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
Q

Broadcast

A

Single node sends to all nodes

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15
Q

Multicast

A

Single node wants to sends to a subset of nodes

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16
Q

Multiplexing

A

Mulitple users share a network with one physical link

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17
Q

De-Multiplexing

A

When multiple users share a network with one physical link

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18
Q

Synchronous Time Division Multiplexing

A

Round Robin style, Each flow gets a specific quota

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19
Q

Frequency Division Multiplexing

A

Transmit each flow at different frequencies over the medium

20
Q

Statistical Multiplexing

A

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
Q

LAN

A

Local Area Network

22
Q

MAN

A

Metropolitan Area Network

23
Q

WAN

A

Wide Area Network

24
Q

SAN

A

System Area Network

25
Q

Request/Reply Communication Channel

A
  • Guarantees the message is entirely delivered
  • Used for files
  • Privacy
26
Q

Message Stream Communication Channel

A
  • 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
Q

Physical link failures

A

● Bit Errors
A bit is flipped. Very rare.
● Burst Errors
Several consecutive bits are corrupted. More common.

28
Q

Packet Level failures

A
  • Congestion
  • Corruption (contains an uncorrectable bit)
  • Software (the software handling the nodes makes a mistake)
29
Q

Node/Link Level Failures

A
  • 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
Q

Layered Network

A
  1. Application Programs
  2. Request/Reply or Message Stream
  3. Host-to-host connectivity
  4. Hardware
31
Q

Protocol

A

Defines interfaces between the layers in the same system

32
Q

Service Interface

A

Operationis on this protocol

33
Q

Peer-to-peer Interface

A

Messages exchanged with peer

34
Q

Interface graph

A

Host 1:
* High-level object
* < Service Interface >
* Protocol

<- Peer-to-peer interface ->

Host 2:
* Protocol
* < Service Interface >
* High-level object

35
Q

Internet Engineering Task Force

A

Standardising body to establish policies for a protocol

36
Q

Encapsulation

A

High level messages encapsulated in low level messages

37
Q

Physical Link Layer OSI - Lower

A

handles the transmission of raw bits over a communications link.

38
Q

Data link layer OSI - Lower

A
  • 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
Q

Network Layer OSI - Lower

A
  • 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
Q

Transport Layer OSI

A

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
Q

Session Layer OSI

A

provides a namespace that is used to tie together the potentially different transport streams that are part of a single application.

42
Q

Presentation Layer OSI

A

Format the data exchanged between peers

43
Q

Application Layer OSI

A

Standardise common type of exchanges

44
Q

Internet Architecture

A

FTP: TCP
HTTP: TCP
NV: UDP
TFTP: UDP
TCP: IP
NV: IP
IP: NET1, NET2, … , NET3

45
Q

ARPANET

A

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
Q

Application Programming Interface

A
  • Interface exported by the network
  • Network API
47
Q

Sockets

A
  • Point where local app process attaches to a network
  • Interface between an app & network
48
Q

Socket Interface

A
  • Creating the socket
  • Attaching socket to netowrk
  • Sending & Receiving messages through socket
  • Closing socket
49
Q

Socket Domain

A
  • The protocol family
  • PF_INET: Internet familt
  • PF_UNIX: Unix pipe facility
  • PF_PACKET: Direct access to the network interface
50
Q

Socket Type

A
  • Sock_Stream: 4 byte stream
  • Sock_DGRAM: message oriented service provided by UDP
51
Q

Server in Client Server open model

A
  • Performs passive open
  • Ready and prepared to accept new connections
52
Q

Bind command - Server

A

Binds newly created socket to the address: IP + Port

53
Q

Listen command - Server

A

Defines how many connections can be pending on the specified socket

54
Q

Accept command - Server

A
  • Carries out passive open
  • Only returns when a connection is made
  • Returns a new socket relating to the client
55
Q

Client in Client Server Model

A
  • Application performs active open
  • Says who it wants to communicate with
56
Q

Connect Command - Client

A
  • Only returns once a connection has been made
  • Address contains remote machines address
57
Q

Bandiwidth

A
  • Width of frequency band
  • Number of bits that can be sent over the comms link
58
Q

Latency

A

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
Q

Delay x bandwidth

A

Volume of the pipe
Latency = length
Bandwidth = width (diameter)

60
Q

Importance of DxB

A

Large files need bandwidth
Small files need latency

61
Q

Round Trip Time

A

Time it takes to get to one end of the network and back

62
Q

Throughput

A

TransferSize/TransferTime
* TransferTime = RTT + TransferSize/Bandwidth