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Sending Binary Messages With the Internet Simulator

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Sending Binary Messages With the Internet Simulator

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This is the first version of the Internet simulator. You could set the wire to A or B, binary options, and you and your partner would have to read it at the right time to receive the right message. This can cause complications in getting the message across. You are never really sending a message- you only set the wire and use a protocol to read it at the right time.

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You are now sending binary numbers instead of A and B, and you are sending messages to another person rather than setting the wire. You need to communicate with your partner the bits per chunk that you use, so that each chunk has the same number of bits in it. If you don't, the messages won't be communicated properly, as the binary numbers will be split in weird places. Partners still needed to make a protocol to send the coordinates correctly to make the picture, even though they didn't have to make a translation into another language. Bandwidth now comes into consideration, as your messages can only be so large. Latency is a bigger problem in this simulator, as the messages take time to get to the other person and the computer needs to prepare for this.

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This time you are trying to use binary to send text back and forth between partners. You can now set the bit rate at whatever you want, so you can send messages at a different rates than before. You still need to communicate what bits per chunk you use, and you also need to make protocol to turn the decimals into letters in order to communicate text. ASCII is a good language to do this in, as this is the standard method for communicating with binary. Now you can send any message you want!

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Binary: a thing or question with only two states.
Protocol: A set of rules used to communicate the information properly and respectfully- the directions used to complete the task.

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Bits Per Chunk: How many bits are in a piece of the message. Determines if 100111 is 39 or 100 111, which is 4 7.
Bit: One unit of binary info, like a singular 1 or 0. Messages are made up of these.
Bandwidth: The maximum rate of data transfer across a given path.
Latency: The delay from you telling the computer to send the data and when the computer begins this transfer.

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Bit rate: How many bits are sent per second.
ASCII: American Standard Code for Information Interchange. It's what we transfer in and out of binary in order to talk others using code.

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Both people receive the messages that one person sends. You can no longer change the bit rate or the bits per chunk, and the computer will automatically translate the information into ASCII. You still need protocol to play battleship so that you can send the messages efficiently and that you're indicating the right person, as everyone in the room receives the message. This is abstraction, which allowed for more efficiency when completing your objective.

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Abstraction: Taking essential parts of the message your are sending and only sending that. You're only sending enough for the other person to understand with the already defined protocol, and this increases efficiency when sending messages and lowers the number of bits you need to send.

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In this internet simulator, messages are only delivered to one person, which is indicated by the IP Address you put in your message. The message will get dropped if you enter an incorrect IP Address. While you can see the IP Addresses of all the people on your router, you can also talk to people on other routers- you just need to ask them for their IP Address. This simulator keeps track of more things, like the uptime, queued packets, memory use, throughput, routed packets and routed data.

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When you click on log browser, you can see all of the activity going in and out of your browser. Anything that has been sent to anyone or was sent by anyone can be seen here. This would be the only way that someone your message wasn't intended to get to would be able to see it. You can even see what messages got dropped, and from there you can figure out why it got dropped.

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IP Address: The special number that all devices get. This helps other computers get information to those devices.
Routers: Hold several devices, and when a message reaches a router gives it to the receiver. Connects devices to the internet and other devices, allowing them to communicate. Routers direct the messages.

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You are still sending messages through your router to another person using their IP Address, but you now have to send your message in small chunks called packets. The packets can get out of order or dropped completely for no good reason. One has to make protocol to label each of the packets so that the receiving people know the order of the messages and whether any got dropped. We made TCP to do that for people- it makes sure all packets get there and puts them in the right order. This network redundancy makes sure that everyone gets everything they want and need from the internet.

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Packets: Little chunks of information that make it easier for the messages to get across computers faster. Make up a single message and can take different routes to get to the receiver.
Network Redundancy: Having multiple systems set up to prevent failure to deliver the messages.
TCP: Transmission Control Protocol, it makes sure that all the packets get to receiver and are in the right order. It's a big part in Network Redundancy.

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This simulator is similar, but now each server has its own DNS. You can ask the DNS for the IP address,, and you can then use that to communicate with other computers. You can only see the username of computers on your browser, so you can only get their IP Addresses. As long as you write the IP Address correctly messages don't get dropped because you have TCP. You can't log the browser in this simulator. The DNS doesn't save IP Addresses in this simulator, but it does in the real internet. The DNS will not find the IP Address if you type in the username incorrectly.

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DNS: Domain Name System. Converts URL into IP Addresses so that the internet can send you to the right computer.