Transcript Chapter 16
Chapter 16
Protocols and
Protocol Layering
1
Protocol
Agreement about communication
Specifies
Format
of messages (syntax)
Meaning of messages (semantics)
Rules for exchange
Procedure for handling problems
2
Need for Protocols
Hardware
is low level
Many problems can occur
Bits
corrupted or destroyed
Entire packet lost
Packet duplicated
Packets delivered out of order
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Need for Protocols (continued)
Need
mechanisms to distinguish among
Multiple
computers on a network
Multiple applications on a computer
Multiple copies of a single application on a
computer
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Set of Protocols
Work together
Each protocol solves part
of communication
problem
Known as
Protocol
suite
Protocol family
Designed in layers
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Plan for Protocol Design
Intended for
protocol designers
Divides protocols into layers
Each layer devoted to one subproblem
Example: ISO 7-layer reference model
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Illustration of the 7-Layer Model
Defined early
Now somewhat dated
Does
not include internet layer!
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ISO Layers
Layer 1:
Physical
Underlying
Layer 2:
Data Link (media access)
Hardware
Layer 3:
hardware
frame definitions
Network
Packet
forwarding
Layer 4:
Transport
Reliability
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ISO Layers (continued)
Layer 5:
Login
Layer
Session
and passwords
6: Presentation
Data
representation
Layer 7:
Application
Services
for common applications
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TCP/IP protocol suite
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Layers and Protocol Software
Protocol software follows layering model
One
software module per layer
Modules cooperate
Incoming or outgoing data passes from one
module to another
Entire set
of modules known as stack
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Illustration of Stacks
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Layers and Packet Headers
Each layer
Prepends
header to outgoing packet
Removes header from incoming packet
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Example of encapsulation
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Scientific Layering Principle
Software implementing layer N at the
destination receives exactly the message sent
by software implementing layer N at the source
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Illustration of Layering Principle
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Protocol Techniques
For bit
corruption
Parity
Checksum
CRC
For out-of-order delivery
Sequence
numbers
Duplication
Sequence
numbers
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Protocol Techniques (continued)
For lost packets
Positive
acknowledgement and retransmission
For replay
Unique
For data
Flow
(excessive delay)
message ID
overrun
control
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Flow Control
Needed because
Sending
computer system faster than receiving
computer
Sending application faster than receiving
application
Related to
buffering
Two forms
Stop-and-go
Sliding
window
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Stop-And-Go Flow Control
Sending Side
Transmits
one packet
Waits for signal from receiver
Receiving side
Receives
and consumes packets
Transmits signal to sender
Inefficient
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Sliding Window Flow Control
Receiving side
Establishes
multiple buffers and informs sender
Sending side
Transmits
packets for all available buffers
Only waits if no signal arrives before
transmission
Receiving side
Sends
signals as packets arrive
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Illustration of Sliding
Window on Sending Side
Window tells how many packets can
be sent
Window moves as acknowledgements arrive
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Performance
Stop-and-go
Slow
Useful
only in special cases
Sliding window
Fast
Needed
in high-speed network
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Comparison of Flow Control
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Why Sliding Window?
Simultaneously
Increase
throughput
Control flow
Speedup
Tw = min(B, TG * W)
where
B
is underlying hardware bandwidth
TW is sliding window throughput
TG is stop-and-go throughput
W is the window size
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Congestion
Fundamental problem in networks
Caused by
traffic, not hardware failure
Analogous to congestion on a highway
Principle cause of delay
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Illustration of Architecture
That Can Experience Congestion
Multiple sources
Bottleneck
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Dealing with Congestion
Congestion results in filled buffers in packet
switches => packets will be discarded =>
retransmission => more packets…..
Solutions
Increasing
buffer space
Reducing the amount of packets in the network
Packet switches inform senders, or
Senders use packet loss as an indication
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Congestion and Loss
Modern network hardware works well; most
packet loss results from congestion, not from
hardware failure
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