Sunday, March 28, 2010

computer software

What is software?

Software is a collection of instructions that enables a user to interact with the computer or have the computer perform specific tasks for them. Without any type of software the computer would be useless. Below is a listing of different types of software a user may have on his or her computer. For a computer to be functional, most computers will include a software operating system and a collection of different software programs. Below is a listing of different software programs that may be included on a computer.

* Application
* Audio software
* Game
* Operating system
* Program
* Utilities
* Video editing

How software can cause issues

Software is one of the leading causes of computer related issues. Because of the large variety of computer hardware configurations and other software programs that may be on a computer, it is nearly impossible to program software that is flawless.

Because of the various types of software and the high potential of errors or bugs when the software is created, software can be the leading cause of computer issues. These issues are generally resolved by either not running two or more programs at the same time if they are causing issues with one another, or reinstalling the software. If the software has an actual software bug in the program, these bugs are generally resolved by patches or software updates.

The above information is only applicable to some of the software found on today's market. Generally, when any software is released it undergoes an extensive amount of testing or Beta Testing by the company or individuals whom volunteer their services for a chance to look at and test the software.

Computer Graphics

History

The advance in computer graphics was to come from one MIT student, Ivan Sutherland. In 1961 Sutherland created another computer drawing program called Sketchpad. Using a light pen, Sketchpad allowed one to draw simple shapes on the computer screen, save them and even recall them later. The light pen itself had a small photoelectric cell in its tip. This cell emitted an electronic pulse whenever it was placed in front of a computer screen and the screen's electron gun fired directly at it. By simply timing the electronic pulse with the current location of the electron gun, it was easy to pinpoint exactly where the pen was on the screen at any given moment. Once that was determined, the computer could then draw a cursor at that location.

Sutherland seemed to find the perfect solution for many of the graphics problems he faced. Even today, many standards of computer graphics interfaces got their start with this early Sketchpad program. One example of this is in drawing constraints. If one wants to draw a square for example, s/he doesn't have to worry about drawing four lines perfectly to form the edges of the box. One can simply specify that s/he wants to draw a box, and then specify the location and size of the box. The software will then construct a perfect box, with the right dimensions and at the right location. Another example is that Sutherland's software modeled objects - not just a picture of objects. In other words, with a model of a car, one could change the size of the tires without affecting the rest of the car. It could stretch the body of the car without deforming the tires.

These early computer graphics were Vector graphics, composed of thin lines whereas modern day graphics are Raster based using pixels. The difference between vector graphics and raster graphics can be illustrated with a shipwrecked sailor. He creates an SOS sign in the sand by arranging rocks in the shape of the letters "SOS." He also has some brightly colored rope, with which he makes a second "SOS" sign by arranging the rope in the shapes of the letters. The rock SOS sign is similar to raster graphics. Every pixel has to be individually accounted for. The rope SOS sign is equivalent to vector graphics. The computer simply sets the starting point and ending point for the line and perhaps bend it a little between the two end points. The disadvantages to vector files are that they cannot represent continuous tone images and they are limited in the number of colors available. Raster formats on the other hand work well for continuous tone images and can reproduce as many colors as needed.

Also in 1961 another student at MIT, Steve Russell, created the first video game, Spacewar. Written for the DEC PDP-1, Spacewar was an instant success and copies started flowing to other PDP-1 owners and eventually even DEC got a copy. The engineers at DEC used it as a diagnostic program on every new PDP-1 before shipping it. The sales force picked up on this quickly enough and when installing new units, would run the world's first video game for their new customers.

E. E. Zajac, a scientist at Bell Telephone Laboratory (BTL), created a film called "Simulation of a two-giro gravity attitude control system" in 1963. In this computer generated film, Zajac showed how the attitude of a satellite could be altered as it orbits the Earth. He created the animation on an IBM 7090 mainframe computer. Also at BTL, Ken Knowlton, Frank Sindon and Michael Noll started working in the computer graphics field. Sindon created a film called Force, Mass and Motion illustrating Newton's laws of motion in operation. Around the same time, other scientists were creating computer graphics to illustrate their research. At Lawrence Radiation Laboratory, Nelson Max created the films, "Flow of a Viscous Fluid" and "Propagation of Shock Waves in a Solid Form." Boeing Aircraft created a film called "Vibration of an Aircraft."

It wasn't long before major corporations started taking an interest in computer graphics. TRW, Lockheed-Georgia, General Electric and Sperry Rand are among the many companies that were getting started in computer graphics by the mid 1960's. IBM was quick to respond to this interest by releasing the IBM 2250 graphics terminal, the first commercially available graphics computer.

Ralph Baer, a supervising engineer at Sanders Associates, came up with a home video game in 1966 that was later licensed to Magnavox and called the Odyssey. While very simplistic, and requiring fairly inexpensive electronic parts, it allowed the player to move points of light around on a screen. It was the first consumer computer graphics product.

Also in 1966, Sutherland at MIT invented the first computer controlled head-mounted display (HMD). Called the Sword of Damocles because of the hardware required for support, it displayed two separate wireframe images, one for each eye. This allowed the viewer to see the computer scene in stereoscopic 3D. After receiving his Ph.D. from MIT, Sutherland became Director of Information Processing at ARPA (Advanced Research Projects Agency), and later became a professor at Harvard.

Dave Evans was director of engineering at Bendix Corporation's computer division from 1953 to 1962. After which he worked for the next five years as a visiting professor at Berkeley. There he continued his interest in computers and how they interfaced with people. In 1968 the University of Utah recruited Evans to form a computer science program, and computer graphics quickly became his primary interest. This new department would become the world's primary research center for computer graphics.


In 1967 Sutherland was recruited by Evans to join the computer science program at the University of Utah. There he perfected his HMD. Twenty years later, NASA would re-discover his techniques in their virtual reality research. At Utah, Sutherland and Evans were highly sought after consultants by large companies but they were frustrated at the lack of graphics hardware available at the time so they started formulating a plan to start their own company.

A student by the name of Ed Catmull got started at the University of Utah in 1970 and signed up for Sutherland's computer graphics class. Catmull had just come from The Boeing Company and had been working on his degree in physics. Growing up on Disney, Catmull loved animation yet quickly discovered that he didn't have the talent for drawing. Now Catmull (along with many others) saw computers as the natural progression of animation and they wanted to be part of the revolution. The first animation that Catmull saw was his own. He created an animation of his hand opening and closing. It became one of his goals to produce a feature length motion picture using computer graphics. In the same class, Fred Parkes created an animation of his wife's face. Because of Evan's and Sutherland's presence, UU was gaining quite a reputation as the place to be for computer graphics research so Catmull went there to learn 3D animation.

As the UU computer graphics laboratory was attracting people from all over, John Warnock was one of those early pioneers; he would later found Adobe Systems and create a revolution in the publishing world with his PostScript page description language. Tom Stockham led the image processing group at UU which worked closely with the computer graphics lab. Jim Clark was also there; he would later found Silicon Graphics, Inc.

The first major advance in 3D computer graphics was created at UU by these early pioneers, the hidden-surface algorithm. In order to draw a representation of a 3D object on the screen, the computer must determine which surfaces are "behind" the object from the viewer's perspective, and thus should be "hidden" when the computer creates (or renders) the image.

Computer Hardware

Computer Hardware


Computer Hardware

What are Computer Hardwares?

Hardware (computer) components, equipments involved in the function of a computer. Computer hardware consists of the components that can be physically handled. The function of these components is typically divided into three main categories: input, output, and storage.
Read more... [Computer Hardware]


Motherboard



What is Motherboard?


Motherboard

Motherboard
A motherboard is also known as a main board, system board and logic board. A common abbreviation is ‘mobo'. They can be found in a
Read more... [What is Motherboard?]

Computer Output Devices

Computer Output Devices



Computer Output Devices


Output Device
Output hardware consists of external devices that transfer information from the computer's CPU to the computer user. A video display, or screen, converts
Read more... [Computer Output Devices]

Modem

Modem - Networking

Modem
A modem is a device that converts digital signals from a computer's serial port to the analog signals required for transmission over traditional telephone
Read more... [Modem]

Computer Input Devices

Computer Input Devices



Computer Input Devices


Computer Input Devices
Input devices consists of external devices - that is, devices outside of the computer's CPU - that provide information and instructions to the computer.
Read more... [Computer Input Devices]

Computer Storage Devices

Computer Storage Devices



Computer Storage Devices


Storage Devices
Storage hardware provides permanent storage of information and programs for retrieval by the computer. The two main types of storage devices
Read more... [Computer Storage Devices]

Memory

Computer Memory
Modem

Modem - Networking

Modem
A modem is a device that converts digital signals from a computer's serial port to the analog signals required for transmission over traditional telephone

Read more... [Modem]
Computer Input Devices

Computer Input Devices

Computer Input Devices
Input devices consists of external devices - that is, devices outside of the computer's CPU - that provide information and instructions to the computer.

Read more... [Computer Input Devices]
Computer Storage Devices

Computer Storage Devices

Storage Devices
Storage hardware provides permanent storage of information and programs for retrieval by the computer. The two main types of storage devices

Read more... [Computer Storage Devices]
Memory

Computer Memory




Memory - RAM

RAM is Random Access Memory. It is the part of the computer that processes information. When a program is started it is loaded into RAM to be run.

Network Monitoring

The term network monitoring describes the use of a system that constantly monitors a computer network for slow or failing components and that notifies the network administrator in case of outages via email, pager or other alarms. It is a subset of the functions involved in network management.
Contents


* 1 Details
* 2 Network Tomography
* 3 Route Analytics
* 4 Various types of protocols
* 5 Servers around the globe
* 6 See also
* 7 Notes and references
* 8 External links



While an intrusion detection system monitors a network for threats from the outside, a network monitoring system monitors the network for problems caused by overloaded and/or crashed servers, network connections or other devices.

For example, to determine the status of a webserver, monitoring software may periodically send an HTTP request to fetch a page; for email servers, a test message might be sent through SMTP and retrieved by IMAP or POP3.

Commonly measured metrics are response time and availability (or uptime), although both consistency and reliability metrics are starting to gain popularity. The widespread addition of WAN optimization devices is having an adverse effect on most network monitoring tools -- especially when it comes to measuring accurate end to end response time because they limit round trip visibility.[1]

Status request failures, such as when a connection cannot be established, it times-out, or the document or message cannot be retrieved, usually produce an action from the monitoring system. These actions vary: an alarm may be sent out to the resident (SMS, email,...) sysadmin, automatic failover systems may be activated to remove the troubled server from duty until it can be repaired, etcetera.

Monitoring the performance of a network uplink is also known as network traffic measurement, and more software is listed there.
Network Tomography

Network tomography is an important area of network measurement, which deals with monitoring the health of various links in a network using end-to-end probes sent by agents located at vantage points in the network/Internet.
Route Analytics

Route analytics is another important area of network measurement. It includes the methods, systems, algorithms and tools to monitor the routing posture of networks. Incorrect routing or routing issues cause undesirable performance degradation or downtime.
Various types of protocols

Website monitoring service can check HTTP pages, HTTPS, SNMP, FTP, SMTP, POP3, IMAP, DNS, SSH, TELNET, SSL, TCP, ping, SIP, UDP, Media Streaming and a range of other ports with great variety of check intervals from every 4 hours to every one minute. Typically, most network monitoring services test your server anywhere between once-per hour to once-per-minute.
Servers around the globe

Network monitoring services usually have a number of servers around the globe - for example in America, Europe, Asia, Australia and other locations. By having multiple servers in different geographic locations, a monitoring service can determine if a Web server is available across different networks worldwide. The more locations used, the more complete is the picture on network availabili

COMPUTER NETWORK

A computer network, often simply referred to as a network, is a collection of computers and devices connected by communications channels that facilitates communications among users and allows users to share resources with other users. Networks may be classified according to a wide variety of characteristics. This article provides a general overview of types and categories and also presents the basic components of a network.
Contents
[hide]

* 1 Introduction
o 1.1 Purpose
* 2 Network classification
o 2.1 Connection method
o 2.2 Wired technologies
o 2.3 Wireless technologies
o 2.4 Scale
o 2.5 Functional relationship (network architecture)
o 2.6 Network topology
* 3 Types of networks
o 3.1 Personal area network
o 3.2 Local area network
+ 3.2.1 Home area network
o 3.3 Campus area network
o 3.4 Metropolitan area network
o 3.5 Wide area network
o 3.6 Global area network
o 3.7 Virtual private network
o 3.8 Internetwork
+ 3.8.1 Internet
+ 3.8.2 Intranets and extranets
* 4 Basic hardware components
o 4.1 Network interface cards
o 4.2 Repeaters
o 4.3 Hubs
o 4.4 Bridges
o 4.5 Switches
o 4.6 Routers
* 5 See also
* 6 References
* 7 Further reading

[edit] Introduction

A computer network allows sharing of resources and information among devices connected to the network. 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 developed during the 1960s. For a history see ARPANET, the first network.
[edit] Purpose

* Facilitating communications. Using a network, people can communicate efficiently and easily via e-mail, instant messaging, chat rooms, telephony, video telephone calls, and videoconferencing.
* Sharing hardware. In a networked environment, each computer on a network can access and use hardware on the network. Suppose several personal computers on a network each require the use of a laser printer. If the personal computers and a laser printer are connected to a network, each user can then access the laser printer on the network, as they need it.
* Sharing files, data, and information. In a network environment, any authorized user can access data and information stored on other computers on the network. The capability of providing access to data and information on shared storage devices is an important feature of many networks.
* Sharing software. Users connected to a network can access application programs on the network.

[edit] Network classification

The following list presents categories used for classifying networks.
[edit] Connection method

Computer networks can 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.
[edit] Wired technologies

* Twisted pair wire 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 ranges from 2 million bits per second to 100 million bits per second.

* Coaxial cable is 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.

* Optical fiber cable consists of one or more filaments of glass fiber wrapped in protective layers. It transmits light which can travel over extended distances without signal loss. Fiber-optic cables are not affected by electromagnetic radiation. Transmission speed may reach trillions of bits per second. The transmission speed of fiber optics is hundreds of times faster than for coaxial cables and thousands of times faster than for twisted-pair wire.

[edit] 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. An example of open-standards 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.

[edit] 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), and others, depending on their scale, scope and purpose. Usage, trust level, and access right 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 and may include connections to third parties.
[edit] 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.
[edit] 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 is the coordination by which devices in the network are arrange in their logical relations to one another, independent of physical arrangement. Even if networked computers are physically placed in a linear arrangement and are connected to 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. Networks may be classified based on the method of data used to convey the data, these include digital and analog networks.
[edit] Types of networks

Common types of computer networks may be identified by their scale.
[edit] Personal area network

A personal area network (PAN) is a computer network used for communication among computer and different information technological 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. A PAN may include wired and wireless connections between devices. The reach of a PAN typically extends to 10 meters.[2] Wired PAN network is usually constructed with USB and Firewire while wireless with Bluetooth and Infrared.[3]
[edit] Local area network

A local area network (LAN) is a network that connects computers and devices in a limited geographical area such as home, school, computer laboratory, office building, or closely positioned group of buildings. Each computer or device on the network is a node. 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)[4].
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 no 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.[5]
[edit] Home area network

A home area network is a residential LAN which is used for communication between digital devices typically deployed in the home, usually a small number of personal computers and accessories, such as printers and mobile computing devices. An important function is the sharing of Internet access, often a broadband service through a CATV or Digital Subscriber Line (DSL) provider.
[edit] 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.
[edit] 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.
[edit] Wide area network

A wide area network (WAN) is a computer network that covers a large geographic area such as a city, country, or spans even intercontinental distances, using a communications channel that combines many types of media such as telephone lines, cables, and air waves. A WAN 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.
[edit] Global area network

A global area network (GAN) is a network used 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).[6]
[edit] 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.
[edit] Internetwork

An Internetwork is the connection of two or more distinct computer networks via a common routing technology. The result is called an internetwork (often shortened to internet). Two or more networks connect using devices that operate at the Network Layer (Layer 3) 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.
[edit] Internet

The Internet is a global system of interconnected governmental, academic, public, and private computer networks. It is based on 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.
[edit] Intranets and extranets

Intranets and extranets are parts or extensions of a computer network, usually a local area network.

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.

An extranet is a network that is limited in scope to a single organization or entity and 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.
[edit] 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.
[edit] 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.
[edit] Repeaters

A repeater is an electronic device that receives a signal, cleans it from the unnecessary noise, regenerates it 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. Repeaters work on the Physical Layer of the OSI model.
[edit] 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.[7] It works on the Physical Layer of the OSI model.
[edit] Bridges

A network bridge connects multiple network segments at the data link layer (layer 2) of the OSI model. Bridges do send broadcasts to all ports except the one on which the broadcast was received. However, 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 to that port only.

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:

* Local bridges: Directly connect local area networks (LANs)
* 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.
* Wireless bridges: Can be used to join LANs or connect remote stations to LANs

[edit] 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.[8] This is distinct from a hub in that it only forwards the frames to the ports involved in the communication rather than all ports connected. A switch breaks the collision domain but represents itself a broadcast domain. Switches make forwarding decisions of frames on the basis of MAC addresses. A switch normally has numerous ports, facilitating a star topology for devices, and cascading additional switches.[9] Some switches are capable of routing based on Layer 3 addressing or additional logical levels; these are called multi-layer switches. The term switch is used loosely in marketing to encompass devices including routers and bridges, as well as devices that may distribute traffic on load or by application content (e.g., a Web URL identifier).
[edit] 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.