Client-Server Communication Model
- Networking Fundamentals & OSI Model
- TCP/IP Model
- Network Topologies
- IP Addressing & Subnetting
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- Switching Concepts
- Transport Layer Protocols (TCP & UDP)
- Application Layer Protocols
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- Ethernet Protocol
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- ICMP Protocol
- Unicast, Multicast, Broadcast and Anycast
- Proxy Servers
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- Quality of Service (QoS)
- Software-Defined Networking (SDN)
- HTTP/2 and HTTP/3 Overview
- 5G and Mobile Networks
- IoT Networking Basics
- VoIP Networking Basics
A Pattern Behind Nearly All Networked Software
The client-server model describes a simple division of roles: a server offers a service and waits for requests, while a client initiates requests to make use of that service. This pattern, at its core, underlies the vast majority of networked applications.
The Server's Role
- Runs continuously, waiting (listening) for incoming requests.
- Can typically handle requests from many different clients at once.
- Owns and manages the actual resource or service being provided - a database, a set of files, a game's shared state.
The Client's Role
- Initiates the connection or request whenever it needs something.
- Typically doesn't need to be constantly available - it only exists to make requests when the user actually wants something.
- Depends entirely on the server actually being available to respond.
A Simple Request-Response Exchange
Client ---- "Give me the current weather for London" ----> Server
Client <----------- "18°C, cloudy" ------------------------ ServerWhy One Server Can Serve Many Clients
A single web server, for example, simultaneously handles requests from potentially millions of different browsers around the world - each client's request is handled independently, generally without needing to know anything about any other client currently connected to that same server.
A Contrasting Model: Peer-to-Peer
Not every networked application follows this model - peer-to-peer systems instead let every participant act as both a client and a server simultaneously, without one single, centralized, always-available server - a fundamentally different architecture built for a different set of trade-offs.