This document provides an overview of the lessons and content covered in Module 3 of an online coding curriculum. It outlines four lessons on variables, strings, and networks/the internet. The lessons introduce key concepts like variables, data types, strings, methods, and network protocols. They include warm-up activities, gameplay in the coding game Ozaria to reinforce concepts, and extension activities. The document provides guidance for teachers on preparing for and teaching the lessons, which combine presentation of concepts with hands-on practice and checkpoints for student understanding.
This document discusses prosthodontic procedures and complications in posterior quadrants. It covers topics such as exam and workup, selection of implants, platform switching, abutment selection, provisional restorations, and new technologies like shape memory sleeve abutments. Key points addressed include that no implant design has been proven superior for marginal bone loss, and custom abutments offer better control of margins and occlusal thickness than prefabricated abutments. New technologies aim to simplify procedures and improve retrievability of restorations.
The document discusses different types of money throughout history. Commodity money derives its value from the underlying commodity like gold, while fiat money is backed by government decree rather than a physical good. Characteristics of good forms of money include durability, portability, divisibility, and recognizability. As payment systems evolved, paper money and checks replaced coins for many transactions, though checks are typically used just once while currency continues circulating. Since 1971, most currencies are fiat and not convertible to commodities, relying instead on trust between individuals.
The Bangladesh Bank is the central bank of Bangladesh, established in 1971 in Dhaka. It formulates monetary policy, regulates banks and foreign exchange, issues currency, and maintains the country's foreign reserves. In 2016, hackers stole $101 million from Bangladesh Bank's account at the Federal Reserve Bank of New York by issuing fraudulent SWIFT payment instructions.
The document discusses principles for choosing good names in code. It recommends that names be pronounceable, avoid encodings, be intention-revealing, and use a ubiquitous language. It provides examples of good and bad variable names and explains why names like "sVal" are bad because they don't convey meaning on their own. The document emphasizes that names are important because they promote understanding of code when read aloud or by others on a team.
This document discusses designing classes in object-oriented programming. It begins by introducing the CoffeeReceipt class to represent coffee sales receipts, with fields for the coffee type, price per pound, and weight. It defines the CoffeeReceipt constructor and shows examples. Next, it discusses defining a cost method to calculate the total cost from those fields. The cost method template accesses the fields via the this keyword and multiplies price per pound by weight. Finally, it shows testing the cost method. In summary, the document provides an example of designing a class to model a problem domain and adding a method to perform relevant calculations on the class fields.
The document provides an introduction to the Java programming language. It discusses what computer programs and programming languages are, and how Java programs are compiled into bytecode that can run on any machine with a Java interpreter. It then covers basic Java concepts like variables, primitive data types, operators, and object-oriented programming principles. The document includes examples of writing a simple Java program to output "Hello World" and explanations of core Java topics to help new programmers learn the language.
This document summarizes key concepts from a coding lesson including hashes, classes, variables scopes (global, instance, class), inheritance, and overriding methods. It discusses defining classes, creating objects, using methods, and accessing variables. Inheritance allows a class to inherit attributes and behaviors from a parent class. Derived classes can override methods from the parent class. The super keyword can call the parent method implementation.
Root cause of community problem for this discussion, you will issusere73ce3
The document describes an assignment to implement a machine learning algorithm called nearest neighbor to classify iris plant types based on sepal and petal measurements. The algorithm learns from labeled training examples and classifies new unlabeled examples based on which training example it is closest to, where closeness is determined by calculating the distance between all attribute values. The program is required to load training and test data, classify each test example by finding the closest training example, compare the predicted and true labels, and calculate classification accuracy.
This document discusses prosthodontic procedures and complications in posterior quadrants. It covers topics such as exam and workup, selection of implants, platform switching, abutment selection, provisional restorations, and new technologies like shape memory sleeve abutments. Key points addressed include that no implant design has been proven superior for marginal bone loss, and custom abutments offer better control of margins and occlusal thickness than prefabricated abutments. New technologies aim to simplify procedures and improve retrievability of restorations.
The document discusses different types of money throughout history. Commodity money derives its value from the underlying commodity like gold, while fiat money is backed by government decree rather than a physical good. Characteristics of good forms of money include durability, portability, divisibility, and recognizability. As payment systems evolved, paper money and checks replaced coins for many transactions, though checks are typically used just once while currency continues circulating. Since 1971, most currencies are fiat and not convertible to commodities, relying instead on trust between individuals.
The Bangladesh Bank is the central bank of Bangladesh, established in 1971 in Dhaka. It formulates monetary policy, regulates banks and foreign exchange, issues currency, and maintains the country's foreign reserves. In 2016, hackers stole $101 million from Bangladesh Bank's account at the Federal Reserve Bank of New York by issuing fraudulent SWIFT payment instructions.
The document discusses principles for choosing good names in code. It recommends that names be pronounceable, avoid encodings, be intention-revealing, and use a ubiquitous language. It provides examples of good and bad variable names and explains why names like "sVal" are bad because they don't convey meaning on their own. The document emphasizes that names are important because they promote understanding of code when read aloud or by others on a team.
This document discusses designing classes in object-oriented programming. It begins by introducing the CoffeeReceipt class to represent coffee sales receipts, with fields for the coffee type, price per pound, and weight. It defines the CoffeeReceipt constructor and shows examples. Next, it discusses defining a cost method to calculate the total cost from those fields. The cost method template accesses the fields via the this keyword and multiplies price per pound by weight. Finally, it shows testing the cost method. In summary, the document provides an example of designing a class to model a problem domain and adding a method to perform relevant calculations on the class fields.
The document provides an introduction to the Java programming language. It discusses what computer programs and programming languages are, and how Java programs are compiled into bytecode that can run on any machine with a Java interpreter. It then covers basic Java concepts like variables, primitive data types, operators, and object-oriented programming principles. The document includes examples of writing a simple Java program to output "Hello World" and explanations of core Java topics to help new programmers learn the language.
This document summarizes key concepts from a coding lesson including hashes, classes, variables scopes (global, instance, class), inheritance, and overriding methods. It discusses defining classes, creating objects, using methods, and accessing variables. Inheritance allows a class to inherit attributes and behaviors from a parent class. Derived classes can override methods from the parent class. The super keyword can call the parent method implementation.
Root cause of community problem for this discussion, you will issusere73ce3
The document describes an assignment to implement a machine learning algorithm called nearest neighbor to classify iris plant types based on sepal and petal measurements. The algorithm learns from labeled training examples and classifies new unlabeled examples based on which training example it is closest to, where closeness is determined by calculating the distance between all attribute values. The program is required to load training and test data, classify each test example by finding the closest training example, compare the predicted and true labels, and calculate classification accuracy.
This document provides an introduction to machine learning. It discusses how children learn through explanations from parents, examples, and reinforcement learning. It then defines machine learning as programs that improve in performance on tasks through experience processing. The document outlines typical machine learning tasks including supervised learning, unsupervised learning, and reinforcement learning. It provides examples of each type of learning and discusses evaluation methods for supervised learning models.
CIS 1403 Lab 2- Data Types and VariablesHamad Odhabi
This lab aims to develop the student knowledge and skills data types, required memory storage for each data type, selection of appropriate data types, naming variables, This lab aims to develop the student knowledge, and skills in identifying the appropriate data-types for variables, calculate the required memory storage for each data type, naming variables, casting of data types, and mathematic operations, the casting of data types, and arithmetic operations.
This document discusses hashes, classes, and object-oriented programming in Ruby. It provides examples of creating hashes, adding and accessing elements in hashes, and iterating over hashes. It also discusses defining classes, initializing classes with attributes, creating objects from classes, and calling methods on class objects. The homework is to write a Player class for a simple game where players take turns attacking or healing each other.
CPAP.com Introduction to Coding: Part 1johnnygoodman
This document provides an introduction to coding concepts. It discusses storing values in variables and data types like strings and integers. Key coding concepts covered include comments, running code, comparisons, arrays, and if/else statements. The document outlines what future sessions will cover, including loops, classes, methods, connecting to databases, and using other people's code.
Oops concepts variables and How to handle variable in testingNILESH SAWARDEKAR
In this article, we will see. What is variables. Variables play very important role in any software development. In this article, tester can learn how to handle variables.
1. The document discusses various ways of creating custom data types in programming languages, including enumerated types, named constants, and arrays. It provides guidelines and examples of creating enumerated types, using named constants, and properly utilizing arrays.
2. Creating custom data types through techniques like enumerated types and typedefs can make code more readable, reliable, and modifiable. It allows one to centralize type definitions for easier maintenance.
3. Guidelines are provided for creating enumerated types, using named constants, properly utilizing arrays, and defining custom data types. Examples are given in languages like C, C++, Pascal, and Ada.
SI is supplemental instruction led by Caleb Peacock to help develop study skills. Variables are used to store and reference values in code. There are different data types like integers, floats, and strings. Variables must start with a letter or underscore and can include numbers and underscores but no spaces. Constant variables store fixed values in all caps. Comments describe code and are preceded by #. Basic math operations and mixing data types were demonstrated. The input function prompts users for input values stored in variables.
The document provides an overview of a Python programming presentation on the Joy of Computing with Python. It discusses why programming is important, the importance of clear instructions, and introduces concepts like Scratch and loops. The presentation is split into 8 weeks, with topics covered including crowd computing, genetic algorithms, searching and sorting algorithms, recursion, and simulations of games like snakes and ladders and the lottery.
This document summarizes an R boot camp focusing on statistics. It includes an agenda that covers introducing the lab component, R basics, descriptive statistics in R, revisiting installation instructions, and measures of variability in R. Descriptive statistics are presented as ways to characterize data through measures of central tendency, shape, and variability. Examples are provided in R for calculating the mean, median, mode, range, percentiles, variance, standard deviation, and coefficient of variation. The central limit theorem and standardizing scores are also discussed. Real-world applications of R for clean and messy data are mentioned.
More information, visit: http://www.godatadriven.com/accelerator.html
Data scientists aren’t a nice-to-have anymore, they are a must-have. Businesses of all sizes are scooping up this new breed of engineering professional. But how do you find the right one for your business?
The Data Science Accelerator Program is a one year program, delivered in Amsterdam by world-class industry practitioners. It provides your aspiring data scientists with intensive on- and off-site instruction, access to an extensive network of speakers and mentors and coaching.
The Data Science Accelerator Program helps you assess and radically develop the skills of your data science staff or recruits.
Our goal is to deliver you excellent data scientists that help you become a data driven enterprise.
The right tools
We teach your organisation the proven data science tools.
The right hands
We are trusted by many industry leading partners.
The right experience
We've done big data and data science at many clients, we know what the real world is like.
The right experts
We have a world class selection of lecturers that you will be working with.
Vincent D. Warmerdam
Jonathan Samoocha
Ivo Everts
Rogier van der Geer
Ron van Weverwijk
Giovanni Lanzani
The right curriculum
We meet twice a month. Once for a lecture, once for a hackathon.
Lectures
The RStudio stack.
The art of simulation.
The iPython stack.
Linear modelling.
Operations research.
Nonlinear modelling.
Clustering & ensemble methods.
Natural language processing.
Time series.
Visualisation.
Scaling to big data.
Advanced topics.
Hackathons
Scrape and mine the internet.
Solving multiarmed bandit problems.
Webdev with flask and pandas as a backend.
Build an automation script for linear models.
Build a heuristic tsp solver.
Code review your automation for nonlinear models.
Build a method that outperforms random forests.
Build a markov chain to generate song lyrics.
Predict an optimal portfolio for the stock market.
Create an interactive d3 app with backend.
Start up a spark cluster with large s3 data.
You pick!
Interested?
Ping us here. signal@godatadriven.com
Java is an object-oriented programming language developed by Sun Microsystems to be small, simple, and portable across platforms. It uses classes and objects, inheritance, interfaces, and packages. A class is a template that defines objects, which are instances of a class. Inheritance allows classes to inherit attributes and behaviors from parent classes. Interfaces define behaviors without implementations. Packages organize related classes.
The document outlines the agenda and objectives for a math class. It includes:
1) Reviewing homework on dividing fractions and discussing place value of decimals.
2) Practicing naming place values for decimals and converting fractions to decimals.
3) Taking notes on turning fractions into decimals and rounding decimals. Videos and practice problems are provided to reinforce these concepts.
This guide provides a refresher on basic computer programming concepts without using a specific programming language. It defines key terms like variables, which represent values that can change throughout a program, and statements, which are the smallest standalone elements a computer can understand. It also explains functions and methods as named sets of instructions that can be reused, and parameters as values passed into functions. Finally, it outlines different data types like integers, doubles, strings, and booleans that variables can take on to store different kinds of values.
Variables are used to store information in C# and are labeled with a name. There are different variable types like string, bool, float, and int. Variables must be declared with the type and name. Common variable types in games include player, transform, animator, and float for things like score and health. Challenges involve creating variables of different types for items, calculating tips, and averaging quiz grades. Additional practice resources are provided.
The document discusses probabilistic modeling in deep learning. It will cover:
1. What probabilistic modeling means and why it is useful.
2. How probabilistic modeling can be used to build more robust models, models with predefined properties, models without overfitting, and infinite ensembles of models.
3. Examples of how probabilistic modeling provides wider opportunities than empirical modeling by allowing the modeling of distributions and uncertainties rather than just point estimates. This includes using probabilistic modeling with deep RNNs to predict distributions over cycle lengths based on user state time series.
The document describes the order of presentation for a group project. Etukudo Andy will introduce the project and order of presentation. Adewumi Ezekiel will present on the numerical data project and contribution. Fajuko Micheal will run the program and discuss contribution. Finally, Afia Kennedy will provide the conclusion and link the project to previous lectures, discussing contribution.
A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
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Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
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This document summarizes an R boot camp focusing on statistics. It includes an agenda that covers introducing the lab component, R basics, descriptive statistics in R, revisiting installation instructions, and measures of variability in R. Descriptive statistics are presented as ways to characterize data through measures of central tendency, shape, and variability. Examples are provided in R for calculating the mean, median, mode, range, percentiles, variance, standard deviation, and coefficient of variation. The central limit theorem and standardizing scores are also discussed. Real-world applications of R for clean and messy data are mentioned.
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The right hands
We are trusted by many industry leading partners.
The right experience
We've done big data and data science at many clients, we know what the real world is like.
The right experts
We have a world class selection of lecturers that you will be working with.
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Nonlinear modelling.
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Scaling to big data.
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Webdev with flask and pandas as a backend.
Build an automation script for linear models.
Build a heuristic tsp solver.
Code review your automation for nonlinear models.
Build a method that outperforms random forests.
Build a markov chain to generate song lyrics.
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Start up a spark cluster with large s3 data.
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Interested?
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This guide provides a refresher on basic computer programming concepts without using a specific programming language. It defines key terms like variables, which represent values that can change throughout a program, and statements, which are the smallest standalone elements a computer can understand. It also explains functions and methods as named sets of instructions that can be reused, and parameters as values passed into functions. Finally, it outlines different data types like integers, doubles, strings, and booleans that variables can take on to store different kinds of values.
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2. Before you teach. . .
You may want to prepare the following before you implement this module in your
classroom:
❏ Make a copy of the slides if you’d like to revise or adapt them
for your classroom
❏ Use the teacher dashboard to check student progress.
❏ Review Concept Check activities
❏ Navigate to Independent Practice slides to:
❏ Unlock specific modules and levels as necessary
❏ Review extension activities and have activity links ready to
share
❏ Try out some practice levels on your own
❏ Review the solution guide
3. How to teach a lesson. . .
❏ Use the first section of the lesson slides (up to Independent
Practice slide) to introduce the new concept for that lesson
❏ If applicable, watch any Cutscene videos as a whole class to
introduce the story line
❏ Extension Activities are found in the speaker notes of the
Independent Practice slide. You can use them to differentiate
pacing for fast finishers or for students who need reinforcement.
❏ Have students independently play through the suggested levels
on the Independent Practice slide
❏ This section which will also include Cinematics and
Concept Checks
❏ Use the Check-In section as an opportunity for students to
reflect on what they have learned in the lesson
4. Table of Contents
● Lesson 1: Introduction to Variables
○ Extension Activity: Variable Stories with Numbers
● Lesson 2: Variables with Strings & Methods
○ Extension Activity: Variable Stories with Methods
Lessons
● Lesson 3: Networks and the Internet: Breaking Down and
Transmitting Data
● Lesson 4: Networks and the Internet: Network Protocols
Explorations
● Standards Alignment
● Materials & Resources
Additional Resources
6. What did we learn last time?
-What’s the difference between
syntax bugs and logic bugs?
-What are some strategies you
used to help debug your code?
-What did we do in Ozaria?
9. Variables
Variables are a way for us to keep
track of information in our code, such
as numbers and words.
Variable: The box is like a variable. It can hold
or store something that you can take out and use
whenever you need it.
Value: The number of coins in the box is the
value of the variable.
Variable Name: You label the box to
remember what kind of value it’s storing. When
you use a lot of variables, you will want to use
names to keep track of them.
Value
Variable
Name
coins = 3
10. Variables
What kind of information do you need to track every day? How can they be stored as
variables?
password = “L33tCodez” teamOneScore = 6
teamTwoScore = 21
OzariaFlightNumber = “E83”
11. Numbers & Variables
There are different types of numbers that can be stored by variables.
Integers
A whole number that
is not a fraction or
decimal
100
4
-2
2663
Floats
A number that has
decimals
-1.8
2.3
36.33
-0.5574
Numbers
Any number
100
4
-2
2663
-1.8
2.3
36.33
-0.5574
13. Story Builder
Our Variables
● age =
● name =
● vegetable =
● float =
● year =
● integer =
Once upon a time, there was a [age] old astronaut named
[name].
[name] lived on the planet [vegetable], which was
[float] light years away from Earth.
In the year [year], [name] decided to visit Earth. [name]
brought [integer] bags of space [vegetable] chips to
share with the Earthlings.
When [name] arrived on Earth, the Earthlings loved the
space [vegetable] chips and built a statue in [name]’s
honor.
All hail, [name]!
14. Programming Tips
We are always looking for new ways to make our code faster, efficient, and error proof.
We achieve this with structured programming.
Structured programming uses reusable
elements, like variables, to make a
program clearer and easy to update.
With regular programming, although it
requires less planning ahead, a program
is prone to errors and hard to update.
Structured
Regular
steps = 2
hero.moveRight(steps)
hero.moveDown()
hero.moveLeft(steps)
steps = 2
hero.moveRight(2)
hero.moveDown()
hero.moveLeft(2)
15. Concept Check: Variables
Variable
a way to store information in our
program so we can use it later
Name
Value
we give each variable a name so we can
keep track of different ones
the information that you store inside a
variable that you can change over and over
again
In this example, what part of the image is the variable, the name, and the value?
Pencils
17. Independent Practice
Play Ozaria
Start Chapter 2 with Cinematic: The Moon Dancers and stop
after you finish Practice Level: Old Time is still a-flying
Extension Activity: Variable Stories with Numbers
Use the link provided by your teacher to complete this
Activity.
Need Help?
Always try it once & try using the troubleshooting guide first. If you
still need help after that, then reach out to a classmate or the
teacher.
19. What did you discover?
Chapter 2, Module 3, Lesson 1
What I did:
-How far did you get in Ozaria? What was your favorite part?
What I noticed:
-What did you notice as you played through the game?
-Did you discover or learn something new?
What was challenging?
-Was something confusing about the story or the levels?
-Do you need more practice on a specific part of the code or the
game?
21. What did we learn last time?
-What are variables?
-What are the different types of
numbers you can store in
variables?
-How did you use variables in
Ozaria?
-Where did you go in Ozaria?
24. Variables
Variables are a way for us to keep
track of information in our code, such
as numbers and words.
Variable: The box is like a variable. It can hold
or store something that you can take out and use
whenever you need it.
Value: The number of coins in the box is the
value of the variable.
Variable Name: You label the box to
remember what kind of value it’s storing. When
you use a lot of variables, you will want to use
names to keep track of them.
Value
Variable
Name
coins = 3
25. Strings
Strings are a series of characters that can be numbers, letters, and more! Strings are a
type of data that can be stored in variables.
password = “St#ngs&Codez” “Capella” favoriteFood = “I like popcorn!”
26. 123 Cabbage Lane
Why Use Strings?
Strings help you keep track of important information such as names, addresses, and more!
You can store strings inside variables so you can easily access them in your code.
Let’s say you have a string that lists the address to your home:
“123 Cabbage Lane,Moon Village,NY 10054 USA”
That’s a lot to type each time you want to use that information
in your code. Instead, you can store the string in a variable:
home = “123 Cabbage Lane,Moon Village,NY 10054
USA”
Now, you only have to type in the string variable name (home)
whenever you need to use the address in your code:
hero.goTo(home)
27. Why Use Strings?
Using string variables also makes it easy to change the strings.
You might create a character with pink hair and brown eyes whose name is Carmen.
name = “Carmen”
hair = “pink”
eyes = “brown”
name = “Julie”
hair = “blue”
eyes = “brown”
If you store all of this information as string variables in your program, then you can
change them at any time by just reassigning the variable.
28. Concept Check: Strings
Strings
Sort the data! Which ones are strings? Which ones are integers? Which ones are variable
names?
3342
Integers Variable Names
“1246” name
10,423
“l33t”
steps
“steps”
“name”
“Hello, world!”
1337
friend
helloWorld l33t
29. Methods with Information
Some methods return different kinds of information such as strings or numbers. You can
store that information into a variable.
The method finds the friend
that is nearest to the hero
nearFriend = findNearestFriend()
1
2
The method returns that
friend’s name as a string.
For example: “Capella”
You can store that string
inside a variable. Now,
nearFriend has the value
“Capella”
3
30. Concept Check: Story Builder
Our Variables
● age = myAge()
● name = myName()
● song =
● food = myFavoriteFood()
● number =
31. Story Builder
Our Variables
● age = myAge()
● name = myName()
● song =
● food =
myFavoriteFood()
● number =
Once upon a time, there was a [age] year old coder named
[name].
[name] liked to hum the song [song] while coding. It was
so annoying that their teammates would throw [food] until
[name] would stop singing.
Still, [name] was the best coder on the team and could
write [number] lines of code every day. Maybe [song] was
[name]’s secret power?
No one will ever know.
33. Independent Practice
Play Ozaria
Start with Cinematic: Variables and Strings and
stop after you finish Cinematic: Xing’chen
Extension Activity: Variable Stories with Methods
Use the link provided by your teacher to complete this
activity.
Need Help?
Always try it once & try using the troubleshooting guide first. If you
still need help after that, then reach out to a classmate or the
teacher.
35. What did you discover?
Chapter 2, Module 3, Lesson 2
What I did:
-How far did you get in Ozaria? What was your favorite part?
What I noticed:
-What did you notice as you played through the game?
-Did you discover or learn something new?
What was challenging?
-Was something confusing about the story or the levels?
-Do you need more practice on a specific part of the code or the
game?
36. Module 3, Lesson 3
Explorations
Networks and the Internet:
Breaking Down and
Transmitting Data
37. How do you use the internet on a day-to-day basis?
How do you think the internet works?
Visually interpret this.
Recall how storing
data has helped you in Ozaria.
Networks and the Internet
38. 38
Network, Node & Packets
A network is a set of interconnected computers that share information or resources. Each
computer in a network is called a node and the bits if information sent over networks are
known as packets.
Node
bits of information sent
over networks
a computer in a network of
other computer
Packets
New
Node
New
Node
39. 39
Distributed & Centralized Networks
Networks can be structured in different ways.
Programming, information, and data in the
network are spread out across multiple
nodes
All users connect to a central server that
communicates to all other devices on
the network
Distributed Centralized
40. 1. With your classmates create a centralized
network.
1. One person must be the “server node”.
1. Everyone else will be a “client node”.**
1. Client nodes must send their information
through the central node.
**Note: all nodes will have a secret number. These nodes
will drop off when their number is called.
Explore
Centralized
Server
Node
Client
Node
41. 1. With your classmates create a distributed
network.
1. Everyone will be a “client node”.**
1. Client nodes must send their information
through the 4-5 people closest to them.
**Note: all nodes will have a secret number. These nodes
will drop off when their number is called.
Explore
Distributed
Client
Node
Client
Node
43. Module 3, Lesson 4
Explorations
Networks and the Internet:
Network Protocols
44. Networks and the Internet
Recall what we have already learned about networks.
What are the basic building blocks of a network?
What do these basic components represent?
What are some examples of how Networks are
structured?
45. What is a Protocol?
A protocol is a standard set of rules that
allow electronic devices to communicate
with each other. These rules include:
● what type of data may be transmitted
● what commands are used to send and
receive data
● how data transfers are confirmed.
46. What is a Protocol?
You can think of a protocol as a spoken language. Each
language has its own rules and vocabulary. If two
people share the same language, they can
communicate effectively. Similarly, if two hardware
devices support the same protocol, they can
communicate with each other, regardless of the
manufacturer or type of device. For example, an Apple
iPhone can send an email to an Android device using a
standard mail protocol.
47. Why Do We Need Protocols?
Devices need to communicate with each
other.
For example, a printer needs to send
messages to a computer telling it that it
has run out of paper or that it is ready
to print, while a computer needs to
send the data it wants to print to the
printer.
48. Why Do We Need Protocols?
Computers need to send data between
themselves, too, so that, for example,
email can be exchanged, and the Internet
can function.
When two devices want to successfully
communicate, they must agree to follow
some rules about the way they will do it.
These are known as protocols.
49. What are some of the things we use the Internet for?
Visiting Web
Pages Sending
Emails
Transferring Files
Streaming
Media
Each task has one
or more protocols
associated with it
51. Acronym Full name Purpose
DHCP Dynamic Host
Configuration Protocol
Used to assign IP addresses to clients on a network
DNS Domain Name System Used to translate human-friendly domain names to IP
addresses
HTTP Hypertext Transfer
Protocol
Used to transfer web pages between web servers and web
browsers across the internet
HTTPS Hypertext Transfer
Protocol Secure
Same as HTTP, but the data is encrypted so that it
remains private
SMTP Simple Mail Transfer
Protocol
Used when an email application (like Microsoft Outlook or
Gmail) wants to send an email. Emails are sent and
delivered by email servers across the internet.
Types of Protocols
52. DNS – Domain Name System
The Domain Name System servers share the
task of keeping track of all of the mappings of
IP addresses to domain names across the
internet.
It is like the phonebook of the internet.
Humans use domain names (like
www.apple.com) to look up information, but
computers need to know the IP address (like
212.58.249.215) to find the information.
DNS
52
53. HTTP– Hypertext Transfer Protocol
HTTP
53
Hypertext transfer protocol is used for retrieving
information from remote servers across the World
Wide Web. It is primarily used to access web pages,
but is the protocol behind many apps too.
A web browser (e.g. Chrome, Safari, etc.) requests a
resource from a web server. The server responds with
the requested resource and any other linked resources
(e.g. Cascading Style Sheets, JavaScript, or images).
54. HTTPS – Hypertext Transfer Protocol (Secure)
HTTPS
54
The secure version of HTTP (HTTPS) gathers all of
the requested information in an encrypted data
stream so that only the web browser and web
server can see the contents of the information.
HTTPS ensures that sensitive information, such as
bank account numbers, credit card numbers,
social security numbers, etc. can’t be intercepted
by anyone other than the intended receiver.
55. SMTP – Simple Mail Transfer Protocol
SMTP
55
This is the protocol used for sending email over the
Internet. Your email client (such as Gmail, Outlook,
or Mac OS X Mail) uses SMTP to send a message to
the mail server, and the mail server uses SMTP to
relay that message to the correct receiving mail
server.
Basically, SMTP is a set of commands that allow the
transfer of electronic mail.
56. Remember, a network protocol is a set of rules that:
● Determine how information is transmitted between
devices
● Set out what order the exchange should happen in
● Determine what users should do if they encounter an
error
Work in groups to ‘create’ your own protocol.
Make sure that it meets the requirements and restrictions.
Link to Activity
Activity: Create your own protocol
56
58. CSTA Standards Alignment
Algorithms & Programming
-1A-AP-10: Develop programs with sequences and simple loops, to express ideas or address a problem.
-1B-AP-09: Create programs that use variables to store and modify data.
-1B-AP-11: Decompose (break down) problems into smaller, manageable subproblems to facilitate the program
development process.
-1B-AP-15: Test and debug (identify and fix errors) a program or algorithm to ensure it runs as intended.
-2-AP-11: Create clearly named variables that represent different data types and perform operations on their values.
-2-AP-13: Decompose problems and subproblems into parts to facilitate the design, implementation, and review of
programs.
Networks and the Internet
-1B-NI-04: Model how information is broken down into smaller pieces, transmitted as packets through multiple devices
over networks and the Internet, and reassembled at the destination.
-2-NI-04: Model the role of protocols in transmitting data across networks and the Internet.
59. Common Core State Standards
Reading: Informational Text
-CCSS.ELA-LITERACY.RI.6.10/CCSS.ELA-LITERACY.RI.7.10/: By the end of the year, read and comprehend literary nonfiction
in the grades 6-8 text complexity band proficiently, with scaffolding as needed at the high end of the range.
-CCSS.ELA-LITERACY.RI.8.10: By the end of the year, read and comprehend literary nonfiction at the high end of the
grades 6-8 text complexity band independently and proficiently.
Writing
-CCSS.ELA-LITERACY.W.6.6: Use technology, including the Internet, to produce and publish writing as well as to interact
and collaborate with others; demonstrate sufficient command of keyboarding skills to type a minimum of three pages in
a single sitting.
-CCSS.ELA-LITERACY.W.6.10/CCSS.ELA-LITERACY.W.7.10/CCSS.ELA-LITERACY.W.8.10: Write routinely over extended time
frames (time for research, reflection, and revision) and shorter time frames (a single sitting or a day or two) for a range
of discipline-specific tasks, purposes, and audiences.
-CCSS.ELA-LITERACY.W.7.4/CCSS.ELA-LITERACY.W.8.4: Produce clear and coherent writing in which the development,
organization, and style are appropriate to task, purpose, and audience.
Speaking & Listening
-CCSS.ELA-LITERACY.SL.6.1/CCSS.ELA-LITERACY.SL.7.1/CCSS.ELA-LITERACY.SL.8.1: Engage effectively in a range of
collaborative discussions (one-on-one, in groups, and teacher-led) with diverse partners on grade 6-8 topics, texts, and
issues, building on others' ideas and expressing their own clearly.
60. Common Core State Standards
Math: Expressions & Equations
-CCSS.MATH.CONTENT.6.EE.B.6: Use variables to represent numbers and write expressions when solving a real-world or
mathematical problem; understand that a variable can represent an unknown number, or, depending on the purpose at
hand, any number in a specified set.
-CCSS.MATH.CONTENT.7.EE.B.4: Use variables to represent quantities in a real-world or mathematical problem, and
construct simple equations and inequalities to solve problems by reasoning about the quantities.