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Week3 The Medium Access Sublayer

Week3 The Medium Access Sublayer. Multiple Access Protocols. Overal Internet Architecture. MAC Sublayer. MAC Architecture. Broadcast through a Single Channel. Determining who will use the channel next is a problem Medium Access Control (MAC) sublayer solves this problem

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Week3 The Medium Access Sublayer

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  1. Week3The Medium Access Sublayer Multiple Access Protocols

  2. Overal Internet Architecture

  3. MAC Sublayer

  4. MAC Architecture

  5. Computer Networks 1 Broadcast through a Single Channel • Determining who will use the channel next is a problem • Medium Access Control (MAC) sublayer solves this problem • MAC is a sublayer (bottom part) of data link layer • Broadcast Channels, also called • Multiaccess Channels • Random Access Channels

  6. Static Channel Allocation • Usually done by FDM or TDM • Not an efficient method for data traffic: • Let • The capacity of a channel be C bps • The mean time delay of the channel be T (seconds) • Frame arrival rate is a random variable from Poisson distribution with mean  frames/second • Frame length is a random variable from exponential probability density function with mean 1/ bits/frame • Then • T = 1 / (C -  ) (result from queuing theory) • Now, let the channel be divided into N subchannels with capacity C/N and mean input rate /N • TFDM= 1 / ((C/N) – (/N) = N / (C - ) = NT • This means that he average delay is N times worsened

  7. Dynamic Channel Allocation Assumptions 1 • Station Model: block and wait • Generates frames at a rate of  frames/unit time (Frame generation is Poisson Distribution) • Once a frame is generated, the station is blocked until the frame is successfully transmitted • Single Channel Assumption: equal rights • All stations transmit and receive with equal priority over a unique channel

  8. Dynamic Channel Allocation Assumptions 2 • Collision Assumption • Overlapping transmission by two or more stations at the same time garbles the frames (collision) • All stations detect collisions • There are no errors other than those generated by collisions • Continuous Time • Frame transmission can begin at any instant of time • Slotted Time • Time is divided into very narrow time slots • Frame transmission always begins with a slot

  9. Dynamic Channel Allocation Assumptions 3 • Carrier Sense • Stations can detect if the channel is in use • LANs generally have carrier sense • No Carrier Sense • Stations can not sense the channel before trying to use it • Satellite networks do not have carrier sense

  10. Pure ALOHA • Users transmit any time • If there is a collision • sender knows about it after a certain time, • waits random amount of time, • sends the frame again • Contention systems • Systems in which multiple users share a common channel in a way that can lead to conflicts • To maximize throughput, frames must have uniform sizes

  11. Frames in Pure ALOHA

  12. ALOHA Assumptions • Frame time=time to transmit one frame • Number of frames generated in a frame time is a Poisson Distribution with mean N. • If N>1, every frame will suffer a collision • 0<N<1 is reasonable • Probability of k transmission attempts in a frame time is Poisson with parameter G. Pr[k]=Gk e-G/k! • For small N, G  N • For large N, G>N

  13. ALOHA Frame Collision Period

  14. Efficiency of ALOHA • Referring to the figure on prev. page, the vulnerable period is two frame times • The probability that no frame is transmitted during this period is e-2G • Pr[0]=e-G in one frame period so P0=e-2G in two frame periods • Therefore troughput S = G e-2G • The maximum of S occurs at G=0.5, S=1/2e

  15. ALOHA Throughput

  16. Carrier Sense Multiple Access (CSMA) Protocols • ALOHA does not listen to the channel before it transmits, ending up with poor performance • Carrier Sense Protocols • Stations listen the channel if there is any transmission going on before they transmit

  17. Persistent and Nonpersistent CSMA • 1-persistent CSMA • Stations transmit with probability 1 whenever they find the channel idle • Nonpersistent CSMA • If the channel is idle before the first attempt, transmit • If the channel is already in use, wait for a random amount of time, and then listen to the channel for transmission • P-persistent CSMA • Applies to slotted channels • If the channel is idle, • transmit with probability p • Defer transmission until the next slot with probability q = 1 – p • If, in the mean time, someone else transmits, wait a random time • If channel busy • Wait for the next slot

  18. Channel Utilization for Random Access Protocols

  19. CSMA with Collision Detection (CSMA/CD) • collision Detection • Abort transmission as soon as detect collision • If  is the time the signal propagates between two farthest stations, the station has to wait 2  to make sure that no collision has occurred • CSMA/CD model has contention, transmission and idle periods • Contention period is modeled as a slotted ALOHA with slot size 2

  20. CSMA/CD States

  21. Collision-Free Protocols • Assumptions • There are N stations • Each station has a unique address (0 to N-1) hardwired to it • Question • Which station gets the channel after a successful transmission?

  22. A Bit-Map Protocol (Reservation Protocol) • Two rounds of transmission cycle • First Round (Contention Period) • Consists of N slots each reserved for a particular station • In this period, each station transmits • 1 if it has a frame to transmit • 0 if it has no frame to transmit • At the completion of the first round everybody knows who wants to transmit • Second Round (Transmission Period) • Stations transmit according to the order formed in the first round • There will not be any collisions

  23. The basic bit-map protocol

  24. Reservation Protocol Performance :Binary Countdown • Each station has a binary station address • A station wanting to transmit broadcasts its address starting with the high-order bit • The bits from each station are boolean Or’ed • Arbitration Rule • As soon as a station sees that a high-order bit position that is 0 in its address is overwritten by 1, it gives up • Channel Efficiency is d/(d+log2N) • If station address is the first field in the frame then efficiency is 100%.

  25. Binary Countdown Example

  26. 5: DataLink Layer Some terminology: hosts and routers are nodes communication channels that connect adjacent nodes along communication path are links wired links wireless links LANs layer-2 packet is a frame,encapsulates datagram Link Layer Services data-link layer has responsibility of transferring datagram from one node to adjacent node over a link

  27. 5: DataLink Layer Link Layer Services • framing, link access: • encapsulate datagram into frame, adding header, trailer • channel access if shared medium • “MAC” addresses used in frame headers to identify source, dest • different from IP address! • reliable delivery between adjacent nodes • we learned how to do this already (chapter 3)! • seldom used on low bit-error link (fiber, some twisted pair) • wireless links: high error rates • Q: why both link-level and end-end reliability?

  28. 5: DataLink Layer Link Layer Services (more) • flow control: • pacing between adjacent sending and receiving nodes • error detection: • errors caused by signal attenuation, noise. • receiver detects presence of errors: • signals sender for retransmission or drops frame • error correction: • receiver identifies and corrects bit error(s) without resorting to retransmission • half-duplex and full-duplex • with half duplex, nodes at both ends of link can transmit, but not at same time

  29. Link Layer (Ethernet) Frames IEEE Standard 802.3 and Ethernet Ethernet Frame Structure (Ethernet Encapsulation) 7 1 6 6 2 4 preamble SFD DA SA type Data CRC 60 to 1514 bytes synchronize the receiver type Cyclic Redundancy Check 0800: IPv4 datagram 0806: ARP request/reply 8035: RARP request/reply 86DD: IPv6 start frame delimiter

  30. Ethernet Frame (cont’d) • 2 byte type that indicates what kind of data follows, e.g., 0800 for an IP packet • Then the data, maximum 1500 bytes, minimum 46 bytes • Data field must be padded with extra bytes if fewer than 46 bytes are supplied

  31. How the data is framed (char count)

  32. How the data is framed (FlagBytes)

  33. How the data is framed (Bit Stuffing)

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