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EE 122: Network Applications

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1 EE 122: Network Applications
Kevin Lai Aug 28, 2002

2 Network Functionality
Network functionality is only useful if it benefits users also applies to any computer system, but easier to forget in networking e.g., Is it worth it to upgrade a 56Kb/s modem link in your network to 100Mb/s Ethernet? Only if it significantly improves user experience Generalization of Amdahl’s Law from computer architecture Also applies to metrics other than time

3 Network Applications how networks affect users
buy stock in networking companies, work for networking companies use network applications need to understand application requirements to build useful networks to understand why networks are built the way they are to understand why some ideas failed

4 Different Network Applications
telephony (making a phone call) sending web browsing buying something reading news sending instant messages file sharing playing a distributed game watching/listening to streaming media

5 Requirements of the Network
throughput latency cost compatibility with existing equipment usually lowers cost qualifications distribution: mean, worst-case in small bursts / all the time ease of programmability routing unicast, multicast, broadcast

6 Web Browsing Network Requirements
Transfer 1KB-100KB files e.g., HTML file, JPEG image Depends on size of content at sites visited News oriented sizes (e.g., Average throughput 32Kb/s – 1Mb/s Average latency 100 – 250ms Average loss < 10% Flat rate $20-$50/month

7 Telephony Network Requirements
Stream data at 9.6Kb/s – 128Kb/s an encoded audio signal Wired Worst case throughput 64Kb/s – 128Kb/s Worst case latency 100ms – 125ms Loss < 1% $.01-$.10/minute Mobile Worst case throughput 9.6Kb/s – 128Kb/s Worst case latency 100ms – 250ms Loss < 10% $.10-$1/minute

8 File Sharing Requirements
Transfer 3MB – 600MB file MP3 audio file, MPEG video file Inbound throughput 128Kb/s – 10Mb/s Outbound throughput 128Kb/s – ? Mb/s Flat rate $20-$50/month

9 Distributed Game Requirements
e.g., WarCraft III, Quake III, EverQuest unlimited number of players stream data about player’s state e.g., location in the world, appearance, items carried, units controlled, etc. Throughput 128Kb/s – ? Mb/s Latency 0ms – 250ms Flat rate $20-$50/month

10 Comparing Applications
Research community consistently failed to predict next popular application predicted: telnet actually: predicted: ftp actually: WWW predicted: IP telephony actually: instant messaging predicted: streaming actually: file sharing predicted: streaming maybe: distributed gaming Otherwise, little uniformity in application requirements

11 Designing for Requirements
Given different application requirements, how to design network that can run different applications well? define network service model implement service model on physical technology satisfy service model when multiple applications and users are sharing network replace obsolete service model

12 Network Service Model Specifies what the network does for an application leaves the rest to the application Examples Establishes a circuit that “guarantees” 1Mb/s from one node to another for $.10/s regardless of other traffic Deliver a packet from one node to another with a delay of at most 100ms for $.10/Mb Deliver a packet with unknown delay for $.10/Mb, but less delay than people paying $.05/Mb Deliver a packet with unknown delay, maybe Which model satisfies which application? What model do existing networks provide?

13 Service Model Philosophies
More Functionality Less Functionality Provide functionality for existing popular application e.g., telephone network less work for application developers some functionality can only be provided by the network more expensive network per flow state not all applications may use functionality target applications may be replaced with new applications Put only the most basic functionality in e.g., internet invert above properties

14 Service Model Philosophies
More Functionality Less Functionality -Integrated Services -Asynchronous Transfer Mode (ATM) -Best effort delivery -Ethernet -Unicast -Differentiated Services -Multicast -Explicit Congestion Notification (ECN) Simpler has predominated (so far) Reduced Instruction Set Computing (RISC) analogy

15 Implementing service model
How to implement service model on physical medium? e.g., Category 5 cabling, optical fiber, radio waves analog  digital, digital  analog encoding how to separate packets framing physical medium is subject to errors e.g., fading, multipath, microwave ovens, sun spots, etc. service model may specify higher reliability than physical medium provides reliability, error detection

16 Sharing Many users of same application using network
Users of different applications using network How to do resource allocation? resources: bandwidth, memory, CPU cycles Not all packets are created equal IP telephony packet must be delivered with low delay File sharing packet can be delayed Not all users created equal some users pay more some users follow rules some do not for personal gain (selfish users) some do not just to be mean (malicious users)

17 Replacing Network Model
Every service model developed so far has eventually become obsolete service model optimizes for a particular application mix application mix changes Network is much harder to upgrade than other systems bad news: 100’s M nodes  full upgrade takes decades good news: use old network to bootstrap new network e.g., first Internet nodes used phone lines How to implement new network service model on top of existing network solution: overlay networks


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