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Data Comm Lab

This document provides information about a lab experiment on computer networking fundamentals using Packet Tracer software. The objectives are to understand client-server and peer-to-peer network setups, identify device and network configuration settings, construct networks in Packet Tracer, test data sharing and transmission times, and compare network types. The apparatus is desktop computers and Packet Tracer software. The document then provides background theory on network types, designs, protocols, and technologies before describing specific setup and testing procedures for client-server and peer-to-peer networks in the lab experiment.

Uploaded by

Sasi Tharen
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
117 views

Data Comm Lab

This document provides information about a lab experiment on computer networking fundamentals using Packet Tracer software. The objectives are to understand client-server and peer-to-peer network setups, identify device and network configuration settings, construct networks in Packet Tracer, test data sharing and transmission times, and compare network types. The apparatus is desktop computers and Packet Tracer software. The document then provides background theory on network types, designs, protocols, and technologies before describing specific setup and testing procedures for client-server and peer-to-peer networks in the lab experiment.

Uploaded by

Sasi Tharen
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 14

PROGRAMME DIPLOMA IN ELECTRONIC ENGINEERING (COMMUNICATION)

COURSE
DEP50033: DATA COMMUNICATION AND NETWORKING.
CODE

TITLE COMPUTER NETWORK FUNDAMENTAL USING PACKET TRACER


SOFTWARE (LAB 4)
LECTURER
PUAN. FAZIDA BT ADLAN
NAME

NAME MATRIC NUMBER


SASITHAREN A/L SANGKAR 08DEP17F2010

1
TABLE OF CONTENTS

NO CONTENT

1.0 TITLE

2.0 OBJECTIVE

3.0 APPARATUS

4.0 THEORY
4.1 CLIENT SERVER NETWORKS
4.2 INTRODUCTION TO PEER TO PEER NETWORKS
4.3 SWITCH AND HUB
4.4 PACKET TRACER SOFTWARE

5.0 PROCEDURE

6.0 RESULTS

7.0 DISCUSSION

8.0 CONCLUSION

9.0 REFERENCE

2
1.0 TITLE: COMPUTER NETWORK FUNDAMENTAL USING PACKET TRACER
SOFTWARE.

2.0 OBJECTIVE:
i. Understand Client/server and P2P network setup and device.
ii. Identify the type of cables, computer setting and IP setting for each network.
iii. Construct a networks using appropraite apparatus in the software.
iv. To test the ability if the network to share and send data.
v. Measure and compare the RTT (Round Trip Time) using PING Utility Test.
vi. Describe the correlation between type, behaviour and abilities of each networks.

3.0 APPARATUS:
i. Desktop

ii. Packet tracer software

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4.0 THEORY
In the world of computers, networking is the practice of linking two or more computing devices
together for the purpose of sharing data. Networks are built with a mix of computer hardware
and computer software. Area Networks Networks can be categorized in several different ways.
One approach defines the type of network according to the geographic area it spans. Local area
networks (LANs), for example, typically reach across a single home, whereas wide area
networks (WANs), reach across cities, states, or even across the world. The Internet is the
world's largest public WAN. Network Design Computer networks also differ in their design.
The two types of high-level network design are called client-server and peer-to-peer. Client-
server networks feature centralized server computers that store email, Web pages, files and or
applications. On a peer-to-peer network, conversely, all computers tend to support the same
functions. Client-server networks are much more common in business and peer-to-peer
networks much more common in homes. A network topology represents its layout or structure
from the point of view of data flow. In so-called bus networks, for example, all of the computers
share and communicate across one common conduit, whereas in a star network, all data flows
through one centralized device. Common types of network topologies include bus, star, ring
and mesh. Network Protocols In networking, the communication language used by computer
devices is called the protocol. Yet another way to classify computer networks is by the set of
protocols they support. Networks often implement multiple protocols to support specific
applications. Popular protocols include TCP/IP, the most common protocol found on the
Internet and in home networks. Wired vs Wireless Networking Many of the same network
protocols, like TCP/IP, work in both wired and wireless networks. Networks with Ethernet
cables predominated in businesses, schools, and homes for several decades. Recently, however,
wireless networking alternatives have emerged as the premier technology for building new
computer networks.

4.1 CLIENT SERVER NETWORKS


The term client-server refers to a popular model for computer networking that utilizes client
and server devices each designed for specific purposes. The client-server model can be used
on the Internet as well as local area networks (LANs). Examples of client-server systems on
the Internet include Web browsers and Web servers, FTP clients and servers, and DNS. Client
and Server Devices Client/server networking grew in popularity many years ago as personal
computers (PCs) became the common alternative to older mainframe computers. Client devices
are typically PCs with network software applications installed that request and receive
information over the network. Mobile devices as well as desktop computers can both function
as clients. A server device typically stores files and databases including more complex
applications like Web sites. Server devices often feature higher-powered central processors,
more memory, and larger disk drives than clients. Client-Server Applications The client-server
model distinguishes between applications as well as devices. Network clients make requests to
a server by sending messages, and servers respond to their clients by acting on each request
and returning results. One server generally supports numerous clients, and multiple servers can
be networked together in a pool to handle the increased processing load as the number of clients
grows. A client computer and a server computer are usually two separate devices, each
customized for their designed purpose. For example, a Web client works best with a large

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screen display, while a Web server does not need any display at all and can be located anywhere
in the world. However, in some cases a given device can function both as a client and a server
for the same application. Likewise, a device that is a server for one application can
simultaneously act as a client to other servers, for different applications. [Some of the most
popular applications on the Internet follow the client-server model including email, FTP and
Web services. Each of these clients features a user interface (either graphic- or text-based) and
a client application that allows the user to connect to servers. In the case of email and FTP,
users enter a computer name (or sometimes an IP address) into the interface to set up
connections to the server. Local Client-Server Networks Many home networks utilize client-
server systems without even realizing it. Broadband routers, for example, contain DHCP
servers that provide IP addresses to the home computers (DHCP clients). Other types of
network servers found in home include print servers and backup servers. Client-Server vs Peer-
to-Peer and Other Models The client-server model was originally developed to allow more
users to share access to database applications. Compared to the mainframe approach, client-
server offers improved scalability because connections can be made as needed rather than being
fixed. The clientserver model also supports modular applications that can make the job of
creating software easier. In so-called "two-tier" and "three-tier" types of client-server systems,
software applications are separated into modular pieces, and each piece is installed on clients
or servers specialized for that subsystem. Client-server is just one approach to managing
network applications The primary alternative, peer-to-peer networking, models all devices as
having equivalent capability rather than specialized client or server roles. Compared to client-
server, peer to peer networks offer some advantages such as more flexibility in growing the
system to handle large number of clients. Client-server networks generally offer advantages in
keeping data secure.

4.2 INTRODUCTION TO PEER TO PEER NETWORKS


Peer to peer is an approach to computer networking where all computers share equivalent
responsibility for processing data. Peer-to-peer networking (also known simply as peer networking)
differs from client-server networking, where certain devices have responsibility for providing or
"serving" data and other devices consume or otherwise act as "clients" of those servers.
Characteristics of a Peer Network Peer to peer networking is common on small local area networks
(LANs), particularly home networks. Both wired and wireless home networks can be configured as
peer to peer environments. Computers in a peer to peer network run the same networking protocols
and software. Peer networks are also often situated physically near to each other, typically in homes,
small businesses or schools. Some peer networks, however, utilize the Internet and are geographically
dispersed worldwide. Home networks that utilize broadband routers are hybrid peer to peer and
client-server environments. The router provides centralized Internet connection sharing, but file,
printer and other resource sharing is managed directly between the local computers involved. Peer to
Peer and P2P Networks Internet-based peer to peer networks emerged in the 1990s due to the
development of P2P file sharing networks like Napster. Technically, many P2P networks (including the
original Napster) are not pure peer networks but rather hybrid designs as they utilize central servers
for some functions such as search. Peer to Peer and Ad Hoc Wi-Fi Networks Wi-Fi wireless networks
support so-called ad hoc connections between devices. Ad hoc Wi-Fi networks are pure peer to peer
compared to those utilizing wireless routers as an intermediate device. Benefits of a Peer to Peer
Network You can configure computers in peer to peer workgroups to allow sharing of files, printers

5
and other resources across all the devices. Peer networks allow data to be shared easily in both
directions, whether for downloads to your computer or uploads from your computer. On the Internet,
peer to peer networks handle a very high volume of file sharing traffic by distributing the load across
many computers. Because they do not rely exclusively on central servers, P2P networks both scales
better and are more resilient than client-server networks in case of failures or traffic bottlenecks [1].

Figure 1: Peer-to-peer vs client/server

4.3 SWITCH AND HUB


switch / hub is a device that brings together the network cables from each workstation, server,
or other device. Usually hub-shaped box with a flip-flop lamp used cafe or office network to
connect a LAN cable (RJ45). although it actually switch and hub are different.
Switch is a hardware device that allows the distribution of packet data between computers in a
network and be able to identify network topologies in many layers so that the packet data can
be directly to the destination.
Hub is a simple network devices. Hubs do not manage the flow of data in the network path, so
each packet of data that passes through the Hub will be sent (broadcast) to all the ports that are
up to the data packet to its destination. It can make the hub into collisions and slow down the
network. (Hubs are also commonly known as repeaters)
Hub and Switch the difference lies on how the packet data / information sent to them are
processed. When data is entered or come to the Hub, Hub will take this data and will be
transmitting it to each computer connected to the network.
But that's not the switch, he will receive the data, and will only send it to the computer receiving
the data concerned.
Switch will cut the use of your network bandwidth usage significantly, especially when we
have a network with many computers and all busy to send and receive data at the same time.
Another advantage is that data switches will be more secure from data theft by sniffer.

6
Switch and Hub actually has the same function, because by using one of which we still can
make the Network Computer, but the use of switches will be faster than a network hub,
especially if we have a very large[2].

4.4 PACKET TRACER SOFTWARE


is a cross-platform visual simulation tool designed by Cisco Systems that allows users to
create network topologies and imitate modern computer networks. The software allows users
to simulate the configuration of Cisco routers and switches using a simulated command line
interface. Packet Tracer makes use of a drag and drop user interface, allowing users to add and
remove simulated network devices as they see fit. Packet Tracer allows students to design
complex and large networks, which is often not feasible with physical hardware, due to costs.
Packet Tracer is commonly used by CCNA Academy students, since it is available to them for
free. However, due to functional limitations, it is intended by CISCO to be used only as a
learning aid, not a replacement for Cisco routers and switches. The application itself only has
a small number of features found within the actual hardware running a current Cisco
IOS version. Thus, Packet Tracer is unsuitable for modelling production networks. It has a
limited command set, meaning it is not possible to practice all of the IOS commands that might
be required. Packet Tracer can be useful for understanding abstract networking concepts, such
as the Enhanced Interior Gateway Routing Protocol by animating these elements in a visual
form. Packet Tracer is also useful in education by providing additional components, including
an authoring system, network protocol simulation and improving knowledge an assessment
system[3].

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5.0 PROCEDURE:
Lab: Build a simple LAN using Switch/Hub
1. In the previous lab we have been able to add devices PC (personal computer). Now we add
3 PCs.

Figure 2: 3 PC (personal computer) added in worksheet

2. One switch device was inserted in worksheet.

Figure 3: Switch-PT

3. Hub device was inserted in worksheet.

Figure 4: Hub-PT

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Figure 5: Component are assembled

Figure 6: Cable design

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4. Each different IP address was assigned to each PC respectively.

Figure 7: IP address (198.168.2.1) of PC0

Figure 8: IP address (198.168.2.2) of PC1

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Figure 9: IP address (198.168.2.3) of PC2

5. The connection was tested by adding a “a simple PDU” tool in the right side of the worksheets.

Figure 10: Simple PDU tool


6. The connection were made from PC0 to PC1, PC0 to PC2 and PC1 to PC2
7. The connection was successful, and a message appeared at the lower right corner of the software.
8. Real time reading of the connection was also tested.

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6.0 RESULTS:

Figure 11: Message showing successful connection

Figure 12: Real time connection message

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7.0 DISCUSSION:
In this lab, we learn we build a simple LAN using switch and hub. A LAN connects computers
over a relatively short distance, allowing them to share data, files, and resources. A network
switch (also called switching hub, bridging hub, officially MAC bridge) is networking
hardware that connects devices on a computer network by using packet switching to receive
and forward data to the destination device.
A network switch is a multiport network bridge that uses MAC addresses to forward data at
the data link layer (layer 2) of the OSI model. Some switches can also forward data at the
network layer (layer 3) by additionally incorporating routing functionality. Such switches are
commonly known as layer-3 switches or multilayer switches.
First of all, we added switch in the worksheet. A switch is a device that connects other devices
and manages node-to-node communication within a network, ensuring data packets reach their
ultimate destination. While a router sends information between networks, a switch sends
information between nodes in a single network. Then we addded a hub into the worksheet. Hub
is a common connection point for devices in a network. A hub contains multiple ports. When
a packet arrives at one port, it is copied to the other ports so that all segments of the LAN can
see all packets. Then, we added three computer icons at worksheet. Auto connections was
clicked to give connections between PC0, PC1 and PC2. Each PC0, PC1 and PC2 was assigned
IP addresses as following:
PC0
IP address: 192.168.2.1
PC1
IP address: 192.168.2.2
PC2
IP address: 192.1682.3
Other than that, the connection was tested by adding a “simple PDU” tool in the right side of
the worksheets. In telecommunications, a protocol data unit (PDU) is a single unit of
information transmitted among peer entities of a computer network. A PDU is composed of
protocol specific control information and user data. In the layered architectures of
communication protocol stacks, each layer implements protocols tailored to the specific type
or mode of data exchange. The connections were made from PC0 to PC1, PC0 to PC2 and PC1
to PC2. We observed traffic moving through the network. Click the Auto Capture / Play button
and watch the traffic move through the network and notice the PDUs populating the Simulation
Panel Event List. Click the Auto Capture / Play button again to stop the simulation. The
connection was successful, and a message appeared at the lower right corner of the software.
The results were recorded.

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8.0 CONCLUSION:
At end of this lab, I have learn to construct a LAN and WLAN and related data
communication and networking equipment systematically in doing data transmission. We
also tested the ability if the network to share and send data. We also measured and compare
the RTT (Round Trip Time) using PING Utility Test. RTT is typically measured using a ping
— a command-line tool that bounces a request off a server and calculates the time taken to
reach a user device. There are some factors which influence RTT. For eaxmple, Distance.
The length a signal has to travel correlates with the time taken for a request to reach a server
and a response to reach a browser. Next, transmission medium, is the medium used to route a
signal. Example, copper wire, fiber optic cables. This can impact how quickly a request is
received by a server and routed back to a user. Finally, we described the correlation between
type, behaviour and abilities of each networks.

9.0 REFERENCE:
[1] https://www.scribd.com/doc/38212875/Fundamental-Computer-Networks-Concepts
[2] http://computer-unu.blogspot.com/2012/01/build-lan-with-switch-hub-packet-tracer.html
[3] https://en.wikipedia.org/wiki/Packet_Tracer
[4] https://en.wikipedia.org/wiki/Network_switch
[5] https://en.wikipedia.org/wiki/Protocol_data_unit
[6] https://static-course-
assets.s3.amazonaws.com/I2PT/en/course/files/3.1.1.3%20Packet%20Tracer%20-
%20Explore%20Network%20Functionality%20Using%20PDUs.pdf
[7] https://www.imperva.com/learn/performance/round-trip-time-rtt/

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