Computer Networks (CS425) : Instructor: Dr. Dheeraj Sanghi
Computer Networks (CS425) : Instructor: Dr. Dheeraj Sanghi
Multiplexing
When two communicating nodes are connected through a media, it generally happens that bandwidth of media is several
times greater than that of the communicating nodes. Transfer of a single signal at a time is both slow and expensive. The
whole capacity of the link is not being utilized in this case. This link can be further exploited by sending several signals
combined into one. This combining of signals into one is called multiplexing.
1. Frequency Division Multiplexing (FDM): This is possible in the case where transmission media has a bandwidth
than the required bandwidth of signals to be transmitted. A number of signals can be transmitted at the same time.
Each source is allotted a frequency range in which it can transfer it's signals, and a suitable frequency gap is given
between two adjescent signals to avoid overlapping. This is type of multiplexing is commonly seen in the cable TV
networks.
2. Time Division Multiplexing (TDM): This is possible when data transmission rate of the media is much higher than
that of the data rate of the source. Multiple signals can be transmitted if each signal is allowed to be transmitted for a
definite amount of time. These time slots are so small that all transmissions appear to be in parallel.
1. Synchronous TDM: Time slots are preassigned and are fixed. Each source is given it's time slot at every turn
due to it. This turn may be once per cycle, or several turns per cycle ,if it has a high data transfer rate, or may
be once in a no. of cycles if it is slow. This slot is given even if the source is not ready with data. So this slot is
transmitted empty.
http://www.cse.iitk.ac.in/users/dheeraj/cs425/lec04.html
1/7
11/8/2014
2. Asynchronous TDM: In this method, slots are not fixed. They are allotted dynamically depending on speed of
sources, and whether they are ready for transmission.
Network Topologies
A network topology is the basic design of a computer network. It is very much like a map of a road. It details how key
network components such as nodes and links are interconnected. A network's topology is comparable to the blueprints of a
new home in which components such as the electrical system, heating and air conditioning system, and plumbing are
integrated into the overall design. Taken from the Greek work "Topos" meaning "Place," Topology, in relation to
networking, describes the configuration of the network; including the location of the workstations and wiring connections.
Basically it provides a definition of the components of a Local Area Network (LAN). A topology, which is a pattern of
interconnections among nodes, influences a network's cost and performance. There are three primary types of network
topologies which refer to the physical and logical layout of the Network cabling. They are:
1. Star Topology: All devices connected with a Star setup communicate through a central Hub by cable segments.
Signals are transmitted and received through the Hub. It is the simplest and the oldest and all the telephone switches
are based on this. In a star topology, each network device has a home run of cabling back to a network hub, giving
each device a separate connection to the network. So, there can be multiple connections in parallel.
http://www.cse.iitk.ac.in/users/dheeraj/cs425/lec04.html
2/7
11/8/2014
Advantages
Network administration and error detection is easier because problem is isolated to central node
Networks runs even if one host fails
Expansion becomes easier and scalability of the network increases
More suited for larger networks
Disadvantages
Broadcasting and multicasting is not easy because some extra functionality needs to be provided to the central
hub
If the central node fails, the whole network goes down; thus making the switch some kind of a bottleneck
Installation costs are high because each node needs to be connected to the central switch
2. Bus Topology: The simplest and one of the most common of all topologies, Bus consists of a single cable, called a
Backbone, that connects all workstations on the network using a single line. All transmissions must pass through
each of the connected devices to complete the desired request. Each workstation has its own individual signal that
identifies it and allows for the requested data to be returned to the correct originator. In the Bus Network, messages
are sent in both directions from a single point and are read by the node (computer or peripheral on the network)
identified by the code with the message. Most Local Area Networks (LANs) are Bus Networks because the network
will continue to function even if one computer is down. This topology works equally well for either peer to peer or
client server.
The purpose of the terminators at either end of the network is to stop the signal being reflected back.
Advantages
Broadcasting and multicasting is much simpler
Network is redundant in the sense that failure of one node doesn't effect the network. The other part may still
function properly
Least expensive since less amount of cabling is required and no network switches are required
Good for smaller networks not requiring higher speeds
http://www.cse.iitk.ac.in/users/dheeraj/cs425/lec04.html
3/7
11/8/2014
Disadvantages
Trouble shooting and error detection becomes a problem because, logically, all nodes are equal
Less secure because sniffing is easier
Limited in size and speed
3. Ring Topology: All the nodes in a Ring Network are connected in a closed circle of cable. Messages that are
transmitted travel around the ring until they reach the computer that they are addressed to, the signal being refreshed
by each node. In a ring topology, the network signal is passed through each network card of each device and passed
on to the next device. Each device processes and retransmits the signal, so it is capable of supporting many devices
in a somewhat slow but very orderly fashion. There is a very nice feature that everybody gets a chance to send a
packet and it is guaranteed that every node gets to send a packet in a finite amount of time.
Advantages
Broadcasting and multicasting is simple since you just need to send out one message
Less expensive since less cable footage is required
It is guaranteed that each host will be able to transmit within a finite time interval
Very orderly network where every device has access to the token and the opportunity to transmit
Performs better than a star network under heavy network load
Disadvantages
Failure of one node brings the whole network down
Error detection and network administration becomes difficult
Moves, adds and changes of devices can effect the network
It is slower than star topology under normal load
Generally, a BUS architecture is preferred over the other topologies - ofcourse, this is a very subjective opinion and the
final design depends on the requirements of the network more than anything else. Lately, most networks are shifting
towards the STAR topology. Ideally we would like to design networks, which physically resemble the STAR topology, but
behave like BUS or RING topology.
Aloha Protocols
History
http://www.cse.iitk.ac.in/users/dheeraj/cs425/lec04.html
4/7
11/8/2014
The Aloha protocol was designed as part of a project at the University of Hawaii. It provided data transmission between
computers on several of the Hawaiian Islands using radio transmissions.
Communications was typically between remote stations and a central sited named Menehune or vice versa.
All message to the Menehune were sent using the same frequency.
When it received a message intact, the Menehune would broadcast an ack on a distinct outgoing frequency.
The outgoing frequency was also used for messages from the central site to remote computers.
All stations listened for message on this second frequency.
Pure Aloha
Pure Aloha is an unslotted, fully-decentralized protocol. It is extremely simple and trivial to implement. The ground rule is
- "when you want to talk, just talk!". So, a node which wants to transmits, will go ahead and send the packet on its
broadcast channel, with no consideration whatsoever as to anybody else is transmitting or not.
One serious drawback here is that, you dont know whether what you are sending has been received properly or not (so as to
say, "whether you've been heard and understood?"). To resolve this, in Pure Aloha, when one node finishes speaking, it
expects an acknowledgement in a finite amount of time - otherwise it simply retransmits the data. This scheme works well
in small networks where the load is not high. But in large, load intensive networks where many nodes may want to transmit
at the same time, this scheme fails miserably. This led to the development of Slotted Aloha.
Slotted Aloha
This is quite similar to Pure Aloha, differing only in the way transmissions take place. Instead of transmitting right at
demand time, the sender waits for some time. This delay is specified as follows - the timeline is divided into equal slots and
then it is required that transmission should take place only at slot boundaries. To be more precise, the slotted-Aloha makes
the following assumptions:
All frames consist of exactly L bits.
Time is divided into slots of size L/R seconds (i.e., a slot equals the time to transmit one frame).
Nodes start to transmit frames only at the beginnings of slots.
The nodes are synchronized so that each node knows when the slots begin.
If two or more frames collide in a slot, then all the nodes detect the collision event before the slot ends.
http://www.cse.iitk.ac.in/users/dheeraj/cs425/lec04.html
5/7
11/8/2014
In this way, the number of collisions that can possibly take place is reduced by a huge margin. And hence, the performance
become much better compared to Pure Aloha. collisions may only take place with nodes that are ready to speak at the same
time. But nevertheless, this is a substantial reduction.
6/7
11/8/2014
1. 1-Persistent: In this scheme, transmission proceeds immediately if the carrier is idle. However, if the carrier is busy,
then sender continues to sense the carrier until it becomes idle. The main problem here is that, if more than one
transmitters are ready to send, a collision is GUARANTEED!!
2. Non-Persistent: In this scheme, the broadcast channel is not monitored continuously. The sender polls it at random
time intervals and transmits whenever the carrier is idle. This decreases the probability of collisions. But, it is not
efficient in a low load situation, where number of collisions are anyway small. The problems it entails are:
If back-off time is too long, the idle time of carrier is wasted in some sense
It may result in long access delays
3. p-Persistent: Even if a sender finds the carrier to be idle, it uses a probabilistic distribution to determine whether to
transmit or not. Put simply, "toss a coin to decide". If the carrier is idle, then transmission takes place with a
probability p and the sender waits with a probability 1-p. This scheme is a good trade off between the Non-persistent
and 1-persistent schemes. So, for low load situations, p is high (example: 1-persistent); and for high load situations, p
may be lower. Clearly, the value of p plays an important role in determining the performance of this protocol. Also
the same p is likely to provide different performance at different loads.
CSMA/CD doesn't work in some wireless scenarios called "hidden node" problems. Consider a situation, where there are
3 nodes - A, B and C communicating with each other using a wireless protocol. Morover, B can communicate with both A
and C, but A and C lie outside each other's range and hence can't communicate directly with each other. Now, suppose both
A and C want to communicate with B simultaneously. They both will sense the carrier to be idle and hence will begin
transmission, and even if there is a collision, neither A nor C will ever detect it. B on the other hand will receive 2 packets
at the same time and might not be able to understand either of them. To get around this problem, a better version called
CSMA/CA was developed, specially for wireless applications.
Image References:
http://williams.comp.ncat.edu/Networks/multip10.gif
http://williams.comp.ncat.edu/Networks/multip5.gif
http://williams.comp.ncat.edu/Networks/multip13.gif
http://www.e-networks.org/images/startopology.gif
http://www.delmar.edu/Courses/CIS306/Primer/primf05.gif
http://www.e-networks.org/images/ringtopology.gif
http://www.laynetworks.com/images/aloha14.gif
http://www.laynetworks.com/images/aloha15.gif
back to top
Prev| Next | Index
http://www.cse.iitk.ac.in/users/dheeraj/cs425/lec04.html
7/7