Basic Networking Concepts
Basic Networking Concepts
Concepts
Networks
Network
Node
Address
Packet
Protocol
Network
A network is a collection of computers and other devices that can send data to and
receive data from each other. A network is often connected by wires. However,
wireless networks transmit data through infrared light and microwaves.
Node
Each machine on a network is calle a node. Most nodes are computers, but
printers, routers, bridges, gateways, dumb terminals, and Coca-ColaTM machines
can also be nodes. Nodes that are fully functional computers are also called hosts.
Address
Every network node has an address, a series of bytes that uniquely identify it. The
more bytes there are in each address, the more addresses there are available and
the more devices that can be connected to the network simultaneously.
Packet
Also known as the link layer, data link layer, or network interface layer. The host-
to-network layer defines how a particular network interface sends IP datagrams
over its physical connection to the local network and the world.
The Internet Layer
The Internet defines how bits and bytes of data are organized into the larger
groups called packets, and the addressing scheme by which different machines
find each other.
Datagrams
Data is sent across the internet layer in packets called datagrams. Each IP
datagram contains a header between 20 and 60 bytes long and a payload that
contains up to 65,515 bytes of data.
The Transpor Layer
responsible for ensuring t at packets are received in the order they were sent and
making sure that no data is lost or corrupted.
The Application Layer
The layer that delivers data to the user is called the application layer. The
application layer decides what to do with the data after it's transferred.
IP, TCP, and UDP
IP: Internet protocol TCP: Transmission Control Protocol UDP: User Datagram
Protocol
IP
was designed to allow multiple routes between any two points and to route
packets of data around damaged routers.
TCP
Since there are multiple routes between two points, and since the quickest path
between two points may change over time as a function of network traffic and
other factors), the packets that make up a particular data stream may not all take
the same route. Furthermore, they may not arrive in the order they were sent, if
they even arrive at all.
UDP
UDP is an unreliable protocol that does not guarantee that packets will arrive at
their destination or that they will arrive in the same order they were sent.
IP Addresses Domain Names
Each computer with an IP address has several thousand logical ports. Each port is
identified by a number between 1 and 65,535. Each port can be allocated to a
particular service.
Well-known port assignments
FTP 21 TCP
SSH 22 TCP
telnet 23 TCP
Smtp 25 TCP
HTTP 80 TCP
POP3 110 TCP
MAP 143 TCP
The Internet
A Class C address block specifies the first three bytes of the address; for example,
199.1.32. A class B address block only specifies the first two bytes of the
addresses an organization may use; for instance, 167.1. A class A address block
only specifies the first byte of the address range—for instance, 18—and therefore
has room for over 16 million nodes.
Network Address Translation
The hardware and software that sit between the Internet and the local network,
checking all the data that comes in or out to make sure it's kosher, is called a
firewall. Filtering is usually based on network addresses and ports.
Proxy Servers
If a firewall prevents hosts network from making dire connections to the outside
proxy server can act as a go- between. Thus, a machine that is prevented from
connecting to the external network by a firewall would make a request for a web
page from the local proxy server instead of requesting the web page directly from
the remote web server.
The Client / Server Model
In most cases, a server primarily sends data w}! client primarily receives it is rare
for one program to send or receive exclusively. A more reliable distinction is that
a client initiates a conversation while a server waits for clients to start
conversations with it
peer-to-peer Not all applications fit easily into a client/server model.
For instance, in networked games, it seems likely that both players will send data
back and forth roughly equally (at least in a fair game).