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2 Networking Overview

The Big Idea of networking is that we’re going to get arbitrary bytes of data exchanged between two (or more) computers on the Internet or LAN.

So we need:

And we need all the hardware and software support to make this happen.

Let’s take a look at two basic kinds of communications networks.

2.1 Circuit Switched

Don’t be alarmed! The Internet doesn’t use this type of network (at least not as far as it is aware). So you can read the rest of this section with the confident knowledge that you won’t have to use it again.

For this type of network, visualize an old-school telephone operator (like a human operator). Back before you could dial numbers directly, a call went something like this:

You’d pick up the receiver and turn a crank on it to generate an electrical signal that rang a bell at the other end of the phone line, which was in some telephone exchange office somewhere.

An operator would hear the bell and pick up the other end and say something appropriate like, “Operator.”

And you’d tell (like with your voice) the operator what number you wanted to connect to.

Then the operator would physically plug jumper wires into the switchboard in front of them to physically complete an electrical connection between your phone and the phone of the person you wanted to call. You’d have a direct wire from your phone to their phone.

This scales very poorly. And if you had to make a long distance call, that cost extra, because an operator would have to call another operator over a limited number of long-distance lines.

Eventually, people figured out they could replace the human operators with electro-mechanical relays and switches that you could control by sending carefully coded signals down the line, either electrical pulses (sent by old rotary dial phones) or the still-recognizable “touch” tones.

But we still had problems:

So the Internet took a different approach.

2.2 Packet Switched

In a packet switched network, the data you want to send is split up into individual packets of varying numbers of bytes. If you want to send 83,234 bytes of data, that might be split up into 50 or 60 packets.

Then each of these packets are individually sent over the lines as space permits.

Imagine little packets of data from computers all over North America arriving at a router at the edge of the Atlantic Ocean which sends them, one at a time, over a thousands-of-miles-long undersea cable to Europe.

Once the packets arrive at their destination computer, that computer reconstructs the data from the individual packets.

This is analogous to writing a snail-mail letter and putting it in the post. It ends up in a truck with a bunch of other pieces of mail that aren’t going to the same place as yours.

The post office routes the letters through the appropriate mailing facilities until they arrive.

Maybe your letter gets on a plane headed for the opposite side of the country with a bunch of other letters. And when the plane arrives, those letters might part, with some going north and some going south.

They don’t use a whole plane for a single letter–the letters are like packets, and they get switched from one transportation medium to another.

In the same way, packets of data on the Internet will move from computer to computer, sharing the lines between those computers with other traffic, until they finally get where they’re going.

And this affords some great advantages in a computer network:

2.3 Client/Server Architecture

You know this from using the web–you’ve heard of web servers.

A server is a program that listens for incoming connections, accepts them, and then typically receives a request from the client and sends back a response to the client.

Actual conversations between the server and client might be far more complex depending on what the server does.

But both the client and server are network programs. The practical difference is the server is the program sitting there waiting for clients to call.

Typically one server exists for many clients. Many servers might exist in a server farm to serve many, many, many clients. Think about how many people use Google at the same time.

2.4 The OS, Network Programming, and Sockets

The network is hardware, and the OS controls all access to hardware. So if you want to write software to use the network, you have to do it through the OS.

Historically, and modernly, this was done using an API called the sockets API that was pioneered on Unix.

The Unix sockets API is very general purpose, but one of the many things it can do is give you a way to read and write data over the Internet.

Other languages and operating systems have added the same Internet functionality over time, and many of them use different calls in their APIs. But as an homage to the original, many of these APIs are still called “sockets” APIs even if they don’t match the original.

If you want to use the original sockets API, you can do it programming with C in Unix.

2.5 Protocols

You know that conversation that the client and server have? It’s written down very specifically what bytes get sent when and from and to whom. You can’t just send any old data to a web server–it has to be wrapped up a certain way.

Just like you can’t take a letter, wrap it up in aluminum foil with no address, and expect the post office to deliver it to your intended recipient. That’s breaking post office protocol.

Both the sender and recipient have to be speaking the same protocol for correct communication to occur.

“Thank you for calling The Pizza Restaurant. Can I help you?” “Would you like fries with that?”

A person calling a pizza restaurant breaks protocol.

There are many protocols, and we’ll cover a few of them in detail later. These were invented by people to solve different sorts of problems. If you need to pass data between two specialized programs you write, you’ll have to define a protocol for that, too!

Here are some common ones you might have heard of:

As we’ll see in a moment, these protocols “live” at different layers of the network software.

2.6 Network Layers and Abstraction

Here’s a quick overview of what happens when data goes out on the network. We’ll cover this in much more detail in the coming modules.

  1. A user program says, “I want to send the bytes ‘GET / HTTP/1.1’ to that web server over there.” (Servers are identified by IP address and a port on the Internet–more on that later.)

  2. The OS takes the data and wraps it up in a header (that is, prepends some data) that provides error detection (and maybe ordering) information. The exact structure of this header would be defined by a protocol such as TCP or UDP.

  3. The OS takes all of that, and wraps it up in another header that helps with routing. This header would be defined by the IP protocol.

  4. The OS hands all that data to the network interface card (the NIC–the piece of hardware that’s responsible for networking).

  5. The NIC wraps all that data up into another header that’s defined by a protocol such as Ethernet that helps with delivery on the LAN.

  6. The NIC sends the entire, multiply-wrapped data out over the wire, or over the air (with WiFi).

When the receiving computer gets the packet, the reverse process happens. Its NIC strips the Ethernet header, the OS makes sure the IP address is correct, figures out which program is listening on that port, and sends it the fully unwrapped data.

All these different layers that do all this wrapping are together called the protocol stack. (This is a different usage of the word “stack” than the stack abstract data type.)

This works well because each layer is responsible for different parts of the process, e.g. one layer handles data integrity, and another handles routing the packet over the network, and another handles the data itself that is being transmitted between the programs. And each layer doesn’t care about what the layers below it are doing with the data.

It’s that last concept that’s really important: when data is going over WiFi, the WiFi hardware doesn’t even care what the data is, if it’s Internet data or not, how integrity is assured (or not). All WiFi cares about is getting a big chunk of data transmitted over the air to another computer. When it arrives at the other computer, that computer will strip off the Ethernet stuff and look deeper in the packet, deciding what to do with it.

And since the layers don’t care what data is encapsulated below them, you can swap out protocols at various layers and still have the rest of them work. So if you’re writing a program at the top layer (where we tend to write them most commonly), you don’t care what’s happening at the layers below that. It’s Somebody Else’s Problem.

For example, you might be getting a web page with HTTP/TCP/IP/Ethernet, or you might be transmitting a file to another computer with TFTP/UDP/IP/Ethernet. IP and Ethernet work fine in both cases, because they are indifferent about the data they are sending.

There are many, many details omitted from this description, but we’re still in high-level overview land.

2.7 Wired versus Wireless

When we’re talking about LANs, we can think about network programming as if these two things were the same:

Turns out they both use the Ethernet protocol for low-level communication.

So when we say the computers are on the same LAN, we mean they are either wired together or they are using the same WiFi access point.

[1] It’s a bit wrong to call them “Ethernet cables” because they are just wires, and Ethernet is a protocol that effectively defines patterns of electricity that go over those wires. But what I mean is, “a cable that is commonly used with Ethernet”.

2.8 Reflect


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