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Computer Network

SINGLE REVISION PAGE

SRPs
HTTP Describes structure of webpages. Bridge = 2 port device, filter
Computer Network Goals :
network traffic
Resource Sharing, Reliability,
Gateway = N1S1 + N2S2 MAN = ISP
Error Free Communication. Switch = multi port bridge,
Networking Criteria : Divide broadcast domain = layer 3 error checking
Performance, Reliability, Security Divide collision domain = layer 2 & 3
Hub = multi port repeater, no
Peer To Peer Network : Transparent bridge = no filtering, no intelligence
No dedicated server, not knowlegde of bridge existence
centralized, no back up Repeater = 2 port device,
Ping = test whether host is regenerate signal, no amplify signal
Client/Server Network : reachable on IP or not, no server.
Dedicated server, Router Vs Gateway
centralized, back up Router = N1 to N1
Highest transmission speed = optical fiber
Gateway = N1 to N2
Mesh topology with n devices
n- 1 ports and n (n-1)/2 links. Distributed system : Provide coherence model

Star topology with n devices TCP/IP Supports both connectionless


SRP1
1 ports and n links. and connection oriented in Transport
Layer. Simplex = 1 direction (keyboard)
Star topology = hub
OSI Model supports only connection Half Duplex = send/receive
Active hub = own supply,
oriented in Transport Layer.(opp. in NL) Full duplex = send and receive
monitor and amplify signal.
OSI & TCP/IP MODELS

SRP 2
TL - process to process delivery , link n/w & user layers , TCP/IP – 4 OSI – 7
End to end process communication. >
DLL – node to node delivery In Network layer, TCP/IP In the Network layer, the
model supports only OSI model supports both
SSL - Application layer protocol in the TCP/IP reference connectionless connection-oriented and
model and presentation layer protocol in the OSI model. communication. connectionless
communication
In Transport layer , TCP /IP OSI supports connection
supports both. oriented
LAN TECHNOLOGIES & DLL

SRP 3
Ethernet = IEEE 802.3, Frame PDU, Bus FDMA : bandwidth is divided into equal bands.
Topology, CSMA/CD, Manchester Encoding, PL TDMA : bandwidth is shared between multiple
& DLL, MAC Address, connectionless service. stations
Socket Address = IP + Port Number CDMA : one channel carries all transmission
simultaneously
Back Off Time = Waiting Time For
Retransmission And Increase Exponentially PURE ALOHA :
Vulnerable Time = 2* Frame transmission time
Manchester Encoding, Baud Rate = 2 X Bit Rate Throughput = G exp{-2*G}
Maximum throughput = 0.184 for G=0.5
Ethernet frame format : SFD = 10101011
Max size of payload = 1500 bytes SLOTTED ALOHA :
Ethernet header size = 14 bytes Vulnerable Time = Frame transmission time
Throughput = G exp{-*G}
CSMA/CD not suitable for high propagation Maximum throughput = 0.368 for G=1
delay n/w
In CSMA / CD, condition to detect collisions is-
CSMA/CA used in wired networks
Distance <= (Length x speed) / (2 x bandwidth)
In bit stuffing, mostly flag is a special 8 bit pattern
which used to define beginning and end of the Efficiency of Ethernet
frame. After 5 consecutive 1 bit, 0 bit is stuffed. = 1 / ( 1 + 6.44a) where a = Tp / Tt.
DATA LINK LAYER

SRP 4
Propagation delay (Tp)
= Distance / Propagation speed Stop and
Parameters Go back N Selective Repeat
Wait ARQ
In SR Protocol ,If n bits are available for sequence Efficiency 1 / (1+2a) N / (1+2a) N / (1+2a)
numbers, then Sender window size = Receiver
Sender
window size = 2n/2 = 2n-1 Window Sender Window Sender Window
Size = 1 Size = N Size = N
Selective Repeat and Stop and Wait ARQ are similar Window Size
Receiver Receiver Window Receiver
in terms of retransmissions. Window Size = 1 Window Size = N
Go back N and Selective Repeat are similar in terms Size = 1
of efficiency if sender window sizes are same Minimum number
of sequence
2 N+1 2x N
numbers
Sliding window protocol : required
Transmission delay (Tt) Only the
= Packet size / Bandwidth Retransmissions lost
The entire window
Only the lost
Bits required in sequence number field required if a packet is packet is
packet is lost retransmit
is retransmitted
= ⌈log2(1+2a)⌉ retransmitted
ted
Sliding window
S & R = Window • Go back N protocol uses cumulative Protocols at data link layer like HDLC (Low
acknowledgements
If n frames level protocols) use Go back N.
• Selective repeat protocol
Size of window n – 1 independently acknowledges every Protocols at transport layer like TCP (High
N = 8 then size = 7 frame. level protocols) use selective repeat.
DLL & IP Addressing in Network Layer

SRP 5
IP Addressing in Network Layer

SRP 6
Last byte # = first byte # +
total bytes in payload - 1

The _________ field


determines the lifetime of IPv6
datagram
Hop limit
Number of packet fragments = ⌈ (total size of IPv6 does not use _________
packet)/(MTU) ⌉ type of address
Broadcast

Kth fragmentation offset value IPV6 = Traffic class field


= Fragment Size * (Kth fragment – 1) / Scaling Factor IPV4 = ToS field
NETWORK LAYER : ROUTING
ALGORITHMS

SRP 7
Both Routing Information Protocol (RIP) This false information will propagate to all routers . This
and Open Shortest Path First (OSPF) are problem is known as count to infinity.
Interior Gateway Protocol, i.e., they Solution to this problem is split horizon with poison
both are used within an autonomous reverse technique(used by RIP to reduce the chance of
system. forming loops and uses maximum number of hop counts to
RIP is an old protocol (not used counter the problem.)
anymore) based on distance vector
routing.
Distance Vector Routing Link State Routing
OSPF is based on Link State Routing.
Bandwidth required is less Bandwidth required is more
Based on local knowledge Based on global knowledge
(S1) Count to infinity is a problem only Make use of Bellman ford algo. Make use of Djikstra algo.
with DV and not LS routing Traffic is less. Traffic is more.
(S2) In LS, the shortest path algorithm is
run only at one node Converges slowly Converges faster.
(S3) In DV, the shortest path algorithm Count to infinity problem. No count to infinity problem.
is run only at one node
(S4) DV requires lesser number of Persistent Looping problem. No persistent loops.
network messages than LS Practical implementation is RIP Practical implementation is
& IGRP. OSPF & ISIS
TRANSPORT LAYER : TCP & UDP

SRP 8
GATE NOTEBOOK
TL Responsibilities = flow control + end to end connection + congestion control + process to process delivery +
mux – demux + data integrity and error correction

Leaky bucket = constant rate Checksum (Optional for TFTP , Gaming , DNS , DHCP, BOOTP ,
Token bucket = max capacity UDP) SNMP ,RIP & OSPF uses UDP Transport
layer protocol
SWS = Min (RWS, CWS)
UDP = Connectionless + stateless protocol + unreliable + fast protocol.
Slow start = Exponential inc
Congestion avoidance = additive inc
Congestion detection = multiplicative dec

Max no. of sequence no. in TCP Header =


232

WAT = 232/ x
Optimal TCP Window size = max amount
of data sent in 1 RTT

Request segment = 1 sequence number


Reply segment = 1 sequence number
Pure acknowledgements = No
APPLICATION LAYER

SRP 9
Network Layer: Packet
Data Link Layer: Frame Sockets :
Physical Layer: stream CLIENT = Socket  connect  R & W
Application Layer: Message SERVER = Socket bind  listen  accept  send & receive
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