Networks

Network characteristics and uses

Networks are collections of connected devices such as traditional desktop and laptop computers, mobile devices and shared peripherals such as printers and storage devices.

Networks operate with local areas as well as on a global scale therefore it is vital that any devices connected to the network are all able to communicate with each other.

 

LAN and WAN 

 

Client-server V Peer to Peer

Client server characteristics 

  • Devices on networks are either clients or servers
  • Used in medium to large organizations
  • At least one server e.g. File, printer, back-up, application 
  • Clients are devices (e.g. computers)
  • Clients log on to the network

Username/ swipe card and password or fingerprint then they have access to:

-Private storage space, printers, files, software, internet. 

Client server disadvantages 

  • Requires technical expertise
  • If server fails, clients can not operate
  • Operations can be managed centrally
  •  Back-ups
  • Software deployment
  •  Anti-virus update
  • Users can log on using any client
  • More processing power available at client
  • Security is structured centrally
  • Servers are powerful and can be very expensive
  • Lots of network traffic

 

Peer to peer characteristics

  • No central server
  • Computer perform own functions
  • Computers can share each others resources (ex Printers,  Files,  Scanner, Internet connection)

 

Peer to peer implications

  • Easier to manage on a small scale
  • Can be set up in homes/small businesses
  • All computers need to be maintained individually
  • Backups need to be made at each computer
  • Anti-virus software must be kept up to date
  • Users need to use same computer each time
  • Security issues
  • Software needs installing on each computer
  • No reliance on a single server
  • Less network traffic than client-server

 

 

Protocol

Devices on a network must be able to talk to each other.

Protocol is a set of rules which define:

  • How to establish communication between machines (wired/wireless/serial/parallel)
  • The format of data which is exchanged
  • How errors in the data are to be detected
  • How errors are corrected
  • Methods of compression (faster and more efficient)
  • How the connection is to be terminated
  • Rate at which data is sent and received by devices (bit rate)

FTP – File Transfer Protocol (SFTP)    Application

HTTP – Hypertext Transfer Protocol (HTTPS)    Application

POP3 – Post Office Protocol    Application

SMTP – Simple Mail Transfer Protocol    Application

TCP – Transmission Control Protocol    Transport

IP – Internet Protocol    Network

MAC – Medium Access Control    Data link

USB – Universal Serial Bus    Physical

 

Network layering

Layering (splitting tasks/protocols up) is an important concept in networking.

Not only does it make it easier to understand what makes up a protocol (adding a level of abstraction) and a valid connection but it also has the primary advantage of allowing changes to each layer to be made without affecting the others:

This means manufacturers can produce devices for a given layer knowing that they will be compatible with other devices of that layer & only one layer of a protocol needs altered without having to change the whole protocol (IPv4 —> IPv6)

A good example would be building a desktop PC, the protocols and software which allow the devices to communicate also allow easy upgrades and interoperability.

Example: http://store.virginmedia.com/discover/broadband/ultrafast.html

Compsci 8

 

 

Floating Point

Floating point rules

  • The decimal point always starts between the first two digits of the mantissa.
  • Positive mantissa = positive number
  • Negative mantissa = negative number
  • Positive exponent = number is going to be 1 or bigger (bigger than -1 if negative)
  • Negative exponent = number is going to be smaller than 0.5 (-0.5 if negative)
  • Pad negative mantissas with 1s at the front 0s at the back
  • Pad positive mantissas with 0s at the front and 0s at the back.
  • Normalized positive numbers’ mantissa must start 01.
  • Normalized negative numbers’ mantissa must start 10.

 

 

Types of errors that can be generated in floating point

-Storing an irrational number (e.g. pi)   PRECISION/ ROUNDING

-Multiplying two very large numbers      OVERFLOW

-Dividing a large number by a very small number    OVERFLOW

-Dividing a very small number by a very large number     UNDERFLOW

-Adding a very small number to a very large number     CANCELLATION