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3: Connecting to the Network

3: Connecting to the Network. Networking for Home & Small Business. What’s a Network?. Make a phone call, watching TV, radio, Internet, Gaming All depend on a reliable network Group of connected devices able to communicate with each other. Networks. Basic Network Components.

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3: Connecting to the Network

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  1. 3: Connecting to the Network Networking for Home & Small Business

  2. What’s a Network? • Make a phone call, watching TV, radio, Internet, Gaming • All depend on a reliable network • Group of connected devices able to communicate with each other

  3. Networks

  4. Basic Network Components • 4 categories of components • Hosts • Shared peripherals • Networking devices • Networking media

  5. Hosts • They send & receive data • Have an IP Address

  6. Shared Peripherals • Shared devices that ARE connected to a host • Rely on their connected hosts to communicate • Print Sharing

  7. Networking devices • Connect hosts • Hubs, switches, routers • Move & control traffic

  8. Networking media • Connects Devices

  9. Activity

  10. Handout • Complete Handout 1

  11. Client-Server • Hosts have an IP Address • Hosts can act as a client or server • Depends on software installed • Server provides services to other hosts • Like providing email or web services • Clients request & display info from servers

  12. Clients & Servers

  13. Clients & One Server

  14. Popular Client-Server Network • World of Warcraft • Players from all over the world connect & play

  15. Activity

  16. Peer-to-Peer Networks • One computer can sometimes act as the server & the client • Simplest: 2 connected devices • Uses a crossover cable • Multiple PC’s connect with a hub

  17. Peer-to-Peer Networks • Large businesses have lots of traffic • Dedicated servers to handle requests

  18. Famous Peer-to-Peer • LimeWire • Exchanging MP3’s with another device

  19. Client, Server, or Both

  20. Physical Topology • Layout/Map of network • Shows where each host is located, wiring, network devices

  21. Logical Topology • Groups hosts by how they use the network • Not physical location • Host names, addresses, group info & applications can be recorded

  22. Lab 3.1.5 • Building a Peer-to-Peer Network

  23. Review • What does SOHO stand for? • Small office home office • What interconnects hosts & controls traffic? • Network devices • Which cable connects 2 PC’s together? • Crossover cable • Hosts are devices that have what? • IP Addresses • Describe client-server. End of Part 1

  24. Principles of Communication • The Message • Source or Sender • Destination or Receiver • Channel or Pathway • Protocol or Rules

  25. Human Communication • What are our rules of communication?

  26. Protocols • Rules of Communication over a medium • Protocols define the details of how the message is transmitted, and delivered. • This includes issues of:

  27. Message Encoding • Encoding • Converting thoughts into words • Describing the sunset • Bits are encoded for that medium • Light, electricity, or radio waves • Destination will decode the message

  28. Message Format Delivery

  29. Encapsulation of Data • Computer messages packed in a FRAME • Acts like an envelope • Provides the addresses • Must be properly addresses or won’t be delivered

  30. Handout • Complete Handout 2 & 3 • Message Format Ordering

  31. Review • What 4 things do you need for communication? • Source, destination, channel, protocol • Describe encoding. • Bits into electricity, light, or radio waves • A message is encapsulated in what? • Frame • Which 2 address are in the frame? • Source & destination MAC address

  32. What We Talked About So Far

  33. Message Size • You talk in sentences. • Length will vary depending on what can be processed or understood by the listener • Messages sent across networks are broken into smaller pieces • Size of a frame

  34. Message Timing • People use timing to determine when to speak, how fast or slow to talk, and how long to wait for a response. These are the rules of engagement. • Access Method • Flow Control • Response Timeout

  35. Message Timing • Access Method • When to begin sending & how to respond to errors • Collision if two talk at same time • Flow Control • Sender can transmit messages faster than the destination can receive & process • Use flow control to negotiate correct timing for successful communication • Response Timeout • How long to wait for responses & what to do

  36. Unicast Message Pattern • Unicast • 1 to 1 single message

  37. Multicast Message Pattern • Multicast • 1 to a group message

  38. Broadcast Message Pattern • Broadcast • 1 to all

  39. Activity

  40. Review • What is it called when one message format is placed in another message format? • Encapsulation • Bob is talking to Sally. Which type of message pattern is this? • Unicast • Which address is used in a frame? • MAC address (source & destination)

  41. Review • Which message is one to all? • Broadcast

  42. Importance of Protocols • Computers need rules to communicate • Local network devices MUST speak same language • Most common wired protocol is ETHERNET

  43. Early Days of Computing • Each vendor had their own rules • Standards had to be created

  44. Standardizing • IEEE maintains standards approvals • Assigned a # • 802.3 is Ethernet • 100Base-T • 100 megabit Ethernet • Baseband Transmission • Twisted Pair Cabling

  45. Physical Addressing • Remember encapsulating frames? • Source & destination address needed • Each host on Ethernet has a physical address (MAC Address) • Burned into NIC • NIC encapsulates source & dest. MAC • Host that receives frame reads dest. MAC • If it contains its own MAC, it will process it • If not, it ignores it

  46. Example

  47. Lab 3.3.3 • Determine the Mac Address • Ipconfig /all

  48. Ethernet Frame Structure • Frames are also called PDU’s • Protocol Data Units • 64-1518 bytes each frame • Preamble for timing • SFD is end of timing, begin frame • FCS- helps check for damaged frames

  49. Activity

  50. MAC & IP- Happy Together! IP MAC MAC

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