802.3.

  • two modes of operation:

    • half-duplex

    • full-duplex modes.

      .


Three basic elements :

1. the physical medium used to carry Ethernet signals between computers,

2. a set of medium access control rules embedded in each Ethernet interface that allow multiple computers to fairly arbitrate access to the shared Ethernet channel,

3. an Ethernet frame that consists of a standardized set of bits used to carry data over the system


IEEE 802.5 Format


Frame Format IEEE 802.5


IEEE 802.3 MAC Data Frame Format


Wireless

  • The process by which the radio waves are propagated through air and transmits data

  • Wireless technologies are differentiated by :

    • Protocol

    • Connection type—Point-to-Point (P2P)

    • Spectrum—Licensed or unlicensed


Types

  • Infrared Wireless Transmission

    • Tranmission of data signals using infrared-light waves

  • Microwave Radio

    • sends data over long distances (regions, states, countries) at up to 2 megabits per second (AM/FM Radio)

  • Communications Satellites

    • microwave relay stations in orbit around the earth.


UNIT III Packet Switching

  • Is a network communications method

  • Groups all transmitted data, irrespective of content, type, or structure into suitably-sized blocks, called packets.

  • Optimize utilization of available link capacity

  • Increase the robustness of communication.

  • When traversing network adapters, switches and other network nodes

  • packets are buffered and queued, resulting in variable delay and throughput, depending on the traffic


Types

  • Connectionless

    • each packet is labeled with a connection ID rather than an address.

    • Example:Datagram packet switching

  • connection-oriented

    • each packet is labeled with a destination address

    • Example:X.25 vs. Frame Relay


  • Star Topology


    Source Routing


    0

    Switch 1

    3

    1

    2

    Switch 2

    2

    3

    1

    5

    11

    0

    Host A

    7

    0

    Switch 3

    1

    3

    4

    Host B

    2

    Virtual Circuit Switching

    • Explicit connection setup (and tear-down) phase

    • Subsequence packets follow same circuit

    • Sometimes called connection-oriented model

    • Analogy: phone call

    • Each switch maintains a VC table


    Host D

    Host E

    0

    Switch 1

    Host F

    3

    1

    Switch 2

    2

    Host C

    2

    3

    1

    0

    Host A

    0

    Switch 3

    Host B

    Host G

    1

    3

    2

    Host H

    Datagram Switching

    • No connection setup phase

    • Each packet forwarded independently

    • Sometimes called connectionless model

    • Analogy: postal system

    • Each switch maintains a forwarding (routing) table


    Virtual Circuit Model

    • Typically wait full RTT for connection setup before sending first data packet.

    • While the connection request contains the full address for destination

    • each data packet contains only a small identifier, making the per-packet header overhead small.

    • If a switch or a link in a connection fails, the connection is broken and a new one needs to be established.

    • Connection setup provides an opportunity to reserve resources.


    Datagram Model

    • There is no round trip delay waiting for connection setup; a host can send data as soon as it is ready.

    • Source host has no way of knowing if the network is capable of delivering a packet or if the destination host is even up.

    • Since packets are treated independently, it is possible to route around link and node failures.

    • Since every packet must carry the full address of the destination, the overhead per packet is higher than for the connection-oriented model.


    A

    B

    C

    Port 1

    Bridge

    Port 2

    Z

    X

    Y

    Bridges and Extended LANs

    • LANs have physical limitations (e.g., 2500m)

    • Connect two or more LANs with a bridge

      • accept and forward strategy

      • level 2 connection (does not add packet header)

    • Ethernet Switch = Bridge on Steroids


    A

    B

    B3

    C

    B5

    D

    B7

    K

    B2

    E

    F

    B1

    G

    H

    B6

    B4

    I

    J

    Spanning Tree Algorithm

    • Problem: loops

    • Bridges run a distributed spanning tree algorithm

      • select which bridges actively forward

      • developed by Radia Perlman

      • now IEEE 802.1 specification


    Algorithm Details

    • Bridges exchange configuration messages

      • id for bridge sending the message

      • id for what the sending bridge believes to be root bridge

      • distance (hops) from sending bridge to root bridge

    • Each bridge records current best configuration message for each port

    • Initially, each bridge believes it is the root


    Algorithm Details

    • Bridges exchange configuration messages

      • id for bridge sending the message

      • id for what the sending bridge believes to be root bridge

      • distance (hops) from sending bridge to root bridge

    • Each bridge records current best configuration message for each port

    • Initially, each bridge believes it is the root


    Internetworking

    • An internetwork is a collection of individual networks, connected by intermediate networking devices, that functions as a single large network.

    • different kinds of network technologies that can be interconnected by routers and other networking devices to create an internetwork


    Types

    • Local-area networks (LANs)enabled multiple users in a relatively small geographical area to exchange files and messages, as well as access shared resources such as file servers and printers.

    • Wide-area networks (WANs) interconnect LANs with geographically dispersed users to create connectivity.

    • technologies used for connecting LANs include T1, T3, ATM, ISDN, ADSL, Frame Relay, radio links, and others.


    ETH


    IPV4 Packet Header


    Datagram Delivery


    Packet Format


    IPV4 Packet header


    Fragmentation and Reassembly


    Fragmentation and Reassembly


    Fragmentation and Reassembly


    (RARP)Reverse Address Resolution Protocol

    • (RARP) is a Link layer networking protocol

    • RARP is described in internet EngineeringTask ForceETF) publication RFC 903

    • It has been rendered obsolete by the Bootstrap Protocol (BOOTP) and the modern Dynamic Host Configuration Protocol(DHCP)

    • BOOTP configuration server assigns an IP address to each client from a pool of addresses.

    • BOOTP uses the User Datagram Protocol (UDP)


    Routing

    • is the process of selecting paths in a network along which to send network traffic.

    • Routing is performed for many kinds of networks, including the telephone network electronic data networks (such as the Internet), and transportation networks.


    Components

    • determining optimal routing paths and transporting information groups (typically called packets) through an internetwork.

    • In the context of the routing process, the latter of these is referred to as packet switching.

    • Although packet switching is relatively straightforward, path determination can be very complex.


    Distance Vector:

    • Distance Vector routing protocols are based on Bellman and Ford algorithms.

    • Distance Vector routing protocols are less scalable such as RIP supports 16 hops and IGRP has a maximum of 100 hops.

    • Distance Vector are classful routing protocols which means that there is no support of Variable Length Subnet Mask (VLSM) and Classless Inter Domain Routing (CIDR).

    • Distance Vector routing protocols uses hop count and composite metric.

    • Distance Vector routing protocols support discontiguous subnets.


    Link State:

    • Link State routing protocols are based on Dijkstra algorithms.

    • Link State routing protocols are very much scalable supports infinite hops.

    • Link State routing protocols are classless which means that they support VLSM and CIDR.

    • Cost is the metric of the Link State routing protocols.

    • Link State routing protocols support contiguous subnets.


    UNIT IV Reliable Byte Stream


    TCP Overview


    End to end issues


    Segment format


    Connection establishment


    TCP sliding window


    Stream control Transmission Protocol


    Simple demultiplexor


    TCP Congestion Control

    • Determines the network capacity

    • Adjust the number of packets that can have safely in transit

    • Acks to pace the transmission of packets

    • TCP is self clocking

    • Avoids congestion

    • Maxwindow=MIN(CongestionWindow,AdvertisedWindow)

    • EffectiveWindow=MaxWindow-(LastByteSent-LastByteAcked)


    Caused By

    • the shortage of buffer space.

    • slow links.

    • slow processors

    • Possible solutions

      • End-to-end versus link-by-link control

      • Rate-Based versus Credit-Based control

      • The rate-based traffic-flow technique constantly

      • Integrated congestion control

    • Integrated congestion control


    Congestion:

    informally: “too many sources sending too much data too fast for network to handle”

    different from flow control!

    manifestations:

    lost packets (buffer overflow at routers)

    long delays (queueing in router buffers)

    a top-10 problem!

    Principles of Congestion Control


    two senders, two receivers

    one router, infinite buffers

    no retransmission

    large delays when congested

    maximum achievable throughput

    lout

    lin : original data

    unlimited shared output link buffers

    Host A

    Host B

    Scenario 1: Queuing Delays


    one router, finite buffers

    sender retransmission of lost packet

    Scenario 2: Retransmits

    Host A

    lout

    lin : original data

    l'in : original data, plus retransmitted data

    Host B

    finite shared output link buffers


    four senders

    multihop paths

    timeout/retransmit

    l

    l

    in

    in

    Host A

    Host B

    Scenario 3: Congestion Near Receiver

    Q:what happens as and increase ?

    lout

    lin : original data

    l'in : original data, plus retransmitted data

    finite shared output link buffers


    End-end congestion control:

    no explicit feedback from network

    congestion inferred from end-system observed loss, delay

    approach taken by TCP

    Network-assisted congestion control:

    routers provide feedback to end systems

    single bit indicating congestion (SNA, DECbit, TCP/IP ECN, ATM)

    explicit rate sender should send at

    Approaches towards congestion control

    Two broad approaches towards congestion control:


    end-end control (no network assistance)

    sender limits transmission:

    LastByteSent-LastByteAcked

     CongWin

    Roughly,

    CongWin is dynamic, function of perceived network congestion

    How does sender perceive congestion?

    loss event = timeout or 3 duplicate acks

    TCP sender reduces rate (CongWin) after loss event

    three mechanisms:

    AIMD

    slow start

    conservative after timeout events

    CongWin

    rate =

    Bytes/sec

    RTT

    TCP Congestion Control


    multiplicative decrease: cut CongWin in half after loss event

    TCP AIMD

    additive increase: increase CongWin by 1 MSS every RTT in the absence of loss events: probing

    Long-lived TCP connection


    When connection begins, CongWin = 1 MSS

    Example: MSS = 500 bytes & RTT = 200 msec

    initial rate = 20 kbps

    available bandwidth may be >> MSS/RTT

    desirable to quickly ramp up to respectable rate

    TCP Slow Start

    • When connection begins, increase rate exponentially fast until first loss event


    When connection begins, increase rate exponentially until first loss event:

    double CongWin every RTT

    done by incrementing CongWin for every ACK received

    Summary: initial rate is slow but ramps up exponentially fast

    time

    TCP Slow Start (more)

    Host A

    Host B

    one segment

    RTT

    two segments

    four segments


    Q: When should the exponential increase switch to linear?

    A: When CongWin gets to 1/2 of its value before timeout.

    Implementation:

    Variable Threshold

    At loss event, Threshold is set to 1/2 of CongWin just before loss event

    Refinement (more)


    TCP sender congestion control


    Congestion Avoidance Mechanisms

    • Helps to avoid congestion

    • Additional functionality into the router to assist in anticipation of congestion

    • to  control  congestion  once  it  happens

    • to  repeatedly  increase  load  in  an  effort  to  find  the  point  at  which  congestion  occurs,  and  then  back  off


    Mechanisms

    • router-centric:  DECbit  and  RED  Gateways

    • host-centric:  TCP  Vegas


    DECbit


    DECbit

    • Add  binary  congestion  bit  to  each  packet  header

    • Router

      • monitors  average  queue  length  over  last  busy+idle  cycle

      • set  congestion  bit  if  average  queue  length  greater  than  1  when  packet  arrives

      • attempts  to  balance  throughput  against  delay


    DECbit

    • End  Hosts

    • destination  echos  bit  back  to  source

    • source  records  how  many  packets  resulted  in  set  bit

    • if  less  than  50%  of  last  window's  worth  had  bit  set,  then  increase  CongestionWindow  by  1  packet

    • if  50%  or  more  of  last  window's  worth  had  bit  set,  then  decrease  CongestionWindow  by  0.875  times


    Random Early Detection (RED)

    • Notification  is  implicit

      • just  drop  the  packet  (TCP  will  timeout)

      • could  make  explicit  by  marking  the  packet

    • Early  random  drop

      • rather  than  wait  for  queue  to  become  full,  drop  each  arriving  packet  with  some  drop  probability  whenever  the  queue  length  exceeds  some  drop  level 


    Random Early Detection (RED)

    • RED:  fills  in  the  details

      • compute  average  queue  length

      • AvgLen=(1- Weight)*AvgLen+Weight*SampleLen           

        • 0  <  Weight  <  1  (usually  0.002)

        • SampleLen  is  queue  length  each  time  a  packet  arrives


    Random Early Detection (RED


    Random Early Detection (RED)

    • two  queue  length  thresholds

    • if  AvgLen  ?  MinThreshold  then

    • enqueue  the  packet

    • if  MinThreshold  <  AvgLen  <  MaxThreshold

    • calculate  probability  P

    • if  MaxThreshold  ?  AvgLen

    • drop  arriving  packet


    UNIT V Domain Name Service

    • is a hierarchical naming system for computers, services in the Internet

    • is an IETF-standard name service.

    • enables client computers on your network to register and resolve DNS domain names.

    • names are used to find and access resources offered by other computers on your network or other networks, such as the Internet.


    three main components of DNS:

    • Domain name space and associated resource records (RRs)

    • DNS Name Servers

    • DNS Resolvers


    Domain name space for the Internet.Domain Names


    Email

    • Electronic mail abbreviated as e-mail or email

    • is method of creating, transmitting, or storing primarily text-based human communications with digital communications systems

    • based on a store-and-forward model in which e-mail computer server systems, accept, forward, or store messages on behalf of users


    SMTP(Simple Mail Transfer Protocol)

    • is an Internet standard for electronic mail transmission

    • is a TCP/IP protocol used in sending and receiving e-

      mail

    • to send and receive mail messages to send and receive mail messages


    SMTP(Simple Mail Transfer Protocol)


    SMTP(Simple Mail Transfer Protocol)


    MIME

    • Multipurpose Internet Mail Extensions

    • SMTP is ASCII based

    • allows multi part messages containing content of various types combined into one message

    • Types

      • GIF graphics files

      • PostScript files

      • MIME messages can contain

        • text, images, audio, video, and other application-specific data.


    format of messages

    • textual message bodies in character sets other than US-ASCII,

    • an extensible set of different formats for non-textual message bodies,

    • multi-part message bodies, and

    • textual header information in character sets other than US-ASCII.


    HTTP

    • is an application-level protocol for distributed, collaborative, hypermedia information systems.

    • It is a generic, stateless, protocol which can be used for many tasks such as name servers and distributed object management systems, through extension of its request methods, error codes and headers [47].

    • typing and negotiation of data representation

    • allows systems to be built independently of the data being transferred.


    SNMP

    • to monitor network-attached devices for conditions that warrant administrative attention

    • SNMP basic components

      • Managed devices

      • Agents

      • Network-management stations (NMSs)

      • Managed devices

      • Agents

      • Network-management stations (NMSs)


    Email Features

    • Email is Fast

    • Email is Inexpensive

    • Email is Easy to Filter

    • Transmission is Secure and Reliable

      • 1.Fast - Messages can be sent anywhere around the world in an instant 2.cheap - Transmission usually costs nothing, or at the most, very little 3.simple - Easy to use, after initial set-up 4.efficient - Sending to a group can be done in one step 5.versatile - Pictures, powerpoints or other files can be sent too


    World Wide Web

    Hypertext and Hypermedia

    Browser Architecture

    Static Document/HTML

    Dynamic Document/CGI

    Active Document/Java


    Distributed services


    Hypertext


    Browser architecture


    Categories of Web documents


    Static document


    Boldface tags


    Effect of boldface tags


    Beginning and ending tags


    Common tags


    Common tags (continued)


    Common tags (continued)


    Dynamic document


    Active document


    Skeleton of an applet


    Instantiation of the object defined by an applet


    Creation and compilation


    HTML document carrying an applet


    File Transfer

    Connections

    Communication

    File Transfer

    User Interface

    Anonymous


    Note:

    FTP uses the services of TCP. It needs two TCP connections. The well-known port 21 is used for the control connection, and the well-known port 20 is used for the data connection.


    FTP


    Using the control connection


    Using the data connection


    File transfer


  • Login