Networks and Distributed Systems Mark Stanovich Operating Systems COP 4610
Technology Trends DecadeTechnology$ per machine Sales volume Users per machine 50s$10M s 60sMainframe$1M10K100s 70sMini computers $100K1M10s 80sPC$10K100M1 90s – 00s Portables<$1K>10B1/10
Distributed Systems Allow physically separate computers to work together + Easier and cheaper to mass-produce simple computers Off-the-shelf components + A company can incrementally increase the computing power
Promises of Distributed Systems Higher availability If one machine goes down, use another Better reliability A user is able to store data in multiple locations More security Each simple component is easier to make secure
Reality of Distributed Systems Worse availability A system may depend on many or all machines being up Worse reliability One can lose data if any machine crashes Worse security Security is as strong as the weakest component Coordination is difficult because machines can only use the network medium
Network Technologies Definitions Network: physical connection that allows two computers to communicate Packet: a unit of transfer A sequence of bits carried over the network Protocol: An agreement between two parties as to how information is to be transmitted
Broadcast Networks A broadcast network uses a shared communication medium e.g. wireless, Ethernet, cellular phone network The sender needs to specify the destination in the packet header So the receiver knows which packet to receive If a machine were not the intended destination Discard the packet
Arbitration Concerns the way to share a given resource In Aloha network (1970s) Packets were sent through radios on Hawaiian Islands
Blind Broadcast Receiver: If a packet is garbled discard else sends an acknowledgment Sender: If the acknowledgment does not arrive resend the packet
Ethernet (introduced in the early ‘80s) By Xerox First practical local area network Uses wire (as opposed to radio) Broadcast network Key advance: a new way for arbitration
Ethernet’s Arbitration Techniques Carrier sensing: Ethernet does not send unless the network is idle Collision detection: sender checks if packet is trampled If so, abort, wait, and retry Adaptive randomized waiting: a sender picks a bigger wait time (plus some random duration) after a collision
The Internet A generalization of interconnected local area networks Uses machines to interconnect various networks Routers, gateways, bridges, repeaters Act like switches Packets are copied as they transmitted across different networks LAN 1 LAN 2
Routing Concerns how a packet can reach its destination Typically, a packet has to go through multiple hops before getting to a destination Each hop is a router, which directs a packet to the next hop Routing is achieved through routing tables
Routing Table Updates 1.Each routing entry contains a cost 2.Neighbors periodically exchange routing table entries 3.If the neighbor has a cheaper route, use that one instead
Point-to-Point Networks Instead of sharing a common network medium, all nodes in the network can be connected directly to a router/switch
Point-to-Point Networks + Higher link performance (no collisions) + Greater aggregate bandwidth than a single link
Point-to-Point Networks + Network capacity can be upgraded incrementally + Lower latency (no arbitration)
Issues in Point-to-Point Networks Congestion occurs when everyone sends to the same output link on a switch buffers Crossbar
Solutions 1. No flow control: Packets get dropped when the receiving buffer is full Downloading large files across the Internet can make many people unhappy buffers Crossbar
Solutions 2.Flow control between switches: a switch does not send until the buffer space is available in the next switch Problem: cross traffic buffers Crossbar
Solutions 3. Per-flow flow control: a separate set of buffers is allocated for each end-to-end stream Problem: fairness AAAA BBBBCCCC ABAB ACBC