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Internet 
I M.Com
Network 
“ ... communication system for connecting 
end-systems” 
End-systems a.k.a. “hosts” 
PCs, workstations 
dedicated computers 
network components 
2
Multiaccess vs. Point-to-point 
 Multiaccess means shared medium. 
 many end-systems share the same physical communication 
resources (wire, frequency, ...) 
 There must be some arbitration mechanism. 
 Point-to-point 
 only 2 systems involved 
 no doubt about where data came from ! 
3
LAN - Local Area Network 
 connects computers that are physically 
close together ( < 1 mile). 
 high speed 
 multi-access 
 Technologies: 
 Ethernet 10 Mbps, 100Mbps 
 Token Ring 16 Mbps 
 FDDI 100 Mbps 
4
WAN - Wide Area Network 
 connects computers that are physically far 
apart. “long-haul network”. 
 typically slower than a LAN. 
 typically less reliable than a LAN. 
 point-to-point 
 Technologies: 
 telephone lines 
 Satellite communications 
5
MAN - Metropolitan Area Network 
 Larger than a LAN and smaller than a WAN 
- example: campus-wide network 
- multi-access network 
 Technologies: 
 coaxial cable 
 microwave 
6
A Network of Networks 
 roughly hierarchical 
 Tier-1 ISPs provide national, 
international coverage 
 Tier-2 ISPs provide 
regional coverage 
 Tier-3 and lower levels provide 
local coverage 
 any tier may sell to 
business and residential 
customers 
 any ISP may have a 
link to any other ISP 
(not strictly hierarchical) 
7
Internet Design Goals 
 primary goal: interoperability among existing networks 
 a network of networks 
 obey administrative boundaries 
 secondary goals 
 fault tolerance 
 multiple transport protocols 
 support a variety of networks 
 distributed management 
 cost effective, low effort for host attachment, 
accountability 
 first three were more important, so remaining four 
did not receive as much attention 
 no mention of security 
8
Internet Design Principles 
 minimal assumptions about services network 
should support 
 ability to send packets 
 no reliability or security 
 end-to-end principle 
 keep the core of the network as simple as 
possible, 
 put complex functionality at the edges 
exception: significant performance improvement 
9
Network Models 
 Using a formal model allows us to deal with 
various aspects of Networks abstractly. 
We will look at a popular model (OSI 
reference model). 
 The OSI reference model is a layered model. 
10
Layering 
 Divide a task into pieces and then solve 
each piece independently (or nearly so). 
 Establishing a well defined interface 
between layers makes porting easier. 
 Major Advantages: 
¨ Code Reuse 
¨ Extensibility 
11
The Internet Hourglass 
12
The Internet at each Hop 
13
Interface and Peer-to-peer Protocols 
 Interface protocols describe communication between 
layers on the same endpoint. 
 Peer-to-peer protocols describe communication 
between peers at the same layer. 
Process 
Transport 
Network 
Data Link 
Process 
Transport 
Network 
Data Link 
Interface Protocols 
Peer-to-peer Protocols 
14
What’s a protocol? 
human protocols: 
 “what’s the time?” 
 “I have a question” 
 introductions 
… specific msgs sent 
… specific actions taken 
when msgs received, 
or other events 
network protocols: 
 machines rather than 
humans 
 all communication 
activity in Internet 
governed by protocols 
15
What’s a protocol? 
a human protocol and a 
computer network 
protocol: 
16 
Hi 
Hi 
Got the 
time? 
2:00 
Q: Other human protocols? 
TCP connection 
request 
TCP connection 
response 
Get http://www.awl.com/kurose-ross 
<file> 
time
Protocol 
 An agreed upon convention for communication. 
 both endpoints need to understand the protocol. 
 Protocols must be formally defined and unambiguous! 
 Protocols define 
 format, 
 order of msgs sent and received among network entities, 
 actions taken on msg transmission, receipt 
 We will study lots of existing protocols and perhaps 
develop a few of our own. 
17
Client - Server 
 A server is a process - not a machine ! 
 A server waits for a request from a client. 
 A client is a process that sends a request 
to an existing server and (usually) waits for 
a reply. 
18

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The basics of sentences session 3pptx.pptx
 

Internet (i mcom)

  • 2. Network “ ... communication system for connecting end-systems” End-systems a.k.a. “hosts” PCs, workstations dedicated computers network components 2
  • 3. Multiaccess vs. Point-to-point  Multiaccess means shared medium.  many end-systems share the same physical communication resources (wire, frequency, ...)  There must be some arbitration mechanism.  Point-to-point  only 2 systems involved  no doubt about where data came from ! 3
  • 4. LAN - Local Area Network  connects computers that are physically close together ( < 1 mile).  high speed  multi-access  Technologies:  Ethernet 10 Mbps, 100Mbps  Token Ring 16 Mbps  FDDI 100 Mbps 4
  • 5. WAN - Wide Area Network  connects computers that are physically far apart. “long-haul network”.  typically slower than a LAN.  typically less reliable than a LAN.  point-to-point  Technologies:  telephone lines  Satellite communications 5
  • 6. MAN - Metropolitan Area Network  Larger than a LAN and smaller than a WAN - example: campus-wide network - multi-access network  Technologies:  coaxial cable  microwave 6
  • 7. A Network of Networks  roughly hierarchical  Tier-1 ISPs provide national, international coverage  Tier-2 ISPs provide regional coverage  Tier-3 and lower levels provide local coverage  any tier may sell to business and residential customers  any ISP may have a link to any other ISP (not strictly hierarchical) 7
  • 8. Internet Design Goals  primary goal: interoperability among existing networks  a network of networks  obey administrative boundaries  secondary goals  fault tolerance  multiple transport protocols  support a variety of networks  distributed management  cost effective, low effort for host attachment, accountability  first three were more important, so remaining four did not receive as much attention  no mention of security 8
  • 9. Internet Design Principles  minimal assumptions about services network should support  ability to send packets  no reliability or security  end-to-end principle  keep the core of the network as simple as possible,  put complex functionality at the edges exception: significant performance improvement 9
  • 10. Network Models  Using a formal model allows us to deal with various aspects of Networks abstractly. We will look at a popular model (OSI reference model).  The OSI reference model is a layered model. 10
  • 11. Layering  Divide a task into pieces and then solve each piece independently (or nearly so).  Establishing a well defined interface between layers makes porting easier.  Major Advantages: ¨ Code Reuse ¨ Extensibility 11
  • 13. The Internet at each Hop 13
  • 14. Interface and Peer-to-peer Protocols  Interface protocols describe communication between layers on the same endpoint.  Peer-to-peer protocols describe communication between peers at the same layer. Process Transport Network Data Link Process Transport Network Data Link Interface Protocols Peer-to-peer Protocols 14
  • 15. What’s a protocol? human protocols:  “what’s the time?”  “I have a question”  introductions … specific msgs sent … specific actions taken when msgs received, or other events network protocols:  machines rather than humans  all communication activity in Internet governed by protocols 15
  • 16. What’s a protocol? a human protocol and a computer network protocol: 16 Hi Hi Got the time? 2:00 Q: Other human protocols? TCP connection request TCP connection response Get http://www.awl.com/kurose-ross <file> time
  • 17. Protocol  An agreed upon convention for communication.  both endpoints need to understand the protocol.  Protocols must be formally defined and unambiguous!  Protocols define  format,  order of msgs sent and received among network entities,  actions taken on msg transmission, receipt  We will study lots of existing protocols and perhaps develop a few of our own. 17
  • 18. Client - Server  A server is a process - not a machine !  A server waits for a request from a client.  A client is a process that sends a request to an existing server and (usually) waits for a reply. 18