Welcome

USE SOFT WORDS AND HARD ARGUMENTS










Saturday

Typical PC hardware

Typical PC hardware


Hardware of Personal Computer.
1.
Monitor
2.
Motherboard
3.
CPU
4.
RAM Memory
5.
Expansion card
6.
Power supply
7.
CD-ROM Drive
8.
Hard Disk
9.
Keyboard
10.
Mouse


Inside a custom computer.
Though a PC comes in many different form factors, a typical personal computer consists of a case or chassis in a tower shape (desktop) and the following parts:

Motherboard

Components directly attached to the motherboard include:
  • The central processing unit (CPU) performs most of the calculations which enable a computer to function, and is sometimes referred to as the "brain" of the computer. It is usually cooled by a heat sink and fan.
  • The chipset mediates communication between the CPU and the other components of the system, including main memory.
  • RAM Stores all running processes (applications) and the current running OS. RAM Stands for Random Access Memory
  • The BIOS includes boot firmware and power management. The Basic Input Output System tasks are handled by operating system drivers.
  • Internal Buses connect the CPU to various internal components and to expansion cards for graphics and sound.
    • Current
      • The northbridge memory controller, for RAM and PCI Express
        • PCI Express, for expansion cards such as graphics and physics processors, and high-end network interfaces
      • PCI, for other expansion cards
      • SATA, for disk drives




Obsolete
      • ATA (superseded by SATA)
      • AGP (superseded by PCI Express)
      • VLB VESA Local Bus (superseded by AGP)
      • ISA (expansion card slot format obsolete in PCs, but still used in industrial computers)
  • External Bus Controllers support ports for external peripherals. These ports may be controlled directly by the southbridge I/O controller or based on expansion cards attached to the motherboard through the PCI bus.

Power supply

Includes power cords, switch, and cooling fan. Supplies power at appropriate voltages to the motherboard and internal disk drives. It also converts alternating current to direct current and provides different voltages to different parts of the computer.

Video display controller

Main article: Graphics card
Produces the output for the computer monitor. This will either be built into the motherboard or attached in its own separate slot (PCI, PCI-E, PCI-E 2.0, or AGP), in the form of a graphics card.
Most video cards support the most basic requirements, and video card manufacturing companies are doing a good job of keeping up with the requirements the games need. However the games are still evolving faster than the video because of manufacturing companies.

Removable media devices

Main article: Computer storage
  • CD (compact disc) - the most common type of removable media, suitable for music and data.
    • CD-ROM Drive - a device used for reading data from a CD.
    • CD Writer - a device used for both reading and writing data to and from a CD.
  • DVD (digital versatile disc) - a popular type of removable media that is the same dimensions as a CD but stores up to 12 times as much information. It is the most common way of transferring digital video, and is popular for data storage.
    • DVD-ROM Drive - a device used for reading data from a DVD.
    • DVD Writer - a device used for both reading and writing data to and from a DVD.
    • DVD-RAM Drive - a device used for rapid writing and reading of data from a special type of DVD.
  • Blu-ray Disc - a high-density optical disc format for data and high-definition video. Can store 70 times as much information as a CD.
    • BD-ROM Drive - a device used for reading data from a Blu-ray disc.
    • BD Writer - a device used for both reading and writing data to and from a Blu-ray disc.
  • HD DVD - a discontinued competitor to the Blu-ray format.
  • Floppy disk - an outdated storage device consisting of a thin disk of a flexible magnetic storage medium. Used today mainly for loading RAID drivers.
  • Iomega Zip drive - an outdated medium-capacity removable disk storage system, first introduced by Iomega in 1994.
  • USB flash drive - a flash memory data storage device integrated with a USB interface, typically small, lightweight, removable, and rewritable. Capacities vary, from hundreds of megabytes (in the same ballpark as CDs) to tens of gigabytes (surpassing, at great expense, Blu-ray discs).
  • Tape drive - a device that reads and writes data on a magnetic tape, used for long term storage and backups.

Internal storage

Hardware that keeps data inside the computer for later use and remains persistent even when the computer has no power.
  • Hard disk - for medium-term storage of data.
  • Solid-state drive - a device similar to hard disk, but containing no moving parts and stores data in a digital format.
  • RAID array controller - a device to manage several internal or external hard disks and optionally some peripherals in order to achieve performance or reliability improvement in what is called a RAID array.

Sound card

Main article: Sound card
Enables the computer to output sound to audio devices, as well as accept input from a microphone. Most modern computers have sound cards built-in to the motherboard, though it is common for a user to install a separate sound card as an upgrade. Most sound cards, either built-in or added, have surround sound capabilities.

Other peripherals

Main article: Peripheral
In addition, hardware devices can include external components of a computer system. The following are either standard or very common.

Wheel Mouse
Includes various input and output devices, usually external to the computer system.

Input

Main article: Input
  • Text input devices
    • Keyboard - a device to input text and characters by depressing buttons (referred to as keys), similar to a typewriter. The most common English-language key layout is the QWERTY layout.
    • Mouse - a pointing device that detects two dimensional motion relative to its supporting surface.
    • Optical Mouse - a newer technology that uses lasers, or more commonly LEDs to track the surface under the mouse to determine motion of the mouse, to be translated into mouse movements on the screen.
    • Trackball - a pointing device consisting of an exposed protruding ball housed in a socket that detects rotation about two axes.
  • Gaming devices
    • Joystick - a general control device that consists of a handheld stick that pivots around one end, to detect angles in two or three dimensions.
    • Gamepad - a general handheld game controller that relies on the digits (especially thumbs) to provide input.
    • Game controller - a specific type of controller specialized for certain gaming purposes.
  • Image, Video input devices
    • Image scanner - a device that provides input by analyzing images, printed text, handwriting, or an object.
    • Webcam - a low resolution video camera used to provide visual input that can be easily transferred over the internet.
  • Audio input devices
    • Microphone - an acoustic sensor that provides input by converting sound into electrical signals.
Imaginary Memory

 An imaginary memory area supported by some operating systems (for example, Windows but not DOS) in conjunction with the hardware. You can think of virtual memory as an alternate set of memory addresses. Programs use these virtual addresses rather than real addresses to store instructions and data. When the program is actually executed, the virtual addresses are converted into real memory addresses.
The purpose of virtual memory is to enlarge the address space, the set of addresses a program can utilize. For example, virtual memory might contain twice as many addresses as main memory. A program using all of virtual memory, therefore, would not be able to fit in main memory all at once. Nevertheless, the computer could execute such a program by copying into main memory those portions of the program needed at any given point during execution.
To facilitate copying virtual memory into real memory, the operating system divides virtual memory into pages, each of which contains a fixed number of addresses. Each page is stored on a disk until it is needed. When the page is needed, the operating system copies it from disk to main memory, translating the virtual addresses into real addresses.
The process of translating virtual addresses into real addresses is called mapping. The copying of virtual pages from disk to main memory is known as paging or swapping.
A fixed amount of data.
(2) In word processing, a page of text. Most text-processing applications recognize a hierarchy of components, starting with a character at the lowest level, followed by a word, a line, a paragraph, and a page. Applications permit certain operations for each type of component; for example, you can delete a character, a word, a line, and sometimes an entire page. For pages, you can also specify formatting characteristics (for example, page size, margins, and number of columns).
(3) In virtual memory systems, a page is a fixed number of bytes recognized by the operating system.
(4) Short for Web page.
(v.) (1) To display one page (or screenful) of a document at a time. To contrast, see scroll.
(2) To copy a page of data from main memory to a mass storage device, or vice versa. Paging is one form of swapping.
A technique used by virtual memory operating systems to help ensure that the data you need is available as quickly as possible. The operating system copies a certain number of pages from your storage device to main memory. When a program needs a page that is not in main memory, the operating system copies the required page into memory and copies another page back to the disk. One says that the operating system pages the data. Each time a page is needed that is not currently in memory, a page fault occurs. An invalid page fault occurs when the address of the page being requested is invalid. In this case, the application is usually aborted.
This type of virtual memory is called paged virtual memory. Another form of virtual memory is segmented virtual memory.
A technique used by virtual memory operating systems to help ensure that the data you need is available as quickly as possible. The operating system copies a certain number of pages from your storage device to main memory. When a program needs a page that is not in main memory, the operating system copies the required page into memory and copies another page back to the disk. One says that the operating system pages the data. Each time a page is needed that is not currently in memory, a page fault occurs. An invalid page fault occurs when the address of the page being requested is invalid. In this case, the application is usually aborted.
This type of virtual memory is called paged virtual memory. Another form of virtual memory is segmented virtual memory.
Physical memory
Also referred to as the physical storage or the real storage, physical memory is a term used to describe the total amount of memory installed in the computer. For example, if the computer has two 64MB memory modules installed, it has a total of 128MB of physical memory.
  • Physical memory is the amount of memory that is derived from hardware. This is typically the RAM modules that are installed onto the motherboard.

    Another type of memory is virtual memory, that is derived from the operating system's use of the harddisk to temporarily write and read information to simulate a larger memory capacity.
Physical memory refers to the storage capacity of the actual hardware, usually referring to the banks microchips on RAM sticks. This is the capacity of the 1's and 0's that can be operated independently of each other.
"Physical Memory" refers to RAM.
RAM.
Computers need a place to run and juggle programs around temporarily, this area is called Random Access Memory and is physically unaltered or clean when you switch off your pc, unlike hard disks and DVD re-writers that actually change or write information on a disk.

RAM is often found in banks of microchips located in long thin sockets on a computer motherboard, sometimes one, not often more than four sockets, these DDR Memory (Double Data Rate?) or DIMM (Dynamic In line Memory Module?) sockets can be upgraded to help boost performance on a computer.

Physical memory is the amount of RAM in your computer.
If you can touch it, (go on open up the side and feel that RAM) it's real if you can't then it can't really exist!
Can it?
Primary storage, presently known as memory, is the only one directly accessible to the CPU. CPU continuously reads instructions stored there and executes them. Any data actively operated on is also stored there in uniform manner.

i hope it helps!
Physical memory is stored on RAM chips on memory cards in the main board of your PC

Virtual memory is when the hard disk simulates memory (much slower)
    • 2 years ago

OVERVIEW OF PHYSICAL AND VIRTUAL MEMORY

The memory management system is designed to make memory resources available safely and efficiently among threads and processes:
  • It provides a complete address space for each process, protected from all other processes.
  • It enables program size to be larger than physical memory.
  • It decides which threads and processes reside in physical memory and manipulates threads and processes in and out of memory.
  • It manages the parts of the virtual address space of a thread or process not in physical memory and determines what portions of the address space should reside in physical memory.
  • It allows efficient sharing of memory between processes.
The data and instructions of any process (a program in execution) or thread of execution within a process must be available to the CPU by residing in physical memory at the time of execution.
To execute a process, the kernel creates a per-process virtual address space that is set up by the kernel; portions of the virtual space are mapped onto physical memory. Virtual memory allows the total size of user processes to exceed physical memory. Through "demand paging", HP-UX enables you to execute threads and processes by bringing virtual pages into main memory only as needed (that is, "on demand") and pushing out portions of a process's address space that have not been recently used.
The term "memory management" refers to the rules that govern physical and virtual memory and allow for efficient sharing of the system's resources by user and system processes.
The system uses a combination of pageout and deactivation to manage physical memory. Paging involves writing recently unreferenced pages from main memory to disk from time to time. A page is this smallest unit of physical memory that can be mapped to a virtual address with a given set of access attributes. On a loaded system, total unreferenced pages might be a large fraction of memory.
Deactivation takes place if the system is unable to maintain a large enough free pool of physical memory. When an entire process is deactivated, the pages associated with the process can be written out to secondary storage, since they are no longer referenced. A deactivated process cannot run, and therefore, cannot reference its data.
Secondary storage supplements physical memory. The memory management system monitors available memory and, when it is low, writes out pages of a process or thread to a secondary storage device called a swap device. The data is read from the swap device back into physical memory when it is needed for the process to execute.


Pages
Pages are the smallest contiguous block of physical memory that can be allocated for storing data and code. Pages are also the smallest unit of memory protection. The page size of all HP-UX systems is four kilobytes.
On a PA-RISC system, every page of physical memory is addressed by a physical page number (PPN), which is a software "reduction" of the physical page number from the physical address. Access to pages (and thus to the data they contain) are done through virtual addresses, except under specific circumstances.[1]
Virtual Addresses
When a program is compiled, the compiler generates virtual addresses for the code. Virtual addresses represent a location in memory. These virtual addresses must be mapped to physical addresses (locations of the physical pages in memory) for the compiled code to execute. User programs use virtual addresses only.
The kernel and the hardware coordinate a mapping of these virtual and physical addresses for the CPU, called "address translation," to locate the process in memory.
A PA-RISC virtual address consists of a space identifier (SID) and an offset.
  • Each space ID represents a 4 GB unit of virtual memory.
  • The offset portion of a virtual address is the offset into this space.
Table 1-1 Format of a 48-bit virtual address
Space ID(16 bits) Offset(32 bits)


Every process running on a PA-RISC processor shares a 48-bit (or larger, depending on HP-PA architecture version) global virtual address space with the kernel and with all other processes running on that machine. Although any process can create and attempt to read or write any virtual address, the kernel uses page granularity access control mechanisms to prevent unwanted interference between processes.
When a virtual page is "paged" into physical memory, free physical pages are allocated to it from the free list. These pages may be randomly scattered throughout the memory depending on their usage history. Translations are needed to tell the processor where the virtual pages are loaded. The process of translating the virtual into physical address is called virtual address translation.
Potentially the virtual address space can be much greater than the physical address space. The virtual memory system enables the CPU to execute programs much larger than the available physical memory and allows you run many more programs at a time than you could without a virtual memory system.

Demand Paging

For a process to execute, all the structures for data, text, and so on have to be set up. However, pages are not loaded in memory until they are "demanded" by a process -- hence the term, demand paging. Demand paging allows the various parts of a process to be brought into physical memory as the process needs them to execute. Only the working set of the process, not the entire process, need be in memory at one time. A translation is not established until the actual page is accessed.

[1] When virtual translation must be turned off (the D and I bits are off), pages are accessed by their absolute addresses.


Windows Operating system won't boot properly?

Windows Operating system won't boot properly?
When your computer hardware appears to power up okay, but the Windows XP operating system won't boot properly, you have to begin a troubleshooting expedition that includes getting into the operating system, determining the problem, and then fixing it. To help you get started on this expedition, here are 10 things you can do when Windows XP won't boot.

#1: Use a Windows startup disk

One of the first things you should reach for when troubleshooting a Windows XP boot problem is a Windows startup disk. This floppy disk can come in handy if the problem is being caused when either the startup record for the active partition or the files that the operating system uses to start Windows have become corrupted.
To create a Windows startup disk, insert a floppy disk into the drive of a similarly configured, working Windows XP system, launch My Computer, right-click the floppy disk icon, and select the Format command from the context menu. When you see the Format dialog box, leave all the default settings as they are and click the Start button. Once the format operation is complete, close the Format dialog box to return to My Computer, double-click the drive C icon to access the root directory, and copy the following three files to the floppy disk:
  • Boot.ini
  • NTLDR
  • Ntdetect.com
After you create the Windows startup disk, insert it into the floppy drive on the afflicted system and press [Ctrl][Alt][Delete] to reboot the computer. When you boot from the Windows startup disk, the computer will bypass the active partition and boot files on the hard disk and attempt to start Windows XP normally.

#2: Use Last Known Good Configuration

You can also try to boot the operating system with the Last Known Good Configuration feature. This feature will allow you to undo any changes that caused problems in the CurrentControlSet registry key, which defines hardware and driver settings. The Last Known Good Configuration feature replaces the contents of the CurrentControlSet registry key with a backup copy that was last used to successfully start up the operating system.
To use the Last Known Good Configuration feature, first restart the computer by pressing [Ctrl][Alt][Delete]. When you see the message Please select the operating system to start or hear the single beep, press [F8] to display the Windows Advanced Options menu. Select the Last Known Good Configuration item from the menu and press [Enter].
Keep in mind that you get only one shot with the Last Known Good Configuration feature. In other words, if it fails to revive your Windows XP on the first attempt, the backup copy is also corrupt.

#3: Use System Restore

Another tool that might be helpful when Windows XP won't boot is System Restore. System Restore runs in the background as a service and continually monitors system-critical components for changes. When it detects an impending change, System Restore immediately makes backup copies, called restore points, of these critical components before the change occurs. In addition, System Restore is configured by default to create restore points every 24 hours.
To use System Restore, first restart the computer by pressing [Ctrl][Alt][Delete]. When you see the message Please select the operating system to start or hear the single beep, press [F8] to display the Windows Advanced Options menu. Now, select the Safe Mode item from the menu and press [Enter].
Once Windows XP boots into Safe mode, click the Start button, access the All Programs | Accessories | System Tools menu, and select System Restore. Because you're running in Safe mode, the only option on the opening screen of the System Restore wizard is Restore My Computer To An Earlier Time, and it's selected by default, so just click Next. Then, follow along with the wizard to select a restore point and begin the restoration procedure.

#4: Use Recovery Console

When a Windows XP boot problem is severe, you'll need to use a more drastic approach. The Windows XP CD is bootable and will provide you with access to a tool called Recovery Console.
To boot from the Windows XP CD, insert it into the CD-ROM drive on the problem system and press [Ctrl][Alt][Delete] to reboot the computer. Once the system begins booting from the CD, simply follow the prompts that will allow the loading of the basic files needed to run Setup. When you see the Welcome To Setup screen, shown in Figure A, press R to start the Recovery Console.
You'll then see a Recovery Console menu, like the one shown in Figure B. It displays the folder containing the operating system's files and prompts you to choose the operating system you want to log on to. Just press the menu number on the keyboard, and you'll be prompted to enter the Administrator's password. You'll then find yourself at the main Recovery Console prompt.

5: Fix a corrupt Boot.ini

As the Windows XP operating system begins to load, the Ntldr program refers to the Boot.ini file to determine where the operating system files reside and which options to enable as the operating system continues to load. So if there's a problem rooted in the Boot.ini file, it can render Windows XP incapable of booting correctly.
If you suspect that Windows XP won't boot because Boot.ini has been corrupted, you can use the special Recovery Console version of the Bootcfg tool to fix it. Of course, you must first boot the system with the Windows XP CD and access the Recovery Console as described in #4.
To use the Bootcfg tool, from the Recovery Console command prompt, type
Bootcfg /parameter
Where /parameter is one of these required parameters:
  • /Add--Scans the disk for all Windows installations and allows you to add any new ones to the Boot.ini file.
  • /Scan--Scans the disk for all Windows installations.
  • /List--Lists each entry in the Boot.ini file.
  • /Default--Sets the default operating system as the main boot entry.
  • /Rebuild--Completely re-creates the Boot.ini file. The user must confirm each step.
  • /Redirect--Allows the boot operation to be redirected to a specific port when using the Headless Administration feature. The Redirect parameter takes two parameters of its own, [Port Baudrate ] | [UseBiosSettings].
  • /Disableredirect--Disables the redirection.

#6: Fix a corrupt partition boot sector

The partition boot sector is a small section of the hard disk partition that contains information about the operating system's file system (NTFS or FAT32), as well as a very small machine language program that is crucial in assisting the operating system as it loads.
If you suspect that Windows XP won't boot because the partition boot sector has been corrupted, you can use a special Recovery Console tool called Fixboot to fix it. Start by booting the system with the Windows XP CD and accessing the Recovery Console as described in #4.
To use the Fixboot tool, from the Recovery Console command prompt, type
Fixboot [drive]:
Where [drive] is the letter of the drive to which you want to write a new partition boot sector.

#7: Fix a corrupt master boot record

The master boot record occupies the first sector on the hard disk and is responsible for initiating the Windows boot procedure. The master boot record contains the partition table for the disk as well as a small program called the master boot code, which is responsible for locating the active, or bootable, partition, in the partition table. Once this occurs, the partition boot sector takes over and begins loading Windows. If the master boot record is corrupt, the partition boot sector can't do its job and Windows won't boot.
If you suspect Windows XP won't boot because the master boot record has been corrupted, you can use the Recovery Console tool Fixmbr to fix it. First, boot the system with the Windows XP CD and access the Recovery Console as described in #4.
To use the Fixmbr tool, from the Recovery Console command prompt, type
Fixmbr [device_name]
Where [device_name] is the device pathname of the drive to which you want to write a new master boot record. For example, the device pathname format for a standard bootable drive C configuration would look like this:
\Device\HardDisk0

#8: Disable automatic restart

When Windows XP encounters a fatal error, the default setting for handling such an error is to automatically reboot the system. If the error occurs while Windows XP is booting, the operating system will become stuck in a reboot cycle--rebooting over and over instead of starting up normally. In that case, you'll need to disable the option for automatically restarting on system failure.
When Windows XP begins to boot up and you see the message Please select the operating system to start or hear the single beep, press [F8] to display the Windows Advanced Options Menu. Then, select the Disable The Automatic Restart On System Failure item and press [Enter]. Now, Windows XP will hang up when it encounters the error and with any luck, it will display a stop message you can use to diagnose the problem.

#9: Restore from a backup

If you can't seem to repair a Windows XP system that won't boot and you have a recent backup, you can restore the system from the backup media. The method you use to restore the system will depend on what backup utility you used, so you'll need to follow the utility's instructions on how to perform a restore operation.

#10: Perform an in-place upgrade

If you can't repair a Windows XP system that won't boot and you don't have a recent backup, you can perform an in-place upgrade. Doing so reinstalls the operating system into the same folder, just as if you were upgrading from one version of Windows to another. An in-place upgrade will usually solve most, if not all, Windows boot problems.
Performing a Windows XP in-place upgrade is pretty straightforward. To begin, insert the Windows XP CD into the drive, restart your system, and boot from the CD. Once the initial preparation is complete, you'll see the Windows XP Setup screen (shown earlier in Figure A). Press [Enter] to launch the Windows XP Setup procedure. In a moment, you'll see the License Agreement page and will need to press [F8] to acknowledge that you agree. Setup will then search the hard disk looking for a previous installation of Windows XP. When it finds the previous installation, you'll see a second Windows XP Setup screen, as shown in Figure C.
This screen will prompt you to press R to repair the selected installation or to press [Esc] to install a fresh copy of Windows XP. In this case, initiating a repair operation is synonymous with performing an in-place upgrade, so you'll need to press R. When you do so, Setup will examine the disk drives in the system. It will then begin performing the in-place upgrade.
Keep in mind that after you perform an in-place upgrade or repair installation, you must reinstall all updates to Windows.

Basic Of computer Networking

Introduction

A computer network allows computers to communicate with many other computers and to share resources and information. The Advanced Research Projects Agency (ARPA) funded the design of the "Advanced Research Projects Agency Network" (ARPANET) for the United States Department of Defense. It was the first operational computer network in the world.[1] Development of the network began in 1969, based on designs begun in the 1960s.

Network classification

The following list presents categories used for classifying networks.

Connection method

Computer networks can also be classified according to the hardware and software technology that is used to interconnect the individual devices in the network, such as Optical fiber, Ethernet, Wireless LAN, HomePNA, Power line communication or G.hn. Ethernet uses physical wiring to connect devices. Frequently deployed devices include hubs, switches, bridges and/or routers.
Wireless LAN technology is designed to connect devices without wiring. These devices use radio waves or infrared signals as a transmission medium.
ITU-T G.hn technology uses existing home wiring (coaxial cable, phone lines and power lines) to create a high-speed (up to 1 Gigabit/s) local area network.
Wired Technologies
Twisted-Pair Wire - This is the most widely used medium for telecommunication. Twisted-pair wires are ordinary telephone wires which consist of two insulated copper wires twisted into pairs and are used for both voice and data transmission. The use of two wires twisted together helps to reduce crosstalk and electromagnetic induction. The transmission speed range from 2 million bits per second to 100 million bits per second.
Coaxial Cable – These cables are widely used for cable television systems, office buildings, and other worksites for local area networks. The cables consist of copper or aluminum wire wrapped with insulating layer typically of a flexible material with a high dielectric constant, all of which are surrounded by a conductive layer. The layers of insulation help minimize interference and distortion. Transmission speed range from 200 million to more than 500 million bits per second.
Fiber Optics – These cables consist of one or more thin filaments of glass fiber wrapped in a protective layer. It transmits light which can travel over long distance and higher bandwidths. Fiber-optic cables are not affected by electromagnetic radiation. Transmission speed could go up to as high as trillions of bits per second. The speed of fiber optics is hundreds of times faster than coaxial cables and thousands of times faster than twisted-pair wire.
Wireless Technologies
Terrestrial Microwave – Terrestrial microwaves use Earth-based transmitter and receiver. The equipment look similar to satellite dishes. Terrestrial microwaves use low-gigahertz range, which limits all communications to line-of-sight. Path between relay stations spaced approx. 30 miles apart. Microwave antennas are usually placed on top of buildings, towers, hills, and mountain peaks.
Communications Satellites – The satellites use microwave radio as their telecommunications medium which are not deflected by the Earth's atmosphere. The satellites are stationed in space, typically 22,000 miles above the equator. These Earth-orbiting systems are capable of receiving and relaying voice, data, and TV signals.
Cellular and PCS Systems – Use several radio communications technologies. The systems are divided to different geographic area. Each area has low-power transmitter or radio relay antenna device to relay calls from one area to the next area.
Wireless LANs – Wireless local area network use a high-frequency radio technology similar to digital cellular and a low-frequency radio technology. Wireless LANS use spread spectrum technology to enable communication between multiple devices in a limited area. Example of open-standard wireless radio-wave technology is IEEE 802.11b.
Bluetooth – A short range wireless technology. Operate at approx. 1Mbps with range from 10 to 100 meters. Bluetooth is an open wireless protocol for data exchange over short distances.
The Wireless Web – The wireless web refers to the use of the World Wide Web through equipments like cellular phones, pagers,PDAs, and other portable communications devices. The wireless web service offers anytime/anywhere connection.

Scale

Networks are often classified as Local Area Network (LAN), Wide Area Network (WAN), Metropolitan Area Network (MAN), Personal Area Network (PAN), Virtual Private Network (VPN), Campus Area Network (CAN), Storage Area Network (SAN), etc. depending on their scale, scope and purpose. Usage, trust levels and access rights often differ between these types of network - for example, LANs tend to be designed for internal use by an organization's internal systems and employees in individual physical locations (such as a building), while WANs may connect physically separate parts of an organization to each other and may include connections to third parties.

Functional relationship (network architecture)

Computer networks may be classified according to the functional relationships which exist among the elements of the network, e.g., Active Networking, Client-server and Peer-to-peer (workgroup) architecture.

Network topology

Computer networks may be classified according to the network topology upon which the network is based, such as bus network, star network, ring network, mesh network, star-bus network, tree or hierarchical topology network. Network topology signifies the way in which devices in the network see their logical relations to one another. The use of the term "logical" here is significant. That is, network topology is independent of the "physical" layout of the network. Even if networked computers are physically placed in a linear arrangement, if they are connected via a hub, the network has a Star topology, rather than a bus topology. In this regard the visual and operational characteristics of a network are distinct; the logical network topology is not necessarily the same as the physical layout. Networks may be classified based on the method of data used to convey the data, these include digital and analog networks.

Types of networks

Below is a list of the most common types of computer networks in order of scale.

Personal area network

A personal area network (PAN) is a computer network used for communication among computer devices close to one person. Some examples of devices that are used in a PAN are personal computers, printers, fax machines, telephones, PDAs, scanners, and even video game consoles. Such a PAN may include wired and wireless connections between devices. The reach of a PAN is typically at least about 20-30 feet (approximately 6-9 meters), but this is expected to increase with technology improvements.

Local area network

A local Area Network (LAN) is a computer network covering a small physical area, like a home, office, or small group of buildings, such as a school, or an airport. Current wired LANs are most likely to be based on Ethernet technology, although new standards like ITU-T G.hn also provide a way to create a wired LAN using existing home wires (coaxial cables, phone lines and power lines)[2].
For example, a library may have a wired or wireless LAN for users to interconnect local devices (e.g., printers and servers) and to connect to the internet. On a wired LAN, PCs in the library are typically connected by category 5 (Cat5) cable, running the IEEE 802.3 protocol through a system of interconnected devices and eventually connect to the Internet. The cables to the servers are typically on Cat 5e enhanced cable, which will support IEEE 802.3 at 1 Gbit/s. A wireless LAN may exist using a different IEEE protocol, 802.11b, 802.11g or possibly 802.11n. The staff computers (bright green in the figure) can get to the color printer, checkout records, and the academic network and the Internet. All user computers can get to the Internet and the card catalog. Each workgroup can get to its local printer. Note that the printers are not accessible from outside their workgroup.
Typical library network, in a branching tree topology and controlled access to resources
All interconnected devices must understand the network layer (layer 3), because they are handling multiple subnets (the different colors). Those inside the library, which have only 10/100 Mbit/s Ethernet connections to the user device and a Gigabit Ethernet connection to the central router, could be called "layer 3 switches" because they only have Ethernet interfaces and must understand IP. It would be more correct to call them access routers, where the router at the top is a distribution router that connects to the Internet and academic networks' customer access routers.
The defining characteristics of LANs, in contrast to WANs (Wide Area Networks), include their higher data transfer rates, smaller geographic range, and lack of a need for leased telecommunication lines. Current Ethernet or other IEEE 802.3 LAN technologies operate at speeds up to 10 Gbit/s. This is the data transfer rate. IEEE has projects investigating the standardization of 40 and 100 Gbit/s.[3]

Campus area network

A campus area network (CAN) is a computer network made up of an interconnection of local area networks (LANs) within a limited geographical area. It can be considered one form of a metropolitan area network, specific to an academic setting.
In the case of a university campus-based campus area network, the network is likely to link a variety of campus buildings including; academic departments, the university library and student residence halls. A campus area network is larger than a local area network but smaller than a wide area network (WAN) (in some cases).
The main aim of a campus area network is to facilitate students accessing internet and university resources. This is a network that connects two or more LANs but that is limited to a specific and contiguous geographical area such as a college campus, industrial complex, office building, or a military base. A CAN may be considered a type of MAN (metropolitan area network), but is generally limited to a smaller area than a typical MAN. This term is most often used to discuss the implementation of networks for a contiguous area. This should not be confused with a Controller Area Network. A LAN connects network devices over a relatively short distance. A networked office building, school, or home usually contains a single LAN, though sometimes one building will contain a few small LANs (perhaps one per room), and occasionally a LAN will span a group of nearby buildings.

Metropolitan area network

A metropolitan area network (MAN) is a network that connects two or more local area networks or campus area networks together but does not extend beyond the boundaries of the immediate town/city. Routers, switches and hubs are connected to create a metropolitan area network.

Wide area network

A wide area network (WAN) is a computer network that covers a broad area (i.e. any network whose communications links cross metropolitan, regional, or national boundaries [1]). Less formally, a WAN is a network that uses routers and public communications links. Contrast with personal area networks (PANs), local area networks (LANs), campus area networks (CANs), or metropolitan area networks (MANs), which are usually limited to a room, building, campus or specific metropolitan area (e.g., a city) respectively. The largest and most well-known example of a WAN is the Internet. A WAN is a data communications network that covers a relatively broad geographic area (i.e. one city to another and one country to another country) and that often uses transmission facilities provided by common carriers, such as telephone companies. WAN technologies generally function at the lower three layers of the OSI reference model: the physical layer, the data link layer, and the network layer.

Global area network

A global area networks (GAN) (see also IEEE 802.20) specification is in development by several groups, and there is no common definition. In general, however, a GAN is a model for supporting mobile communications across an arbitrary number of wireless LANs, satellite coverage areas, etc. The key challenge in mobile communications is "handing off" the user communications from one local coverage area to the next. In IEEE Project 802, this involves a succession of terrestrial WIRELESS local area networks (WLAN).[4]

Virtual private network

A virtual private network (VPN) is a computer network in which some of the links between nodes are carried by open connections or virtual circuits in some larger network (e.g., the Internet) instead of by physical wires. The data link layer protocols of the virtual network are said to be tunneled through the larger network when this is the case. One common application is secure communications through the public Internet, but a VPN need not have explicit security features, such as authentication or content encryption. VPNs, for example, can be used to separate the traffic of different user communities over an underlying network with strong security features.
A VPN may have best-effort performance, or may have a defined service level agreement (SLA) between the VPN customer and the VPN service provider. Generally, a VPN has a topology more complex than point-to-point.
A VPN allows computer users to appear to be editing from an IP address location other than the one which connects the actual computer to the Internet.

Internetwork

An Internetwork is the connection of two or more distinct computer networks or network segments via a common routing technology. The result is called an internetwork (often shortened to internet). Two or more networks or network segments connect using devices that operate at layer 3 (the 'network' layer) of the OSI Basic Reference Model, such as a router. Any interconnection among or between public, private, commercial, industrial, or governmental networks may also be defined as an internetwork.
In modern practice, interconnected networks use the Internet Protocol. There are at least three variants of internetworks, depending on who administers and who participates in them: Intranet Extranet Internet
Intranets and extranets may or may not have connections to the Internet. If connected to the Internet, the intranet or extranet is normally protected from being accessed from the Internet without proper authorization. The Internet is not considered to be a part of the intranet or extranet, although it may serve as a portal for access to portions of an extranet.

Intranet

An intranet is a set of networks, using the Internet Protocol and IP-based tools such as web browsers and file transfer applications, that is under the control of a single administrative entity. That administrative entity closes the intranet to all but specific, authorized users. Most commonly, an intranet is the internal network of an organization. A large intranet will typically have at least one web server to provide users with organizational information.

Extranet

An extranet is a network or internetwork that is limited in scope to a single organization or entity but which also has limited connections to the networks of one or more other usually, but not necessarily, trusted organizations or entities (e.g., a company's customers may be given access to some part of its intranet creating in this way an extranet, while at the same time the customers may not be considered 'trusted' from a security standpoint). Technically, an extranet may also be categorized as a CAN, MAN, WAN, or other type of network, although, by definition, an extranet cannot consist of a single LAN; it must have at least one connection with an external network.

Internet

The Internet consists of a worldwide interconnection of governmental, academic, public, and private networks based upon the networking technologies of the Internet Protocol Suite. It is the successor of the Advanced Research Projects Agency Network (ARPANET) developed by DARPA of the U.S. Department of Defense. The Internet is also the communications backbone underlying the World Wide Web (WWW). The 'Internet' is most commonly spelled with a capital 'I' as a proper noun, for historical reasons and to distinguish it from other generic internetworks.
Participants in the Internet use a diverse array of methods of several hundred documented, and often standardized, protocols compatible with the Internet Protocol Suite and an addressing system (IP Addresses) administered by the Internet Assigned Numbers Authority and address registries. Service providers and large enterprises exchange information about the reachability of their address spaces through the Border Gateway Protocol (BGP), forming a redundant worldwide mesh of transmission paths.

Basic hardware components

All networks are made up of basic hardware building blocks to interconnect network nodes, such as Network Interface Cards (NICs), Bridges, Hubs, Switches, and Routers. In addition, some method of connecting these building blocks is required, usually in the form of galvanic cable (most commonly Category 5 cable). Less common are microwave links (as in IEEE 802.12) or optical cable ("optical fiber"). An Ethernet card may also be required.

Network interface cards

A network card, network adapter, or NIC (network interface card) is a piece of computer hardware designed to allow computers to communicate over a computer network. It provides physical access to a networking medium and often provides a low-level addressing system through the use of MAC addresses.

Repeaters

A repeater is an electronic device that receives a signal and retransmits it at a higher power level, or to the other side of an obstruction, so that the signal can cover longer distances without degradation. In most twisted pair Ethernet configurations, repeaters are required for cable which runs longer than 100 meters.

Hubs

A network hub contains multiple ports. When a packet arrives at one port, it is copied unmodified to all ports of the hub for transmission. The destination address in the frame is not changed to a broadcast address.[5]

Bridges

A network bridge connects multiple network segments at the data link layer (layer 2) of the OSI model. Bridges do not promiscuously copy traffic to all ports, as hubs do, but learn which MAC addresses are reachable through specific ports. Once the bridge associates a port and an address, it will send traffic for that address only to that port. Bridges do send broadcasts to all ports except the one on which the broadcast was received.
Bridges learn the association of ports and addresses by examining the source address of frames that it sees on various ports. Once a frame arrives through a port, its source address is stored and the bridge assumes that MAC address is associated with that port. The first time that a previously unknown destination address is seen, the bridge will forward the frame to all ports other than the one on which the frame arrived.
Bridges come in three basic types:
  1. Local bridges: Directly connect local area networks (LANs)
  2. Remote bridges: Can be used to create a wide area network (WAN) link between LANs. Remote bridges, where the connecting link is slower than the end networks, largely have been replaced with routers.
  3. Wireless bridges: Can be used to join LANs or connect remote stations to LANs

Switches

A network switch is a device that forwards and filters OSI layer 2 datagrams (chunk of data communication) between ports (connected cables) based on the MAC addresses in the packets.[6] This is distinct from a hub in that it only forwards the packets to the ports involved in the communications rather than all ports connected. Strictly speaking, a switch is not capable of routing traffic based on IP address (OSI Layer 3) which is necessary for communicating between network segments or within a large or complex LAN. Some switches are capable of routing based on IP addresses but are still called switches as a marketing term. A switch normally has numerous ports, with the intention being that most or all of the network is connected directly to the switch, or another switch that is in turn connected to a switch.[7]
Switch is a marketing term that encompasses routers and bridges, as well as devices that may distribute traffic on load or by application content (e.g., a Web URL identifier). Switches may operate at one or more OSI model layers, including physical, data link, network, or transport (i.e., end-to-end). A device that operates simultaneously at more than one of these layers is called a multilayer switch.




Overemphasizing the ill-defined term "switch" often leads to confusion when first trying to understand networking. Many experienced network designers and operators recommend starting with the logic of devices dealing with only one protocol level, not all of which are covered by OSI. Multilayer device selection is an advanced topic that may lead to selecting particular implementations, but multilayer switching is simply not a real-world design concept.

Routers

A router is a networking device that forwards packets between networks using information in protocol headers and forwarding tables to determine the best next router for each packet. Routers work at the Network Layer of the OSI model and the Internet Layer of TCP/IP.

Protocol (computing)

From Wikipedia, the free encyclopedia

Jump to: navigation, search
For other senses of this word, see protocol.
In computing, a protocol is a set of rules which is used by computers to communicate with each other across a network. A protocol is a convention or standard that controls or enables the connection, communication, and data transfer between computing endpoints. In its simplest form, a protocol can be defined as the rules governing the syntax, semantics, and synchronization of communication. Protocols may be implemented by hardware, software, or a combination of the two. At the lowest level, a protocol defines the behavior of a hardware connection.

Typical properties

While protocols can vary greatly in purpose and sophistication, most specify one or more of the following properties:[citation needed]
  • Detection of the underlying physical connection (wired or wireless), or the existence of the other endpoint or node
  • Negotiation of various connection characteristics
  • How to start and end a message
  • Procedures on formatting a message
  • What to do with corrupted or improperly formatted messages (error correction)
  • How to detect unexpected loss of the connection, and what to do next
  • Termination of the session and/or connection.

Importance

The protocols in human communication are separate rules about appearance, speaking, listening and understanding. All these rules, also called protocols of conversation, represent different layers of communication. They work together to help people successfully communicate. The need for protocols also applies to network devices. Computers have no way of learning protocols, so network engineers have written rules for communication that must be strictly followed for successful host-to-host communication. These rules apply to different layers of sophistication such as which physical connections to use, how hosts listen, how to interrupt, how to say good-bye, and in short how to communicate, what language to use and many others. These rules, or protocols, that work together to ensure successful communication are grouped into what is known as a protocol suite.
The widespread use and expansion of communications protocols is both a prerequisite for the Internet, and a major contributor to its power and success. The pair of Internet Protocol (or IP) and Transmission Control Protocol (or TCP) are the most important of these, and the term TCP/IP refers to a collection (a "protocol suite") of its most used protocols. Most of the Internet's communication protocols are described in the RFC documents of the Internet Engineering Task Force (or IETF).
Object-oriented programming has extended the use of the term to include the programming protocols available for connections and communication between objects.
Generally, only the simplest protocols are used alone. Most protocols, especially in the context of communications or networking, are layered together into protocol stacks where the various tasks listed above are divided among different protocols in the stack.
Whereas the protocol stack denotes a specific combination of protocols that work together, a reference model is a software architecture that lists each layer and the services each should offer. The classic seven-layer reference model is the OSI model, which is used for conceptualizing protocol stacks and peer entities. This reference model also provides an opportunity to teach more general software engineering concepts like hiding, modularity, and delegation of tasks. This model has endured in spite of the demise of many of its protocols (and protocol stacks) originally sanctioned by the ISO.

Common protocols

  • IP (Internet Protocol)
  • UDP (User Datagram Protocol)
  • TCP (Transmission Control Protocol)
  • DHCP (Dynamic Host Configuration Protocol)
  • HTTP (Hypertext Transfer Protocol)
  • FTP (File Transfer Protocol)
  • Telnet (Telnet Remote Protocol)
  • SSH (Secure Shell Remote Protocol)
  • POP3 (Post Office Protocol 3)
  • SMTP (Simple Mail Transfer Protocol)
  • IMAP (Internet Message Access Protocol)
  • SOAP (Simple Object Access Protocol)
  • PPP (Point-to-Point Protocol)
  • RFB (Remote Framebuffer Protocol)

Protocol testing

In general, protocol testers work by capturing the information exchanged between a Device Under Test (DUT) and a reference device known to operate properly. In the example of a manufacturer producing a new keyboard for a personal computer, the Device Under Test would be the keyboard and the reference device, the PC. The information exchanged between the two devices is governed by rules set out in a technical specification called a "communication protocol". Both the nature of the communication and the actual data exchanged are defined by the specification. Since communication protocols are state-dependent (what should happen next depends on what previously happened), specifications are complex and the documents describing them can be hundreds of pages.
The captured information is decoded from raw digital form into a human-readable format that permits users of the protocol tester to easily review the exchanged information. Protocol testers vary in their abilities to display data in multiple views, automatically detect errors, determine the root causes of errors, generate timing diagrams, etc.
Some protocol testers can also generate traffic and thus act as the reference device. Such testers generate protocol-correct traffic for functional testing, and may also have the ability to deliberately introduce errors to test for the DUT's ability to deal with error conditions.
Protocol testing is an essential step towards commercialization of standards-based products. It helps to ensure that products from different manufacturers will operate together properly ("interoperate") and so satisfy customer expectations.