Building A Network: Cost Effective Resource Sharing

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Presentation transcript:

Building A Network: Cost Effective Resource Sharing Key requirement for computer networks is efficiency (Packet switching is the choice) A node when connected can send message to any other node at network What if all nodes want to exchange messages at same time ANS : Multiplexing

Packet Switching: Statistical Multiplexing 10 Mbs Ethernet C A statistical multiplexing 1.5 Mbs B queue of packets waiting for output link D E Sequence of A & B packets does not have fixed pattern  statistical multiplexing.

OSI Model

OSI - The Model A layer model Each layer performs a subset of the required communication functions Each layer relies on the next lower layer to perform more primitive functions Each layer provides services to the next higher layer Changes in one layer should not require changes in other layers

OSI vs TCP/IP

OSI vs TCP/IP

Use of a Relay

OSI Layers Physical Data Link Mechanical Electrical Functional Procedural Data Link Means of activating, maintaining and deactivating a reliable link Error detection and control Higher layers may assume error free transmission

OSI Layers Network Transport Exchange of data between end systems Transport of information Higher layers do not need to know about underlying technology Not needed on direct links Transport Exchange of data between end systems Error free In sequence No losses No duplicates Quality of service

OSI Layers Session Control of dialogues between applications Dialogue discipline Grouping Recovery Presentation Data formats and coding Data compression Encryption Application Means for applications to access OSI environment

Protocol layering and data Each layer takes data from above adds header information to create new data unit passes new data unit to layer below source destination application transport network link physical application transport network link physical M H t n l message M H t n l segment datagram frame

Protocol Headers Pre DA SA 0800h … version H L 6 TCP Header Data FCS Ether Type 0800h … version H L Protocol 6 TCP Header Data FCS Data Link Header IP Header Trailer 1: Internet Control Message Protocol (ICMP) 2: Internet Group Management Protocol (IGMP) 6: Transmission Control Protocol (TCP) 17: User Datagram Protocol (UDP) 89: Open Shortest Path First (OSPF) 0x0800 Internet Protocol, Version 4 (IPv4) 0x0806 Address Resolution Protocol (ARP) 0x8100 IEEE 802.1Q-tagged frame 0x86DD Internet Protocol, Version 6 (IPv6) 0x8847 MPLS unicast 0x8848 MPLS multicast

Layering: logical communication application transport network link physical Each layer: distributed “entities” implement layer functions at each node entities perform actions, exchange messages with peers

Layering: logical communication data E.g.: transport take data from app add addressing, reliability check info to form “datagram” send datagram to peer wait for peer to ack receipt analogy: post office application transport network link physical transport ack data data transport

Layering: physical communication data application transport network link physical network link physical application transport network link physical data application transport network link physical application transport network link physical

Layering: physical communication data application transport network link physical network link physical application transport network link physical Switching Hub link physical application transport network link physical data application transport network link physical

Building A Network: Performance Bandwidth: number of bits per time unit. We can talk about bandwidth at the physical level, but we can also talk about logical process-to-process bandwidth. Latency: time taken for a message to travel from one end of the network to the other. Again, we can consider a single-link or an end-to-end channel.

Latency

Throughput (effective end-to-end throughput)

Jitter Network Interpacket gap Packet source sink 1 2 3 4 Jitter is a variation (somewhat random) of the latency from packet to packet. Jitter is most often observed when packets traverse multiple hops from source to destination.

Spectrum

Encoding – NRZ (Non-Return to Zero) NRZ: Encode 0s and 1s using two different “levels”. Problem 1: The signal is synchronous; that is, there’s a reference clock marking the “length” of each bit. Problem 2: Separating 0’s from 1’s is not trivial.

NRZI and Manchester Encoding Clock recovery depends on transitions. To keep clocks in sync, the more transitions the better; too few and clocks will drift. NRZI: Encode 1s using “transitions”; 0s keep current level. Manchester: low to high signals a 0, high to low signals a 1.

Summary NRZ: Clock recovery is problem. NRZI: 0s have no transitions and thus they won’t help with clock recovery. Manchester: Doubles the rate of transitions making clock recovery easier, on the other hand, since there are 2 transitions for every single bit, the efficiency (information per unit of time) drops by 50%.

4B/5B Encoding Basic idea: Insert extra bits into the stream to break up long sequences of 0s and 1s. Doesn’t allow more than one leading 0 and no more than two trailing 0s. f 4 bits 5 bits

4B/5B Encoding 4-bit Data Symbol 5-bit Code 0000 11110 0001 01001 0010 10100 0011 10101 0100 01010 0101 01011 0110 01110 0111 01111 1000 10010 1001 10011 1010 10110 1011 10111 1100 11010 1101 11011 1110 11100 1111 11101 16 codes are “left over” and some can be used for purposes other than encoding data. For instance: 11111 = idle line 00000 = dead line 00100 = halt 7 codes violate the “one leading 0, two trailing 0s rule”.