cs2302- computer networks
DESCRIPTION
CS2302- COMPUTER NETWORKS. RAJALAKSHMI ENGINEERING COLLEGE DEPARTMENT OF INFORMATION TECHNOLOGY. UNIT I. INTRODUCTION: A computer network is a group of interconnected computers A collection of computers and devices connected to each other. - PowerPoint PPT PresentationTRANSCRIPT
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CS2302- COMPUTER NETWORKS
RAJALAKSHMI ENGINEERING COLLEGE
DEPARTMENT OF INFORMATION TECHNOLOGY
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UNIT I
INTRODUCTION:
A computer network is a group of interconnected computers
A collection of computers and devices connected to each other.
Allows computers to communicate with each other and share resources and information.
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Building a Network
To build a networkIdentify the set of constraints and requirements
based onApplication programmerNetwork designerNetwork provider
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Requirements: Connectivity
point to point or multiple access Links - physical medium Nodes,clouds - computer
Switched Network Circuit Switched Packet Switched
Uses store and forward Establishes dedicated circuit More efficient in working
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Routing Provides Systematic procedure for forwarding
messages Unicasting Multicasting
Cost effective Resources sharingHow system resource is shared effectively by multiple usersmultiplexing
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Multiplexing methods
STDM- Synchronous time division multiplexing FDM - Frequency division multiplexing
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Network Architecture Provides a general, effective, fair, and robust
connectivity of computers Provides a blueprint
Types
OSI Architecture Internet Architecture
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OSI ARCHITECTURE
Open Systems Interconnection (OSI) model is a reference model developed by ISO (International Organization for Standardization) in 1984
OSI model defines the communications process into Layers
Provides a standards for communication in thenetwork
Primary architectural model for inter-computing and Inter networking communications.
network communication protocols have a structure based on OSI Model
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OSI Architecture
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Internet Architecture TCP/IP Architecture Four Layer model TCP,UDP,FTP,HTTP,SMTP Protocols used Internet Protocol Graph
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Direct Links: Outline Physical Layer
Link technologies Encoding
Link Layer Framing Error Detection Reliable Transmission (ARQ protocols) Medium Access Control:
Existing protocols: Ethernet, Token Rings, Wireless
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Link Technologies
Cables: Cat 5 twisted pair, 10-100Mbps, 100m Thin-net coax, 10-100Mbps, 200m Thick-net coax, 10-100Mbps, 500m Fiber, 100Mbps-2.4Gbps, 2-40km
Leased Lines: Copper based: T1 (1.544Mbps), T3 (44.736Mbps) Optical fiber: STS-1 (51.84Mbps), STS-N (N*51.84Mbps)
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Link Technologies
Last-Mile Links: POTS (56Kbps), ISDN (2*64Kbps) xDSL: ADSL (16-640Kbps, 1.554-8.448Mbps), VDSL
(12.96Mbps-55.2Mbps) CATV: 40Mbps downstream, 20Mbps upstream
Wireless Links: Cellular, Satellite, Wireless Local Loop
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FRAMING
An efficient data transmission technique
It is a message forwarding system in which data packets, called frames, are passed from one or many start-points to one
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Approaches Byte oriented Protocol(PPP)
BISYNCBinary Synchronous CommunicationDDCMPDigital Data Communication Message Protocol
Bit oriented Protocol(HDLC) Clock based Framing(SONET)
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Byte oriented Protocol(PPP)
SYH SYH SOH Header STX Body ETX CRC
BISYNC FRAME FORMAT
Flag Address Control Protocol Payload Flag
PPP Frame Format
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SYN SYN Class Count Header Body CRC
DDCMP Frame Format
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Bit Oriented Protocol(HDLC)
Collection of Bits1.HDLC
High-Level Data Link Control
2.Closed Based Framing(SONET)Synchronous Optical Network
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HDLC Frame FormatBeginning sequence
Header Body CRC Ending sequence
Bit Stufffing
After 5 consecutive 1s insert 0
Next bit is 0 – stuffed removed Next bit is 1 –end of frame or erorr
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Closed Based Framing(SONET)
STS-1 Frame9 rows of 90 byte eachFirst 3 byte for overhead rest contains data
Payload bytes scrambled- exclusive OR Supports Multiplexing
90 columuns
Payloads
9 rows
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ERROR DETECTION Detecting Errors In Transmission
Electrical Interference, thermal noise
ApproachesTwo Dimensional ParityInternet Checksum AlgorithmCyclic Redundancy Check
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Two Dimensional Parity
7 bits of data 8 bits including parity
Number of 1s even odd
0000000 (0) 00000000 100000000
1010001 (3) 11010001 01010001
1101001 (4) 01101001 11101001
1111111 (7) 11111111 01111111
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Transmission sent using even parity:
A wants to transmit: 1001
A computes parity bit value: 1^0^0^1 = 0
A adds parity bit and sends: 10010
B receives: 10010 B computes parity: 1^0^0^1^0 = 0
B reports correct transmission after observing expected even result.
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Transmission sent using odd parity:
A wants to transmit: 1001 A computes parity bit value: ~(1^0^0^1) = 1 A adds parity bit and sends: 10011 B receives: 10011 B computes overall parity: 1^0^0^1^1 = 1 B reports correct transmission after observing
expected odd result.
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Reliable Transmission
Deliver Frames Reliably
Accomplished by Acknowledgements and Timeouts
ARQ-Automatic Repeat Request
Mechanism:
Stop and Wait
Sliding Window
Concurrent Logical Channels
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Stop And Wait ARQ The source station transmits a single frame and then
waits for an acknowledgement (ACK).
Data frames cannot be sent until the destination station’s reply arrives at the source station.
It discards the frame and sends a negative acknowledgement (NAK) back to the sender
causes the source to retransmit the damaged frame in case of error
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Acknowledgements & Timeouts
Sender Receiver
Frame
ACK
Tim
eout
Tim
e
Sender Receiver
Frame
ACK
Tim
eout
Frame
ACKTim
eout
Sender Receiver
Frame
ACKTim
eout
Frame
ACKTim
eout
Sender Receiver
Frame
Tim
eout
Frame
ACKTim
eout
(a) (c)
(b) (d)
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Stop & wait sequence numbers
Sender Receiver
Frame 0
ACK 0
Tim
eo
ut
Frame 0
ACK 0
Tim
eo
ut
Sender Receiver
Frame 0
ACK 0Tim
eo
ut
Frame 0
ACK 0Tim
eo
ut
(c) (d)
Sender Receiver
Frame 0
ACK 0
Frame 1
ACK 1
(e)
Frame 0
ACK 0
• Simple sequence numbers enable the client to discard duplicate copies of the same frame
• Stop & wait allows one outstanding frame, requires two distinct sequence numbers
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Stop And Wait
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Sliding Window bi-directional data transmission protocol used in the
data link layer (OSI model) as well as in TCP
It is used to keep a record of the frame sequences sent
respective acknowledgements received by both the users.
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Sliding Window: Sender Assign sequence number to each frame (SeqNum) Maintain three state variables:
send window size (SWS) last acknowledgment received (LAR) last frame sent (LFS)
Maintain invariant: LFS - LAR <= SWS Advance LAR when ACK arrives Buffer up to SWS frames SWS
LAR LFS
… …
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Sequence Number Space
SeqNum field is finite; sequence numbers wrap around Sequence number space must be larger then number of
outstanding frames SWS <= MaxSeqNum-1 is not sufficient
suppose 3-bit SeqNum field (0..7) SWS=RWS=7 sender transmit frames 0..6 arrive successfully, but ACKs lost sender retransmits 0..6 receiver expecting 7, 0..5, but receives the original incarnation
of 0..5 SWS < (MaxSeqNum+1)/2 is correct rule Intuitively, SeqNum “slides” between two halves of sequence
number space
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Sliding Window: Receiver
Maintain three state variables receive window size (RWS) largest frame acceptable (LFA) last frame received (LFR)
Maintain invariant: LFA - LFR <= RWS
Frame SeqNum arrives: if LFR < SeqNum < = LFA accept if SeqNum < = LFR or SeqNum > LFA discarded
Send cumulative ACKs – send ACK for largest frame such that all frames less than this have been received
RWS
LFR LFA
… …
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UNIT II LAN Technology LAN (Local Area Network) refers to a group of
computers interconnected into a network Objective: they are able to communicate, exchange information
and share resources (e.g. printers, application programs, database etc).
the same computer resources can be used by multiple users in the network, regardless of the physical location of the resources.
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LAN Architecture Describes the way in which the components in a LocalArea Network are connectedLAN Topologies:
StarRingBusTree
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Star All stations are connected by cable (or wireless) to a
central point, such as hub or a switch.
central node is operating in a broadcast fashion such as a Hub
transmission of a frame from one station to the node is retransmitted on all of the outgoing links.
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Ring
All nodes on the LAN are connected in a loop and theirNetwork Interface Cards (NIC) are working as repeaters. No starting or ending point.
Each node will repeat any signal that is on the networkregardless its destination.
The destination station recognizes its address and copiesthe frame into a local buffer.The frame continues to circulate until it returns to thesource station, where it is removed.
Example:Token Ring (IEEE 802.5) FDDI (IEEE 802.6) another protocol used in the
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Bus All nodes on the LAN are connected by one linear cable,
which is called the shared medium. Every node on this cable segment sees transmissions
from every other station on the same segment. At each end of the bus is a terminator, which absorbs
any signal, removing it from the bus. This medium cable apparently is the single point of
failure. Example:Ethernet (IEEE 802.3)
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Tree Is a logical extension of the bus topology. The transmission medium is a branching cable no closed loops. The tree layout begins at a point called the head-end one or more cables start, and each of these may have
branches. The branches in turn may have additional branches to
allow quite complex layouts.
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Topologies
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Token Ring All stations are connected in a ring and each station can directly
hear transmissions only from its immediate neighbor. Permission to transmit is granted by a message (token) that
circulates around the ring. Token Ring as defined in IEEE 802.5 is originated from the IBM
Token Ring LAN technologies. Token-passing networks move a small frame, called a token Possession of the token grants the right to transmit. The information frame circulates the ring until it reaches the
intended destination station, which copies the information for further processing.
The information frame continues to circle the ring and is finally removed when it reaches the sending station.
The sending station can check the returning frame to see whether the frame was seen and subsequently copied by the destination.
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Ehernet local-area network (LAN) covered by the
IEEE 802.3. two modes of operation:
half-duplex full-duplex modes. .
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Three basic elements :1. the physical medium used to carry Ethernet signals between computers,
2. a set of medium access control rules embedded in each Ethernet interface that allow multiple computers to fairly arbitrate access to the shared Ethernet channel,
3. an Ethernet frame that consists of a standardized set of bits used to carry data over the system
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IEEE 802.5 Format
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Frame Format IEEE 802.5
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IEEE 802.3 MAC Data Frame Format
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Wireless
The process by which the radio waves are propagated through air and transmits data
Wireless technologies are differentiated by :
Protocol Connection type—Point-to-Point (P2P) Spectrum—Licensed or unlicensed
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Types Infrared Wireless Transmission
Tranmission of data signals using infrared-light waves
Microwave Radio sends data over long distances (regions,
states, countries) at up to 2 megabits per second (AM/FM Radio)
Communications Satellites microwave relay stations in orbit around the earth.
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UNIT III Packet Switching
Is a network communications method Groups all transmitted data, irrespective of content, type,
or structure into suitably-sized blocks, called packets. Optimize utilization of available link capacity Increase the robustness of communication. When traversing network adapters, switches and other
network nodes packets are buffered and queued, resulting in variable
delay and throughput, depending on the traffic
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Types Connectionless
each packet is labeled with a connection ID rather than an address.
Example:Datagram packet switching
connection-oriented each packet is labeled with a destination
address Example:X.25 vs. Frame Relay
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Star Topology
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Source Routing
0
13
2
0
1 3
2
0
13
2
0
13
2
3 0 1 3 01
30 1
Switch 3
Host B
Switch 2
Host A
Switch 1
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Virtual Circuit Switching Explicit connection setup (and tear-down)
phase Subsequence packets follow same circuit Sometimes called connection-oriented
model
0
13
2
01 3
2
0
13
25 11
4
7
Switch 3
Host B
Switch 2
Host A
Switch 1
Analogy: phone call
Each switch maintains a VC table
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Datagram Switching No connection setup phase Each packet forwarded independently Sometimes called connectionless model
0
13
2
0
1 3
2
0
13
2
Switch 3Host B
Switch 2
Host A
Switch 1
Host C
Host D
Host EHost F
Host G
Host H
Analogy: postal system
Each switch maintains a forwarding (routing) table
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Virtual Circuit Model Typically wait full RTT for connection setup before
sending first data packet.
While the connection request contains the full address for destination
each data packet contains only a small identifier, making the per-packet header overhead small.
If a switch or a link in a connection fails, the connection is broken and a new one needs to be established.
Connection setup provides an opportunity to reserve resources.
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Datagram Model There is no round trip delay waiting for connection
setup; a host can send data as soon as it is ready.
Source host has no way of knowing if the network is capable of delivering a packet or if the destination host is even up.
Since packets are treated independently, it is possible to route around link and node failures.
Since every packet must carry the full address of the destination, the overhead per packet is higher than for the connection-oriented model.
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Bridges and Extended LANs
LANs have physical limitations (e.g., 2500m) Connect two or more LANs with a bridge
accept and forward strategy level 2 connection (does not add packet header)
Ethernet Switch = Bridge on Steroids
A
Bridge
B C
X Y Z
Port 1
Port 2
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Spanning Tree Algorithm
Problem: loops
Bridges run a distributed spanning tree algorithm select which bridges actively forward developed by Radia Perlman now IEEE 802.1 specification
B3
A
C
E
DB2
B5
B
B7 K
F
H
B4
J
B1
B6
G
I
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Algorithm Details
Bridges exchange configuration messages id for bridge sending the message id for what the sending bridge believes to be
root bridge distance (hops) from sending bridge to root
bridge Each bridge records current best configuration
message for each port Initially, each bridge believes it is the root
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Algorithm Details
Bridges exchange configuration messages id for bridge sending the message id for what the sending bridge believes to be
root bridge distance (hops) from sending bridge to root
bridge Each bridge records current best configuration
message for each port Initially, each bridge believes it is the root
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Internetworking An internetwork is a collection of individual networks,
connected by intermediate networking devices, that functions as a single large network.
different kinds of network technologies that can be interconnected by routers and other networking devices to create an internetwork
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Types Local-area networks (LANs)enabled multiple users in a
relatively small geographical area to exchange files and messages, as well as access shared resources such as file servers and printers.
Wide-area networks (WANs) interconnect LANs with geographically dispersed users to create connectivity.
technologies used for connecting LANs include T1, T3, ATM, ISDN, ADSL, Frame Relay, radio links, and others.
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ETH
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IPV4 Packet HeaderVersion HLen TOS Length
Ident Flags Offset
TTL Protocol Checksum
SourceAddr
Destination Addr
Options(variable) Pad(variable)
Data
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Datagram Delivery
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Packet Format
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IPV4 Packet header
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Fragmentation and Reassembly
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Fragmentation and Reassembly
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Fragmentation and Reassembly
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(RARP)Reverse Address Resolution Protocol
(RARP) is a Link layer networking protocol RARP is described in internet EngineeringTask ForceETF)
publication RFC 903 It has been rendered obsolete by the Bootstrap Protocol
(BOOTP) and the modern Dynamic Host Configuration Protocol(DHCP)
BOOTP configuration server assigns an IP address to each client from a pool of addresses.
BOOTP uses the User Datagram Protocol (UDP)
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Routing
is the process of selecting paths in a network along which to send network traffic.
Routing is performed for many kinds of networks, including the telephone network electronic data networks (such as the Internet), and transportation networks.
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Components determining optimal routing paths and transporting
information groups (typically called packets) through an internetwork.
In the context of the routing process, the latter of these is referred to as packet switching.
Although packet switching is relatively straightforward, path determination can be very complex.
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Distance Vector:
Distance Vector routing protocols are based on Bellman and Ford algorithms.
Distance Vector routing protocols are less scalable such as RIP supports 16 hops and IGRP has a maximum of 100 hops.
Distance Vector are classful routing protocols which means that there is no support of Variable Length Subnet Mask (VLSM) and Classless Inter Domain Routing (CIDR).
Distance Vector routing protocols uses hop count and composite metric.
Distance Vector routing protocols support discontiguous subnets.
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Link State:
Link State routing protocols are based on Dijkstra algorithms.
Link State routing protocols are very much scalable supports infinite hops.
Link State routing protocols are classless which means that they support VLSM and CIDR.
Cost is the metric of the Link State routing protocols. Link State routing protocols support contiguous
subnets.
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UNIT IV Reliable Byte Stream
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TCP Overview
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End to end issues
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Segment format
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Connection establishment
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TCP sliding window
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Stream control Transmission Protocol
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Simple demultiplexor
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TCP Congestion Control Determines the network capacity Adjust the number of packets that can have safely in
transit Acks to pace the transmission of packets TCP is self clocking Avoids congestion Maxwindow=MIN(CongestionWindow,AdvertisedWindo
w) EffectiveWindow=MaxWindow-(LastByteSent-
LastByteAcked)
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Caused By the shortage of buffer space. slow links. slow processors
Possible solutions End-to-end versus link-by-link control Rate-Based versus Credit-Based control The rate-based traffic-flow technique constantly Integrated congestion control
Integrated congestion control
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Principles of Congestion Control
Congestion: informally: “too many sources sending too much
data too fast for network to handle” different from flow control! manifestations:
lost packets (buffer overflow at routers) long delays (queueing in router buffers)
a top-10 problem!
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Scenario 1: Queuing Delays two senders, two
receivers one router,
infinite buffers no
retransmission
large delays when congested
maximum achievable throughput
unlimited shared output link buffers
Host Ain : original data
Host B
out
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Scenario 2: Retransmits one router, finite buffers sender retransmission of lost packet
finite shared output link buffers
Host A in : original data
Host B
out
'in : original data, plus retransmitted data
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Scenario 3: Congestion Near Receiver
four senders multihop paths timeout/retransmit
in
Q: what happens as and increase ?
in
finite shared output link buffers
Host Ain : original data
Host B
out
'in : original data, plus retransmitted data
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Approaches towards congestion control
End-end congestion control:
no explicit feedback from network
congestion inferred from end-system observed loss, delay
approach taken by TCP
Network-assisted congestion control:
routers provide feedback to end systems single bit indicating
congestion (SNA, DECbit, TCP/IP ECN, ATM)
explicit rate sender should send at
Two broad approaches towards congestion control:
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TCP Congestion Control end-end control (no network
assistance) sender limits transmission: LastByteSent-LastByteAcked
CongWin Roughly,
CongWin is dynamic, function of perceived network congestion
How does sender perceive congestion?
loss event = timeout or 3 duplicate acks
TCP sender reduces rate (CongWin) after loss event
three mechanisms: AIMD slow start conservative after
timeout events
rate = CongWin
RTT Bytes/sec
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TCP AIMD
8 Kbytes
16 Kbytes
24 Kbytes
time
congestionwindow
multiplicative decrease: cut CongWin in half after loss event
additive increase: increase CongWin by 1 MSS every RTT in the absence of loss events: probing
Long-lived TCP connection
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TCP Slow Start When connection
begins, CongWin = 1 MSS Example: MSS = 500
bytes & RTT = 200 msec
initial rate = 20 kbps available bandwidth
may be >> MSS/RTT desirable to quickly
ramp up to respectable rate
When connection begins, increase rate exponentially fast until first loss event
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TCP Slow Start (more) When connection begins,
increase rate exponentially until first loss event: double CongWin every
RTT done by incrementing CongWin for every ACK received
Summary: initial rate is slow but ramps up exponentially fast
Host A
one segment
RTT
Host B
time
two segments
four segments
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Refinement (more)
Q: When should the exponential increase switch to linear?
A: When CongWin gets to 1/2 of its value before timeout.
Implementation: Variable Threshold At loss event, Threshold is
set to 1/2 of CongWin just before loss event
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TCP sender congestion control
Event State TCP Sender Action Commentary
ACK receipt for previously unacked data
Slow Start (SS)
CongWin = CongWin + MSS, If (CongWin > Threshold) set state to “Congestion Avoidance”
Resulting in a doubling of CongWin every RTT
ACK receipt for previously unacked data
CongestionAvoidance (CA)
CongWin = CongWin+MSS * (MSS/CongWin)
Additive increase, resulting in increase of CongWin by 1 MSS every RTT
Loss event detected by triple duplicate ACK
SS or CA Threshold = CongWin/2, CongWin = Threshold,Set state to “Congestion Avoidance”
Fast recovery, implementing multiplicative decrease. CongWin will not drop below 1 MSS.
Timeout SS or CA Threshold = CongWin/2, CongWin = 1 MSS,Set state to “Slow Start”
Enter slow start
Duplicate ACK
SS or CA Increment duplicate ACK count for segment being acked
CongWin and Threshold not changed
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Congestion Avoidance Mechanisms Helps to avoid congestion Additional functionality into the router to assist in
anticipation of congestion to control congestion once it happens
to repeatedly increase load in an effort to find the point at which congestion occurs, and then back off
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Mechanisms router-centric: DECbit and RED Gateways
host-centric: TCP Vegas
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DECbit
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DECbit
Add binary congestion bit to each packet header Router
monitors average queue length over last busy+idle cycle
set congestion bit if average queue length greater than 1 when packet arrives
attempts to balance throughput against delay
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DECbit
End Hosts destination echos bit back to source
source records how many packets resulted in set bit
if less than 50% of last window's worth had bit set, then increase CongestionWindow by 1 packet
if 50% or more of last window's worth had bit set, then decrease CongestionWindow by 0.875 times
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Random Early Detection (RED)
Notification is implicit just drop the packet (TCP will timeout)
could make explicit by marking the packet
Early random drop rather than wait for queue to become full,
drop each arriving packet with some drop probability whenever the queue length exceeds some drop level
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Random Early Detection (RED)
RED: fills in the details compute average queue length
AvgLen=(1- Weight)*AvgLen+Weight*SampleLen
0 < Weight < 1 (usually 0.002)
SampleLen is queue length each time a packet arrives
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Random Early Detection (RED
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Random Early Detection (RED) two queue length thresholds if AvgLen ? MinThreshold then
enqueue the packet
if MinThreshold < AvgLen < MaxThreshold
calculate probability P
if MaxThreshold ? AvgLen
drop arriving packet
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UNIT V Domain Name Service is a hierarchical naming system for computers, services in the
Internet
is an IETF-standard name service.
enables client computers on your network to register and resolve DNS domain names.
names are used to find and access resources offered by other computers on your network or other networks, such as the Internet.
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three main components of DNS:
Domain name space and associated resource records (RRs)
DNS Name Servers
DNS Resolvers
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Domain name space for the Internet. Domain Names
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Email Electronic mail abbreviated as e-mail or email
is method of creating, transmitting, or storing primarily text-based human communications with digital communications systems
based on a store-and-forward model in which e-mail computer server systems, accept, forward, or store messages on behalf of users
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SMTP(Simple Mail Transfer Protocol) is an Internet standard for electronic mail transmission
is a TCP/IP protocol used in sending and receiving e-mail
to send and receive mail messages to send and receive mail messages
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SMTP(Simple Mail Transfer Protocol)
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SMTP(Simple Mail Transfer Protocol)
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MIME Multipurpose Internet Mail Extensions SMTP is ASCII based allows multi part messages containing content of various
types combined into one message Types
GIF graphics files PostScript files MIME messages can contain
text, images, audio, video, and other application-specific data.
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format of messages textual message bodies in character sets other than US-
ASCII, an extensible set of different formats for non-textual
message bodies, multi-part message bodies, and textual header information in character sets other than US-
ASCII.
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HTTP is an application-level protocol for distributed,
collaborative, hypermedia information systems. It is a generic, stateless, protocol which can be
used for many tasks such as name servers and distributed object management systems, through extension of its request methods, error codes and headers [47].
typing and negotiation of data representation allows systems to be built independently of the
data being transferred.
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SNMP to monitor network-attached devices for conditions
that warrant administrative attention
SNMP basic components Managed devices Agents Network-management stations (NMSs) Managed devices Agents Network-management stations (NMSs)
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Email Features Email is Fast Email is Inexpensive Email is Easy to Filter Transmission is Secure and Reliable
1.Fast - Messages can be sent anywhere around the world in an instant 2.cheap - Transmission usually costs nothing, or at the most, very little 3.simple - Easy to use, after initial set-up 4.efficient - Sending to a group can be done in one step 5.versatile - Pictures, powerpoints or other files can be sent too
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World Wide WebWorld Wide Web
Hypertext and Hypermedia
Browser Architecture
Static Document/HTML
Dynamic Document/CGI
Active Document/Java
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Distributed services
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Hypertext
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Browser architecture
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Categories of Web documents
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Static document
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Boldface tags
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Effect of boldface tags
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Beginning and ending tags
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Common tags Common tags
BeginningTag
Ending Tag
Meaning
Skeletal Tags
<HTML> </HTML> Defines an HTML document
<HEAD> </HEAD> Defines the head of the document
<BODY> </BODY> Defines the body of the document
Title and Header Tags
<TITLE> </TITLE> Defines the title of the document
<Hn> </Hn> Defines the title of the document
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Common tags (continued) Common tags (continued)
BeginningTag
Ending Tag
Meaning
Text Formatting Tags
<B> </B> Boldface
<I> </I> Italic
<U> </U> Underlined
<SUB> </SUB> Subscript
<SUP> </SUP> Superscript
Data Flow Tag
<CENTER> </CENTER> Centered
<BR> </BR> Line break
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Common tags (continued) Common tags (continued)
BeginningTag
Ending Tag
Meaning
List Tags
<OL> </OL> Ordered list
<UL> </UL> Unordered list
<LI> </LI> An item in a list
Image Tag
<IMG> Defines an image
Hyperlink Tag
<A> </A> Defines an address (hyperlink)
Executable Contents
<APPLET> </APPLET> The document is an applet
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Dynamic document
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Active document
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Skeleton of an applet
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Instantiation of the object defined by an applet
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Creation and compilation
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HTML document carrying an applet
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File Transfer File Transfer
Connections
Communication
File Transfer
User Interface
Anonymous
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FTP uses the services of TCP. It needs two TCP connections. The well-known
port 21 is used for the control connection, and the well-known port 20 is used for the data connection.
NoteNote::
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FTP
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Using the control connection
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Using the data connection
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File transfer