Data link layerThe data link layer, or layer 2, is the second layer of the seven-layer OSI model of computer networking. This layer is the protocol layer that transfers data between nodes on a network segment across the physical layer. The data link layer provides the functional and procedural means to transfer data between network entities and may also provide the means to detect and possibly correct errors that can occur in the physical layer. The data link layer is concerned with local delivery of frames between nodes on the same level of the network.
Link layerIn computer networking, the link layer is the lowest layer in the Internet protocol suite, the networking architecture of the Internet. The link layer is the group of methods and communications protocols confined to the link that a host is physically connected to. The link is the physical and logical network component used to interconnect hosts or nodes in the network and a link protocol is a suite of methods and standards that operate only between adjacent network nodes of a network segment.
Physical layerIn the seven-layer OSI model of computer networking, the physical layer or layer 1 is the first and lowest layer: the layer most closely associated with the physical connection between devices. The physical layer provides an electrical, mechanical, and procedural interface to the transmission medium. The shapes and properties of the electrical connectors, the frequencies to broadcast on, the line code to use and similar low-level parameters, are specified by the physical layer.
Communication protocolA communication protocol is a system of rules that allows two or more entities of a communications system to transmit information via any variation of a physical quantity. The protocol defines the rules, syntax, semantics, and synchronization of communication and possible error recovery methods. Protocols may be implemented by hardware, software, or a combination of both. Communicating systems use well-defined formats for exchanging various messages.
Shortest path problemIn graph theory, the shortest path problem is the problem of finding a path between two vertices (or nodes) in a graph such that the sum of the weights of its constituent edges is minimized. The problem of finding the shortest path between two intersections on a road map may be modeled as a special case of the shortest path problem in graphs, where the vertices correspond to intersections and the edges correspond to road segments, each weighted by the length of the segment.
Network layerIn the seven-layer OSI model of computer networking, the network layer is layer 3. The network layer is responsible for packet forwarding including routing through intermediate routers. The network layer provides the means of transferring variable-length network packets from a source to a destination host via one or more networks. Within the service layering semantics of the OSI (Open Systems Interconnection) network architecture, the network layer responds to service requests from the transport layer and issues service requests to the data link layer.
Transport layerIn computer networking, the transport layer is a conceptual division of methods in the layered architecture of protocols in the network stack in the Internet protocol suite and the OSI model. The protocols of this layer provide end-to-end communication services for applications. It provides services such as connection-oriented communication, reliability, flow control, and multiplexing. The details of implementation and semantics of the transport layer of the Internet protocol suite, which is the foundation of the Internet, and the OSI model of general networking are different.
RoutingRouting is the process of selecting a path for traffic in a network or between or across multiple networks. Broadly, routing is performed in many types of networks, including circuit-switched networks, such as the public switched telephone network (PSTN), and computer networks, such as the Internet. In packet switching networks, routing is the higher-level decision making that directs network packets from their source toward their destination through intermediate network nodes by specific packet forwarding mechanisms.
Wireless mesh networkA wireless mesh network (WMN) is a communications network made up of radio nodes organized in a mesh topology. It can also be a form of wireless ad hoc network. A mesh refers to rich interconnection among devices or nodes. Wireless mesh networks often consist of mesh clients, mesh routers and gateways. Mobility of nodes is less frequent. If nodes constantly or frequently move, the mesh spends more time updating routes than delivering data.
Link-state routing protocolLink-state routing protocols are one of the two main classes of routing protocols used in packet switching networks for computer communications, the others being distance-vector routing protocols. Examples of link-state routing protocols include Open Shortest Path First (OSPF) and Intermediate System to Intermediate System (IS-IS). The link-state protocol is performed by every switching node in the network (i.e., nodes that are prepared to forward packets; in the Internet, these are called routers).
Enhanced Interior Gateway Routing ProtocolEnhanced Interior Gateway Routing Protocol (EIGRP) is an advanced distance-vector routing protocol that is used on a computer network for automating routing decisions and configuration. The protocol was designed by Cisco Systems as a proprietary protocol, available only on Cisco routers. In 2013 Cisco decided to allow other vendors freely implement limited version of EIGRP with some of its associated features such as High Availability (HA), while withholding other EIGRP features such as EIGRP stub, needed for DMVPN and large-scale campus deployment, exclusively for themselves.
Internet protocol suiteThe Internet protocol suite, commonly known as TCP/IP, is a framework for organizing the set of communication protocols used in the Internet and similar computer networks according to functional criteria. The foundational protocols in the suite are the Transmission Control Protocol (TCP), the User Datagram Protocol (UDP), and the Internet Protocol (IP). Early versions of this networking model were known as the Department of Defense (DoD) model because the research and development were funded by the United States Department of Defense through DARPA.
Routing Information ProtocolThe Routing Information Protocol (RIP) is one of the oldest distance-vector routing protocols which employs the hop count as a routing metric. RIP prevents routing loops by implementing a limit on the number of hops allowed in a path from source to destination. The largest number of hops allowed for RIP is 15, which limits the size of networks that RIP can support. RIP implements the split horizon, route poisoning, and holddown mechanisms to prevent incorrect routing information from being propagated.
Internet layerThe internet layer is a group of internetworking methods, protocols, and specifications in the Internet protocol suite that are used to transport network packets from the originating host across network boundaries; if necessary, to the destination host specified by an IP address. The internet layer derives its name from its function facilitating internetworking, which is the concept of connecting multiple networks with each other through gateways.
CostIn production, research, retail, and accounting, a cost is the value of money that has been used up to produce something or deliver a service, and hence is not available for use anymore. In business, the cost may be one of acquisition, in which case the amount of money expended to acquire it is counted as cost. In this case, money is the input that is gone in order to acquire the thing. This acquisition cost may be the sum of the cost of production as incurred by the original producer, and further costs of transaction as incurred by the acquirer over and above the price paid to the producer.
End-to-end principleThe end-to-end principle is a design framework in computer networking. In networks designed according to this principle, guaranteeing certain application-specific features, such as reliability and security, requires that they reside in the communicating end nodes of the network. Intermediary nodes, such as gateways and routers, that exist to establish the network, may implement these to improve efficiency but cannot guarantee end-to-end correctness.
Protocol stackThe protocol stack or network stack is an implementation of a computer networking protocol suite or protocol family. Some of these terms are used interchangeably but strictly speaking, the suite is the definition of the communication protocols, and the stack is the software implementation of them. Individual protocols within a suite are often designed with a single purpose in mind. This modularization simplifies design and evaluation. Because each protocol module usually communicates with two others, they are commonly imagined as layers in a stack of protocols.
Protocol ossificationProtocol ossification is the loss of flexibility, extensibility and evolvability of network protocols. This is largely due to middleboxes that are sensitive to the of the protocol, and which can interrupt or interfere with messages that are valid but which the middlebox does not correctly recognise. This is a violation of the end-to-end principle. Secondary causes include inflexibility in endpoint implementations of protocols.
Link aggregationIn computer networking, link aggregation is the combining (aggregating) of multiple network connections in parallel by any of several methods. Link aggregation increases total throughput beyond what a single connection could sustain, and provides redundancy where all but one of the physical links may fail without losing connectivity. A link aggregation group (LAG) is the combined collection of physical ports. Other umbrella terms used to describe the concept include trunking, bundling, bonding, channeling or teaming.
RandomnessIn common usage, randomness is the apparent or actual lack of definite pattern or predictability in information. A random sequence of events, symbols or steps often has no order and does not follow an intelligible pattern or combination. Individual random events are, by definition, unpredictable, but if the probability distribution is known, the frequency of different outcomes over repeated events (or "trials") is predictable. For example, when throwing two dice, the outcome of any particular roll is unpredictable, but a sum of 7 will tend to occur twice as often as 4.