Multiplexing
When two communicating nodes are connected through a media,
it generally happens that bandwidth of media is several times greater than that
of the communicating nodes. Transfer of a single signal at a time is both slow
and expensive. The whole capacity of the link is not being utilized in this
case. This link can be further exploited by sending several signals combined
into one. This combining of signals into one is called multiplexing.
1.
Frequency
Division Multiplexing (FDM): This is possible in the case where
transmission media has a bandwidth than the required bandwidth of signals to be
transmitted. A number of signals can be transmitted at the same time. Each
source is allotted a frequency range in which it can transfer it's signals, and
a suitable frequency gap is given between two adjescent signals to avoid
overlapping. This is type of multiplexing is commonly seen in the cable TV
networks.
2.
Time
Division Multiplexing (TDM): This is possible when data transmission
rate of the media is much higher than that of the data rate of the source.
Multiple signals can be transmitted if each signal is allowed to be transmitted
for a definite amount of time. These time slots are so small that all
transmissions appear to be in parallel.
1.
Synchronous
TDM: Time slots are preassigned and are fixed.
Each source is given it's time slot at every turn due to it. This turn may be
once per cycle, or several turns per cycle ,if it has a high data transfer
rate, or may be once in a no. of cycles if it is slow. This slot is given even
if the source is not ready with data. So this slot is transmitted empty.
2.
Asynchronous
TDM: In this method, slots are not fixed. They
are allotted dynamically depending on speed of sources, and whether they are
ready for transmission.
Network Topologies
A network topology is the basic design of a computer network.
It is very much like a map of a road. It details how key network components
such as nodes and links are interconnected. A network's topology is comparable
to the blueprints of a new home in which components such as the electrical
system, heating and air conditioning system, and plumbing are integrated into
the overall design. Taken from the Greek work "Topos" meaning
"Place," Topology, in relation to networking, describes the
configuration of the network; including the location of the workstations and
wiring connections. Basically it provides a definition of the components of a
Local Area Network (LAN). A topology, which is a pattern of interconnections
among nodes, influences a network's cost and performance. There are three
primary types of network topologies which refer to the physical and logical
layout of the Network cabling. They are:
1.
Star
Topology: All devices connected with a Star setup
communicate through a central Hub by cable segments. Signals are transmitted
and received through the Hub. It is the simplest and the oldest and all the
telephone switches are based on this. In a star topology, each network device
has a home run of cabling back to a network hub, giving each device a separate
connection to the network. So, there can be multiple connections in parallel.
Advantages
o Network administration and error detection
is easier because problem is isolated to central node
o Networks runs even if one host fails
o Expansion becomes easier and scalability
of the network increases
o More suited for larger networks
Disadvantages
o Broadcasting and multicasting is not easy
because some extra functionality needs to be provided to the central hub
o If the central node fails, the whole
network goes down; thus making the switch some kind of a bottleneck
o Installation costs are high because each
node needs to be connected to the central switch
2.
Bus
Topology: The simplest and one of the most common of
all topologies, Bus consists of a single cable, called a Backbone, that
connects all workstations on the network using a single line. All transmissions
must pass through each of the connected devices to complete the desired
request. Each workstation has its own individual signal that identifies it and
allows for the requested data to be returned to the correct originator. In the
Bus Network, messages are sent in both directions from a single point and are
read by the node (computer or peripheral on the network) identified by the code
with the message. Most Local Area Networks (LANs) are Bus Networks because the
network will continue to function even if one computer is down. This topology
works equally well for either peer to peer or client server.
The purpose of the terminators at either end of the network is to stop the
signal being reflected back.
Advantages
o Broadcasting and multicasting is much
simpler
o Network is redundant in the sense that
failure of one node doesn't effect the network. The other part may still
function properly
o Least expensive since less amount of
cabling is required and no network switches are required
o Good for smaller networks not requiring
higher speeds
Disadvantages
o Trouble shooting and error detection
becomes a problem because, logically, all nodes are equal
o Less secure because sniffing is easier
o Limited in size and speed
3.
Ring
Topology: All the nodes in a Ring Network are
connected in a closed circle of cable. Messages that are transmitted travel
around the ring until they reach the computer that they are addressed to, the
signal being refreshed by each node. In a ring topology, the network signal is
passed through each network card of each device and passed on to the next
device. Each device processes and retransmits the signal, so it is capable of
supporting many devices in a somewhat slow but very orderly fashion. There is a
very nice feature that everybody gets a chance to send a packet and it is
guaranteed that every node gets to send a packet in a finite amount of time.
Advantages
o Broadcasting and multicasting is simple
since you just need to send out one message
o Less expensive since less cable footage is
required
o It is guaranteed that each host will be
able to transmit within a finite time interval
o Very orderly network where every device
has access to the token and the opportunity to transmit
o Performs better than a star network under
heavy network load
Disadvantages
o Failure of one node brings the whole
network down
o Error detection and network administration
becomes difficult
o Moves, adds and changes of devices can
effect the network
o It is slower than star topology under
normal load
Generally, a BUS
architecture is preferred over the other topologies - ofcourse, this is a very
subjective opinion and the final design depends on the requirements of the
network more than anything else. Lately, most networks are shifting towards the
STAR topology. Ideally we would like to design networks, which physically
resemble the STAR topology, but behave like BUS or RING topology.
Data Link
Layer
Data link layer can be characterized by two types of layers:
1.
Medium
Access Layer (MAL)
2.
Logical
Link Layer
Aloha Protocols
History
The Aloha protocol was designed as part of a project at the
University of Hawaii. It provided data transmission between computers on
several of the Hawaiian Islands using radio transmissions.
- Communications was typically between remote
stations and a central sited named Menehune or vice versa.
- All message to the Menehune were sent using the
same frequency.
- When it received a message intact, the Menehune
would broadcast an ack on a distinct outgoing frequency.
- The outgoing frequency was also used for messages
from the central site to remote computers.
- All stations listened for message on this second
frequency.
Pure Aloha
Pure Aloha is an unslotted, fully-decentralized protocol. It
is extremely simple and trivial to implement. The ground rule is - "when
you want to talk, just talk!". So, a node which wants to transmits, will
go ahead and send the packet on its broadcast channel, with no consideration
whatsoever as to anybody else is transmitting or not.
One
serious drawback here is that, you dont know whether what you are sending has
been received properly or not (so as to say, "whether you've been heard
and understood?"). To resolve this, in Pure Aloha, when one node finishes
speaking, it expects an acknowledgement in a finite amount of time - otherwise
it simply retransmits the data. This scheme works well in small networks where
the load is not high. But in large, load intensive networks where many nodes
may want to transmit at the same time, this scheme fails miserably. This led to
the development of Slotted Aloha.
Slotted Aloha
This is quite similar to Pure Aloha, differing only in the
way transmissions take place. Instead of transmitting right at demand time, the
sender waits for some time. This delay is specified as follows - the timeline
is divided into equal slots and then it is required that transmission should
take place only at slot boundaries. To be more precise, the slotted-Aloha makes
the following assumptions:
- All frames consist of exactly L bits.
- Time is divided into slots of size L/R seconds
(i.e., a slot equals the time to transmit one frame).
- Nodes start to transmit frames only at the
beginnings of slots.
- The nodes are synchronized so that each node
knows when the slots begin.
- If two or more frames collide in a slot, then all
the nodes detect the collision event before the slot ends.
In
this way, the number of collisions that can possibly take place is reduced by a
huge margin. And hence, the performance become much better compared to Pure
Aloha. collisions may only take place with nodes that are ready to speak at the
same time. But nevertheless, this is a substantial reduction.
Carrier Sense Mutiple Access Protocols
In both slotted and pure ALOHA, a node's decision to transmit
is made independently of the activity of the other nodes attached to the
broadcast channel. In particular, a node neither pays attention to whether
another node happens to be transmitting when it begins to transmit, nor stops
transmitting if another node begins to interfere with its transmission. As
humans, we have human protocols that allow allows us to not only behave with
more civility, but also to decrease the amount of time spent
"colliding" with each other in conversation and consequently
increasing the amount of data we exchange in our conversations. Specifically,
there are two important rules for polite human conversation:
1.
Listen
before speaking: If someone else is speaking, wait until
they are done. In the networking world, this is termed carrier sensing - a node
listens to the channel before transmitting. If a frame from another node is
currently being transmitted into the channel, a node then waits ("backs
off") a random amount of time and then again senses the channel. If the
channel is sensed to be idle, the node then begins frame transmission.
Otherwise, the node waits another random amount of time and repeats this
process.
2.
If
someone else begins talking at the same time, stop talking. In the networking world, this is termed
collision detection - a transmitting node listens to the channel while it is
transmitting. If it detects that another node is transmitting an interfering
frame, it stops transmitting and uses some protocol to determine when it should
next attempt to transmit.
It is
evident that the end-to-end channel propagation delay of a broadcast channel -
the time it takes for a signal to propagate from one of the the channel to
another - will play a crucial role in determining its performance. The longer
this propagation delay, the larger the chance that a carrier-sensing node is
not yet able to sense a transmission that has already begun at another node in
the network.
CSMA- Carrier Sense Multiple
Access
This is the simplest version CSMA protocol as described
above. It does not specify any collision detection or handling. So collisions
might and WILL occur and clearly then, this is not a very good protocol for
large, load intensive networks.
So, we need an improvement over
CSMA - this led to the development of CSMA/CD.
CSMA/CD- CSMA with
Collision Detection
In this protocol, while transmitting the data, the sender
simultaneously tries to receive it. So, as soon as it detects a collission (it
doesn't receive its own data) it stops transmitting. Thereafter, the node waits
for some time interval before attempting to transmit again. Simply put, "listen while you
talk". But, how long
should one wait for the carrier to be freed? There are three schemes to handle
this:
1.
1-Persistent: In this scheme, transmission proceeds immediately if the
carrier is idle. However, if the carrier is busy, then sender continues to
sense the carrier until it becomes idle. The main problem here is that, if more
than one transmitters are ready to send, a collision is GUARANTEED!!
2.
Non-Persistent: In this scheme, the broadcast channel is not monitored
continuously. The sender polls it at random time intervals and transmits
whenever the carrier is idle. This decreases the probability of collisions.
But, it is not efficient in a low load situation, where number of collisions
are anyway small. The problems it entails are:
o If back-off time is too long, the idle
time of carrier is wasted in some sense
o It may result in long access delays
3.
p-Persistent: Even if a sender finds the carrier to be idle, it uses a
probabilistic distribution to determine whether to transmit or not. Put simply,
"toss a coin to decide". If the carrier is idle, then transmission
takes place with a probability p and the sender waits with a probability 1-p.
This scheme is a good trade off between the Non-persistent and 1-persistent
schemes. So, for low load situations, p is high (example: 1-persistent); and
for high load situations, p may be lower. Clearly, the value of p plays an important
role in determining the performance of this protocol. Also the same p is likely
to provide different performance at different loads.
CSMA/CD
doesn't work in some wireless scenarios called "hidden node" problems.
Consider a situation, where there are 3 nodes - A, B and C communicating with
each other using a wireless protocol. Morover, B can communicate with both A
and C, but A and C lie outside each other's range and hence can't communicate
directly with each other. Now, suppose both A and C want to communicate with B
simultaneously. They both will sense the carrier to be idle and hence will
begin transmission, and even if there is a collision, neither A nor C will ever
detect it. B on the other hand will receive 2 packets at the same time and might
not be able to understand either of them. To get around this problem, a better
version called CSMA/CA was developed, specially for wireless applications.
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