1 / 56

Chapter 12.1: Media Access C ontrol (MAC) sublayer

Chapter 12.1: Media Access C ontrol (MAC) sublayer. LLC is similar to HDLC (book 11.6). Figure 12.2 Taxonomy of multiple-access protocols discussed in this chapter. Will only cover random-access protocols. Contention: Access to shared media. Problem:

mekelle
Télécharger la présentation

Chapter 12.1: Media Access C ontrol (MAC) sublayer

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Chapter 12.1: Media Access Control (MAC) sublayer • LLC is similar to HDLC (book 11.6)

  2. Figure 12.2 Taxonomy of multiple-access protocols discussed in this chapter Will only cover random-access protocols

  3. Contention: Access to shared media • Problem: • two (or more devices) want to transmit over a shared baseband medium at the same time. • Collision • Transmissions collide, destroying the information in each transmission

  4. Aloha protocol • University of Hawaii (where else) - packet switched radio (mid 70s). • Transmit a packet using a specified radio frequency • wait for ack • If the ack does not arrive send packet again because it probably collided with another station sending a packet over the same frequency.

  5. Figure 12.4 Procedure for pure ALOHA protocol • Don’t worry yet about how TB is calculated

  6. Figure 12.3 Frames in a pure ALOHA network wasted However, time from the start of 3.1 to the end of 1.2 is wasted time.

  7. Figure 12.5 Vulnerable time for pure ALOHA protocol • Keep in mind even if a small part of a packet collides, the entire packet is of no use.

  8. Slotted Aloha • Time divided into intervals of length Tfr, the time required to send one frame. • Device begins sending only at the start of an interval • Does not eliminate collisions, but • If two frames collide the wasted time is Tfr • With pure Aloha, it could be 2Tfr

  9. Figure 12.6 Frames in a slotted ALOHA network

  10. CSMA (Carrier Sense Multiple Access) • Original Ethernet configured similar to that below • Only one device could transmit at a time • Refinement of Aloha protocols

  11. If a device has something to send it will • Listen: if medium is quiet then send • if not quiet then wait for quiet. • Works most of the time • Two waiting devices could detect quiet at nearly the same time and their transmissions would collide

  12. Figure 12.8 Space/time model of the collision in CSMA • I believe yellow represents B’s signal and blue represents C’s signal

  13. P-persistence • when quiet, transmit with probability p • (i.e. p=1/2 => 50% chance of transmitting • Non-persistent: If busy, wait one time slot (time to transmit one frame) and try again. • Show examples showing all possible scenarios with two or three stations waiting via p-persistence with p=0.5.

  14. Figure 12.11 Flow diagram for three persistence methods

  15. CSMA/CD: • adds collision detection (CD). • Transmit and listen for collision. • If one occurs stop transmitting, wait random time and try again. • Reduces amount of time during which signals collide.

  16. Requires a minimum frame size for CSMA/CD to work. • Device must still be sending when collision detected or else it does not know if its frame was involved.

  17. Early Ethernet: • 10Mbps and 2 km cable • signal propagation speed was 200 meters/msec • Worst case: 10 msec to collision and 10 more to detect it. • Can send 200 bits in that 20 msec time. Must detect collision while frame is still being sent.

  18. Figure 12.12 Collision of the first bit in CSMA/CD

  19. Binary exponential backoff algorithm • 1stcollisionwait 0/1 time slot (chosen randomly) • 2nd collision  wait 0-3 time slots (chosen randomly) • 3rd collision  wait 0-7 time slots (chosen randomly) • in general wait 0-2n-1 –1 time slots (chosen randomly). • After 16 collisions give up.

  20. Section12.1 also discusses CSMA/CA (Collision Avoidance) • Somewhat different protocol used for 802.11 Wireless standards. • Covered later • Does not really avoid collisions.

  21. Token ring and token bus (brief mention in section 12.1) • Tokens circulated among devices • A device with something to send waiting for the token • NO collisions • Needed management protocols if a problem occurred with the token • IEEE 802.4 and 802.5 are standards for token ring and bus networks • IEEE 802.3 Ethernet (actually its variations) is dominant

  22. Ethernet Chapter 13 • There are numerous IEEE802.3 standards for Ethernet. • Standard Ethernet (10 Mbps) • Fast Ethernet (100 Mbps) • Gigabit Ethernet (1 Gbps) • Ten-Gigabit Ethernet (10 Gbps) • More than just bit rates - accounts for different media, signaling techniques, frame format, collision handling, etc.

  23. Figure 13.1 IEEE standard for LANs

  24. Original IEEE 802.3 Ethernet design: • Nic: network interface card

  25. Figure 13.4 802.3 MAC frame • Source and destination MAC (48-bit addresses) - groups assigned/controlled by IEEE

  26. Figure 13.5 Minimum and maximum lengths

  27. Computer executes network software and routes packet of info to memory and signals nic via internal bus • nic gets packet from memory, creates a frame, and waits for signal from transceiver • transceiver listens to cable. Quiet => signal nic to send data to transceiver; • transceiver transmits bits onto cable and listens for collision. • If collision occurs, nic executes binary exponential backoff algorithm. • If too many collisions => send message to network software

  28. other transceivers copy a frame and send it to the nic. • If address in frame corresponds to nic address then do crc check. • If OK, signal computer that packet arrived. • Computer executes network software to determine whether packet can be accepted as per flow control. If so, move packet to memory.

  29. Ethernet address: • 48 bits - burned into network card • A company that manufactures cards purchases a group of 224 addresses (managed by IEEE) [http://standards.ieee.org/regauth/oui/index.shtml] • Look up your physical address (ipconfig /all). Search for the OUI (Organizationally Unique Identifier) in the previous link. Just enter the first 6 hex digits in the form xx-xx-xx. Example: 00-19-D1. • Unicast address: identify one device • Multicast address: identify numerous (all - broadcast) devices

  30. 802.3 flavors • 802.3 • 10Base5, thick cable, • 500-meter segments • max of 5 segments (4 repeaters) in sequence • collision domain (span in which a collision can occur) is 2500 m. • Manchester coding, min. 8 ft between transceivers.

  31. Figure 13.10 10Base5 implementation

  32. 802.3a • 10Base2 • (Thinnet, CheaperNet) thinner cable • T-connectors, max of ~200 meter segments • 5 segments, collision domain ~1 km. • Cheaper & more flexible but shorter segments

  33. 802.3i • 10BaseT • CAT 3, 4, 5 UTP • central hub – device to regenerate and send signals • max UTP length is 100 m. collision domain ~500-2500 m (depends on delay at hubs) • Collisions still occur (in hub)

  34. 802.3j • 10BaseF • Fiber • Requires a 10-BaseF hub • max fiber length 2000 m.

  35. Table 13.1 Summary of Standard Ethernet implementations

  36. Bridged Ethernet • Collisions can occur between any two devices – not ideal. • Bridge – layer 2 connector of two networks. • Only forwards a frame if the destination is on the other side • Also adds a little extra security since each frame does not go everywhere

  37. Figure 13.16 Collision domains in an unbridged network and a bridged network

  38. Switched Ethernet • Switch is like a bridge but with more connections • Otherwise, very similar • Could connect multiple switches

  39. No collisions assumes connections are full duplex – separate wire pairs used for transmission in opposite directions

  40. Hierarchy of switches

  41. Fast Ethernet (100 Mbps) - 802.3u, • 100 BaseTX (over CAT 5 UTP) • Collision domain around 200 m. (1/10 the size of standard Ethernet since rate is 10 times as fast)

  42. 100 mbps rate w/ Manchester signal won’t work • frequency too high for the CAT 5 UTP, produces too much noise • Fundamental is that higher frequency signals don’t propagate as far. • The square wave forms become deformed more quickly and become unrecognizable. Thus, the limit on higher frequency signals.

  43. Manchester was used to prevent long runs of 0s or 1s • we need another way to do this • such as 4B/5B encoding from Chapter 4.

  44. Might use NRZ coding but there are still noise issues • Multilevel Line transmission-3 level (MLT-3). • MLT-3 signal cycles through the states in the order –1, 0, +1, 0, -1, 0, +1, 0, -1, • If the bit is 1, the MLT-3 signal should progress to the next state in its sequence. • If the bit is 0, the MLT-3 signal remains at its current state.

  45. Figure 4.13 Multitransition: MLT-3 scheme

  46. 100 BaseFX (Fiber) • Uses 4B/5B encoding combined with NRZI encoding.

  47. 100 BaseT4 (over CAT 3 wire), • Nice example of ingenuity • used where it was too expensive to replace existing wiring w/ CAT 5 • How can you implement a new technology over old wiring

  48. 8B/6T encoding • associates every byte (8 bits) value with a unique string of 6 ternary values, called trits • See appendix D • bytes are transmitted in just 6 consecutive time intervals • From chapter 4 below

  49. Needed baud rate still to high to fall with acceptable noise levels for cat 3 UTP • So, data is transmitted through three wire pairs simultaneously • Cuts the needed rate by a factor of 3 • translates to a 75 million (100 million bits) trits per second rate • Not common but was an interesting solution to a problem.

More Related