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WORLD WIDE WEB

WORLD WIDE WEB

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WORLD WIDE WEB

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  1. WORLD WIDE WEB I. Joko Dewanto

  2. Apa itu Web ? • Web adalah sistem pengiriman dokumen tersebar yang berjalan di internet. Web dikembangkan di CERN (European Center for Nuclear Research), suatu lembaga bagi penelitian fisika energi tinggi di Geneva, Swiss. Tujuan semula dari lembaga ini adalah untuk membantu para fisikawan di berbagai lokasi yang berbeda dalam bekerja sama dan berbagi material penelitian. • Web dengan cepat berkembang ke luar lingkup masyarakat fisika energi tinggi. Pada tahun 1993, terdapat 130 server web di internet. Setahun kemudian jumlahnya meningkat menjadi 2.738, dan pada bulan Juni 1995 terdapat 23.500 server web. • Sekarang ini web telah memiliki pemirsa dalam jumlah yang sangat besar di luar lingkup akademis : kurang lebih 30% dari server web yang tengah beroperasi saat ini berada di komputer dalam domain komersial, dan di sebagian industri, di mana keberadaaan perusahaan web sama pentingnya dengan memiliki telpon atau faks bagi tujuan komunikasi bisnis. Web sekarang telah menjadi media yang sangat penting bagi periklanan dan alamat web sekarang sudah umum dijumpai pada majalah, surat kabar, dan iklan televisi.

  3. TUJUAN Agar Mahasiswa mengerti perkembangan WEB, menggunakan serta mengimplementasikannya

  4. Berdasarkan survey • Total Sites Across All Domains August 1995 - June 2008

  5. WWW • The World Wide Web (commonly shortened to the Web) is a system of interlinked hypertext documents accessed via the Internet. With a Web browser, a user views Web pages that may contain text, images, videos, and other multimedia and navigates between them using hyperlinks. The World Wide Web was created in 1989 by Sir Tim Berners-Lee, working at the European Organization for Nuclear Research (CERN) in Geneva, Switzerland and released in 1992. Since then, Berners-Lee has played an active role in guiding the development of Web standards (such as the markup languages in which Web pages are composed), and in recent years has advocated his vision of a Semantic Web.

  6. Web Standard • Recommendations for markup languages, especially HTML and XHTML, from the W3C. These define the structure and interpretation of hypertext documents. • Recommendations for stylesheets, especially CSS, from the W3C. • Standards for ECMAScript (usually in the form of JavaScript), from Ecma International. • Recommendations for the Document Object Model, from W3C. • Additional publications provide definitions of other essential technologies for the World Wide Web, including, but not limited to, the following: • Uniform Resource Identifier (URI), which is a universal system for referencing resources on the Internet, such as hypertext documents and images. URIs, often called URLs, are defined by the IETF's RFC 3986 / STD 66: Uniform Resource Identifier (URI): Generic Syntax, as well as its predecessors and numerous URI scheme-defining RFCs; • HyperText Transfer Protocol (HTTP), especially as defined by RFC 2616: HTTP/1.1 and RFC 2617: HTTP Authentication, which specify how the browser and server authenticate each other.

  7. PErkembangan Web • http://en.wikipedia.org/wiki/World_Wide_Web

  8. Perbedaan Web 1 • Web 1.0 was dial-up, 50K average bandwidth, Web 2.0 is an average 1 megabit of bandwidth and Web 3.0 will be 10 megabits of bandwidth all the time, which will be the full video Web, and that will feel like Web 3.0.

  9. Web 1.0 • is a retronym which refers to the state of the World Wide Web, • Personal Web Pages • Free Web Hosting in Google • Social Networking popular • Real Time Static

  10. Web 1.0 - specifikasi • Static pages instead of dynamically generated content.[1] • The use of framesets. • Proprietary HTML extensions such as the <blink> and <marquee> tags introduced during the first browser war. • Online guestbooks. • GIF buttons, typically 88x31 pixels promoting web browsers and other products.[2] • HTML forms sent via email. A user would fill in a form, and upon clicking submit their email client would attempt to send an email containing the form's details.[3] • [edit] See also

  11. Web 2.0 • is a term describing the trend in the use of World Wide Web technology and web design that aims to enhance creativity, information sharing, and, most notably, collaboration among users. These concepts have led to the development and evolution of web-based communities and hosted services, such as social-networking sites, wikis, blogs, and folksonomies. The term became notable after the first O'Reilly Media Web 2.0 conference in 2004.[2]

  12. Web 2.0 • Web 2.0 technologies tend to foster innovation in the assembly of systems and sites composed by pulling together features from distributed, independent developers. (This could be seen as a kind of "open source" or possible "Agile" development process, consistent with an end to the traditional software adoption cycle, typified by the so-called "perpetual beta".)

  13. Web Level Hierarchy • O'Reilly provided examples of companies or products that embody these principles in his description of his four levels in the hierarchy of Web 2.0-ness: • Level-3 applications, the most "Web 2.0"-oriented, only exist on the Internet, deriving their effectiveness from the inter-human connections and from the network effects that Web 2.0 makes possible, and growing in effectiveness in proportion as people make more use of them. O'Reilly gave as examples eBay, Craigslist, Wikipedia, del.icio.us, Skype, dodgeball, and AdSense. • Level-2 applications can operate offline but gain advantages from going online. O'Reilly cited Flickr, which benefits from its shared photo-database and from its community-generated tag database. • Level-1 applications operate offline but gain features online. O'Reilly pointed to Writely (now Google Docs & Spreadsheets) and iTunes (because of its music-store portion). • Level-0 applications work as well offline as online. O'Reilly gave the examples of MapQuest, Yahoo! Local, and Google Maps (mapping-applications using contributions from users to advantage could rank as "level 2").

  14. Web 2.0 • Web 2.0 site and exercise control over that data.[13][3] These sites may have an "Architecture of participation" that encourages users to add value to the application as they use it.[3][2]

  15. Web 20.0 Hierarchy Level • Level-3 applications, the most "Web 2.0"-oriented, only exist on the Internet, deriving their effectiveness from the inter-human connections and from the network effects that Web 2.0 makes possible, and growing in effectiveness in proportion as people make more use of them. O'Reilly gave as examples eBay, Craigslist, Wikipedia, del.icio.us, Skype, dodgeball, and AdSense. • Level-2 applications can operate offline but gain advantages from going online. O'Reilly cited Flickr, which benefits from its shared photo-database and from its community-generated tag database. • Level-1 applications operate offline but gain features online. O'Reilly pointed to Writely (now Google Docs & Spreadsheets) and iTunes (because of its music-store portion). • Level-0 applications work as well offline as online. O'Reilly gave the examples of MapQuest, Yahoo! Local, and Google Maps (mapping-applications using contributions from users to advantage could rank as "level 2").

  16. Web 2.0 • Web 2.0 is the businessrevolution in the computer industry caused by the move to the Internet as platform, and an attempt to understand the rules for success on that new platform.[4]

  17. Web 3.0 • Nova Spivack defines Web 3.0 as the third decade of the Web (2010–2020) during which he suggests several major complementary technology trends will reach new levels of maturity simultaneously including: • transformation of the Web from a network of separately siloed applications and content repositories to a more seamless and interoperable whole. • ubiquitous connectivity, broadband adoption, mobile Internet access and mobile devices; • network computing, software-as-a-service business models, Web services interoperability, distributed computing, grid computing and cloud computing; • open technologies, open APIs and protocols, open data formats, open-source software platforms and open data (e.g. Creative Commons, Open Data License); • open identity, OpenID, open reputation, roaming portable identity and personal data; • the intelligent web, Semantic Web technologies such as RDF, OWL, SWRL, SPARQL, GRDDL, semantic application platforms, and statement-based datastores; • distributed databases, the "World Wide Database" (enabled by Semantic Web technologies); and • intelligent applications, natur

  18. WEB SERVICES • Web Service merupakan fenomena yang sangat panas saat ini karena, banyak kelebihan yang ditawarkan oleh Web Service terutama interoperabilitas tinggi dan penggunaannya yang dapat diakses kapanpun dan dimanapun selama mesin kita terhubung oleh jaringan internet salah satunya.

  19. WEB SERVICES Web Service Sepenuhnya berdasarkan standard web dan xml. Web Service dapat membantu: • Perantara pada integrasi platform sepanjang eksekusi mesin virtual. • Integrasi antara Web dan OO middleware. • Integrasi dari aliran kerja terisolasi dan sevice-service (Web Services Flow Language - WSFL). • Pertukaran data pada aplikasi yang berbeda-beda (X-Schema, XSLT ++) • (Masa depan: standarisasi dari info konteks antara web servis dan klien – integrasi servis horizontal). Pemain utama dan standard-standard • Microsoft: .NET SUN: Open Net Environment (ONE) IBM: Web Service Conceptual Architecture (WSCA) W3C: Web Service Workshop Oracle: Web Service Broker Hewlett-Packard: Web Service Platform • Kemampuan aplikasi, fungsi atau operasi yang di ekspos untuk program lain melalui standard yang terbuka, dan interoperable. • “payloads” didefinisikan sebagai XML. • “transports” melalui http atau Internet protocol terbuka lainnya. • Data diakses dari berbagai bahasa pemrograman , platform hardware atau system operasi. • Middleware dari Internet.

  20. Keuntungan Web Services • Format penggunaan terbuka untuk semua platform. • Mudah di mengerti dan mudah men-debug. • Dukungan interface yang stabil. • Menggunakan standard-standard “membuka service sekali” dan mempunyai pemakai banyak. • Mudah untuk menengahi pesan-pesan proses dan menambahkan nilai. • Routing and pengiriman. • Security. • management and monitoring. • schema and service design. • Akselerasi. • mudah untuk mengembangkan dengan semantic transport tambahan. • Terbuka, standard-standard berbasis teks. • Pencapaian modular. • Tidak mahal untuk diimplementasikan (relatif). • Mengurangi biaya integrasi aplikasi enterprise. • Implementasi yang incremental.

  21. TAHAP-TAHAP PENGEMB WEB SERVICES • Discover – browse registry UDDI untuk mencari Web Service yang sudah ada untuk integrasi. • Create or Transform –buat Web Service dari project-project yang ada. • Build – satukan artifak yang ada sebagai SOAP dan service HTTP dan jabarkan pada WSDL. • Deploy – Aplikasikan menjadi server aplikasi Websphere atau Tomcat. • Test – Uji coba web service baik local (stand alone computer) atau secara remote. • Develop – Bangun contoh aplikasi untuk memberi masukkan dalam membuat aplikasi klien Web service • Publish – publikasikan / upload Web Service pada bisnis registri UDDI. • Lihat : SOAP : http://id.wikipedia.org/wiki/SOAP • Lihat : WSDL : http://id.wikipedia.org/wiki/WSDL