quartz/content/notes/21-data-link-layer-LAN.md
2022-10-18 13:54:16 +13:00

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title aliases tags
21-data-link-layer-LAN
cosc203
lecture

data link layer services

  • transfer datgram from one node to physically adjacent node over a link
  • terminology
    • hosts and routers: node
    • communication channels between adjacent nodes: links
      • wired
      • wireless
      • LANs
    • layer-2 packet: frame, encapsulates datagram

services

  • framing, link access:
    • encapsulate datgram into frame, add head, trailer
    • do not use IP address
      • use MAC address in frame headers
  • reliable delivery of data between adjacent nodes
    • flow control: pacing between adjacent sending and recieving nodes
    • error detection and correction
      • errors from: signal attenuation, noise
      • receiver detects errors and signals retransmission, or drops frame
      • reciever identifies and correct bit error(s) without retransmission

implemented in network interface card: (NIC) or on a chip

  • ethernet, WiFi card or chip
  • implements link and physical layer

each NIC has a unique ID - MAC (medium access control)

  • 48 bits: six groups of two hex digits
  • also called physical address, ethernet hardware address
  • manufacturer buys portion of MAC adress space (to assure uniqueness)

interface communication diagram

flow control

  • dont send to much data otherwise it will overflow

different from transport layer flow controls

  • single link not end to end
  • frame oriented not byte oriented
  • als use sliding window scheme
    • go back N and selective repeat

Error detection

  • add bit(s) to detect and correct bit errors (i.e., redundancy)
  • bits are added before frame is send over link
  • when recieved if some bits are corrupted frame is dropped

parity checking

single bit

  • even parity: add parity bit and set so there is an even number of 1s
  • can detect single bit errors
  • cannot detect two bit errors

two dimensional bit parity

  • detect and correct single bit errors
  • detect two bit errors

CRC

  • more powerful error-checking coding
  • D: data bits
  • G: bit pattern (generator), of r+1 bits (given)

slide

  • widely used

multiple access links and protocols

  • single shared broadcast linl/channel
    • shared wire or medium
  • interference between two or more simultaneous tranmissions
    • collision may occur if node recieves two or more signals at the same time

MAC protocols

  • coordinates nodes sharing a channel
  • communication about channel sharing must use channel itself
    • no out-of-band channel for coordination

classes

  • channel partitinioning
    • divide channel into smaller pieces: (time slots, frequency)
    • allocate piece to node for exclusive use
    • e.g., TDMA, FDMA
  • random access: contention-based
    • channel not divided, allows for collisions
    • "recover" from collisions
    • e.g., ALOHA, CSMA
  • "taking turns"
    • node takes turns, but nodes with more to send can take longer turns
    • e.g., token-passing

TDMA time division mulitple access

  • acces to channel in "rounds"
  • each station gets a fixed length slot (length = packet transmission time) in each round
  • unused slots go idle

FDMA freqency division multiple access

  • channel spectrum divided into frequency bands
  • each station assigned fixed freqency band
  • unused bands go idle
  • can communicate in parrallel

slotted ALOHA

assumptions

  • all frames same size
  • tiem divided into equal-size slots (time to transmit one frame)
  • start to transmit only slot beginning
  • nodes are synchronized
  • if two or more nodes transmit in a slot, all nodes detect collision

operation

  • when node obtains fresh frame, transmits in next slot

    • if no collision: node can send new frame in next slot
    • if collision: node retransmits frame in each subsequent slot with probability p until success
  • simple

  • decentralized

  • single node transmit at full rate

  • wasting slots: collisions idle slots

  • requires synchronisation

pure ALOHA

  • unslotted aloha, no sync
    • when first frame arrives, transmit immediately
  • collision probability increases with no sync