Outline: Connecting Many Computers

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Transcription:

Outline: Connecting Many Computers Last lecture: sending data between two computers This lecture: link-level network protocols (from last lecture) sending data among many computers 1 Review: A simple point-to-point network Workstation Communications Processor Communications Channel processors convert data into signals Concepts: digital vs. analog data, digital vs. analog transmission, modems, codecs signals are transported through channels Communications Processor Concepts: bandwidth, data rate, multiplexing channels utilize one or more connection media Workstation 2 Page 1

Sender 1 analog audio signal Digitization Digitization 010110 Time division multiplexing 111100 011101111000 Fiber optic modem PBX Light pulses Example: Analog data - digital transmission Digital telephone network Sender 2 analog audio signal Telephone network (fiber optic cables) analog audio signal Receiver 1 Light pulses Fiber optic modem 011101111000 PBX 010110 Demultiplexing Digital-toanalog converter 111100 Digital-toanalog converter analog audio signal Receiver 2 3 Connection Media Twisted pair copper cables 300BPS - 10MBPS Why twisted? Coaxial cable Higher bandwidth, up to 200MBPS More expensive and difficult to wire Fiber optic cables 10GBPS and higher data rates possible 4 Page 2

Fiber Optic Cables 5 Connection Media (Cont d) Wireless Broadcast signals through the air - up to 100MBPS (~ like coaxial cable) - Scarce resource; use regulated by FCC - Can easily add another wire, but can t easily add more wireless capacity 6 Page 3

Connecting many computers Two basic approaches: use a shared broadcast connection medium use many point-to-point connection 7 Idea 1: Use broadcast medium All computers are connected to the same connection medium e.g. a coaxial cable Date sent by each computer can be heard by all computers in the network How does each computer select only relevant data? All computers compete for access to the common medium A little bit like computer buses 8 Page 4

Sharing Connection Media Two general techniques for distributed control of shared resources Prevent conflicts (locks, reservations, scheduling) Recover from conflicts Here the shared resource is a communications channel Several computers transmitting on single wire Or broadcasting in the same location 9 Method 1: Systematic Conflict Recovery Example: CSMA/CD When multiple devices share the same medium (wire) Carrier Sense Multiple Access/ Collision Detect If medium is idle, transmit If medium is busy, listen until idle, then transmit If a collision is detected - Send jamming signal to make sure all stations know - Cease transmission - Wait a random amount of time, then try again What happens if load is heavy? light? What happens if one node fails? Used in Ethernet LANs 10 Page 5

Method 2: Temporary Reservations Example: Token Ring "Token" is a data signal in a particular format When no node is transmitting, token just circles the ring To transmit Wait for token Remove token Send data packet When data makes it back around, put new token on ring What happens if load is heavy? light? What happens if one node fails? Used in IBM LANs, FDDI 11 Broadcast Network Technologies Ethernet cheaper and simpler to install unpredictable delays when load is heavy Token Ring more expensive and complex bounded delays even under heavy load 12 Page 6

Limitations of Broadcast Networks OK for small numbers of computers Cannot handle many computers too many conflicts Difficult to implement for wide-area networks only wireless networks would work over long distances 13 Idea 2: Use many point-to-point connections New concepts: Routing - Which path do I follow to get from S to R? Switching - How is bandwidth allocated for the transmission of a message? 14 Page 7

Basic WAN structure Host Router Host Router Communication lines Router Host Router Router Subnet Host 15 Switching Circuit switching Set up dedicated end-to-end channel for duration of connection Used for phone network Message switching For sending data messages (e.g., email) - Each intermediate node stores and forwards the message No wasted channels as with circuit switching Packet switching Divide data messages into small packets Each packet is "message switched" - Packets can take different routes - If one is lost, don t resend whole message 16 Page 8

Why Packets? If part of message is lost or garbled, resend only the affected packet(s) Speed Store-and-forward delay is minimized (pipelining) - Each intermediate node has to receive and store a message, then forward it - A can send packet 1 to B while receiving packet 2 from S. - Not possible if whole message sent at once Packets can take different routes (parallelism) - - S packet 1 goes S -> A -> B -> R packet 2 goes S -> C -> D -> R A C B D R 17 Illustration of Pipelining (a) Message switching Each node waits to receive the entire message (packets 1-7) before it forwards it to the next node S A B R 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7 7 14 21 (b) Packet switching S A B R Each packet is immediately forwarded to the next node 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7 7 8 9 18 Page 9

LAN (point-to-point) network protocols Data Link protocols - provide point-to-point error-free transmission - break data into frames attach error-detecting info into data - - wait for acknowledgments and retransmit, if necessary - handle collisions (in broadcast networks) Communications Processor Communications Channel Communications Processor Workstation Workstation 19 Protocols for Packet Switching Assume data link protocols provide error-free point-to-point transmission Sender must break messages into packets - attach sequence number - attach destination address, other admin info to packets Receiver must reassemble message from packets - use sequence numbers in case packets arrive out of order - request retransmission of lost, garbled packets Intermediary nodes must route packet - find best next node in path for each packet - route packets to next node S A C B D R 20 Page 10

Flow Control and Routing Flow control Nodes keep buffers of undelivered packets Buffers can fill Don t send until network and receiver are ready Routing Need several hops - Determined at session creation - Or dynamically for each packet Put complete routing information into packet header - Or store some of routing information at the intermediate nodes - Just put final destination into packet header 21 Acknowledgments Packets may arrive out of order Packets may be missing Stop and wait acknowledgement handling Send just one packet Wait for ACK before sending another Sliding window acknowledgement handling Send several packets (numbered) Wait for ACK of first one before sending (n+1)st - ACKs must be numbered as well 22 Page 11

Error and Failure Detection and Handling If packets out of order, reorder them! That s why they re numbered If packet missing from sequence, or unrecoverably garbled, send NACK 23 Page 12