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Wired and wireless networks (1.3) GapFill
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Networks make use of many different types of hardware to connect devices, including routers, switches, NICs and WAPs. Routers send data ; switches connect devices on a single network and identify where to send data by using the of the connected devices; NICs allow devices to and a WAP allows devices to connect to the network .
As well as using different types of device, networks can also differ in how the devices communicate with each other. One way that devices can be configured is as a client-server network, in which a central server communicates with every client device on the network. Another commonly used arrangement is a network, where devices communicate directly with each other and can act as both clients and servers. As all data on a client-server network passes through the server, client-server networks can be made more secure than peer-to-peer networks, although this also means that if the server in a client-server network fails, the entire network will fail.
A is a type of network used to connect devices (and smaller networks) across large geographical areas. One example of this type of network is the Internet, which uses IP addresses to identify devices when transferring data. IP addresses are hard for people to remember, and so are also used as a way for people to be able to easily read and remember how to access devices (often servers hosting web pages) on the Internet. These can be converted to IP addresses by sending a request to a server.
The performance of a network is affected by its bandwidth , its latency and . The transmission medium used greatly affects bandwidth, latency and error frequency. For example, fibre-optic cabling copper cabling as it transmits data at the speed of light. It also has a lower error frequency as the individual wires in a fibre-optic cable do not cause electrical interference with each other. As a result of the wires not interfering with each other, a higher bandwidth because a cable can use more wires to transmit more data per second.