NETWORK TOPOLOGY
In networking, the
term topology refers to the layout of connected devices on a network.
This
article
introduces
the standard topologies of computer networking.
Topology in Network Design
One can think of a topology as a network's "shape." This shape
does not necessarily correspond to the actual physical layout of the
devices on the network. For example, the computers on a home LAN may
be arranged in a circle, but it would be highly unlikely to find an actual
ring topology there.
Network topologies are categorized into the following basic types:
bus • ring • star • tree • mesh
More complex networks can be built as hybrids of two or more of the
above basic topologies.Topologies remain an important part of network
design theory. You can probably build a home or small business network
without understanding
the difference between a bus design and a star design, but understanding
the concepts behind these gives you a deeper understanding of important
elements like hubs, broadcasts, ports, and routes.
BUS TOPOLGY
Bus networks (not to be confused with the system bus of a computer)
use a common backbone to connect all devices. A single cable, the
backbone functions as a shared communication medium, that devices
attach or tap into with an interface connector. A device wanting
to communicate with another device on the network sends a broadcast
message onto the wire that all other devices see, but only the intended
recipient actually accepts and processes the message.
Ethernet bus topologies are relatively easy to install and don't require
much cabling compared to the alternatives. 10Base-2 ("ThinNet")
and 10Base-5 ("ThickNet") both were popular Ethernet cabling
options years ago. However, bus networks work best with a limited number
of devices. If more than a few dozen computers are added to a bus,
performance problems will likely result. In addition, if the backbone
cable fails, the entire network effectively becomes unusable.
RING TOPOLOGY
In a ring network, every device has exactly two neighbors for communication
purposes. All messages travel through a ring in the same direction
(effectively either "clockwise" or "counterclockwise").
A failure in any cable or device breaks the loop and can take down
the entire network.
STAR TOPOLOGY
Many home networks use the star topology. A star network features a
central connection point called a "hub" that may be an
actual hub or a switch. Devices typically connect to the hub with
Unshielded Twisted Pair (UTP) Ethernet.
Compared to the bus topology, a star network generally requires more
cable, but a failure in any star network cable will only take down
one computer's network access and not the entire LAN. (If the hub fails,
however, the entire network also fails.)
TREE TOPOLOGY
Tree topologies integrate multiple star topologies together onto a
bus. In its simplest form, only hub devices connect directly to the
tree bus, and each hub functions as the "root" of a tree
of devices. This bus/star hybrid approach supports future expandability
of the network much better than a bus (limited in the number of devices
due to the broadcast traffic it generates) or a star (limited by the
number of hub ports) alone.
MESH TOPOLOGY
Mesh topologies involve the concept of routes. Unlike each of the previous
topologies, messages sent on a mesh network can take any of several
possible paths from source to destination. (Recall that in a ring,
although two cable paths exist, messages can only travel in one direction.)
Some WANs, like the Internet, employ mesh routing.
CLIENT / SERVER
Clients and servers are devices that perform specific functions on
a network. Client devices normally request and receive information
over the network. Mobile computers and most desktop PCs operate as
clients. A server device hosts files, databases, Web sites, or other
applications. Server devices often feature higher-powered processors,
more memory, and larger disk drives than clients.
The term client/server refers to any network design utilizing clients
and servers. Web, FTP, email, DNS and many other database applications
are client/server designs. Client/server networks can be built on the
Internet, on intranets, or in homes.
The main alternative to client/server networking is peer-to-peer networking,
where network devices all perform equivalent functions.
PEER TO PEER
Peer-to-peer is a type of network design where all devices support
roughly equivalent capabilities. Peer-to-peer networking (also known
simply as peer networking) is in contrast to client/server networking,
where certain devices have responsibility for providing or "serving" network
information and other devices consume or otherwise act as "clients" of
those servers.
Peer-to-peer networking is most common on small LANs, particularly
Windows home networks. Peer networking on the Internet gained widespread
popularity thanks to file sharing services like Napster. However, many
of these file sharing services, including Napster, actually integrate
both peer and client/server networking design. Technically, these are
called hybrid networks.
INTERNET PROTOCOL - IP
So what does the size of the Internet have to do with Internet Protocol?
Everything! For a computer to communicate with other computers and
Web servers on
the Internet, it must have an IP address. An IP address (IP stands for
Internet Protocol) is a unique 32-bit number that identifies the location
of your computer on a network. Basically, it works like your street address
-- as a way to find out exactly where you are and deliver information
to you.
When IP addressing first came out, everyone thought that there were
plenty of addresses to cover any need. Theoretically, you could have
4,294,967,296 unique addresses (232). The actual number of available
addresses is smaller (somewhere between 3.2 and 3.3 billion) because
of the way that the addresses are separated into classes, and because
some addresses are set aside for multicasting, testing or other special
uses.
With the explosion of the Internet and the increase in home networks
and business networks, the number of available IP addresses is simply
not enough. The obvious solution is to redesign the address format to
allow for more possible addresses. This is being developed (called IPv6),
but will take several years to implement because it requires modification
of the entire infrastructure of the Internet.
INTRANET
An intranet is a private LAN designed for use by everyone within an organization.
A very simple intranet might consist of an internal email system or
a message board. More sophisticated intranets include one or more Web
site portals that contain company news, forms, and personnel information.
The essential idea of an intranet is that it uses LAN (and WAN) technologies
to facilitate communication between people and improve the knowledge
base of an organization's employees.
OSI MODEL The Open Systems Interconnection (OSI)
reference model has been an essential component of computer network design
since its inception in 1984. OSI
is an abstract model, meaning that actual network implementations need
not adhere to it strictly. OSI is also a standards effort, a product
of the International Standards Organization (ISO). (And OSI is ISO spelled
backwards, just to add to the fun). Although heavy on theory, the OSI
model still provides a practical, structured introduction to network
design. The OSI model divides the complex task of host-to-host networking,
traditionally called internetworking, into layers. Layers in the OSI
model are ordered from lowest level to highest in a stack.
 OSI Model Upper Layers
OSI designates the application, presentation, and session layers as "upper" layers.
Generally speaking, software in these layers performs application-specific
functions like data formatting, encryption, and connection management.
Examples of upper layer technologies in the OSI model are HTTP, SSL and
NFS.
OSI Model Lower Layers
The remaining lower layers provide more primitive network-specific functions
like routing, addressing, and flow control. Examples of lower layer technologies
in the OSI model are TCP, IP, and Ethernet.
OSI Model Benefits
The layered approach in the OSI model offers several advantages to system
implementers. By separating the design into logical smaller pieces, vendors
can more easily solve network design problems through divide-and-conquer.
A product from one vendor that implements OSI Layer 2 functionality,
for example, will be much more likely to interoperate with another vendor's
OSI Layer 3 product because both vendors are following the model. Finally,
the OSI model makes network designs more extensible. New protocols and
other network services are generally easier to add to a layered architecture
than to a monolithic one.
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