Transcript Switches

Module 8
Ethernet Switching
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Ethernet Switching
• Ethernet is a shared media
– One node can transmit data at a time
• More nodes increases the demands on the
available bandwidth
– The probability of collisions increases, resulting in
more retransmissions
• A solution to the problem is to segment.
• Segmenting creates more collision domains
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Shared Media Environment
• Shared media environment –
– multiple hosts have access to the same medium
• Extended shared media environment –
– Using networking devices extends the
environment to accommodate multiple access or
longer cable distances
• Point-to-point network environment –
– one device is connected to only one other device
(ex. dialup network connections)
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Shared media environments
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Layer 1 Devices
• Layer 1 devices
– repeaters and hubs
• Extend collision domains
• Primary function is extending cable segments
• Additional hosts increase the amount of traffic
• More traffic = greater chances of collisions
– This results in diminished performance
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Repeater Rule
• Four repeater rule:
– No more than four repeaters between any
two computers
– Contributing Factors
• Repeater latency
• Propagation delay
• NIC latency
– Late collision frames add delay that is
referred to as consumption delay
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Collision Domains
• Collision Domains
– Connected physical network segments
where collisions can occur
• Collisions cause:
– The network to be inefficient
– Transmissions to stops for a period of time
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Collision domains
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Collision Domains
• The types of devices that interconnect the
media segments define collision domains
• Classified as OSI Layer 1, 2 or 3 devices
• Layer 1 devices do not break up collision
domains
• Layer 2 and Layer 3 devices break up
collision domains
– Increasing the number of collision domains is
known as segmentation
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Segmentation
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Network segment
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Layer 2 Devices
• Layer 2 devices
– Bridges and Switches
– Segments collision domains
– Controls frame propagation using the MAC
address
– Tracks the MAC addresses and segment they are
on
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Layer 2 Bridging
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Bridges
• Has only two ports and divides a collision domain
into two parts
• Entire network will share the same logical
broadcast address space
• Creates more collision domains but will not add
broadcast domains
• All decisions made are based on MAC or Layer 2
addressing
• No effect on the logical or Layer 3 addressing
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Layer 2 Switching
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Switches
• A switch is a fast, multi-port bridge
• Each port creates its own collision domain
• A switch dynamically builds and maintains a ContentAddressable Memory (CAM) table
• The CAM holds all of the necessary MAC information
for each port
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Switch Operation
• Micro-segments consist of the switch port and the
host connected to it
• Communication in both directions at once is known
as full duplex
• Most switches are capable of supporting full duplex,
as are most network interface cards (NICs)
• In full duplex mode, there is no contention for
the media.
– A collision domain no longer exists
– Theoretically, the bandwidth is doubled when
using full duplex
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Switch Modes
• Cut-through switching
– A switch transfers the frame as soon as the
destination MAC address is received
– lowest latency
– no error checking
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Switch Modes
• Store-and-forward switching
– Higher latency
– The switch receives the entire frame before
sending it out
– Verifies the Frame Check Sum (FCS)
– Invalid frames are discarded at the switch
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Switch Modes
• Fragment-free switching
• A compromise between cut-through and
store-and-forward switching
• Switching begins before the entire data field
and checksum are read
• Reads the first 64 bytes
• Including the frame header
• Verifies the reliability of:
• Addressing
• Logical Link Control (LLC) protocol
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Switch Modes
• Synchronous switching
– The source port and destination port must
be operating at the same bit rate
• Asynchronous switching
– The bit rates are not the same
– The frame must be stored at one bit rate
before it is sent out at the other bit rate
– Store-and-forward must be used
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Switch Modes
• Asymmetric switching
– Switched connections between ports of unlike
bandwidths
– Asymmetric switching is optimized for client/server
– A server requires more bandwidth dedicated to the
server port to prevent a bottleneck at that port
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Spanning Tree Protocol
• Switching loops can lead to broadcast storms that will
overwhelm a network.
• To counteract loops, switches are provided with the
Spanning-Tree Protocol (STP)
• Switches in a LAN using STP
– Send Bridge Protocol Data Units (BPDUs) out all its
ports
– Lets other switches know of its existence
– Elect a root bridge (switch) for the network
– Switches use the Spanning-Tree Algorithm (STA) to
resolve and shut down the redundant paths
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STP
• Each port using Spanning-Tree Protocol is in
one of the following five states:
– Blocking
– Listening
– Learning
– Forwarding
– Disabled
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STP
• A port moves through five states as follows:
– From initialization to blocking
– From blocking to listening or to disabled
– From listening to learning or to disabled
– From learning to forwarding or to disabled
– From forwarding to disabled
• Resolving and eliminating loops creates a logical
hierarchical tree with no loops
• The alternate paths are available if needed
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Spanning tree protocol
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Layer 2 Broadcasts
• Ethernet Broadcasts
– When a node needs to communicate with
all hosts on the network
– A broadcast frame with a destination MAC
address 0xFFFFFFFFFFFF is sent
– The network interface card (NIC) of every
host must respond
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Layer 2 Broadcasts
• Layer 2 devices must flood all broadcast and
multicast traffic
• Broadcast Radiation
– The accumulation of broadcast and multicast
traffic from each device
• Broadcast storm
– Circulation of broadcast radiation that saturates
the network
– There is no bandwidth left for application data
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Layer 2 Broadcasts
• The three sources of broadcasts and
multicasts:
– Workstations
– Routers
– Multicast Applications
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Broadcast & Collision Domain
Collision Domain
Collision Domain
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Layer 3 Devices
• Layer 3 devices
– Routers
– Do not forward collisions
– Breaks up collision domains
– Broadcast domains are controlled
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Broadcast domain
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Broadcast Domain
• Broadcast Domain
– A grouping of collision domains
– All the nodes that are a part of that network
segment bounded by a layer three device
– Broadcasts have to be controlled at Layer 3
devices
– Layer 2 and Layer 1 devices do not control
broadcasts
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Data Flow
• Layer 2 devices filter data frames based on the
destination MAC address
– A Layer 2 device will forward the frame unless something
prevents it from doing so
• Layer 3 devices filter data packets based on IP
destination address
– A Layer 3 device will not forward the frame unless it has to
– Layer 3 device creates multiple collision and broadcast
domains
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Dataflow
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Latency
The delay between the time a frame leaves the source device
and the time the frame reaches its destination
• The following conditions can cause delays:
– Physical media
– Circuit delays
• Electronics that process the signal along the path
– Software delays
• Decisions that must be made to implement switching and
protocols
– Delays caused by the content of the frame
• Destination MAC address has to be read
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Latency
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