Physical and Link Layers. CS144 Review Session 6 November 6 th, 2008 Roger Liao Based on slides by Ben Nham

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Transcription:

Physical and Link Layers CS144 Review Session 6 November 6 th, 2008 Roger Liao Based on slides by Ben Nham

Outline Physical layer Encoding of signals Chips vs. bits Link layer Communication through shared medium Hubs vs. switches

Signaling bits on a link Most electrical and optical networks signal bits using two distinct voltage/power levels.

Coding schemes Multilevel encoding Frequency division multiplexing High speed links use a selection of complicated techniques to squeeze maximum data-rate from link Capacity maximum data rate of a link

Manchester Encoding Synchronous digital systems need a clock to trigger sampling of data Manchester encoding allows us to encode the clock with the data stream The preamble to the Ethernet frame is used to synchronize the sender clock with the receiver clock In Manchester encoding: Transmitter samples data on edge of clock (usually rising edge) If we sample a 1, it is encoded by a rising edge If we sample a 0, it is encoded by a falling edge

Manchester Encoding Question Suppose a 10Mbps NIC sends into a link an infinite stream of zeros using Manchester encoding. The signal emerging from the adapter will have how many transitions per second? - 2 transitions per bit time - Bit times occur at clock frequency of 10MHz - Transitions occur at 20 MHz clk data encoding

Chips and Bits Chips 1 s and 0 s at physical layer Bits Actual data Encoded for: Clock encoding Error detection Error correction Example Straw man example 1 Duplicate bits Bits: 101 Chips: 110011 Now we can detect one bit errors (100011 invalid!) Straw man example 2 Triplicate bits Bits: 101 Chips: 111000111 Now we can correct one bit errors (101000111 guess that the second bit is flipped) In reality the physical layer does more efficient encodings but gets similar benefits

Arbitration of Shared Resources General systems problem I have a shared resource that only one person can use at a time How do I arbitrate access to it? Shared CPU, multiple processes need it OS scheduler Shared radio spectrum, multiple broadcasters frequency division multiplexing One Ethernet coax, multiple clients connected to it CSMA/CD Other ways of sharing a medium, e.g. Token Ring, Aloha, etc. in book

CSMA/CD in the Classroom We are students sharing the air in this room, and develop the following protocol to arbitrate access to it: Before I talk, I see if anyone else is talking If anyone else is talking, don t talk If no one else is talking, start talking If I start talking and sense that someone else has started talking, stop talking, and start talking some random time that increases exponentially to hope that no one is talking then

CSMA/CD in Ethernet We are nodes sharing this Ethernet wire, and develop the following protocol to arbitrate access to it: Before I send, I sense the wire to see if anyone else is sending If anyone else is sending, don t send If no one else is sending, start sending If I start sending and sense that someone else has started sending, stop sending, and start sending after waiting some random time that increases exponentially, to hope that no one is sending then This is why CSMA/CD is known as an exponential backoff algorithm

CSMA/CD Network Size Restriction To ensure that a packet is transmitted without a collision, a host must be able to detect a collision before it finishes transmitting a packet. A Line is idle Line is idle B t=prop-- t=0 t=2prop- t=prop- t=prop Events: t=0: Host A starts transmitting a packet. t=prop--: Just before the first bit reaches Host B, Host B senses the line to be idle and starts to transmit a packet. t=prop-: A collision takes place near Host B. PROP PROP t=prop: Host B receives data whilst transmitting, and so detects the collision. t=2prop-: Host A receives data whilst transmitting, and so detects the collision. Credit: CS244a Handout 10

Length Limitation of CSMA/CD There is a minimum size frame needed to be able to detect collisions: Transmission Delay > 2 * Propagation Delay Transmission Delay = MinSize/ TransferRate MinSize= TransferRate* 2 * Propagation Delay Longer wire = larger prop delay = larger MinSize Faster transfer rate = larger MinSize Serious problem with Gigabit Ethernet and higher Punt problem by saying that everyone is using switched networks anyway and not going to get collisions

Routers, Switches, and Hubs Routers are network layer devices Modify IP datagram (decrement TTL) Hosts and other routers must be aware of them Switches and hubs are link layer devices Only care about frames, don t modify IP datagram Transparent to network

Hubs Operate as a repeater Broadcast an incoming frame to all ports, except for the ingress port Like having a longer Ethernet cable that all the hosts tap into All ports are on single collision domain! Advantages: simple, restores signal, potentially fast since we don t have to buffer or examine frame Disadvantages: poor bandwidth due to collisions

Hub Question 1 A 10-port hub is connected to 10 hosts using gigabit links. What is the maximum aggregate transfer rate of data flowing through this network? All ports are part of the same collision domain-- only one device can send at a time Therefore, peak bandwidth is one gigabit

Hub Question 2 Recall that 100Mbps Ethernet restricts cable lengths to 100m. Suppose we want to connect two hosts which are 1000m apart. Can we use 10 100m cables with 9 hubs in series to accomplish this? No. Since all ports are on same collision domain, max network diameter (1km) is too large to meet the TRANSP > 2 * PROP constraint of CSMA/CD In reality, the IEEE standard limits number of hubs in series and specifies maximum network diameter

Switches Must store and examine frame before forwarding Simple learning protocol no configuration Given incoming frame (MAC src, MAC dst ) on port x: Add (MAC src, x) to switch table Look up port for MAC dst for in switch table If entry is there, forward frame to that port Else, broadcast frame to all ports (except ingress port) Runs spanning tree protocol to prevent loops Collision domain is a single port switch will make sure that the frame it sends out does not collide with another frame being sent on the same link

NAT Preview Lab 5 is NAT Implement subset of NAT requirements Layered on top of sr Means you will be on VNS again