Computer Network
Computer Network
Computer Network
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other uses spoken language. As in human communication, even though you have two
entities who "speak," there is no guarantee they will be able to understand each other. Just
because two computers are sharing resources, it does not necessarily mean they can
communicate.
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Resource Sharing
The purpose of many computer networks is to permit a far-flung community
of users to share computer resources. Many such users now have their own
microcomputers, so the shared resources have to be interesting enough to warrant access
via a network. The facilities accessible by networks are in fact becoming more interesting
at a rapid rate.
The remote computer may contain software that a user needs to employ. It may be
proprietary software kept at one location. It may require a larger machine than any at the
user's location. The distant computer may provide access to data that is stored and
maintained at its location. Sometimes the remote machine controls a large or special
printing facility. Sometimes the remote machine compiles programs that are used on
smaller peripheral machines.
Cost Reduction
There are various aspects of technology that are likely to force the price of
terminal usage drastically lower. This is important because almost all aspects of
telecommunications are characterized by high price elasticity. In other words, when the
price comes down, the usage goes up.
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Key Issues For Computer Network
The following are the major key issues to be trashed out very carefully before
we go for a computer network:
1. Nature of Nodes -Whether participating nodes are homogeneous or
heterogeneous in nature?
2. Topology - Which of the computer topology has to be followed? Computer
topology accounts for the physical arrangement of participating computers in
the network.
3. Interconnection Type - Whether interconnection type is point-to-point, multi-
point, or broadcast type.
4. Reliability - How reliable our network is? Reliability aspect includes error
rate, redundancy and recovery procedures.
5. Channel Capacity Allocation - Whether allocation of channel capacity is
time-division or frequency division?
6. Routing Techniques - Whether message between nodes are to be routed
through: Deterministic, Stochastic, and Distributed routing techniques?
7. Models - Which of the models i.e. analytical models, queuing models,
simulation models, measurement and validation models are applicable?
8. Channel Capacity - What are the channel capacities of the communication
lines connecting nodes?
9. Access - Whether computer access in the network is direct-access or through
a sub-network?
10. Protocols - What levels, standards and formats are to be followed while
establishing communication between participating nodes?
11. Performance - How is higher performance of computer network achieved?
Response time, time to connect, resource utilization, etc. contribute towards
performance of computer network.
12. Control - Whether centralized control, distributed control or hierarchical control
of participating nodes of computer network is suitable?
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Types of Network- LAN, WAN and MAN
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LANs are designed to allow resources to be shared between personal computers
or workstations. The resources to be shared can include hardware e.g., a printer, software
e.g., an application program, or data. A common example of a LAN, found in many
business environments, links a work group of task-related computers, for example,
engineering workstations or accounting PCs. One of the computers may be given a large-
capacity disk drive and become a server to the other clients. Software can be stored on
this central server and used as needed by the whole group. In this example, the size of the
LAN may be determined by licensing restrictions on the number of users per copy of
software, or by restrictions on the number of users licensed to access the operating
system.
In addition to size, LANs are distinguished from other types of networks by their
transmission media and topology. In general, a given LAN will use only one type of
transmission medium. The most common LAN topologies are bus, ring, and star.
Traditionally, LANs have data rates in the 4 to 16 Mbps range. Today, however speeds
are increasing and can reach 100 Mbps with gigabit systems in development.
Figure(5) - MAN
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A MAN may be wholly owned and operated by a private company, or it may be
a service provided by a public company, such as a local telephone company. Many
telephone companies provide a popular MAN service called Switched Multi-megabit
Data Services (SMDS).
Figure(6) - WAN
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Criteria for Classification of Computer Network
The following are the characteristics used to classify different types of computer
networks
Topology
Topology is nothing but the geometric management of positioning computer
systems to involve them in the form of a network. For example, Star topology, Bus
topology, etc.
Protocol
The protocols are nothing but the set of rules and signals that are used for
communication in the network. For example, 'Ethernet' is one of the most popular
protocols for LANs.
Architecture
Networks can usually be classified in the following two types -
1. Peer-to-peer architecture.
2. Client-Server architecture.
NETWORK TOPOLOGIES
The term topology refers to the way a network is laid out, either physically or
logically. Two or more devices connect to a link; two or more links form a topology. The
topology of a network is the geometric representation of the relationship of all the links
and linking devices (usually called nodes) to each other. There are five basic topologies
possible: mesh, star, tree, bus, and ring.
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Figure (8) - Categories of Topologies
These five labels describe how the devices in a network are interconnected rather
than their physical arrangement. For example, having a star topology does not mean that
all of the computers in the network must be placed physically around a hub in a star
shape. A consideration when choosing a topology is the relative status of the devices be
linked. Two relationships are possible: peer-to-peer, where the devices share the link
equally, and primary-secondary, where one device controls traffic and the others must
transmit through it. Ring and mesh topologies are more convenient for peer-to-peer
transmission, while star and tree are more convenient for primary-secondary, bus
topology is equally convenient for either.
Mesh
In a mesh topology, every device has a dedicated point-to-point link to every
other device. The term dedicated means that the link carries traffic only between the two
devices it connects. A fully connected mesh network therefore has n*(n - l)/2 physical
channels to link n devices. To accommodate that many links, every device on the network
must have 7 input/output (I/O) ports.
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A mesh offers several advantages over other network topologies. First, the use of
dedicated links guarantees that each connection can carry its own data load, thus
eliminating the traffic problems that can occur when links must be shared by multiple
devices.
Second, a mesh topology is robust. If one link becomes unusable, it does not
incapacitate the entire system.
Another advantage is privacy or security. When every message sent travels along
dedicated line, only the intended recipient sees it. Physical boundaries prevent other users
from gaining access to messages.
Finally, point-to-point links make fault identification and fault isolation easy.
Traffic can be routed to avoid links with suspected problems. This facility enables the
network manager to discover the precise location of the fault and aids in finding its cause
and solution.
The main disadvantages of a mesh are related to the amount of cabling and the
number of I/O ports required. First, because every device must be connected to ever other
device, installation and reconfiguration are difficult. Second, the sheer bulk of the wiring
can be greater than the available space (in walls, ceilings, or floors) can accommodate.
And, finally, the hardware required connecting each link (I/O ports and cable can be
prohibitively expensive). For these reasons a mesh topology is usually implemented in a
limited fashion—for example, as a backbone connecting the main computers of a hybrid
network that can include several other topologies.
Star
In a star topology, each device has a dedicated point-to-point link only to a central
controller, usually called a hub. The devices are not directly linked to each other. Unlike
a mesh topology, a star topology does not allow direct traffic between devices. The
controller acts as an exchange. If one device wants to send data to another, it sends the
data to the controller, which then relays the data to the other connected device.
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Hub
Tree
A tree topology is a variation of a star. As in a star, nodes in a tree are linked to a
central hub that controls the traffic to the network. However, not every device plugs
directly into the central hub. The majority of devices connect to a secondary hub that in
turn is connected to the central hub.
The central hub in the tree is an active hub. An active hub contains a repeater,
which is a hardware device that regenerates the received bit patterns before sending them
out. Repeating strengthens trans- missions and increases the distance a signal can travel.
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Figure (11) - Tree Topology
The secondary hubs may be active or passive hubs. A passive hub provides a
simple physical connection between the attached devices.
The advantages and disadvantages of a tree topology are generally the same as
those of a star. The addition of secondary hubs, however, brings two further advantages.
First, it allows more devices to be attached to a single central hub and can therefore
increase the distance a signal can travel between devices. Second, it allows the network to
isolate and prioritize communications from different computers. For example, the
computers attached to one secondary hub can be given priority over computers attached
to another secondary hub. In this way, the network designers and operator can guarantee
that time-sensitive data will not have to wait for access to the network.
A good example of tree topology can be seen in cable TV technology where the
main cable from the main office is divided into main branches and each branch is divided
into smaller branches and so on. The hubs are used when a cable is divided.
Bus
The preceding examples all describe point-to-point configurations. A bus
topology, on the other hand, is multipoint. One long cable acts as a backbone to link all
the devices in the network.
Nodes are connected to the bus cable by drop lines and taps. A drop line is a
connection running between the device and the main cable. A tap is a connector that
either splices into the main cable or punctures the sheathing of a cable to create a contact
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with the metallic core. As a signal travels along the backbone, some of its energy is
transformed into heat. Therefore, it becomes weaker and weaker the farther it has to
travel. For this reason there is a limit on the number of taps a bus can support and on the
distance between those taps.
Advantages of a bus topology include ease of installation. Backbone cable can be
laid along the most efficient path, then connected to the nodes by drop lines of various
lengths. In this way, a bus uses less cabling than mesh, star, or tree topologies. In a star,
for example, four network devices in the same room require four lengths of cable
reaching all the way to the hub. In a bus, this redundancy is eliminated. Only the
backbone cable stretches through the entire facility. Each drop line has to reach only as
far as the nearest point on the backbone.
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Ring
In a ring topology, each device has a dedicated point-to-point line configuration
only with the two devices on either side of it. A signal is passed along the ring in one
direction, from device to device, until it reaches its destination. Each device in the ring
incorporates a repeater. When a device receives a signal intended for another device, its
repeater regenerates the bits and passes them along.
A ring is relatively easy to install and reconfigure. Each device is linked only to
its immediate neighbors (either physically or logically). To add or delete a device
requires moving only two connections. The only constraints are media and traffic
considerations (maximum ring length and number of devices). In addition, fault isolation
is simplified. Generally in a ring, a signal is circulating at all times. If one device does not
receive a signal within a specified period, it can issue an alarm. The alarm alerts the
network operator to the problem and its location.
However, unidirectional traffic can be a disadvantage. In a simple ring, a break in
the ring (such as a disabled station) can disable the entire network. This weakness can be
solved by using a dual ring or a switch capable of closing off the break.
NETWORK PROTOCOLS
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systems, and electronic mail software. A system, is a physical object that contains one or
more entities, Examples include computers and terminals. But two entities cannot just
send bit streams to each other and expect to be understood. For communication to occur,
the entities must agree on a protocol. A protocol is a set of rules that govern data
communication. A protocol defines what is communicated, how it is communicated, and
when it is communicated. The key elements of a protocol are syntax, semantics, and
timing.
Syntax
Syntax refers to the structure or format of the data, meaning the order in which
they are presented. For example, a simple protocol might expect the first eight bits of data
to be the address of the sender, the second eight bits to be the address of the receiver, and
the rest of the stream to be the message itself.
Semantics
Timing
Timing refers to two characteristics: when data should be sent and how fast they
can be sent. For example, if a sender produces data at 100 Mbps but the receiver can
process data at only 1 Mbps, the transmission will overload the receiver and data will be
largely lost.
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Protocols Example
There are a many standard protocols to choose from, standard protocols have their
own advantage and disadvantage i.e., some are simpler than the others, some are more
reliable, and some are faster.
From a user’s point of view, the only interesting aspect about protocols is that our
computer or device must support the right ones if we want to communicate with other
computers. The protocols can be implemented either in hardware or in software. Some of
the popular protocols are:
1. TCP/IP
2. HTTP
3. FTP
4. SMTP
5. POP
6. Token-Ring
7. Ethernet
8. Xmodem
9. Kermit
The application programs using the Internet follow these client-server model strategies
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1. An application program, called the client, running on the local machine, requests
a service from another application program, called the server, running on the remote
machine, Figure 2.12 illustrates this.
2. A server can provide a service for any client, not just a particular client. In other
words, the client-server relationship is many-to-one. Many clients can use the
services of one server.
3. Generally, a client program, which requests a service, should run only when it is
needed. The server program, which provides a service, should run all of the time
because it does not know when its service is needed.
4. Services needed frequently and by many users have specific client-server application
programs. For example, we should have client-server application programs that allow
users to access files, send e-mail, and so on. For services that are more customized,
we should have one generic application program that allows users to access the
services available on a remote computer.
Client
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Server
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LANs
A local area network (LAN) is two or more computers directly linked within a
small well-defined area such as a room, building, or group of closely placed buildings. A
LAN may be made up of only microcomputers or any combination of microcomputers
and large systems.
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5. A plug-in board to handle the data transmissions.
6. A benefit of a LAN is the reduction of hardware costs because several computers
and users can share peripheral devices such as laser printers, hard-disk drives, color
plotters, and modems. Another advantage is the users can share data.
Ensuring the security and privacy of data are two concerns of LAN users. The
LAN must get the data to its destination, transmit the data correctly, and prevent
unauthorized users from gaining access to that data. These tasks are accomplished
through both the hardware and LAN software.
They vary in the type and number of computers that can be connected, the speed
at which data can be transferred, and the type of the software used to control the network.
Some LANs require that all the computers be of a certain brand, while others allow a
variety of brands to be connected. The number of computers in a LAN varies widely from
smaller LANs that typically connect 2 to 25 computers, to large LANs that can connect as
many as 10,000 computers.
The length of the cable connecting a computer to a LAN also varies depending on
the LAN. Most LANs allow cables of about 1000 feet, but some allow cables of several
miles to be used. The data transfer speeds range from several thousand bits per second to
around 10 million bits per second. The programs that control the LANs also vary in the
features they offer. Some programs allow the use of more than one operating system;
others allow only one. On some LANs, file access is limited to one user at a time; on
others, more than one user can access a file simultaneously.
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i. Twisted Pair Cable
ii. Coaxial Cable
iii. Fiber-Optic Cables
iv. Radio Waves
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1. Server Software
2. Workstation Software
There are various types of LAN operating system. Some popular LAN
operating system are-
i. Novel Netware
ii. Ethernet
iii. Curves
iv. ArcNet
v. LAN Server
vi. Omni Net
vii. PC Net
viii.IBM PC LAN
ix. Etherlik Plus, etc.
INTRODUCTION TO ETHERNET
History of the Ethernet
Ethernet is a well-known and widely used network technology that employs bus
topology. Ethernet was invented at Xerox Corporation’s Palo Alto Research Center in the
early 1970s. Digital Equipment Corporation, Intel Corporation, and Xerox later
cooperated to devise a production standard, which is informally called DIX Ethernet for
the initials of the three companies. IEEE now controls Ethernet standards. In its original
version, an Ethernet LAN consisted of a single coaxial cable, called the ether, to that
multiple computers connect. Engineers use the term segment to refer to the Ethernet
coaxial cable. A given Ethernet segment is limited to 500 meters in length, and the
standard requires a minimum separation of 3 meters between each pair of connections.
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The original Ethernet hardware operated al a bandwidth of 10 Megabits per second
(Mbps); a later version known as Fast Ethernet operates at IUU Mbps. and the most
recent version, which is known as Gigabit Ethernet operates at 1000 Mbps or 1 Gigabit
per second (Gbps).
Sharing on an Ethernet
The Ethernet standard specifies all details, including the format of frames that
computers send across the ether, the voltage to be used, and the method used to modulate
a signal.
Because it uses a bus topology, Ethernet requires multiple computers to share access to a
single medium. A sender transmits a signal, which propagates from the sender toward
both ends of the cable. Figure 1.8 illustrates how data flows across an Ethernet.
Signal propagates
Sending computer Destination computer along the entire cable
transmits bits receives a copy
of a frame of each bit
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Carrier Sense on Multi-Access Networks (CSMA)
The most interesting aspect of Ethernet is the mechanism used to coordinate
transmission. An Ethernet network does not have a centralized controller that tells each
computer how to take turns using the shard cable. Instead, all computers attached to an
Ethernet participate in a distributed coordination scheme called Carrier Sense Multiple
Access (CSMA). The scheme uses electrical activity on the cable to determine status.
When no computer is sending a frame, the ether does not contain electrical signals.
During frame transmission, however, a sender transmits electrical signals used to encode
bits. Although the signals differ slightly from the carrier waves, they are informally
called a carrier. Thus, to determine whether the cable is currently being used, a computer
can check for a carrier. If no carrier is present, the computer can transmit a frame. If a
carrier is present, the computer must wait for the sender to finish before proceeding.
Technically, checking for a carrier wave is called carrier sense, and the idea of using the
presence of a signal to determine when to transmit is called Carrier Sense Multiple
Access (CSMA).
Collision Detection and Back off with CSMA/CD
Because CSMA allows each computer to determine whether a shared cable is
already in use by another computer, it prevents a computer from interrupting an ongoing
transmission. However, CSMA cannot prevent all possible conflicts. To understand
why, imagine what happens if two computers at opposite ends of an idle cable both have
a frame ready to send at the same time. When they check for a carrier, both stations. Find
the cable idle, and both start lo send frames simultaneously. The signals travel at
approximately 70% of the speed of light, and when the signals transmitted by two
computers reach the same point on the cable, they interfere with each other.
The interference between two signals is called a collision. Although a collision
does not harm the hardware, it produces a garbled transmission that prevents either of the
two frames from being received correctly. To ensure that no other computer transmits
simultaneously, the Ethernet standard requires a sending station to monitor signals on the
cable. If the signal on the cable differs from the signal that the station is sending, it means
that a collision has occurred. Whenever a collision is detected, a sending station
immediately stops transmitting. Technically, monitoring a cable during transmission is
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known as Collision Detect {CD), and the Ethernet mechanism is known as Carrier Sense
Multiple Access with Collision Detect (CSMA/CD).
CSMA/CD does more than merely detect collisions - it also recovers from them.
After a collision occurs, a computer must wail for the cable to become idle again before
transmitting a frame. However, if the computers begin to transmit as soon as the ether
becomes idle another collision will occur. To avoid multiple collisions, Ethernet requires
each computer to delay after a collision before attempting to retransmit. The standard
specifies a maximum delay, d, and forces each computer to choose a random delay less
than d. In most cases, when a computer chooses a delay at random, it will select a value
that differs from any of the values chosen by the other computers – the computer that
chooses the smallest delay will proceed to send a frame and the network will return to
normal operation.
If two or more computers happen to choose nearly the same amount of delay after
a collision, they will both begin to transmit at nearly the same time, producing a second
collision. To avoid a sequence of collisions, Ethernet requires each computer to double
the range from which a delay is chosen after each collision. Thus, a computer chooses a
random delay from 0 to d after one collision, a random delay between 0 and 2d after a
second collision, between 0 and 4d after a third, and soon after a few collisions, the range
from which a random value is chosen becomes large, and the probability is high that
some computer will choose a short delay and transmit without a collision.
Technically, doubling the range of the random delay after each collision is known
as binary exponential back off. In essence, exponential back off means that an Ethernet
can recover quickly after a collision because each computer agrees to wait longer times
between attempts when the cable becomes busy. In the unlikely event that two or more
computers choose delays that are approximately equal, exponential back off guarantees
that contention for the cable will be reduced after a few collisions.
Computers attached to an Ethernet use CSMA/CD in which a computer waits for
the ether lo be idle before transmitting a frame. If two computers transmit
simultaneously, a collision occurs: the computers use exponential back off to choose
which computer will proceed. Each computer' delays a random time before trying to
transmit again, and then doubles the delay for each successive collision.
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Basis and Working
Ethernet is a very popular local area network architecture based on the CSMA/CD
access method. The original Ethernet specification was the basis for the IEEE 802.3
specifications. In present usage, the term "Ethernet" refers to original Ethernet (or
Ethernet II, the latest version) as well as the IEEE 802.3 standards. The different varieties
of Ethernet networks are commonly referred to as Ethernet topologies. Typically,
Ethernet networks can use a bus physical topology, although, as mentioned earlier, many
varieties of Ethernet such as 10BASE-T use a star physical topology and a bus logical
topology. (Microsoft uses the term "star bus topology" to describe 10BASE-T.)
Ethernet networks, depending on the specification, operate at 10 or 100Mbps
using base band transmission. Each IEEE 802.3 specification prescribes its own cable
types.
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OSI Model
This model is based on a proposal developed by the International Standards
Organization (ISO) as a first step toward international standardization of the protocols
used in the various layers. The model is called the ISO-OSI (Open Systems
Interconnection) Reference Model because it deals with connecting open systems—that
is, systems that are open for communication with other systems. We will usually just call
it the OSI model for short.
The OSI model has seven layers. The principles that were applied to arrive at the
seven layers are as follows
1. A layer should be created where a different level of abstraction is needed.
2. Each layer should perform a well-defined function.
3. The function of each layer should be chosen with an eye toward defining
internationally standardized protocols.
4. The layer boundaries should be chosen to minimize the information flow across the
interfaces.
5. The number of layers should be large enough that distinct functions need not be
thrown together in the same layer out of necessity, and small enough that the
architecture does not become unwieldy.
Below we will discuss each layer of the model in turn, starting at the bottom layer.
Note that the OSI model itself is not network architecture because it does not specify the
exact services and protocols to be used in each layer. It just tells what each layer should
do. However, ISO has also produced standards for all the layers, although these are not
part of the reference model itself. Each one has been published as a separate international
standard.
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Figure (16) - The OSI Reference Model
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The Data Link Layer
The main task of the data link layer is to take a raw transmission facility and
transform it into a line that appears free of undetected transmission errors to the network
layer. It accomplishes this task by having the sender break the input data up into data
frames (typically a few hundred or a few thousand bytes), transmit the frames
sequentially, and process the acknowledgement frames sent back by the receiver. Since
the physical layer merely accepts and transmits a stream of bits without any regard to
meaning or structure, it is up to the data link layer to create and recognize frame
boundaries. This can be accomplished by attaching special bit patterns to the beginning
and end of the frame. If these bit patterns can accidentally occur in the data, special care
must be taken to make sure these patterns are not incorrectly interpreted as frame
delimiters.
A noise burst on the line can destroy a frame completely. In this case, the data
link layer software on the source machine can retransmit the frame. However, multiple
transmissions of the same frame introduce the possibility of duplicate frames. A duplicate
frame could be sent if the acknowledgement frame from the receiver back to the sender
were lost. It is up to this layer to solve the problems caused by damaged, lost, and
duplicate frames. The data link layer may offer several different service classes to the
network layer, each of a different quality and with a different price.
Another issue that arises in the data link layer (and most of the higher layers is
well) is how to keep a fast transmitter from drowning a slow receiver in data. Some
traffic regulation mechanism must be employed to let the transmitter know how much
buffer space the receiver has at the moment. Frequently, this flow regulation and the error
handling are integrated.
If the line can be used to transmit data in both directions, this introduces a new
complication that the data link layer software must deal with. The problem is that the
acknowledgement frames for A to B traffic compete for the use of the line with data
frames for the B to A traffic.
Broadcast networks have an additional issue in the data link layer to control
access to the shared channel. A special, sub layer of the data link layer, the medium
access sub layer, deals with this problem.
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The Network Layer
The network layer is concerned with controlling the operation of the subnet. A
key design issue is determining how packets are routed from source to destination.
Routes can be based on static tables that are "wired into" the network and rarely changed.
They can also be determined at the start of each conversation, for example a terminal
session. Finally, they can be highly dynamic, being determined anew for each packet, to
reflect the current network load.
If too many packets are present in the subnet at the same time, they will get in
each other's way, forming bottlenecks. The control of such congestion also belongs to
the network layer.
Since the operators of the subnet may well expect remuneration for their efforts,
there is often some accounting function built into the network layer. At the very least, the
software must count how many packets or each customer sends characters or bits, to
produce billing information. When a packet crosses a national border, with different rates
on each side, the accounting can become complicated.
When a packet has to travel from one network to another to get to its destination,
many problems can arise. The addressing used by the second network may be different
from the first one. The second one may not accept the packet at all because it is too large.
The protocols may differ, and so on. It is up to the network layer to overcome all these
problems to allow heterogeneous networks to be interconnected.
In broadcast networks, the routing problem is simple, so the network layer is often thin or
even nonexistent.
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Under normal conditions, the transport layer creates a distinct network connection
for each transport connection required by the session layer. If the transport connection
requires a high throughput, however, the transport layer might create multiple network
connections, dividing the data among the network connections to improve throughput. On
the other hand, if creating or maintaining a network connection is expensive, the transport
layer might multiplex several transport connections onto the same network connection to
reduce the cost. In all cases, the transport layer is required to make the multiplexing
transparent to the session layer.
The transport layer also determines what type of service to provide the session
layer, and ultimately, the users of the network. The most popular type of transport
connection is an error-free point-to-point channel that delivers messages or bytes in the
order in which they were sent. However, other possible kinds of transport service are
transport of isolated messages with no guarantee about the order of delivery, and
broadcasting of messages to multiple destinations. The type of service is determined
when the connection is established.
The transport layer is a true end-to-end layer, from source to destination, in other
words, a program on the source machine carries on a conversation with a similar program
on the destination machine, using the message headers and control messages. In the
lower layers, the protocols are between each machine and its immediate neighbors, and
not by the ultimate source and destination machines, which may be separated by many
routers. There is a difference between layers 1 through 3, which are chained, and layers 4
through 7, which are end-to-end. Many hosts are multi-programmed, which implies that
multiple connections will be entering and leaving each host. Their needs to be some way
to tell which message belong to which connection. The transport header is one place this
information can be put.
In addition to multiplexing several message streams onto one channel, the
transport layer must take care of establishing and deleting connections across the
network. This requires some kind of naming mechanism, so that a process on one
machine has a way of describing with whom it wishes to converse. There must also be a
mechanism to regulate the flow of information, so that a fast host cannot overrun a slow
one. Such a mechanism is called flow control and plays a key role in the transport layer
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(also in other layers). Flow control between hosts is distinct from flow control between
routers, although we will later see that similar principles apply to both.
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A typical example of a presentation service is encoding data in a standard agreed
upon way. Most user programs do not exchange random binary bit strings. They
exchange things such as people's names, dates, amounts of money, and invoices. These
items are represented as character strings, integers, floating-point numbers, and data
structures composed of several simpler items. Different computers have different codes
for representing character strings, integers, and so on. In order to make it possible for
computers with different representations to communicate, the data structures to be
exchanged can be defined in an abstract way, along with a standard encoding to be used
"on the wire." The presentation layer manages these abstract data structures and converts
from the representation used inside the computer to the network standard representation
and back.
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TCP/IP Model
Let us now turn from the OSI reference model to the reference model used in the
grandparent of all computer networks, the ARPANET, and its successor, the worldwide
Internet. Although we will give a brief history of the ARPANET later, it is useful to
mention a few key aspects of it now. The ARPANET was a research network sponsored
by the DOD (U.S Department of Defense). It eventually connected hundreds of
universities and government installations using leased telephone lines. When satellite and
radio networks were added later, the existing protocols had trouble interworking with
them, so new reference architecture was needed. Thus the ability to connect multiple
networks together in a seamless way was one of the major design goals from the very
beginning. This architecture later became known as the TCP/IP Reference Model, after
its two primary protocols.
Given the DOD's worry that some of its precious hosts, routers, and internet work
gateways might get blown to pieces at a moment's notice, another major goal was that the
network be able to survive loss of subnet hardware, with existing conversations not being
broken off. In other words, DOD wanted connections to remain intact as long as the
source and destination machines were functioning, even if some of the machines or
transmission lines in between were suddenly put out of operation. Furthermore, a flexible
architecture was needed, since applications with divergent requirements were envisioned,
ranging from transferring files to real-time speech transmission.
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The analogy here is with the mail system. A person can drop a sequence of
international letters into a mailbox in one country, and with a little luck, most of them
will be delivered to the correct address in the destination country. Probably the letters
will travel through one or more international mail gateways along the way, but this is
transparent to the users. Furthermore, that each country has its own stamps, preferred
envelope sizes, and delivery rules is hidden from the users. The Internet layer defines an
official packet format and protocol called IP (Internet Protocol). The job of the Internet
layer is to deliver IP packets where they are supposed to go. Packet routing is clearly the
major issue here, as is avoiding congestion. For these reasons, it is reasonable to say that
the TCP/IP Internet layer is very similar in functionality to the OSI network layer. Figure
2.15 shows this correspondence.
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connection-oriented protocol that allows a byte stream originating on one machine to be
delivered without error on any other machine in the Internet. It fragments the incoming
byte stream into discrete messages and passes each one onto the Internet layer. At the
destination, the receiving TCP process reassembles the received messages into the output
stream. TCP also handles flow control to make sure a fast sender cannot swamp a slow
receiver with more messages than it can handle.
The second protocol in this layer, UDP (User Data gram Protocol), is an
unreliable, connectionless protocol for. Applications that do not want TCP's sequencing
or flow control and wish to provide their own. It is also widely used for one-shot, client-
server type request-reply queries and applications in which prompt delivery is more
important than accurate delivery, such as transmitting speech or video. The relation of IP,
TCP, and UDP . Since the model was developed, IP has been implemented on many other
networks.
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kind of file transfer, but later a specialized protocol was developed for it. Many other
proto- cols have been added to these over the years, such as the Domain Name Service
(DNS) for mapping host names onto their network addresses, NNTP, the protocol used
for moving news articles around, and HTTP, the protocol used for fetching pages on the
World Wide, and many others.
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Ethernet Cabling
Straight-through cable
Four wires are used in straight-through cable to connect Ethernet devices. It is
relatively simple to create this type. Only pins1, 2, 3 and 6 are used. Just connect 1 to1, 2
to 2, 3 to 3 and 6 to 6 and you will be up and networking in no time while practically we
connect all 4 pairs straighten of CAT-5. However, this would be an Ethernet only cable
and would not work with Voice, Token Ring, ISDN, etc. This type of cable is used to
connect
1. Host to switch or hub
2. Router to switch or hub
Crossover Cable
Four wires are used in straight-through cable to connect Ethernet devices.
Only four pins are used in this type of cabling. In crossover cable we connect 1 to3 and 2
to 6 on each side of cable. This type of cable is used to connect
1. Switch to switch
2. Hub to hub
3. Host to host
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4. Hub to switch
5. Router direct to host
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Ethernet Addressing
24 Bits 24 Bits
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IP ADDRESSING
An IP address is a numeric identifier assigned to each machine on an IP
network. It designates the specific location of a device on the network.
An IP address is a software address, not a hardware address- the latter is
hard-coded on a Network Interface Card (NIC) and used for finding hosts on a local
network. IP addressing was designed to allow a host on one network to communicate
with a host on a different network, regardless of the type of LANs the hosts are
participating in.
There are two IP addressing schemes:
1. Hierarchical IP addressing
2. Private IP Addressing
Hierarchical IP addressing
An IP address consists of 32 bits of information. These bits are divided into
four sections, referred to as octets or bytes, each containing 1 byte (8 bits). You can
depict an IP address using one of three methods:
1. Dotted-decimal, as in 172.16.30.56
2. Binary, as in 10101100.00010000.00011110.00111000
3. Hexadecimal, as in AC.10.1E.38
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This two- or three-level scheme is comparable to a telephone number. The first section,
the area code, designates a very large area. The second section, the prefix, narrows the
scope to a local calling area. The final segment, the customer number, zooms in on the
specific connection. IP address uses the same type of layered structure. Rather than all 32
bits being treated as a unique identifier, as in flat addressing, a part of the address is
designated as the network address, and the other part is designated as either the subnet
and host or just the node address.
NETWORK ADDRESSING
The network address (which can also be called the network number) uniquely
identifies each network. Every machine on the same network shares that network address
as part of its IP address. In the IP address 172.16.30.56, for example, 172.16 is the
network address.
The nodes address is assigned to, and uniquely identifies, each machine on a
network. This part of the address must be unique because it identifies a particular
machine-an individual as opposed to a network, which is a group. This number can also
be referred to as a host address. In the sample IP address 172.16.30.56 is the node
address.
The designers of the Internet decided to create classes of networks based on
network size. For the small number of networks possessing a very large number of nodes,
they created the rank Class ‘A’ network. At the other extreme is the Class ‘C’ network,
which is reserved for the numerous networks with a small, is predictably called the Class
‘B’ network.
Subdividing an IP address into a network and node address is determined by the
class designation of one’s network
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8 Bits 8 Bits 8 Bits 8 Bits
To ensure efficient routing, Internet designers defined a mandate for the leading-
bits section of the address for each different network class. For example, since a router
knows that a Class ‘A’ network address always starts with a 0, the router might be able to
speed a packet on its way after reading only the first bit of its address. This is where the
address schemes define the difference between a Class ‘A’, a Class ‘B’, and a Class ‘C’
address. In the next section, I will discuss the differences between these three classes,
followed by a discussion of the Class ‘D’ and Class ‘E’ address.
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Network Address range - Class ‘C’
The first three bytes of a Class ‘C’ network address are dedicated to the network
portion of the address, with only one measly byte remaining for the node address. Thus a
class ‘C’ network is defined when first byte is configured from192 to 223.
Private IP Addresses
These addresses can be used on a private network, but they are not routable
through the Internet. This is designed for the purpose of creating a measure of well-
needed security, but it also conveniently saves valuable IP address space.
If every host on every network had to have real routable IP address, we would have run
out of IP address to hand out years ago. But by using private IP address, ISPs,
corporation, and home users only need a relatively tiny group of bona fide IP addresses to
connect their networks to the Internet. This is economical because they can use private IP
addresses on their inside networks and get along just fine.
To accomplish this task, the ISP and the corporation-the end user, no matter who
they are-need to use something called a Network Address Translation (NAT), which
basically takes a private and converts it for use on the Internet. Many people can use the
same real IP address to transmit out onto the Internet.
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APPLICATIONS
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17. Household magazine, recipes, book reviews, film reviews.
18. Holidays, hotels, travel booking.
19. Radio and TV programmes.
20. Medical assistance service.
21. Insurance information.
22. Computer Assisted Instruction (CAI).
23. School homework, quizzes, tests.
24. Message sending service.
25. Directories.
26. Consumer reports.
27. Employment directories and Job opportunities.
28. Tax information and Tax assistance.
29. Journey planning assistance viz. Train, bus, plane etc.
30. Catalogue of Open University and Virtual University courses.
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CONCLUSION
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REFERENCES
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