Data transfer modes, Serial and Parallel transmission, Protocols & Standards, Layered Architecture
Switching, Circuit, Message & Packet switching,. LAN, MAN & WAN, Network topologies , IEEE
standards for LAN, Ethernet, Token Bus, Token Ring, FDDI
SESSION 1
INTRODUCTION TO DATA TRANSFER MODES
DATA COMMUNICATION
• Data communications is the exchange of data between two devices
via some form of Transmission medium such as a wire cable.
• For data communications to occur, the Communicating devices must
be part of a communication system made up of a combination of
hardware (physical equipment) and software (programs).
Fundamental Characteristics
Delivery:
• The system must deliver data to the correct destination.
• Data must be received only by the intended device or user.
Accuracy:
• The system must deliver the data accurately.
• Data that have been altered in transmission and left uncorrected are unusable.
Timeliness:
• The system must deliver data in a time manner. Data delivered late is useless.
• In the case of video and audio, timely delivery means delivering data as they are
produced, in the same order that they are produced, and without significant delay.
Jitter:
• Jitter refers to the variation in the packet arrival time.
• It is the uneven delay in the delivery of audio or video packets that results in uneven
quality.
Components
Message:
• The message is the information (data) to be communicated.
• Popular forms of information include text, numbers, pictures, audio, and video.
Sender:
• The sender is the device that sends the data message.
• It can be a computer, workstation, telephone handset, video camera, and so on.
Receiver:
• The receiver is the device that receives the message.
• It can be a computer, workstation, telephone handset, television, and so on.
Transmission medium:
• The transmission medium is the physical path by which a message travels from sender to receiver
such as twisted-pair wire, coaxial cable, fiber optic cable, and radio waves.
Protocol:
• protocol is a set of rules that govern data communications between the communicating devices.
• Without a protocol, two devices may be connected but not communicating.
• The key elements of a protocol are syntax, semantics, and timing.
Components (contn..)
Data Representation
Text :
• is a sequence of bits.
• Different sets of bit patterns have been designed to represent text.
• Each set is called a code, and the prevalent coding system is called Unicode, which
uses 32 bits to represent a symbol or character used in any language.
Numbers:
• are also represented by bit patterns.
• Instead of code, the number is directly converted to a binary number to simplify
mathematical operations.
Images:
• are also represented by bit patterns. An image is composed of a matrix of pixels
(picture elements).
• Each pixel is assigned a bit pattern.
• The size and the value of the pattern depend on whether the image is binary, gray
or color.
Audio
• refers to the recording or broadcasting of sound or music.
• Audio is by nature different from text, numbers, or images.
• It is continuous, not discrete.
Video:
• refers to the recording or broadcasting of a picture or movie.
• Video can either be produced as a continuous entity, or it can be a combination of images in motion.
Data transfer modes
Data Flow Types
Simplex
• In simplex mode, the
communication is unidirectional.
• Only one of the two devices on a
link can transmit; the other can
only receive.
• For example, keyboard can only
introduce input; the monitor can
only accept output.
Data Flow Types
Half-Duplex
Reliability:
• Network reliability is measured by the frequency of failure, the time it takes a link to
recover from a failure, and the network's robustness in a catastrophe.
Security:
• Network security issues include protecting data from unauthorized access, protecting
data from damage and development, and implementing policies and procedures for
recovery from breaches and data losses.
Connection Types
Point-to-Point
• A point-to-point connection provides a
dedicated link between two devices.
• The entire capacity of the link is
reserved for transmission between
those two devices.
• Most point-to-point connections use
cable but microwave or satellite links
are also possible.
• For example a point-to-point
connection exists between the remote
control and the television's control
system.
Connection Types
Multipoint
• A multipoint connection is
one in which more than two
devices share a single link.
• In a multipoint
environment, the capacity
of the channel is shared.
• If several devices can use
the link simultaneously, it is
a spatially shared
connection.
• If users take turns, it is a
timeshared connection.
Serial and Parallel transmission
Parallel and Serial Data
• Parallel transmission (e.g. 8 bits)
• Each bit uses a separate wire
• To transfer data on a parallel link, a separate line is used as a clock signal. This
serves to inform the receiver when data is available. In addition, another line
may be used by the receiver to inform the sender that the data has been used,
and its ready for the next data.
Parallel and
• Serial (e.g. 8 bits)
Serial Data
• Each bit is sent over a single wire, one after the other
• Usually no signal lines are used to convey clock (timing information)
• There are two types of serial transmission, essentially having to do with how the clock is
embedded into the serial data
• Asynchronous serial transmission
• Synchronous serial transmission
• If no clock information was sent, the receiver would misinterpret the arriving data
(due to bits being lost, going too slow).
• Parallel transmission is obviously faster, in that all bits are sent at the same time,
whereas serial transmission is slower, because only one bit can be sent at a time.
Parallel transmission is very costly for anything except short links.
Asynchronous Serial Transmission
(RS232 Example)
• Because no signal lines are used to convey clock (timing) information, this method groups data
together into a sequence of bits (five to eight), then prefixes them with a start bit and a stop bit.
This is the method most widely used for PC or simple terminal serial communications.
• In asynchronous serial communication, the electrical interface is held in the mark position between
characters. The start of transmission of a character is signaled by a drop in signal level to the space
level. At this point, the receiver starts its clock. After one bit time (the start bit) come 8 bits of true
data followed by one or more stop bits at the mark level.
• The receiver tries to sample the signal in the middle of each bit time. The byte will be read correctly
if the line is still in the intended state when the last stop bit is read.
• Thus the transmitter and receiver only have to have approximately the same clock rate. A little
arithmetic will show that for a 10 bit sequence, the last bit will be interpreted correctly even if the
sender and receiver clocks differ by as much as 5%.
• It is relatively simple, and therefore inexpensive. However, it has a high overhead, in that each
byte carries at least two extra bits: a 20% loss of line bandwidth.
Synchronous Serial Transmission (PS2
Example)
• The PS/2 mouse and keyboard implement a bidirectional synchronous serial protocol.
• The bus is "idle" when both lines are high (open-collector). This is the only state where the
keyboard/mouse is allowed begin transmitting data. The host has ultimate control over the
bus and may inhibit communication at any time by pulling the Clock line low.
• The device (slave) always generates the clock signal. If the host wants to send data, it must
first inhibit communication from the device by pulling Clock low. The host then pulls Data low
and releases Clock. This is the "Request-to-Send" state and signals the device to start
generating clock pulses.
• Summary: Bus States Data is transmited 1 byte at a time:
Data = high, Clock = high: Idle state. •1 start bit. This is always 0.
Data = high, Clock = low: Communication Inhibited.
Data = low, Clock = high: Host Request-to-Send •8 data bits, least significant bit first.
•1 parity bit (odd parity - The number of 1's in
the data bits plus the parity bit always add up
to an odd number. This is used for error
detection.).
•1 stop bit. This is always 1.
•1 acknowledge bit (host-to-device
communication only)
Serial Communication
Name Sync Type Duplex Max Max Max Pin
/Async devices speed distance count
(not including ground)
(Kbps) (feet)
Limitation based
SPI sync multi- full on bus >1000 <10 3+1(Additional pins needed
capacitance and for every slave if slave count is
master bit rate more than one)
Limitation based
Microwire sync master/slav full on bus >625 <10 3+1(Additional pins needed
capacitance and for every slave if slave count is
e bit rate more than one)
Limitation based
1-Wire async master/slav half on bus 16 1,000 1
capacitance and
e bit rate
Layered Architecture
ISO/OSI Model
• The International Standards Organization (ISO) Open Systems Interconnect (OSI) is a
standard set of rules describing the transfer of data between each layer in a network
operating system. Each layer has a specific function (i.e. the physical layer deals with
the electrical and cable specifications)
• The OSI Model clearly defines the interfaces between each layer. This allows
different network operating systems and protocols to work together by having each
manufacturer adhere to the standard interfaces. The application of the ISO OSI
model has allowed the modern networks that exist today. There are seven layers in
the OSI model.
OSI Model
• The Physical Layer
• Establishes the physical characteristics of the network (e.g., the type of cable,
connectors, length of cable, etc.)
• Defines the electrical characteristics of the signals used to transmit the data
(e.g. signal voltage swing, duration of voltages, etc.)
• Transmits the binary data (bits) as electrical or optical signals depending on the
medium.
• The Data Link Layer
• Defines how the signal will be placed on or taken off the NIC. The data frames
are broken down into individual bits that can be translated into electric signals
and sent over the network. On the receiving side, the bits are reassembled into
frames for processing by upper levels.
• Error detection and correction is also performed at the data link layer. If an
acknowledgement is expected and not received, the frame will be resent.
Corrupt data is also identified at the data link layer.
• Because the Data-Link Layer is very complex, it is sometimes divided into
sublayers (as defined by the IEEE 802 model). The lower sublayer provides
network access. The upper sublayer is concerned with sending and receiving
packets and error checking.
OSI Model
• The Network Layer
• Primarily concerned with addressing and routing. Logical addresses (e.g., an IP address) are
translated into physical addresses (i.e., the MAC address) for transmission at the network
layer. On the receiving side, the translation process is reversed.
• It is at the network layer where the route from the source to destination computer is
determined. Routes are determined based on packet addresses and network conditions.
Traffic control measures are also implemented at the network layer.
• The Transport Layer
• On the sending side, messages are packaged for efficient transmission and assigned a
tracking number so they can be reassembled in proper order. On the receiving side, the
packets are reassembled, checked for errors and acknowledged.
• Performs error handling in that it ensures all data is received in the proper sequence and
without errors. If there are errors, the data is retransmitted.
OSI• Model
The Session Layer
• Is responsible for establishing, maintaining, and terminating a connection called a
'session'.
• A session is an exchange of messages between computers (a dialog). Managing the
session involves synchronization of user tasks and dialog control (e.g., who transmits and
for how long). Synchronization involves the use of checkpoints in the data stream. In
the event of a failure, only the data from the last checkpoint has to be resent.
• Logon, name recognition and security functions take place at the Session Layer.
• The Presentation Layer
• It is responsible for data translation (formatting), compression, and encryption.
• The Presentation Layer is primarily concerned with translation; interpreting and
converting the data from various formats. For example, EBCIDIC characters might be
converted into ASCII. It is also where data is compressed for transmission and
uncompressed on receipt. Encryption techniques are implemented at the Presentation
Layer.
• The redirector operates at the presentation layer by redirecting I/O operations across the
network.
• The Application Layer
• Provides the operating system with direct access to network services.
• It serves as the interface between the user and the network by providing services that
directly support user applications.
OSI Model
OSI Model
• Each layer may add a Header and a Trailer to its Data (which consists of the next
higher layer's Header, Trailer and Data as it moves through the layers). The Headers
contain information that specifically addresses layer-to-layer communication. For
example, the Transport Header (TH) contains information that only the Transport
layer sees. All other layers below the Transport layer pass the Transport Header as
part of their Data.
OSI vs. TCP/IP
Activity
• Do research and report whether layered architecture is require? Or
no more reqireded?
• If require give 5 strong points to justify
• If not give 5 strong points to justify
Switching
CATEGORIES
CATEGORIES
• A one-to-one communication between devices in a large
network is infeasible using topologies such as star, mesh, etc.
• A better solution is switching. A switched network consists of a
series of interlinked nodes, called switches.
• Switches are devices capable of creating temporary connections
between two or more devices linked to the switch.
• In a switched network, some of these nodes are connected to
the end systems and others for routing.
• Of these message-switching has been phased out in general
communications but is still used in some applications like
electronic mail.
• In message switching, each switch stores the whole message
and forwards it to the next switch.
CIRCUIT-SWITCHED NETWORKS
CIRCUIT-SWITCHED NETWORKS
• A circuit-switched network consists of a set of switches connected by physical links.
• A connection between two stations is a dedicated path made of one or more links.
• However, each connection uses only one dedicated channel on each link.
• Each link is normally divided into n channels by using FDM or TDM.
• The end systems such as computers or telephones are directly connected to a
switch.
• When end system A needs to communicate with end system M, system A needs to
request a connection to M that must be accepted by all switches as well as by M
itself.
• This is called the setup phase; a circuit (channel) is reserved on each link, and the
combination of circuits or channels defines the dedicated path.
• Once the dedicated path is established, data transfer takes place. After all data
have been transferred, the circuit is teardown.
CIRCUIT-SWITCHED NETWORKS
Setup Phase
• Before the two parties (or multiple • For example as shown in figure, when
parties in a conference call) can system A needs to connect to system M, it
communicate, a dedicated circuit sends a setup request that includes the
(combination of channels in links) address of system M, to switch I.
needs to be established. • Switch I finds a channel between itself
• The end systems are normally and switch IV that can be dedicated for
connected through dedicated lines to this purpose.
the switches, so connection setup
• Switch I then sends the request to switch
means creating dedicated channels
IV, which finds a dedicated channel
between the switches.
between itself and switch III.
• The resources, such as channels • Switch III informs system M of system A's
(bandwidth in FDM and time slots in intention at this time.
TDM), switch buffers, switch
processing time, and switch I/O • In the next step to making a connection,
ports, must be reserved until the an acknowledgment from system M needs
teardown phase. to be sent in the opposite direction to
system A.
.
CIRCUIT-SWITCHED NETWORKS
•Only after system A receives this
Data Transfer Phase
acknowledgment is the connection
established.
•An end-to-end addressing is required for •After the establishment of the dedicated
creating a connection between the two end circuit (channels), the two parties can
systems. It could be addresses of the transfer data.
computers in a TDM network, or telephone •There is no addressing involved during
numbers in an FDM network data transfer. The switches route the data
Teardown Phase based on their occupied band (FDM) or
time slot (TDM).
•When one of the parties needs to •Data transferred between the two
disconnect, a signal is sent to each switch to stations is a continuous flow of signal,
release the resources. may be with periods of silence.
CIRCUIT-SWITCHED NETWORKS
CIRCUIT-SWITCHED NETWORKS
Efficiency
• The circuit-switched networks are not as efficient as the other two types of networks because resources are allocated
during the entire duration of the connection.
• These resources are unavailable to other connections.
• In a telephone network, people normally terminate the communication when they have finished their conversation.
• However, in computer networks, a computer can be connected to another computer even if there is no activity for a long
time
Delay
• Although a circuit-switched network normally has low efficiency, the delay in this type of
• network is minimal. During data transfer the data are not delayed at each switch since the
• resources are allocated for the duration of the connection. The total delay is due to the time
• needed to create the connection, transfer data, and disconnect the circuit.
• The delay caused by the setup is the sum of four parts: the propagation time of the source
• computer request, the request signal transfer time, the propagation time of the
• acknowledgment from the destination computer, and the signal transfer time of the
• acknowledgment. The delay due to data transfer is the sum of two parts: the propagation time and data transfer time. The
third one is the time needed to tear down the circuit. If the
• receiver requests disconnection, then it causes the maximum delay.
PACKET-SWITCHED NETWORK
PACKET-SWITCHED NETWORK
DATAGRAM NETWORKS DATAGRAM NETWORKS
• In a packet-switched network, the message is
divided into packets of fixed or variable size. • In the above figure, all four packets (or datagram's)
belong to the same message, but may travel
• The size of the packet is determined by the different paths to reach their destination.
network and the governing protocol.
• In packet switching, there is no resource allocation• This approach can cause the datagram's of a
for a packet. transmission to arrive at their destination out of
order with different delays between the packets.
• Therefore, there is no reserved bandwidth on the
links, and no scheduled processing time. • Packets may also be lost or dropped because of a
lack of resources.
• Resources are allocated on demand.
• The allocation is done on a first-come, first-served • In most protocols, it is the responsibility of an
basis. upper-layer protocol to reorder the datagram's or
ask for lost datagram's before passing them on to
• When a switch receives a the application
• packet, no matter what is the source or • The datagram networks are referred to as
destination, the packet must wait if there are other
packets being processed. The lack of reservation connectionless networks.
creates delay. • The term connectionless means that the switch
• In a datagram network, each packet is treated does not keep information about the connection
independently of all others regardless of its state.
• source or destination. Datagram switching is • There are no setup or teardown phases. Each
normally done at the network layer. packet is treated the same by a switch.
PACKET-SWITCHED NETWORK DATAGRAM
NETWORKS
PACKET-SWITCHED NETWORK DATAGRAM
NETWORKS
Routing Table
Disadvantage :
• star topology is the dependency of the whole topology on one single point, the hub.
• If the hub goes down, the whole system is dead.
BUS TOPOLOGY
• Unlike mesh or ring, it is multipoint.
• One long cable acts as a backbone to link all
the devices in a network.
• Nodes are connected to the bus cable by
drop lines and taps.
• A drop line is a connection running between
the device and the main cable.
• A tap is a connector that either splices into
the main cable to create a contact with the
metallic core.
• As signal travels along the backbone, some
of its energy is transformed into heat.
• Therefore, it becomes weaker and weaker as
it travels farther and farther.
• For this reason there is a limit on the
number of taps a bus can support and
distance between the taps.
BUS TOPOLOGY
Advantages of a bus topology include:
• Ease of installation.
• Backbone cable can be laid along the most efficient path, then connected to the nodes by drop
lines.
• In this way, a bus uses less cabling than mesh or star topologies.
Disadvantages are:
• IEEE 802
• IEEE 802 is a family of IEEE standards dealing with local area networks and
metropolitan area networks.
• The services and protocols specified in IEEE 802 map to the lower two
layers (Data Link and Physical) of the seven-layer OSI networking reference
model. In fact, IEEE 802 splits the OSI Data Link Layer into two sub-layers
named logical link control (LLC) and media access control (MAC), so the
layers can be listed like this:
• Data link layer
• LLC sublayer
• MAC sublayer
• Physical layer
Higher Layer LAN Protocols
IEEE 802.1 active
(Bridging)
IEEE 802.2 LLC disbanded
IEEE 802.3 Ethernet active
IEEE 802.4 Token bus disbanded
IEEE 802.5 Token ring MAC layer disbanded
IEEE 802.6 MANs (DQDB) disbanded
IEEE 802.7 Broadband LAN using Coaxial Cable disbanded
IEEE 802.8 Fiber Optic TAG disbanded
Integrated Services LAN (ISLAN or
IEEE 802.9 disbanded
isoEthernet)
IEEE 802.10 Interoperable LAN Security disbanded
Wireless LAN (WLAN) & Mesh (Wi-
IEEE 802.11 active
Fi certification)
EEE 802.12 100BaseVG disbanded
IEEE 802.15.2 IEEE 802.15 and IEEE 802.11 coexistence Hibernating [4]
IEEE 802.15.4 Low-Rate wireless PAN (e.g., ZigBee, WirelessHART, MiWi, etc.) active
Outline
Multiple Access and Ethernet Intro
Ethernet Framing
CSMA/CD protocol
Exponential backoff
Shared Access Networks are Different
• Shared Access Networks assume multiple nodes on the
same physical link
• Bus, ring and wireless structures
• Transmission sent by one node is received by all others
• No intermediate switches
• Need methods for moderating access (MAC protocols)
• Fairness
• Performance
• How can this be done?
CS 640 72
Multiple Access Methods
• Fixed assignment
• Partition channel so each node gets a slice of the bandwidth
• Essentially circuit switching – thus inefficient
• Examples: TDMA, FDMA, CDMA (all used in wireless/cellular
environments)
• Contention-based
• Nodes contends equally for bandwidth and recover from collisions
• Examples: Aloha, Ethernet
• Token-based or reservation-based
• Take turns using the channel
• Examples: Token ring
CS 640 73
A Quick Word about Token Ring
• Developed by IBM in early 80’s as a new LAN
architecture
• Consists of nodes connected into a ring (typically via
concentrators)
• Special message called a token is passed around the ring
• When nodes gets the token it can transmit for a limited time
• Every node gets an equal opportunity to send
• IEEE 802.5 standard for Token Ring
• Designed for predictability, fairness and reliability
• Originally designed to run at either 4Mbps and 16Mbps
• Still used and sold but beaten out by Ethernet
CS 640 74
Our Focus is Ethernet
• History
• Developed by Bob Metcalfe and others at Xerox PARC in mid-1970s
• Roots in Aloha packet-radio network
• Standardized by Xerox, DEC, and Intel in 1978
• LAN standards define MAC and physical layer connectivity
• IEEE 802.3 (CSMA/CD - Ethernet) standard – originally 2Mbps
• IEEE 802.3u standard for 100Mbps Ethernet
• IEEE 802.3z standard for 1,000Mbps Ethernet
• CSMA/CD: Ethernet’s Media Access Control (MAC) policy
• CS = carrier sense
• Send only if medium is idle
• MA = multiple access
• CD = collision detection
• Stop sending immediately if collision is detected
CS 640 75
Ethernet Standard Defines Physical Layer
• 802.3 standard defines both MAC and physical layer details
Metcalfe’s original
Ethernet Sketch
CS 640 76
Ethernet Technologies: 10Base2
• 10: 10Mbps; 2: under 185 (~200) meters cable length
CS 640 77
10BaseT and 100BaseT
• 10/100 Mbps rate
• T stands for Twisted Pair
• Hub(s) connected by twisted pair facilitate “star topology”
• Distance of any node to hub must be < 100M
CS 640 78
Physical Layer Configurations for 802.3
• Physical layer configurations are specified in three parts
• Data rate (10, 100, 1,000)
• 10, 100, 1,000Mbps
• Signaling method (base, broad)
• Baseband
• Digital signaling
• Broadband
• Analog signaling
• Cabling (2, 5, T, F, S, L)
• 5 - Thick coax (original Ethernet cabling)
• F – Optical fiber
• S – Short wave laser over multimode fiber
• L – Long wave laser over single mode fiber
CS 640 79
Ethernet Overview
• Most popular packet-switched LAN technology
• Bandwidths: 10Mbps, 100Mbps, 1Gbps
• Max bus length: 2500m
• 500m segments with 4 repeaters
• Bus and Star topologies are used to connect hosts
• Hosts attach to network via Ethernet transceiver or hub or switch
• Detects line state and sends/receives signals
• Hubs are used to facilitate shared connections
• All hosts on an Ethernet are competing for access to the medium
• Switches break this model
• Problem: Distributed algorithm that provides fair access
CS 640 80
Ethernet Overview (contd.)
• Ethernet by definition is a broadcast protocol
• Any signal can be received by all hosts
• Switching enables individual hosts to communicate
• Network layer packets are transmitted over an
Ethernet by encapsulating
• Frame Format
64 48 48 16 32
CS 640 81
Switched Ethernet
• Switches forward and filter frames based on LAN addresses
• It’s not a bus or a router (although simple forwarding tables are maintained)
• Very scalable
• Options for many interfaces
• Full duplex operation (send/receive frames simultaneously)
• Connect two or more “segments” by copying data frames between them
• Switches only copy data when needed
• key difference from repeaters
• Higher link bandwidth
• Collisions are completely avoided
• Much greater aggregate bandwidth
• Separate segments can send at once
CS 640 82
Ethernet Frames
• Preamble is a sequence of 7 bytes, each set to “10101010”
• Used to synchronize receiver before actual data is sent
• Addresses
• unique, 48-bit unicast address assigned to each adapter
• example: 8:0:e4:b1:2
• Each manufacturer gets their own address range
• broadcast: all 1s
• multicast: first bit is 1
• Type field is a demultiplexing key used to determine which higher
level protocol the frame should be delivered to
• Body can contain up to 1500 bytes of data
CS 640 83
A Quick Word about Aloha Networks
• Developed in late 60’s by Norm Abramson at Univ. of Hawaii (!!)
for use with packet radio systems
• Any station can send data at any time
• Receiver sends an ACK for data
• Timeout for ACK signals that there was a collision
• What happens if timeout is poorly timed?
• If there is a collision, sender will resend data after a random backoff
• Utilization (fraction of transmitted frames avoiding collision for N
nodes) was pretty bad
• Max utilization = 18%
• Slotted Aloha (dividing transmit time into windows) helped
• Max utilization increased to 36%
CS 640 84
Ethernet’s MAC Algorithm
• In Aloha, decisions to transmit are made without paying attention
to what other nodes might be doing
• Ethernet uses CSMA/CD – listens to line before/during sending
• If line is idle (no carrier sensed)
• send packet immediately
• upper bound message size of 1500 bytes
• must wait 9.6us between back-to-back frames
• If line is busy (carrier sensed)
• wait until idle and transmit packet immediately
• called 1-persistent sending
• If collision detected
• Stop sending and jam signal
• Try again later
CS 640 85
State Diagram for CSMA/CD
Packet?
No
Yes
Discard
Packet Jam channel
attempts < 16 b=CalcBackoff();
wait(b);
attempts++;
attempts == 16
CS 640 86
Collisions
Collisions are caused when two adaptors transmit at the same
time (adaptors sense collision based on voltage differences)
• Both found line to be idle
• Both had been waiting to for a busy line to become idle
A starts at A B
time 0
Message almost
A B
there at time T when
B starts – collision!
CS 640 87
Collision Detection
• How can A know that a collision has taken place?
• There must be a mechanism to insure retransmission on collision
• A’s message reaches B at time T
• B’s message reaches A at time 2T
• So, A must still be transmitting at 2T
• IEEE 802.3 specifies max value of 2T to be 51.2us
• This relates to maximum distance of 2500m between hosts
• At 10Mbps it takes 0.1us to transmit one bit so 512 bits (64B) take 51.2us to send
• So, Ethernet frames must be at least 64B long
• 14B header, 46B data, 4B CRC
• Padding is used if data is less than 46B
• Send jamming signal after collision is detected to insure all hosts see collision
• 48 bit signal
CS 640 88
Collision Detection contd.
A B
time = 0
A B
time = T
A B
time = 2T
CS 640 89
Exponential Backoff
• If a collision is detected, delay and try again
• Delay time is selected using binary exponential backoff
• 1st time: choose K from {0,1} then delay = K * 51.2us
• 2nd time: choose K from {0,1,2,3} then delay = K * 51.2us
• nth time: delay = K x 51.2us, for K=0..2n – 1
• Note max value for k = 1023
• give up after several tries (usually 16)
• Report transmit error to host
• If delay were not random, then there is a chance that sources
would retransmit in lock step
• Why not just choose from small set for K
• This works fine for a small number of hosts
• Large number of nodes would result in more collisions
CS 640 90
MAC Algorithm from the Receiver Side
• Senders handle all access control
• Receivers simply read frames with acceptable address
• Address to host
• Address to broadcast
• Address to multicast to which host belongs
• All frames if host is in promiscuous mode
CS 640 91
Fast and Gigabit Ethernet
• Fast Ethernet (100Mbps) has technology very similar to 10Mbps Ethernet
• Uses different physical layer encoding (4B5B)
• Many NIC’s are 10/100 capable
• Can be used at either speed
• Gigabit Ethernet (1,000Mbps)
• Compatible with lower speeds
• Uses standard framing and CSMA/CD algorithm
• Distances are severely limited
• Typically used for backbones and inter-router connectivity
• Becoming cost competitive
• How much of this bandwidth is realizable?
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Experiences with Ethernet
• Ethernets work best under light loads
• Utilization over 30% is considered heavy
• Network capacity is wasted by collisions
• Most networks are limited to about 200 hosts
• Specification allows for up to 1024
• Most networks are much shorter
• 5 to 10 microsecond RTT
• Transport level flow control helps reduce load (number of
back to back packets)
• Ethernet is inexpensive, fast and easy to administer!
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Ethernet Problems
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Why did Ethernet Win?
• There are LOTS of LAN protocols
• Price
• Performance
• Availability
• Ease of use
• Scalability
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Token Bus
Token Ring
and
FDDI
Wiring center
D
C
Copyright ©2000 The McGraw Hill Companies Leon-Garcia & Widjaja: Communication Networks Figure 6.58
t=0, A begins frame t=400, last bit of t=840, return of first t=1240, reinsert
frame enters ring bit token
Networks: Token Ring and FDDI
103
Copyright ©2000 The McGraw Hill Companies Leon-Garcia & Widjaja: Communication Networks Figure 6.59
(a) Low Latency Ring
A A A A
t=0, A begins frame t=90, return t=210, return of t=400, last bit enters
of first bit header ring, reinsert token
(b) High Latency Ring
A A A A
E
B
C D
Networks: Token Ring and FDDI
111
Copyright ©2000 The McGraw Hill Companies Leon-Garcia & Widjaja: Communication Networks Figure 6.62
FDDI Repair
8 1 1 2 or 6 2 or 6 4 1 1
Destination Source
PRE SD FC Information FCS ED FS
Address Address
Preamble