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HTTP
The Hypertext Transfer Protocol (HTTP) is
an application protocol for distributed,
collaborative, hypermedia information
systems.[1] HTTP is the foundation of data
communication for the World Wide Web,
where hypertext documents
include hyperlinks to other resources that the
user can easily access, for example by
a mouse click or by tapping the screen in a web
browser. HTTP was developed to facilitate
hypertext and the World Wide Web.
Development of HTTP was initiated by Tim
Berners-Lee at CERN in 1989. Development of
HTTP standards was coordinated by
the Internet Engineering Task Force (IETF) and
the World Wide Web Consortium (W3C),
culminating in the publication of a series
of Requests for Comments (RFCs). The first
definition of HTTP/1.1, the version of HTTP still
in common use, occurred in RFC 2068 in 1997,
although this was made obsolete
by RFC 2616 in 1999 and then again by
the RFC 7230 family of RFCs in 2014.
CLIENT SERVER MODEL
Client–server model is a distributed
application structure that partitions tasks or
workloads between the providers of a resource
or service, called servers, and service
requesters, called clients.[1] Often clients and
servers communicate over a computer
network on separate hardware, but both client
and server may reside in the same system. A
server host runs one or more server programs
which share their resources with clients. A client
does not share any of its resources, but
requests a server's content or service function.
Clients therefore initiate communication
sessions with servers which await incoming
requests. Examples of computer applications
that use the client–server model
are Email, network printing, and the World Wide
Web.
Client and server role[edit]
The client-server characteristic describes the
relationship of cooperating programs in an
application. The server component provides a
function or service to one or many clients,
which initiate requests for such services.
Servers are classified by the services they
provide. For example, a web server serves web
pages and a file server serves computer files. A
shared resource may be any of the server
computer's software and electronic
components,
from programs and data to processors and stor
age devices. The sharing of resources of a
server constitutes a service.
Whether a computer is a client, a server, or
both, is determined by the nature of the
application that requires the service functions.
For example, a single computer can run web
server and file server software at the same time
to serve different data to clients making
different kinds of requests. Client software can
also communicate with server software within
the same computer.[2] Communication between
servers, such as to synchronize data, is
sometimes called or server-to-
server communication.
WEB2.0
Web 2.0 (also known as Participative (or
Participatory)[1] and Social Web[2]) refers
to websites that emphasize on user-generated
content, ease of use, participatory
culture and interoperability (i.e., compatible with
other products, systems, and devices) for end
users.
The term was invented by Darcy DiNucci in
1999 and later popularized by Tim
O'Reilly and Dale Dougherty at the O'Reilly
Media Web 2.0 Conference in late
2004.[3][4][5][6] The Web 2.0 framework only
specifies the design and use of websites and
does not place any technical demands or
specifications on designers. The transition was
gradual and, therefore, no precise date for
when this change happened has been
given.[which?][2]
A Web 2.0 website allows users to interact and
collaborate with each other through social
media dialogue as creators of user-generated
content in a virtual community. This contrasts
the first generation of Web 1.0-era websites
where people were limited to viewing content in
a passive manner. Examples of Web 2.0
features include social networking
sites or social media sites
(e.g., Facebook), blogs, wikis, folksonomies ("ta
gging" keywords on websites and links), video
sharing sites (e.g., YouTube), hosted
services, Web
applications ("apps"), collaborative
consumption platforms, and mashup
applications.
Whether Web 2.0 is substantially different from
prior Web technologies has been challenged by
World Wide Web inventor Tim Berners-Lee,
who describes the term as jargon.[7] His original
vision of the Web was "a collaborative medium,
a place where we [could] all meet and read and
write."[8][9] On the other hand, the term Semantic
Web (sometimes referred to as Web 3.0)[10] was
coined by Berners-Lee to refer to a web of
content where the meaning can be
CLOUD COMPUTING
Cloud computing is the on-demand availability
of computer system resources, especially data
storage and computing power, without direct
active management by the user. The term is
generally used to describe data centers
available to many users over the Internet. Large
clouds, predominant today, often have functions
distributed over multiple locations from central
servers. If the connection to the user is
relatively close, it may be designated an edge
server.
Clouds may be limited to a single organization
(enterprise clouds[1][2]), be available to many
organizations (public cloud), or a combination of
both (hybrid cloud).
Cloud computing relies on sharing of resources
to achieve coherence and economies of scale.
Advocates of public and hybrid clouds note that
cloud computing allows companies to avoid or
minimize up-front IT infrastructure costs.
Proponents also claim that cloud computing
allows enterprises to get their applications up
and running faster, with improved manageability
and less maintenance, and that it enables IT
teams to more rapidly adjust resources to meet
fluctuating and unpredictable
demand.[2][3][4] Cloud providers typically use a
"pay-as-you-go" model, which can lead to
unexpected operating expenses if
administrators are not familiarized with cloud-
pricing models.[5]
IOT
The Internet of things (IoT) is the extension
of Internet connectivity into physical devices
and everyday objects. Embedded
with electronics, Internet connectivity, and other
forms of hardware (such as sensors), these
devices can communicate and interact with
others over the Internet, and they can be
remotely monitored and controlled.[1][2][3][4]
The definition of the Internet of things has
evolved due to convergence of multiple
technologies, real-time analytics, machine
learning, commodity sensors, and embedded
systems.[5] Traditional fields of embedded
systems, wireless sensor networks, control
systems, automation (including home and buildi
ng automation), and others all contribute to
enabling the Internet of things. In the consumer
market, IoT technology is most synonymous
with products pertaining to the concept of the
"smart home", covering devices and appliances
(such as lighting fixtures, thermostats, home
security systems and cameras, and other home
appliances) that support one or more common
ecosystems, and can be controlled via devices
associated with that ecosystem, such
as smartphones and smart speakers.