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Networking from scratch

How any network works, for readers starting from zero: nodes, links and protocols; bits and the signals that carry them; speed versus delay; packets, headers and addresses; layers, devices and topologies; sharing a medium; and how errors are caught and fixed. It is the first sheet of Networking; the web's view of the same stack (latency budgets, IP addressing, DNS, TCP, TLS, HTTP) is in Communication networks.

What a network is

A network is a set of nodes (devices that send, receive or pass on data) joined by links (anything that carries a signal: a copper cable, a glass fiber, a radio channel), working by shared protocols: rules for the format and order of messages and for what to do when one is lost, garbled or unexpected. A host (or end system) is a node that runs applications, such as a phone, laptop or server; switches and routers are nodes that only pass data along.

The postal system is a fair first model:

Network ideaPostal or road analogyExample
Hosta house that sends and receives letterslaptop, phone, server
Switch, routera sorting office at a junctionhome router, ISP router
Linka road between two placesEthernet cable, fiber, Wi-Fi channel
Packeta letter: envelope (header) plus contents (payload)a 1500-byte IP packet
Addressthe street address on the envelopeIP address
Protocolthe rules: address here, stamp there, return if undeliverableEthernet, IP, TCP
Routingchoosing which roads to takeOSPF inside a network, BGP between networks
Congestiona jam: letters pile up at a sorting officefull queues in a router

Where the analogy breaks: a router copies bits onward and forgets them in microseconds, a lost packet is simply sent again, and packets of one message may take different roads.

ScaleSpanTypical technology
PAN (personal area network)a few meters around one personBluetooth, USB
LAN (local area network)a home, office or buildingEthernet, Wi-Fi
MAN (metropolitan)a cityfiber rings, fixed wireless
WAN (wide area)countries and continentsleased fiber, submarine cables, satellites
The internetthe worldtens of thousands of independent networks joined by BGP

The internet is a network of networks: each operator runs its own autonomous system, and they agree how to reach each other. That part is in Autonomous systems & BGP.

Information as bits

A bit is a single choice between two values, written 0 and 1. Everything a network carries is first turned into bits by an encoding: the letter A is 01000001 in ASCII and UTF-8, an uncompressed pixel is three bytes (red, green, blue), and telephone-quality voice is 8,000 samples a second of 8 bits each, 64,000 bits per second.

UnitSizeWhere you see it
bit (b)0 or 1link speeds: bits per second
byte (B), octet8 bitsfile and packet sizes; standards say "octet"
kb/s, Mb/s, Gb/s10³, 10⁶, 10⁹ bits per seconddecimal: 1 Gb/s is 1,000,000,000 bit/s
KiB, MiB, GiB2¹⁰, 2²⁰, 2³⁰ bytesbinary units in some storage tools
1 Gb/s125 MB/sdivide bits by 8, before any overhead
hexadecimaltwo digits per byte: 0x41 = 0100 0001MAC addresses, packet dumps

Worked example: a 5 GB video over a 100 Mb/s connection is 5 × 8 = 40 Gb, and 40 Gb ÷ 0.1 Gb/s = 400 s, about 7 minutes, plus a few percent for headers.

From bits to signals

A signal is a physical quantity that changes over time to carry information: voltage on copper, the brightness of light in a fiber, or the amplitude, frequency or phase of a radio wave. The sender turns bits into a signal (line coding on cables, modulation of a carrier on radio and optics) and the receiver samples the signal at the right instants and decides which value it saw. To know when to sample, the receiver recovers the sender's clock from the edges (level changes) in the signal, so a good code never goes long without an edge.

bits NRZ high = 1 Manchester edge every bit ← receiver sender the signal moves this way: ← Manchester (IEEE 802.3): 1 = low→high mid-bit, 0 = high→low

The same bits in two line codes. NRZ's run of zeros has no edges to keep the receiver's clock in step; Manchester always has one, at the cost of changing twice as fast.
CodeRuleStrengthWeaknessUsed by
NRZ (non-return to zero)high = 1, low = 0simplest, one bit per levellong runs have no edges; the average voltage driftsserial ports (UART), inside chips
NRZIa 1 flips the level, a 0 keeps itpolarity doesn't matterruns of 0s still have no edgesUSB 1 and 2 (with bit stuffing), 100BASE-FX
Manchesteran edge mid-bit: 1 = low→high, 0 = high→low (IEEE 802.3)self-clocking, no average driftneeds twice the signaling rate10BASE-T Ethernet
MLT-3steps through −, 0, +, 0; a 1 moves one steplowers the signal's frequencyneeds a block code for edges100BASE-TX
PAM-4, PAM-5, PAM-164, 5 or 16 voltage levels2 or more bits per symbollevels sit closer, so noise hurts more100G optics (PAM4), 1000BASE-T (PAM-5), 10GBASE-T

Block codes guarantee edges by sending a few extra bits: 4B/5B (100BASE-TX, 25% extra), 8b/10b (1000BASE-X, SATA, early PCIe, 25%) and 64b/66b (10 Gb/s Ethernet and faster, about 3%).

The symbol rate (in baud) counts how many times per second the line takes a new symbol (a level, a pulse, a radio state). The bit rate is the symbol rate × bits per symbol, and a code with M distinct symbols carries log₂(M) bits each. Raising bits per symbol is how links get faster without more bandwidth; noise sets the ceiling, as Radio fundamentals explains.

LinkSignalingSymbol rateBit rate
10BASE-TManchester, two half-bit levels per bit20 M level changes per second at most10 Mb/s
100BASE-TX4B/5B + MLT-3, one pair each way125 Mbaud100 Mb/s
1000BASE-TPAM-5, 2 data bits per symbol, 4 pairs at once125 Mbaud per pair4 × 125 M × 2 = 1 Gb/s
100GBASE-DRPAM4 light, 2 bits per symbol53.125 Gbaud106.25 Gb/s on the line, 100 Gb/s of data after coding and FEC

Bandwidth, throughput and latency

  • Bandwidth has two meanings. To radio and electrical engineers it is the width of a frequency range in hertz (a 20 MHz Wi-Fi channel). To everyone else it is a link's maximum bit rate (a 1 Gb/s port). More hertz allows more bits per second, which is why the word stuck to both.
  • Throughput is the rate you actually achieve end to end, after sharing, protocol overhead and retransmissions. Goodput counts only useful application bytes.
  • Latency (delay) is the time a bit takes to get from sender to receiver. RTT (round-trip time) is there and back, which is what a request and its reply cost.
  • Jitter is the variation in delay from packet to packet. Calls and games feel it; a playout buffer smooths it by adding delay.
  • Loss is the share of packets that never arrive: full queues, corrupted frames, radio fades.
DelayCauseFormulaExample: one 1500-byte packet
Transmission (serialization)pushing every bit onto the linksize ÷ link rate12,000 bits ÷ 100 Mb/s = 120 µs; 1.2 µs at 10 Gb/s
Propagationthe signal travelingdistance ÷ signal speedfiber ≈ 200,000 km/s = 5 µs per km; 1,000 km = 5 ms
Processinga device reads headers and looks up the next hopdevice-dependentmicroseconds per hop in hardware
Queuingwaiting behind other packets in a bufferdepends on load0 when idle; 100 packets ahead at 100 Mb/s = 12 ms
One 1500-byte packet over 1,000 km of fiber at 100 Mb/s
  transmission   12,000 bit / 100,000,000 bit/s   = 0.12 ms
  propagation    1,000 km × 5 µs/km               = 5 ms
  processing     10 routers × ~10 µs              ≈ 0.1 ms
  queuing        idle network                     ≈ 0
  one way                                         ≈ 5.2 ms
Same packet at 10 Gb/s: transmission 0.0012 ms, total ≈ 5.1 ms
A 1 GB file at 100 Mb/s: 8,000,000,000 bit / 10^8 = 80 s

Faster links shrink transmission delay but not propagation: past a few hundred Mb/s, distance and queues dominate for small transfers, while big transfers are still limited by the rate. Most switches and routers store and forward: they receive a whole frame before sending it on, so the transmission delay is paid again at every hop. ITU-T G.114 suggests keeping one-way delay for voice under about 150 ms. RTT tables between cities and the bandwidth-delay product are in Communication networks.

Circuit switching and packet switching

In circuit switching the network reserves a path, and a fixed share of every link on it, before any data flows, and holds it until the call ends. The classic telephone network did this: each call was a 64 kb/s channel, and 24 of them were interleaved in a 1.544 Mb/s T1 line (30 voice channels in a 2.048 Mb/s E1 outside North America). Capacity is guaranteed, but silence wastes it.

In packet switching data is cut into packets, each carrying its destination, and every router forwards each packet on its own. Links are shared by whoever has packets to send at that instant (statistical multiplexing). The idea came from Paul Baran and Donald Davies in the 1960s and became the ARPANET and then the internet.

A B A B Circuit switching a path reserved for the whole call Packet switching each packet finds its own way fixed rate, no queuing, but silence still holds the line links shared by everyone, so queues, reordering, loss

A circuit is a reserved pipe. Packets share every link and are routed one by one, so they can take different paths and arrive out of order.
Circuit switchingPacket switching
Setupbefore any data (dial tone, ringing)none: just send
Capacityfixed and guaranteed per callshared; you get what is free right now
Delayconstantvaries with queues (jitter)
Idle timewastedused by others
A link failsthe call dropstraffic is rerouted
Good forconstant-rate streamsbursty traffic: a web page is a burst, then silence
Examplesold telephone network, SONET/SDH channelsthe internet, Ethernet, 4G/5G data and voice

Virtual circuits sit in between: a path is set up once and packets follow it, as in MPLS label-switched paths inside carrier networks. Most phone calls today travel as packets (VoIP, VoLTE, Wi-Fi calling).

Packets, headers and encapsulation

A packet is a header (addresses, length, the type of what follows, sequence numbers, a checksum) plus a payload (the data), sometimes with a trailer after it. Each layer of the stack wraps the unit it gets from the layer above in its own header: encapsulation. Only the matching layer on the far side reads that header, so each layer can change without the others noticing.

Application HTTP Transport TCP Internet IP Link Ethernet sender Application HTTP Transport TCP Internet IP Link Ethernet receiver physical layer: copper, fiber or radio 0110 1011 0010 1110 1001 0001 … data message: the app's data TCP data segment: TCP header + message IP TCP data packet: IP header + segment Eth IP TCP data FCS frame: Ethernet header + packet + FCS Eth IP TCP data FCS frame in: check FCS, strip Ethernet IP TCP data packet: read IP header, strip it TCP data segment: TCP checks order, strips it data message delivered to the app

1/9

The app (a browser, say) hands its data to the transport layer. An HTTP request is just bytes at this point.

LayerUnitWhat the header addsHeader size
Applicationmessagee.g. an HTTP request line and headersvaries
Transportsegment (TCP), datagram (UDP)ports, sequence and acknowledgment numbers, window, checksumTCP 20–60 bytes, UDP 8
Internetpacketsource and destination IP, hop limit (TTL), protocol, lengthIPv4 20–60, IPv6 40
Linkframedestination and source MAC, EtherType; FCS trailerEthernet 14 + 4 (+4 with a VLAN tag)
Physicalbits, symbolspreamble for clock sync, idle gap8 + 12 bytes on Ethernet
Full-size TCP/IPv4 packet on Ethernet: bytes on the wire
  preamble + SFD        8
  Ethernet header      14
  IPv4 header          20
  TCP header           20   (32 with the usual timestamps)
  payload            1460
  FCS                   4
  interframe gap       12
  total              1538   -> 1460 / 1538 = 94.9%
So a 1 Gb/s link carries at most ≈ 949 Mb/s of TCP payload.

The MTU (maximum transmission unit) is the largest packet a link carries in one frame, 1500 bytes on standard Ethernet. A larger IPv4 packet is split into fragments or dropped; IPv6 routers never fragment and send back an ICMP "packet too big" instead. Common sizes are in Communication networks.

Addresses and names

IdentifierLayerSizeScopeAssigned byExample
MAC addresslink48 bitsone local link (a LAN)the maker (first 24 bits name the vendor), or random per network on phones3c:22:fb:12:34:56
IP addressinternet32 bits (IPv4), 128 bits (IPv6)the whole internet, or private behind NATthe network: DHCP, IPv6 autoconfiguration, or by hand192.0.2.10, 2001:db8::10
Porttransport16 bits (0–65535)one hostthe program or OS; 0–1023 are well known443 (HTTPS), 22 (SSH), 53 (DNS)
Domain nameapplicationup to 253 charactersglobalregistrars and DNS operatorsexample.com

In postal terms the name is who you write to, the IP address is the street address, the port is the apartment number, and the MAC address is the label on each mailbox on one street, used only for the last stretch.

Glue protocolMapsHow
DNSname → IP addressask a resolver; see DNS
ARP (IPv4), NDP (IPv6)IP address → MAC on the local linkbroadcast "who has 192.0.2.1?"; the owner replies
DHCPgives a new host an IP, subnet, default router and DNS serverbroadcast when joining a network
NATmany private addresses ↔ one public address and porthome routers, carrier-grade NAT

IP addresses stay the same from end to end (unless NAT rewrites them), while MAC addresses change at every hop, because each link puts the packet in a new frame. Packet journey follows one request through all of this; address ranges and prefixes are in IP addressing.

Layer models

Networks are built in layers: each one offers a service to the layer above and uses the one below. A browser doesn't care whether its packets ride Wi-Fi or fiber, and Wi-Fi doesn't care whether it carries a web page or a video call. Two models name the layers.

7 Application HTTP, DNS, SSH · message 6 Presentation encoding, compression 5 Session sessions (TLS, roughly) 4 Transport TCP, UDP, QUIC · segment · port 3 Network IPv4, IPv6 · packet · IP address 2 Data link Ethernet, Wi-Fi · frame · MAC 1 Physical copper, fiber, radio · bits Application Transport Internet Link OSI: 7 layers TCP/IP: 4 examples · unit · address OSI is the vocabulary ("layer 2", "layer 7"); TCP/IP is what runs
People say 'layer 2' and 'layer 7' from OSI, but the internet runs the four-layer TCP/IP stack.
TCP/IP layerJobPromise
Linkmove a frame across one link (a cable or one radio hop)detects corrupted frames; Wi-Fi also retries; no global addresses
Internetmove a packet across many networks to the destinationbest effort: may drop, duplicate or reorder
Transportconnect two programsTCP: reliable, ordered byte stream with congestion control; UDP: ports and a checksum only
Applicationgive the bytes meaningHTTP, DNS, SMTP, SSH, and so on

The end-to-end principle keeps the middle of the internet simple: routers just forward packets, and reliability, ordering and security are handled by the two hosts. The full protocol-by-layer table is in Communication networks.

Network devices

DeviceLayerWhat it doesDecides by
Repeater, hub1regenerates bits; a hub repeats every bit out of every portnothing: it doesn't read frames
Bridge, switch2forwards each frame only toward the port where the destination is; learns addresses by itselfdestination MAC
Router3forwards packets between networks using a routing tabledestination IP
Modem1modulates bits onto the provider's medium (phone line, coax, radio) and back—
ONT1–2the fiber "modem" in a home on a passive optical network—
Access point (AP)2bridges Wi-Fi clients onto the wired LANMAC
Firewall3–7allows or blocks traffic by rulesaddresses, ports, connection state, content
Load balancer4 or 7spreads connections across serversports, or HTTP details
Home "router"1–7router + switch + Wi-Fi AP + DHCP server + NAT + firewall in one box, sometimes with the modem tooall of the above
  • A collision domain is the set of devices whose transmissions can collide: every port on a hub shares one; each switch port is its own.
  • A broadcast domain is the set of devices that receive each other's broadcasts (ARP, DHCP): a switch passes broadcasts to all ports, a router stops them. VLANs split one switch into several broadcast domains, as Wired networks shows.

Topologies

A topology is the shape of the connections. The physical topology is how the cables or radio links run; the logical topology is how data actually flows. A hub wired as a star behaves like a bus, and a PON's fiber tree behaves like a broadcast bus downstream.

Bus one shared cable early Ethernet Ring pass it around Token Ring, SONET Star all to a center Ethernet, Wi-Fi Mesh many paths internet core Tree stars of stars offices, campuses
Real networks mix these: a home is a star, a campus is a tree of stars, and the internet core is a partial mesh.
TopologyHowStrengthWeaknessSeen in
Busevery node taps one shared cablecheap, little cableone break or babbling node stops everyoneearly coax Ethernet (10BASE5, 10BASE2), CAN bus in cars
Ringeach node passes data to the nextpredictable timinga break cuts the ring unless there's a second oneToken Ring, SONET/SDH rings (switch over in under 50 ms)
Starevery node to a central switch or APeasy to add, fault stays on one cablethe center is a single point of failureEthernet LANs, Wi-Fi
Meshmany nodes linked to many otherssurvives failures, many pathsa full mesh needs n(n−1)/2 links: 45 for 10 nodesinternet backbone, Wi-Fi mesh, Thread and Zigbee
Treestars joined by uplinksscales and is easy to manageupper links carry everything below themoffices, campuses, cable TV plant

Building networks shows how these combine in homes, offices and data centers.

Sharing a medium

Radio, coax and some fiber are shared media: one channel, many transmitters. If two send on the same frequency at the same moment, the signals add up and both are garbled (a collision). Multiple access methods decide who may send when. Some divide the channel up front; others let stations contend and recover from collisions.

f time TDMA take turns in time e.g. GSM, PON upstream A B C D f time FDMA own frequency band e.g. FM radio, 1G phones A B C D f time CDMA own code, same band e.g. 3G (UMTS), GPS A + + + + B + − + − C + + − − D + − − +

Three ways to split one channel: by time, by frequency, or by code.
MethodIdeaAnalogyUsed in
FDMA (frequency division)each sender gets its own bandstations on a radio dialFM and AM broadcast, 1G phones; WDM in fiber, by wavelength
TDMA (time division)each sender gets repeating time slotstaking turns to speakGSM (8 slots per 200 kHz carrier), PON upstream, satellite return links
CDMA (code division)all send at once on one band; each signal is spread by its own code and pulled out by correlating with itpairs talking in different languages in one room3G (UMTS), GPS
OFDMAmany narrow subcarriers; each user gets a block of subcarriers × timea parking lot split into marked bays4G LTE, 5G NR, Wi-Fi 6 and 7
SDMA (space division)reuse the same frequency in different places or beamsthe same radio station number in two citiescellular cells, MU-MIMO beams
ALOHAsend whenever; if no acknowledgment comes, wait a random time and resendshouting and repeating if unheardALOHAnet (1971), LoRaWAN, RFID
CSMA/CDlisten first; stop and back off if a collision is detected while sendinga polite meetinghalf-duplex Ethernet on hubs and coax (now gone)
CSMA/CAlisten, wait a random backoff, and expect an acknowledgmentraising a hand before speakingWi-Fi
Token passing, pollinga token or a controller grants each turna talking stickToken Ring, Bluetooth (the central device polls the others)

Unslotted ALOHA uses at most about 18% of the channel, slotted ALOHA about 37%, because random senders collide; carrier sensing does far better. A CDMA example with two senders and 4-chip codes:

A sends +1 with code + + + +    ->  + + + +
B sends -1 with code + - + -    ->  - + - +
the channel carries the sum     ->  0 2 0 2
receiver for A: (0·1 + 2·1 + 0·1 + 2·1) / 4 = +1
receiver for B: (0·1 - 2·1 + 0·1 - 2·1) / 4 = -1

Duplex describes direction: simplex is one way only (broadcast radio), half duplex is both ways but one at a time (walkie-talkies, Wi-Fi), full duplex is both at once (switched Ethernet, a phone call). Radio does full duplex with separate frequencies (FDD) or fast turn-taking (TDD), covered in Radio fundamentals.

Errors and error detection

Noise, interference and weak signals flip bits. The bit error rate (BER) is the fraction flipped: Ethernet physical layers are specified for 10⁻¹⁰ to 10⁻¹² or better (at 10 Gb/s and 10⁻¹², about one bad bit every 100 seconds), while radio links run far worse before correction. A receiver can't fix what it can't see, so every frame carries redundant bits computed from its contents; the receiver recomputes them and compares.

CheckHowCatchesUsed in
Parity bitone extra bit makes the count of 1s even (or odd)any odd number of flipped bits; misses twoserial links, old memory
Internet checksumones' complement sum of 16-bit words (RFC 1071)most random errors; misses swapped wordsIPv4 header, TCP, UDP
CRC (cyclic redundancy check)divide the bits, as a polynomial, by a fixed one; send the remainderevery burst up to its length (32 bits for CRC-32) and all but about 1 in 4 billion random corruptionsEthernet and Wi-Fi FCS, USB, PNG, ZIP
Message authentication codea keyed cryptographic hashdeliberate tampering as wellTLS, QUIC, Wi-Fi encryption (WPA2/WPA3)
data             1011001   four 1s -> parity bit 0 -> 10110010
one bit flipped  10100010  three 1s: odd -> error detected
two bits flipped 10100110  four 1s: even -> error missed

Forward error correction (FEC) sends enough redundancy to repair errors without asking again: Hamming codes, Reed–Solomon (100G Ethernet, DSL, CDs), LDPC (Wi-Fi, 5G data, 10GBASE-T, satellite TV), turbo codes (3G, 4G) and polar codes (5G control). A code rate of 5/6 means 5 data bits in every 6 sent. FEC pays off where asking again is slow (satellites, deep space) or where links run close to the noise limit (radio, fast optics). A frame that still fails its check is dropped silently; recovering it is a higher layer's job.

Reliability: acknowledgments and retransmission

The internet layer may lose packets, so reliable protocols add four things: sequence numbers (to put data in order and spot duplicates), acknowledgments (ACKs, "I have everything up to byte n"), a timer (no ACK in time means resend) and retransmission.

  • Stop-and-wait sends one packet and waits for its ACK. Simple, but one packet per RTT.
  • A sliding window keeps several unacknowledged packets in flight; each ACK slides the window forward. Go-back-N resends everything after a loss; selective repeat (TCP with SACK, QUIC) resends only what is missing.
  • Flow control stops a fast sender from flooding a slow receiver (TCP's receive window). Congestion control slows the sender when the network itself is overloaded.
Stop-and-wait, 1500-byte packets, RTT 50 ms
  20 packets/s × 12,000 bits = 240 kb/s, even on a 1 Gb/s link
Window of 64 KiB in flight
  65,536 × 8 bits / 0.05 s ≈ 10.5 Mb/s
To fill 1 Gb/s at 50 ms: 10^9 bit/s × 0.05 s = 6.25 MB in flight
WhereReliability
TCP, QUICend to end: ordered, complete, with congestion control
Wi-Fieach frame is acknowledged and retried on that one hop
4G/5Gfast link-level retries (HARQ) plus a second retry layer
UDP apps (live video, games, DNS)none, or their own: fresh data beats complete data

How TCP does this, with slow start and its handshake, is in TCP.

Try it

Linux commands that show each idea on your own machine (interface names vary: eth0, enp3s0, wlan0; macOS uses en0 and the ifconfig, netstat -rn and arp -a commands instead).

ip -br link              # interfaces and MAC addresses
ip -br addr              # IP addresses per interface
ip route                 # "default via" = first router
ip neigh                 # ARP/NDP cache: IP -> MAC
ping -c 5 1.1.1.1        # RTT, jitter (mdev), loss
traceroute example.com   # every router on the path
ethtool eth0 | grep -E 'Speed|Duplex'
ss -tunap                # sockets, ports, programs
dig +short example.com   # name -> IP address

See encapsulation in real packets. -e prints the Ethernet header, -XX dumps every byte:

sudo tcpdump -i eth0 -nn -e -c 3 'tcp port 443'
sudo tcpdump -i eth0 -nn -XX -c 1 'tcp port 443'

In the hex dump the first 6 bytes are the destination MAC, the next 6 the source MAC, then the EtherType (0800 for IPv4, 86dd for IPv6). An IPv4 header starts with 45 (version 4, 20-byte header); the TCP header begins 20 bytes later with the two port numbers. Wireshark (opens in a new tab) shows the same capture decoded layer by layer.

Map of this collection

#SheetExplains
1Networking from scratch (this sheet)the shared vocabulary: signals, packets, layers, access, errors
2Wired networks: copper & fibertwisted pair, fiber, Ethernet, switches, VLANs, DSL, cable, PON, submarine cables
3Radio fundamentalswaves, spectrum, antennas, modulation, propagation, link budgets, regulation
4Wi-Fi802.11 generations, bands and channels, joining, CSMA/CA, OFDMA and MU-MIMO, roaming and mesh, security
5Cellular networkscells and frequency reuse, 1G to 6G, the RAN and 5G core, attaching, handover, SIMs, how cell sites are built
6Bluetooth & short-rangeClassic and LE, frequency hopping, GATT, pairing, LE Audio, mesh, plus NFC, UWB and RFID
7Satellite networksorbits and latency, links and payloads, terminals, handoffs, laser links, constellations, GNSS
8Mesh, IoT & autonomous systemsmesh routing and self-healing, Zigbee, Thread and Matter, LoRaWAN, cellular IoT, CAN and V2X, drones, robots and swarms
9Autonomous systems & BGPhow ~80,000 separate networks form one internet: ASNs, BGP, peering and transit, IXPs, anycast, hijacks and RPKI
10A packet's journeyone request followed hop by hop: DHCP, ARP, DNS, NAT, the ISP, peering, the CDN and back
11Building a networkhome, office, campus, data center, carrier and cloud designs, address plans, the physical build

The web's view of the upper layers (DNS, TCP, TLS, HTTP/1.1 to HTTP/3, browser transports) is in Communication networks.

References