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Drupady [299]
2 years ago
11

In a block of addresses we know the IP address of one host is Roll no. Roll no. Roll no. Roll no./20.What is the first address a

nd the last address of this block? Find the number of addresses in the block?
Hint: if your roll no is 33 then your ip address will look like this: 33.33.33.33/20
Computers and Technology
1 answer:
lesya [120]2 years ago
7 0

Answer:

If there’s one topic that trips people up (both new and experienced) in the networking industry, it is that of Subnetting.

One of the reasons this happens is that one has to perform (mental) calculations in decimal and also binary. Another reason is that many people have not had enough practice with subnetting.

In this article, we will discuss what Subnetting is, why it came about, its usefulness, and how to do subnetting the proper way. To make this article as practical as possible, we will go through many examples.

Note: While subnetting applies to both IPv4 and IPv6, this article will only focus on IPv4. The same concepts explained here can be applied to IPv6. Moreover, subnetting in IPv6 is more of a want rather than a necessity because of the large address space.

IP address network

For example, any traffic with a destination IP address of 192.168.1.101 will be delivered to PC1, while traffic addressed to 192.168.1.250 will be delivered to SERVER.

Note: This is an oversimplification of things just for understanding sake and refers to Unicast (one-to-one) IPv4 addresses. Traffic sent to Multicast (one-to-many) and Broadcast (one-to-all) IP addresses can be delivered to multiple devices. Also, features like Network Address Translation (NAT) allow one IP address to be shared by multiple devices.

To help your understanding of IP addresses and subnetting, you need to resolve the following fact in your head: Computers think in binary, that is, 0s and 1s. Therefore, even though we see an IP address represented like 192.168.1.250, it is actually just a string of bits – 32 bits in total for IPv4 addresses.

To make them more readable for humans, IPv4 addresses are represented in dotted decimal notation where the 32 bits are divided into 4 blocks of 8 bits (also known as an octet), and each block is converted to a decimal number.

For example, 01110100 in binary is 116 in decimal:

A unicast IPv4 address such as 192.168.1.250 can be divided into two parts: Network portion and Host ID. So what does this mean? Well, IPv4 addresses were originally designed based on classes: Class A to Class E. Multicast addresses are assigned from the Class D range while Class E is reserved for experimental use, leaving us with Class A to C:

Class A: Uses the first 8 bits for the Network portion leaving 24 bits for host IDs. The leftmost bit is set to “0”.

Class B: Uses the first 16 bits for the Network portion leaving 16 bits for host IDs. The two leftmost bits are set to “10”.

Class C: Uses the first 24 bits for the Network portion leaving 8 bits for host IDs. The three leftmost bits are set to “110”.

Note: The range of Class A is actually 1-126 because 0.x.x.x and 127.x.x.x are reserved.

With these classes, a computer/device can look at the first three bits of any IP address and determine what class it belongs to. For example, the 192.168.1.250 IP address clearly falls into the Class C range.

Looking at the Host ID portion of the classes, we can determine how many hosts (or number of individual IP addresses) a network in each class will support. For example, a Class C network will ideally support up to 256 host IDs i.e. from 00000000 (decimal 0) to 11111111 (decimal 255). However, two of these addresses cannot be assigned to hosts because the first (all 0s) represents the network address while the last (all 1s) represents the broadcast address. This leaves us with 254 host IDs. A simple formula to calculate the number of hosts supported

Explanation: Final answer is Start address: 192.168.58.0 + 1 = 192.168.58.1

End address: 192.168.58.16 – 2 = 192.168.58.14

Broadcast address: 192.168.58.16 – 1 = 192.168.58.15

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A___________is a collection of computer software, typically malicious, designed to enable access to a computer or an area of its
Molodets [167]

Answer: rootkit

Explanation:

Hi, A rootkit is a collection of computer software, typically malicious, designed to enable access to a computer or an area of its software that is not otherwise allowed (for example, to an unauthorized user) and often masks its existence or the existence of other software.

A rootkit provides continued privileged access to a computer while hiding its presence. Because of this hiding characteristic it is very difficult to detect.

Once a rootkit has been installed, it allows someone to have total remote control of a computer and do things such as files executions and system changes.

4 0
3 years ago
Consider a single-platter disk with the following parameters: rotation speed: 7200 rpm; number of tracks on one side ofplatter:
horsena [70]

Answer:

Given Data:

Rotation Speed = 7200 rpm

No. of tracks on one side of platter = 30000

No. of sectors per track = 600

Seek time for every 100 track traversed = 1 ms

To find:

Average Seek Time.

Average Rotational Latency.

Transfer time for a sector.

Total Average time to satisfy a request.

Explanation:

a) As given, the disk head starts at track 0. At this point the seek time is 0.

Seek time is time to traverse from 0 to 29999 tracks (it makes 30000)

Average Seek Time is the time taken by the head to move from one track to another/2

29999 / 2 = 14999.5 ms

As the seek time is one ms for every hundred tracks traversed.  So the seek time for 29,999 tracks traversed is

14999.5 / 100 = 149.995 ms

b) The rotations per minute are 7200

1 min = 60 sec

7200 / 60 = 120 rotations / sec

Rotational delay is the inverses of this. So

1 / 120 = 0.00833 sec

          = 0.00833 * 100

          = 0.833 ms

So there is  1 rotation is at every 0.833 ms

Average Rotational latency is one half the amount of time taken by disk to make one revolution or complete 1 rotation.

So average rotational latency is: 1 / 2r

8.333 / 2 = 4.165 ms

c) No. of sectors per track = 600

Time for one disk rotation = 0.833 ms

So transfer time for a sector is: one disk revolution time / number of sectors

8.333 / 600 = 0.01388 ms = 13.88 μs

d)  Total average time to satisfy a request is calculated as :

Average seek time + Average rotational latency + Transfer time for a sector

= 149.99 ms + 4.165 ms + 0.01388 ms

= 154.168 ms

4 0
2 years ago
List 2 end to end test commands. <br><br> Will mark Brainliest!!
Delvig [45]

Answer:

ibm pll

Explanation:

4 0
2 years ago
Use C++:
AveGali [126]

Answer:

result = pow(10,5);

Explanation:

A complete code in C++ with the necesary header file for the math class is given below:

#include <iostream>

//import the header file to use the power function

#include<cmath>

using namespace std;

int main()

{

   double base = 10.0;

   double result;

  //Use Power function to raise base to power of 5

   result = pow(10,5);

   //print out the result

   cout<<result;

   return 0;

}

5 0
2 years ago
Which of the following statements is FALSE?
ICE Princess25 [194]

Complicated faces and shapes are more easily remembered in games.

Thus, the correct option is C.

<h3>What is a game?</h3>

A game is a systematic kind of play that is typically done for enjoyment or fun, though it can also be used as a teaching tool.

A lot of games are also regarded as works of art. Sometimes people play games only for fun, while other times they play for recognition or reward.

Every game has participants, goals, a set of rules, and feedback. A game is what these things put together to make it.

A game's objectives, rules, difficulty level, and interactivity are crucial elements.

There are several reasons why people engage in mind games, but the main one is typically to exert control or authority over another individual.

Learn more about the games, here:

brainly.com/question/3863314

#SPJ1

3 0
1 year ago
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