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Network Technologies & Principles

Network Technologies & Principles. Network Technologies & Principles. Communication Subsystem. Types of Network. Principles of Network. Distributed Protocols. Communication Subsystem.

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Network Technologies & Principles

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  1. Network Technologies & Principles

  2. Network Technologies & Principles • Communication Subsystem. • Types of Network. • Principles of Network. • Distributed Protocols

  3. Communication Subsystem • The hardware and software within a distributed system which provides the communication facilities is known as the communication subsystem. • Consists of: • Transmission media: providing the physical connectivity, e.g. wire, cable, fiber and wireless channels; • Hardware devices: providing the linkage, e.g. routers, bridges, hubs, repeaters, network interfaces and gateways; • Software components: managing the communication, e.g. protocol stacks, communication handlers and drivers.

  4. Network Types • Local Area Networks (LANs) • High-speed communication on proprietary grounds (on-campus). • Based on twisted copper wire, coaxial cable or optical fibre. • Total system bandwidth is high and latency is low. • Most typical solution: Ethernet with 100 Mbps • Metropolitan Area Networks (MANs) • High-speed communication for nodes distributed over medium-range distances, usually belonging to one organization.

  5. Based on high bandwidth copper and optical fibre. • Providing "back-bone" to interconnect LAN's. • Technology often based on ATM, FDDI or DSL. • Wide Area Networks • Communication over long distances (cities, countries, or continents). • Covers computers of different organizations. • High degree of heterogeneity of underlying computing infrastructure. • Involves routers to manage network and route messages to their destinations.

  6. Speeds up to a few Mbps possible, but around 50-100 Kbps more typical. • Most prominent example: the Internet. • Wireless Networks • End user equipment accesses network through short or mid range radio or infrared signal transmission • Wireless WANs: • GSM (up to about 20 Kbps), UMTS (up to Mbps), PCS. • Wireless LANs/MANs: • WaveLAN (2-11 Mbps, radio up to 150 meters). • Wireless Personal Area Networks: • Bluetooth (up to 2 Mbps on low power radio signal, < 10 m distance).

  7. Network Principles Packet Transmission • A packet is a sequence of binary data with addressing information to identify the source and destination computers. • A network message with arbitrary length is divided before transmission into packets of restricted length. • Restricted length packets are used: • To allow each computer in the network to allocate sufficient buffer storage to hold largest possible incoming packet. • To avoid long waiting for communication channels to be free if long messages ware transmitted without subdivision.

  8. Network Principles Switching Schemes • A switching system is required to transmit information between two arbitrary nodes in the network using shared communications link. • Four types of switching are used in computer network: • Broadcast: • Requires no switches. • All messages are sent to all connected computers. • Each computer is responsible extracting messages addressed to itself. • Used approach in Ethernet and wireless networks.

  9. Circuit switching: • Approach taken in the telephone system. • A physical link is established between the sender and the receiver. • Packet switching: • Otherwise known as store-and-forward (postal system). • At each switching node (connection point) a computer manages the packets by reading each one into memory, examining its destination, and choosing an outgoing circuit appropriately.

  10. Frame relay: • Reading in and storing the whole of each packet introduces a performance overhead which can become significant. • In ATM networks a frame of fixed size is used in place of a packet and only its header needs to be examined. • The remainder of the frame is simply relayed as a stream of bits.

  11. Networking Performance Parameters • Latency - time to transfer “empty” message • Bandwidth or data transfer rate - how many bits/sec can be transferred (how thick the “pipe” is) message_transfer_time = latency + msg_length / data_transfer_rate • Consider: a modem connection vs. a van of magnetic tapes traveling an interstate highway • QoS: Quality of Service (bandwidth/latency guarantees for particular connections)

  12. OSI Protocol Stack • OSI - Open Systems Interconnect • Application - application interfaces (httpd, ftp) • Presentation - network representation for data • Session - connections, encryption • Transport - message à packets • Network - network-specific packets, routing • Data Link - transmission of packets between “directly” connected machines + error issues • Physical - hardware (“I can touch it”)

  13. Application Application Presentation Presentation Session Session Transport Transport Network Network Data Link Data Link Physical Physical Communication Through Layers

  14. Application UDP TCP IP Physical TCP/IP Protocol Stack • ISO stack is good as a model for understanding networks • Layers in “real” network stacks aren’t so differentiated • TCP/IP stack has won primarily because of the free implementation shipped in early versions of BSD Unix • Addresses above IP are (port, address) combinations Application Transport Network

  15. Transport Protocols • UDP (User Datagram Protocol) • Connectionless • Fast setup • Easy one-to-many communication • Datagram-oriented (fixed size chunks of data) • Packet reordering • Packet loss (no flow control, bad packets dropped) • Packet duplication • (Absolute) maximum datagram length: 64K • Usable maximum is more complicated • 8K is generally safe for modern systems

  16. Transport Protocols, Cont. • TCP (Transmission Control Protocol) • Connection-oriented • Byte stream-oriented • Slower setup • Consumes file handles: one per connection • Flow control, automatic retransmission • No packet reordering (delivery is FIFO) • No packet loss • No duplication • Theoretically “no” limit on size of objects that can be dumped into a TCP stream • In practice, limits exist

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