Computer Basics Terms Introduction
Computer Basics Terms Introduction
Definition: Ethernet
is a physical and data link layer technology for local area networks (LANs).
Higher level network protocols like Internet Protocol (IP) use Ethernet as
their transmission medium. Data travels over Ethernet inside protocol units
called frames
The run length of individual Ethernet cables is limited to roughly 100 meters,
but Ethernet networks can be easily extended to link entire schools or office
buildings using network bridge devices.
ATM :
Cells in practice
ATM supports different types of services via AALs. Standardized AALs include
AAL1, AAL2, and AAL5, and the rarely used[ AAL3 and AAL4. AAL1 is used for
constant bit rate (CBR) services and circuit emulation. Synchronization is
also maintained at AAL1. AAL2 through AAL4 are used for variable bit rate
(VBR) services, and AAL5 for data. Which AAL is in use for a given cell is not
encoded in the cell. Instead, it is negotiated by or configured at the
endpoints on a per-virtual-connection basis.
Following the initial design of ATM, networks have become much faster. A
1500 byte (12000-bit) full-size Ethernet frame takes only 1.2 s to transmit
on a 10 Gbit/s network, reducing the need for small cells to reduce jitter due
to contention. Some consider that this makes a case for replacing ATM with
Ethernet in the network backbone. However, it should be noted that the
increased link speeds by themselves do not alleviate jitter due to queuing.
Additionally, the hardware for implementing the service adaptation for IP
packets is expensive at very high speeds. Specifically, at speeds of OC-3 and
above, the cost of segmentation and reassembly (SAR) hardware makes
ATM less competitive for IP than Packet Over SONET (POS)[ because of its
fixed 48-byte cell payload, ATM is not suitable as a data link
layer directly underlying IP (without the need for SAR at the data link level)
since the OSI layer on which IP operates must provide a maximum
transmission unit (MTU) of at least 576 bytes. SAR performance limits mean
that the fastest IP router ATM interfaces are STM16 - STM64 which actually
compares, while as of 2004 POS can operate at OC-192 (STM64) with higher
speeds expected in the future.
On slower or congested links (622 Mbit/s and below), ATM does make sense,
and for this reason most asymmetric digital subscriber line (ADSL) systems
use ATM as an intermediate layer between the physical link layer and a
Layer 2 protocol like PPP or Ethernet.
At these lower speeds, ATM provides a useful ability to carry multiple logical
circuits on a single physical or virtual medium, although other techniques
exist, such as Multi-link PPP and Ethernet VLANs, which are optional
in VDSL implementations. DSL can be used as an access method for an ATM
network, allowing a DSL termination point in a telephone central office to
connect to many internet service providers across a wide-area ATM network.
In the United States, at least, this has allowed DSL providers to provide DSL
access to the customers of many internet service providers. Since one DSL
termination point can support multiple ISPs, the economic feasibility of DSL
is substantially improved.
Why virtual circuits?
ATM operates as a channel-based transport layer, using virtual
circuits (VCs). This is encompassed in the concept of the Virtual Paths (VP)
and Virtual Channels. Every ATM cell has an 8- or 12-bit Virtual Path
Identifier (VPI) and 16-bit Virtual Channel Identifier (VCI) pair defined
in its header. The VCI, together with the VPI, is used to identify the next
destination of a cell as it passes through a series of ATM switches on its way
to its destination. The length of the VPI varies according to whether the cell
is sent on the user-network interface (on the edge of the network), or if it is
sent on the network-network interface (inside the network).
As these cells traverse an ATM network, switching takes place by changing
the VPI/VCI values (label swapping). Although the VPI/VCI values are not
necessarily consistent from one end of the connection to the other, the
concept of a circuit is consistent (unlike IP, where any given packet could
get to its destination by a different route than the others).[8]ATM switches
use the VPI/VCI fields to identify the Virtual Channel Link (VCL) of the next
network that a cell needs to transit on its way to its final destination. The
function of the VCI is similar to that of the data link connection
identifier (DLCI) in frame relay and the Logical Channel Number & Logical
Channel Group Number in X.25.
Another advantage of the use of virtual circuits comes with the ability to use
them as a multiplexing layer, allowing different services (such as
voice, Frame Relay, n* 64 channels, IP). The VPI is useful for reducing the
switching table of some virtual circuits which have common paths]
Using cells and virtual circuits for traffic engineering
Another key ATM concept involves the traffic contract. When an ATM circuit
is set up each switch on the circuit is informed of the traffic class of the
connection.
ATM traffic contracts form part of the mechanism by which "quality of
service" (QoS) is ensured. There are four basic types (and several variants)
which each have a set of parameters describing the connection.
1. CBR - Constant bit rate: a Peak Cell Rate (PCR) is specified, which is
constant.
2. VBR - Variable bit rate: an average or Sustainable Cell Rate (SCR) is
specified, which can peak at a certain level, a PCR, for a maximum
interval before being problematic.
3. ABR - Available bit rate: a minimum guaranteed rate is specified.
4. UBR - Unspecified bit rate: traffic is allocated to all remaining
transmission capacity.
VBR has real-time and non-real-time variants, and serves for "bursty" traffic.
Non-real-time is sometimes abbreviated to vbr-nrt.
Most traffic classes also introduce the concept of Cell Delay Variation
Tolerance (CDVT), which defines the "clumping" of cells in time.
Traffic policing
To maintain network performance, networks may apply traffic policing to
virtual circuits to limit them to their traffic contracts at the entry points to
the network, i.e. the usernetwork interfaces (UNIs) and network-to-
network interfaces (NNIs): Usage/Network Parameter Control (UPC and
NPC). The reference model given by the ITU-T and ATM Forum for UPC and
NPC is the generic cell rate algorithm (GCRA), which is a version of the leaky
bucket algorithm. CBR traffic will normally be policed to a PCR and CDVt
alone, whereas VBR traffic will normally be policed using a dual leaky bucket
controller to a PCR and CDVt and an SCR and Maximum Burst Size (MBS).
The MBS will normally be the packet(SAR-SDU) size for the VBR VC in cells.
If the traffic on a virtual circuit is exceeding its traffic contract, as
determined by the GCRA, the network can either drop the cells or mark
the Cell Loss Priority (CLP) bit (to identify a cell as potentially redundant).
Basic policing works on a cell by cell basis, but this is sub-optimal for
encapsulated packet traffic (as discarding a single cell will invalidate the
whole packet). As a result, schemes such as Partial Packet Discard (PPD)
and Early Packet Discard (EPD) have been created that will discard a whole
series of cells until the next packet starts. This reduces the number of
useless cells in the network, saving bandwidth for full packets. EPD and PPD
work with AAL5 connections as they use the end of packet marker: the ATM
User-to-ATM User (AUU) Indication bit in the Payload Type field of the
header, which is set in the last cell of a SAR-SDU
Traffic shaping
Traffic shaping usually takes place in the network interface card (NIC) in
user equipment, and attempts to ensure that the cell flow on a VC will meet
its traffic contract, i.e. cells will not be dropped or reduced in priority at the
UNI. Since the reference model given for traffic policing in the network is the
GCRA, this algorithm is normally used for shaping as well, and single and
dual leaky bucket implementations may be used as appropriate.
Types of virtual circuits and paths
ATM can build virtual circuits and virtual paths either statically or
dynamically. Static circuits (permanent virtual circuits or PVCs) or paths
(permanent virtual paths or PVPs) require that the circuit is composed of a
series of segments, one for each pair of interfaces through which it passes.
PVPs and PVCs, though conceptually simple, require significant effort in large
networks. They also do not support the re-routing of service in the event of
a failure. Dynamically built PVPs (soft PVPs or SPVPs) and PVCs (soft PVCs or
SPVCs), in contrast, are built by specifying the characteristics of the circuit
(the service "contract") and the two end points.
Finally, ATM networks create and remove switched virtual circuits (SVCs) on
demand when requested by an end piece of equipment. One application for
SVCs is to carry individual telephone calls when a network of telephone
switches are inter-connected using ATM. SVCs were also used in attempts to
replace local area networks with ATM.
Virtual circuit routing
Most ATM networks supporting SPVPs, SPVCs, and SVCs use the Private
Network Node Interface or the Private Network-to-Network Interface (PNNI)
protocol. PNNI uses the same shortest-path-first algorithm used
by OSPF and IS-IS to route IP packets to share topology information
between switches and select a route through a network. PNNI also includes a
very powerful summarization mechanism to allow construction of very large
networks, as well as a call admission control (CAC) algorithm which
determines the availability of sufficient bandwidth on a proposed route
through a network in order to satisfy the service requirements of a VC or VP.
Network Standards
Network standards are also ground rules that are set by commissions so that
hardware is compatible among similar computers and assures
interoperability. This is done to ensure that backwards compatibility and
compatibility from vendor to vendor. It is necessary to have standards
because if each company had its own protocol standards and didn't allow it
to talk with other protocols there would be a lack of communication from
different machines and would result in one company being hugely successful
and the other running out of business due to lack of being able to
communicate with other machines. So this is why its necessary to have
network standards and protocols because they are what allow different
computers from different companies running different software to
communicate with each-other making networking possible.
File Management
File management is where the network allocates where you store your files
within the network in-order for later recovery by the user for example saving
a word document in a certain place so that only you can access it and
nobody else.
Shared Storage
Shared storage is where the network allocates storage for files that can be
viewed and accessed by other people within the network for example having
a document that many people will need to view and edit would get stored in
the shared storage area of the network.
Account Management
Web Services
Web services are managed by the network in-order to restrict the end users
on computers from accessing potentially bad websites, these can include
pornography and sites deemed unsafe to the network. They will do this by
blocking the access to such website.
Printing
METRIC UNITS
Numbers associated with computers are often very large or small and so
standard scientific prefixes are used to denote powers of 10. E.g. a kilobyte
is 1000 bytes and a megabyte is a million bytes. These prefixes are listed
below, where 1e3 for example means10^3:
kilo = 1e3
mega = 1e6
giga = 1e9
tera = 1e12
peta = 1e15
exa = 1e18
Note, however, that in some computer contexts (e.g. size of main memory)
these prefixes refer to nearby numbers that are exactly powers of 2:
This is falling out of use, however. For a more detailed discussion of this
(and additional prefixes) see [wikipedia].
For numbers that are much smaller than 1 a different set of prefixes are
used, e.g. a millisecond is 1/1000 = 1e-3 second:
mille = 1e-3
micro = 1e-6
nano = 1e-9
pico = 1e-12
femto = 1e-15
Units of speed
IEC Standard
1024 1024
Gigabyte (binary) GB gibibyte (binary) GiB
Megabytes mebibytes
Old Standard
1 bit (b)
1 byte (B) = 8 bits
1 Kilobyte (K / KB) = 10^3 bytes = 1,000 bytes
1 Megabyte (M / MB) = 10^6 bytes = 1,000,000 bytes
1 Gigabyte (G / GB) = 10^9 bytes = 1,000,000,000 bytes
1 Terabyte (T / TB) = 10^12 bytes = 1,000,000,000,000 bytes
1 Petabyte (P / PB) = 10^15 bytes = 1,000,000,000,000,000 bytes
1 Exabyte (E / EB) = 10^18 bytes = 1,000,000,000,000,000,000
bytes
1 Zettabyte (Z / ZB) = 10^21 bytes =
1,000,000,000,000,000,000,000 bytes
1 Yottabyte (Y / YB) = 10^24 bytes =
1,000,000,000,000,000,000,000,000 bytes