Chapter 1 Flashcards

1
Q

URL

A

Uniform Resource Later

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2
Q

HTTP

A

Hyper Text Transfer Protocol

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3
Q

TCP

A

Transmission Control Protocol

17 messages sent for one URL Request
* 6 to find the IP
* 3 to for connection establishment
* 4 for HTTP req. and ACK
* 4 for tearing down TCP connection

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4
Q

Network Providers req.

A

Require easy-to-manage systems that allow isolation of faults and are easy to monitor.

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4
Q

Network Designers req.

A

Require cost-effective designs, which means that resources are utilized effectively and fairly between users.

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4
Q

App Programmer req.

A

Require network services that can be depended on for sending and receiving messages without error in a certain amount of time.

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5
Q

Scalable

A

A system designed to support growth

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6
Q

Link

A

A connection between two computers directly connected over a physical medium

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7
Q

Nodes

A

Refer to the computers in a network

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8
Q

Point-to-point

A

Physical link between a pair of nodes

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9
Q

Multiple Access

A

More than 2 nodes share a physical link

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9
Q

Circuit Switched Network

A

A direct link is switched open for traffic. once the link is established, it is left open until all the data is transmitted.

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9
Q

Store-and-forward

A

Each node that receives the packet, stores it and sends it to the next

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9
Q

Packet switched network

A

There is no direct link established, however a link exists. Data is broken into pieces, packets, or messages - which are sent along the network. These find their way to the destination through potentially multiple routes, and are reassembled at the destination end.no

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9
Q

Cloud

A

Any type of network, a place holder

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10
Q

Packet/message

A

A block of data sent over a network

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10
Q

Router

A

A node that connects 2 or more networks

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10
Q

Hosts

A

Nodes outside the network that use te network

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10
Q

Switches

A

Nodes on the inside that implement the network

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10
Q

Internetwork

A

A set of independent networks that are interconnected

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10
Q

Host - to - host connectivity

A

Each node must say which other node it wants to connect to

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11
Q

Address

A

A byte string that identifies a node

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12
Q

Routing

A

The process of determining systematically how to forward message4s toward a destination node

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13
Q

Unicast

A

Single node sends to all nodes

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14
Broadcast
Single node sends to all nodes
15
Multicast
Single node wants to sends to a subset of nodes
16
Multiplexing
Mulitple users share a network with one physical link
17
De-Multiplexing
When multiple users share a network with one physical link
18
Synchronous Time Division Multiplexing
Round Robin style, Each flow gets a specific quota
19
Frequency Division Multiplexing
Transmit each flow at different frequencies over the medium
20
Statistical Multiplexing
Like STDM, the physical link is shared over time but each flow is chosen on demand Upper bound on data sent at a time = packet
21
LAN
Local Area Network
22
MAN
Metropolitan Area Network
23
WAN
Wide Area Network
24
SAN
System Area Network
25
Request/Reply Communication Channel
* Guarantees the message is entirely delivered * Used for files * Privacy
26
Message Stream Communication Channel
* Used in Video on Demand * Needs quick messages to be sent * Not all messages sent * Not all messages will be received * Must maintain order
27
Physical link failures
● Bit Errors A bit is flipped. Very rare. ● Burst Errors Several consecutive bits are corrupted. More common.
28
Packet Level failures
* Congestion * Corruption (contains an uncorrectable bit) * Software (the software handling the nodes makes a mistake)
29
Node/Link Level Failures
* A physical link is cut. * The computer it is connected to crashes. * Software crashes * Power failure * Misconfiguration of network * Messages delayed/out of order * 3rd parties eavesdrop
30
Layered Network
1. Application Programs 2. Request/Reply or Message Stream 3. Host-to-host connectivity 4. Hardware
31
Protocol
Defines interfaces between the layers in the same system
32
Service Interface
Operationis on this protocol
33
Peer-to-peer Interface
Messages exchanged with peer
34
Interface graph
Host 1: * High-level object * < Service Interface > * Protocol <- Peer-to-peer interface -> Host 2: * Protocol * < Service Interface > * High-level object
35
Internet Engineering Task Force
Standardising body to establish policies for a protocol
36
Encapsulation
High level messages encapsulated in low level messages
37
Physical Link Layer OSI - Lower
handles the transmission of raw bits over a communications link.
38
Data link layer OSI - Lower
* Collects a stream of bits into a larger aggregate called a frame. * Network adaptors, along with device drivers running in the node’s operating system, typically implement the data link level * This means that frames, not raw bits, are actually delivered to hosts.
39
Network Layer OSI - Lower
* handles routing among nodes within a packet-switched network. * At this layer, the unit of data exchanged among nodes is typically called a packet rather than a frame, although they are fundamentally the same thing.
40
Transport Layer OSI
implements what we have up to this point been calling a process-to-process channel. Here, a unit of data exchanged is commonly called a message rather than a packet or frame.
41
Session Layer OSI
provides a namespace that is used to tie together the potentially different transport streams that are part of a single application.
42
Presentation Layer OSI
Format the data exchanged between peers
43
Application Layer OSI
Standardise common type of exchanges
44
Internet Architecture
FTP: TCP HTTP: TCP NV: UDP TFTP: UDP TCP: IP NV: IP IP: NET1, NET2, ... , NET3
45
ARPANET
Look at diagram * Does not imply strict layering * Hour glass shape * IP Focal Point * For new protocol to be added * - Protocol Specification * - 1 or 2 representative implementations of the spec
46
Application Programming Interface
* Interface exported by the network * Network API
47
Sockets
* Point where local app process attaches to a network * Interface between an app & network
48
Socket Interface
* Creating the socket * Attaching socket to netowrk * Sending & Receiving messages through socket * Closing socket
49
Socket Domain
* The protocol family * PF_INET: Internet familt * PF_UNIX: Unix pipe facility * PF_PACKET: Direct access to the network interface
50
Socket Type
* Sock_Stream: 4 byte stream * Sock_DGRAM: message oriented service provided by UDP
51
Server in Client Server open model
* Performs passive open * Ready and prepared to accept new connections
52
Bind command - Server
Binds newly created socket to the address: IP + Port
53
Listen command - Server
Defines how many connections can be pending on the specified socket
54
Accept command - Server
* Carries out passive open * Only returns when a connection is made * Returns a new socket relating to the client
55
Client in Client Server Model
* Application performs active open * Says who it wants to communicate with
56
Connect Command - Client
* Only returns once a connection has been made * Address contains remote machines address
57
Bandiwidth
* Width of frequency band * Number of bits that can be sent over the comms link
58
Latency
How long it takes a message from one end of a network to the other end = propagation + transmit + queue * propagation = distance / speed of light * transmit = size / bandwidth
59
Delay x bandwidth
Volume of the pipe Latency = length Bandwidth = width (diameter)
60
Importance of DxB
Large files need bandwidth Small files need latency
61
Round Trip Time
Time it takes to get to one end of the network and back
62
Throughput
TransferSize/TransferTime * TransferTime = RTT + TransferSize/Bandwidth