IT Hybrid Model
2016-11-09 19:03:55 0 举报
AI智能生成
IT Hybrid Model是一种结合了公有云和私有云优势的云计算模型。在这种模型中,企业可以根据业务需求灵活地使用公有云和私有云资源。公有云提供了高度可扩展性和低成本的优势,而私有云则提供了更高的安全性和控制权。通过将这两种云环境结合起来,企业可以在需要时快速扩展资源,同时保持对数据和应用程序的安全控制。此外,IT Hybrid Model还可以帮助企业实现灾难恢复和业务连续性目标,因为它允许企业在两个不同的云环境中备份和恢复数据。总之,IT Hybrid Model为企业提供了一种灵活、安全且经济高效的云计算解决方案。
作者其他创作
大纲/内容
5. Application
1. Physical
Units
Speed of Light 3*10^8
Speed of electrical signal in copper wire: 2 * 10^8
Transmission Rate bit/sec or byte/sec
Propagation Delay = Length of Channel/Speed of Signals
Transmission Delay = Bits of per frame/Speed of Signals
Latency = P-Delay + T-Delay
NO NEED TO MULTIPLY BY 2 FOR P-Delay!!!!!
Medium
Wireless
Mechanism
Radio wave propagation
Naturally supports broadcasting over a region
Naturally supports mobility enabled network
Easy and inexpensive to deploy
Potential collision, need to regulate
Data rates vary greatly as signals are unstable
Wire
Fiber Optics
3 components: light source, transmission medium, detector
enormous bandwidth (THz) and tiny signal loss – hence high data rates over long distances
much thinner and lighter than metal wires, installation and maintenence can be more expensive/difficult
Optical fibre/fibre optics is fragile and requires more protection around the cable compared to copper.
Wavelength * Frequency = Speed of Light, lambda * miu = c
Example: SONET
Copper Wire
Coaxial Cable
Better shielding than twisted pair = higher speeds over greater distances
Carry either analogue or digital signals(携带模拟或数字信号)
Still widely used for cable TV/Internet
Twisted Pairs
Bandwidth dependent on distance, wire quality/density
No specialist skills required
Easy to engineer a fixed data rate over point-to-point links
Can be expensive to deploy, esp. over distances
Doesn't readily support mobility or broadcast
Enormous bandwidth over long distances
Satellite (belongs to wireless)
Can rapidly set up anywhere/anytime communications (after satellites have been launched)
Can broadcast to large regions
Drawback: Limited bandwidth and interference to manage, high delay
Examples
high bandwidth but also high latency
Satellite links
Trans-continent optic fibres
low bandwidth and low latency
56-kbps modem/telephony modem
low-end personal area wireless network(e.g. Zigbee)
Link Model
Symbol Rate (Baud Rate)
Number of signal changes per second
one signal = logV bits, V is the level divided
Baud Rate = signal rate = bit rate / logV = B, the unit is times/second, namely, kHertz, DIFFERENT FROM NYQUIST THEOREM!!!
Link Terminology
Full Duplex
Half Duplex
Simplex
Multiplexing
Multiple digital signals are combined into one signal over a shared medium.
The aim is to share an expensive resource, make use of the channel at the same time with multiple signals.
Time/Space/Frequency
Data Communication Theory
Transform continuous signals into digital values: Sampling the amplitude values of the signal
Nyquist Theorem
Max. data rate = 2B log2V bits/sec (here max means frequency is fixed, if we fix B and V, then it becomes minimum data rate needed)
B for bandwidth(Hertz), Hz stands for number of samples we collect per second, V for levels divided. Bandwidth can be used to represent various units, including samples/sec, baud/sec or bits/sec, here we use samples/sec, which is equal to Hertz
If a signal has bandwidth B, then the signal can be fully reconstructed by sampling with 2B rate
namely, f[sampling] > 2B.
If signal has V levels, each symbol can be represented by log2V bits.
Nyquist Rate is the sampling rate needed to prevent aliasing, Nyquist frequency is the minimum frequency we have given a sampling rate to reconstruct the signal
Shannon Theorem
Max. data rate = B log2(1 + S/N) bits/sec, S for signal strength, N for noise stength
Digital Modulation
Modulation Types
Frequency Modulation
Interval of X axis between any two points
Amplitude Modulation
Interval of Y axis between any two points
Phase Modulation (Passband Transmission)
Distance of any point from itself to origin
QAM 16 and QAM 64
Shape is like Lattice
Time Modulation
Blocks of Band and Guard Band
Transmission Calculation
Week 2 Slides 8-11
2. Data Link
Mechanism
Data Link layer accepts packets from the network layer, and encapsulates them into frames that it sends using the physical layer; reception is the opposite process
Week 3 Slides 5
Focus on local delivery, addressing, and media arbitration.
Type
Connection-oriented/Connectionless
Acknowledged/Unacknowledged
Whether to notify the sender with msg of delivery
Example
Con-less/UnACK
LAN
For example, it cannot determine the status of the destination adapter to ensure that it can receive a frame.
It cannot ensure that bandwidth is available throughout the transmission.
Con-less/ACK
Wireless
No logical connections used, but each frame sent is individually acknowledged.
If it has not arrived within a specified time interval, it can be sent again.
Con-Ori/ACK
WAN, VPN
It guarantees that each frame is received exactly once and that all frames are received in the right order.
Checksum
A checksum is a bit string that is computed from the contents of a frame and attached to the end of the frame as a parity
CRC
Cyclical Redundancy Checksum - polynomial code used to compute a checksum for a block and attached to block in transmission
Provide some level of reliability over the unreliable physical layer, Transmission can be reliable or unreliable
Why there still needs error checking provided that there's already checksum in datalink layer?
Many data-link protocols do not have acknowledgments of successful frame reception and acceptance
Some data-link protocols might not even have any form of checksum to check for transmission errors.
In those cases, higher-level protocols must provide flow control, error checking, and acknowledgments and retransmission.
Why put on trailer rather than header?
The CRC is computed during transmission and appended to the output stream as soon as the last bit goes out onto the wire. If the CRC were in the header, it would be necessary to make a pass over the frame to compute the CRC before transmitting. This would require each byte to be handled twice – once for checksumming and once for transmitting. Using the trailer cuts the work in half.
Hamming Distance
Basically checksum is a heap, wherein it's like using binary search to target the actual position of error bits
Framing Method
Character count
one !BYTE! (value ranges from 0 to 127) acts as counter placing at the head of frame
Flag bytes with byte stuffing
start and end with FLAG on head/trail, for each FLAG data add an ESC, for each ESC data add and ESC
Start and end flags with bit stuffing
every time got 5 consecutive 1s stuff with a 0, once 6 consecutive 1s are detected, stop receiving and start validation
Each frame begins and ends with a special bit pattern e.g. 01111110
Physical layer coding violations
The encoding of bits as signals often includes redundancy to help the receiver.
This redundancy means that some signals will not occur in regular data. For example, in the 4B/5B line code 4 data bits are mapped to 5 signal bits to ensure sufficient bit transitions. This means that 16 out of the 32 signal possibilities are not used.
We can use some reserved signals to indicate the start and end of frames. In effect, we are using 'coding violations' to delimit frames.
Framing is the method used by data link layer to break raw bit stream into discrete unit and generate checksum.The primary purpose therefore, of framing, is to provide some level of redundancy over the unreliable physical layer.
Error Control
How can we ensure all frames are delivered to the network layer and delivered in canonical order ?
Control Frames
Positive and Negative acknowledgments sent by receiver
Timers
Timeout values independent of acknowledgments.
Sequencing
Sequence number helps to resolve sort orders in the case of multiple retransmissions.
Error Handling
Codeword/Hamming Code
TextBook page 205
Hamming Distance - the degree of similarity between two codewords
On channels that are highly reliable, such as fiber, it is cheaper to use an error-detecting code and just retransmit the occasional block found to be faulty. However, on channels such as wireless links that make many errors, it is better to add redundancy to each block so that the receiver is able to figure out what the originally transmitted block was.
The receiver actually has no idea how to verify the received code, but only compute the distance between each possible code(it has a code book) and the received code, and choose the one mostly similar to it as correction code.
Include enough redundancy to allow receiver to determine an error occurred and request retransmission (error-detecting)
To reliably detect d errors, you need a distance d + 1 average distance of codes because with such a code there is no way that d single-bit errors can change a valid codeword into another valid codeword. This means that all part of the error could be detected, but actually if you just want to know if there is an error, the distance needed could be even smaller, but in that case you just detected PART of the errors (no guarantee of finding out all errors, so could have missed some).
Include enough information in frames to allow reconstruction/deduction of original content (error-correcting)
Similarly, to correct d errors, you need a distance 2d + 1 code because that way the legal codewords are so far apart that even with d changes the original codeword is still closer than any other codeword.
Example
Consider a code with only 4 valid codewords
0000000000, 0000011111, 1111100000, and 1111111111
This code has a distance of 5, which means that it can correct double errors or detect quadruple errors.
If the codeword 0000000111 arrives and we expect only single- or double-bit errors, the receiver will know that the original must have been 0000011111.
If, however, a triple error changes 0000000000 into 0000000111, the error will not be corrected properly.
Flow Control
Regulating the flow of data so as to resolve fast senders and slow receivers problem (slow receiver not swamped by fast sender).
Design Principles
1. Provide Service to network layer
2. Handling transmission errors (only transmission, cannot handle loss caused by mediator or validate them/ resolve them)
3.1. Regulating the flow of data so that slow receivers are not swamped
by fast senders.(Data flow regulation)
by fast senders.(Data flow regulation)
Principles to control when sender can send next frame (Fast sender vs low receiver problem resolved)
When the sender sends too much data the receiver will respond a msg to tell it send less next time()
3.2. ARQ (Automatic Repeat reQuest) Protocols (Flow Control)
Concept of ARQ
Receiver acks frames that are correctly delivered
Sender sets timer and resends frame if no ack
Stop and Wait Protocol
Mechanism
Uses ACK and timeout to achieve a reliable transmission over an unreliable service
Fast sender, slow receiver not appropriate, need buffer space on receiver end
Timeout, resend, duplicate, ignore, corrupted, ignore, success, accept
Application
In Noisy Channel
Frames can be lost either entirely or partially
Every time a frame arrives, check if there's any duplicate/error (check its sequence number, e.g. if the received seq is m, it implies that m-1 has already been successfully received by receiver and acknowledgement has also been received by sender, other wise the seq would be m-1 instead of m), if not, it is accepted and passed to network layer when an ACK is generated and sent to sender, if there is, ignore such frame and send back an NegativeACK ===> this is how ARQ works
If there isn't, mark this frame and send back an ACK
Requires timeout function to determine arrival or non-arrival of complete frames
In Error-free Channel
SEND - ACK - SEND - ACK
Link Utilization = Tf / (Tf + 2Tp) = (L/B ) / (L/B + 2Tp) = L/ (L+ 2Tp B).
Tf: transmission time, Tp: propagation time, L: packet length in bits, B: bandwidth of channel
Sliding Window Protocol
Overview
Senders don't need to wait for acknowledgement for each frame before sending next frame
Data is commonly transmitted in both directions simultaneously
Send acknowledgments by piggy-backing
Utilisation usually 100%.
One-bit Sliding Window Protocol
Problems can arise if both sides send an initial packet-synchronization issues
Week 3 Slides 34
Mechanism is almost same as stop and wait protocol
Selective Repeat
NAK (negative ack) causes sender retransmission of a missing frame before a timeout re-sends window
And for sure there's also positive ACK, which simply asks for next frame
Buffers good frames after an error point, and relies on sender to resend oldest unacknowledged frames
Go-Back-N
Discards all subsequent frames from error point, sending no acknowledgment, until the next frame in sequence.
There's no need to keep a buffer as the sending is moving sequentially, once an error gets detected, receiver simply goes back N frames and prompt sender to resend.
PiggyBagging In This Context
Now consider building duplex link using two simplex links
We can intermix "forward" (for data between A and B) and "reverse" (acks between A and B) using the
same channel.
same channel.
Thus instead of four channels, we can manage duplex communication with two channels.
This idea is piggybacking.
This idea is piggybacking.
piggybacked data when returning acks
Sub-Layers
MAC (lower layer) - Medium Access Control
1. Framing/De-Framing
2. Handle transmission errors of frames
3. Decide when medium is used
Protocols
Point to Point Protocol (PPP)
PPP (Point-to-Point Protocol) is a general method for delivering packets across links
Framing uses a flag (0x7E) and byte stuffing
Connectionless un-acknowledged service
Errors are detected with a checksum
Week 3 Slides 43
Differentiation
On point to point networks, there are only singular sender and receiver pairs, eliminating transmission contention.
On broadcast networks, determining right to transmit is a complex problem.
Medium Access Control (MAC) sub-layer is used to assist in resolving transmission conflicts
ADSL
Week 3 Slides 46
Channel Allocation
Static Channel Allocation
Frequency Division Multiplexing (FDM)
Used in TV and Radios
Arbitrary division of a channel into segments and each user allocated a dedicated segment for transmission
Inefficient when number of senders > allocated segments, number of senders is not static or when traffic is busy.
Dynamic Channel Allocation
Time Division Multiplexing (TDM)
2G network
Channel segmentation is dynamic, segment allocation is dynamic.
Contention
ALOHA
Users transmit frames whenever they have data; users retry after a random period of time for any collisions came across
When traffic is low, ALOHA can get packets sent as soon as the RANDOM WAIT(distinguish from 1-persistent CSMA, which keeps listening so there's no random wait) terminates
When traffic is high, ALOHA leads to more collisions
Unlike the ARPANET where each node could only talk directly to a node at the other end of a wire or satellite circuit, in ALOHAnet all client nodes communicate with the hub on the same frequency.
Slotted ALOHA
Allows the users to start sending only at the beginning of defined slots. Increase efficiency of pure ALOHA by reducing possibility of collisions
When traffic is low, Slotted ALOHA still need to wait till its time slot even if random waiting time terminates
When traffic is high, Slotted ALOHA reduces chances of collision
CSMA/CD
1-persistent
Wait (polling) until channel idle; transmit one frame and check collisions
if collision, wait for a random time and repeat
non-persistent
If channel busy, wait random period and check again; if not, start transmitting = ALOHA
p-persistent
with a probability p it chooses to either 1-persistent or non-persistent
The lower the load is, the higher the efficiency is with 1-persistent CSMA cuz it keeps listening to the channel.
(Less likely to be examined) Binary Exponential Backoff Algorithm (typically used in Ethernet)
Randomly choose one time slot to send data if detects any collision, double the window size in next retransmission
Each station randomly pick a time slot within the range of its own window size every time.
Collision Free
BitMap
1 bit per station overhead
N stations, each contention period consists of N time slots, first round each station insert 1 bit if it is intended to send data
this votes will be shown to all stations and they know in which order to send data later(numerical order, from small to large)
Efficiency d/(d+N) at low load, d/(d+1) at high load.
Binary Countdown
Each station has an address associated, e.g. 1010 is an ADDRESS of such station
If this station wants to send data, it broadcast bit by bit with its address
whenever the first digit it wants to take possession of but finds to be non-0, it stop broadcasting its address (by OR operation, not XOR, 1 OR 1 is 1, 1 OR 0 is 1)
If multiple stations are broadcasting the same digit with 1, there's a tie, they keep moving until one of them get another 1 in advance to the other
By this way the overhead is reduced
Efficiency can reach up to 100% if the frame format has been cleverly chosen so that the sender's address is the first field in the frame, even these logN bits are not wasted, generally d/(d+logN).
Limited Contention
Adaptive Tree Walk
We have a number of known slots to use, so we start with assigning a time slot to the root(top)
all computers start to contend, when they find the slot is in use, go down to another slot and check again, until there is no lower slot
If we cannot break them up any more, choose the leftmost one based on DFS algorithm
Wireless LAN
MACA
Sender asks receiver to transmit short control frame
Stations near receiver hear control frame
Sender can then transmit data to receiver
MACAW
Multiple Access with Collision Avoidance for Wireless
Hidden Terminal and Exposed Terminal Problems
A -> B <- C, A and C think B is free, but actually it's not, D<-A - B -> C, A and B think channel is full, but actually they can transmit data simultaneously
When a station is in the range of two transmitters or relays, interference affects signal reception
Classic Ethernet (A typical implementation of LAN)
Week 4 Slides 31
MAC Address
A 48-bit number encoded in the frame
eg 00:02:2D:66:7C:2C
LLC (upper layer)
1. Handle packets from Internet Layer/Pack frames into packets(fragmentation)
2. Decide Conncection-Oriented/Connectionless, ACK/ un-ACK
3. Regulate Flow
Sub-Layers are only divided in LAN because the medium is shared (in WAN it's point to point, no shared medium)
3. Internet
Differences between Transport layer and Network layer
1. The Internet Protocol is designed to provide an unreliable (not guaranteed) packet service across the network (must utilize an appropriate Transport Layer protocol to provide a reliable stream, e.g. delayed/ duplicated packet).
2. Services of transport layer should be independent of router technologies (running on hosts) while network layer code runs almost entirely on router
3. Transport layer should be shielded from number, type and topology of routers
What is inter-networking?
1. Multiple LAN connected through routers (if there's no router then it is not an inter-network)
2. Different packets may be routed to the same destination via different paths, resulting in out-of-order sequencing at the receiver.
Vitual Circuit & Datagram
check below, General
Internetworking
A TCP/IP datagram is packet-switched to its destination individually. Each frame's header contains a globally significant switching address, VCI/full address dependent on routing mechanism.
This address allows a routing decision to be made each time the packet is forwarded.
The packets being sent over TCP/IP are simply put on the wire and routed.
Allows flexibility in routing around obstructions.
But network performance can vary a great deal depending on conditions at the routers and on the degree of network traffic at any given time.
IP Packet
IPv4 Frame Structure
Header
Version: IPv4 or IPv6
IHL(Header Length)
Type
Total Length: maximum length 65535 bytes
Identification
DF: Don't Fragment byte
MF: More Fragment byte - are there more or is this the last one ?
Fragment offset: where in the datagram the current fragment belongs
TTL: limits packet lifetimes - hops or seconds
Protocol: TCP, UDP, others ...
Header Checksum: verifies the header only
The checksum ensures that the information in a received header is accurate.
However, IP does not attempt to detect errors that may have occurred to the data in each packet.
Source Address: IP - host/network
Destination Address: IP - host/network
Options: eg security, strict vs loose source routing, record route, timestamp
Fragmentation and Reassembly
Large packets need to be routed through a network whose maximum packet size is too small.
Reassemble could appear either at the destination or at each of the network's gateway, which is breaking a long packet or message into smaller packets. (Textbook page 434)
Solution
Transparent
1. when your packet travels to one network the gateway will fragment it
2. reassemble at another gateway
3. send to the next network until destination is reached
2. reassemble at another gateway
3. send to the next network until destination is reached
packets fragmented / reassembled in each network
By not allowing some fragments to follow one route to the ultimate destination and other fragments a disjoint route, some performance may be lost. More significant is the amount of work that the router may have to do. It may need to buffer the fragments as they arrive, and decide when to throw them away if not all of the fragments arrive.
Non-Transparent
1. when your packet travels to one network the gateway will fragment it
2. send THROUGH another gateway to the other end
3. resesemble at destination
2. send THROUGH another gateway to the other end
3. resesemble at destination
fragments are reassembled at destination
The main advantage of nontransparent fragmentation is that it requires routers to do less work. IP works this way. A complete design requires that the fragments be numbered in such a way that the original data stream can be reconstructed.
IP Address
Mask of Subnet
Subnetting allows networks to be split into several parts for internal uses whilst acting like a single network for external use
Routing Table
Class
ABCDE, 1 bit, 2 bits, 3 bits, 4 bits, 5 bits reserved identifier respectively
Private IP Range
10.0.0.0/8 (16,777,216 hosts)
172.16.0.0/12 (1,048,576 hosts)
192.168.0.0 /16 (65,536 hosts)
Tunneling
Tunneling is used when the source and destination have different networks in between. Source Packets are encapsulated over the packets in the connecting network. e.g. Tunneling IPv6 through IPv4.
Routing Algorithm
Non-Adaptive Algorithm(static method)
Dijkstra
Flooding
Adaptive Algorithm(change according to the state)
Distance Vector Routing (Bellman-Ford Algorithm)
Dynamic programming, keep 'updating' the shortest path to each node by receiving the msgs from neighbours
1. your neighbour will tell you the its distances to its neighbours, and you also know your distance to such neighbour
2. based on this table and your knowledge, update your table of distances to each node (those passed from your neighbours)
Link State Routing
More computation but simpler dynamics
Widely used in practice
Nodes knows only the distance to their neighbours, not topology
1. all nodes floods to neighbours by sending each distance of neighbours, then each node has a picture of entire topology
2. use Dijistra to create a forwarding table, indicating for each destination, which node is the NEXT node.
3. done
Hierarchical Routing
Each router knows everything about other routers in its region but nothing about routers in other regions
Routers which connect to two regions act as exchange points for routing decisions
Broadcast Routing
When a broadcast packet arrives at the router, router checks if the line it came from is also the line it used to send packet to source, if so, broadcasts the packet to all other output lines it has, otherwise discards the packet.
Multicast Routing
Internetwork Routing
Protocols
IP as the primary data transport protocol in this layer, but could also be ICMP, ARP, RARP
ICMP (Internet Control Messaging Protocol)
ICMP is a companion to IP that returns error info
Required,and used in many ways, e.g., for traceroute
ARP (Address Resolution Protocol)
finds MAC address of a local IP address (pls see Extension Diagram for more info)
Glue that is needed to send any IP packets
Host queries an address and the owner replies
DHCP (Dynamic Host Configuration Protocol)
Assigns a local IP address to a host
Gets host started by automatically configuring it
Host sends request to server, which grants a lease
When you bring your laptop to school it will know the router it connects to, the subnet mask, etc
and when you bring it back home, it will dynamically change this information
and when you bring it back home, it will dynamically change this information
4. Transport
Purpose
Integrate data and distribute them into processes
Transport Layer code runs entirely on hosts, Network Layer on routers
Transport layer in TPDU, or segment, Network layer in packets
Reliable Connection Establishment
Connection Release
Asymmetric Disconnection
Either party can issue a DISCONNECT, which results in DISCONNECT TPDU and transmission ends in both directions
may result in data loss
Symmetric Disconnection
Both parties issue DISCONNECT, closing only one direction at a time -allows flexibility to remain in receive mode
Strategies
Again use Three way handshake
Finite retry
you try N times if there is no response then the host will end this process
Timeouts
Addressing
Addressing in transport layer is typically done
using Transport Service Access Points (TSAPs)
Usually this is done via port 80
Transport Primitives
SOCKET
BIND
LISTEN
ACCEPT
CONNECT
SEND
RECEIVE
CLOSE
User Datagram Protocol(UDP)
Connectionless, no sequence order in packet headers, no flow control, individual packets pass through different routes
ADV
Multiplexing/de-multiplexing capabilities (N-clients sending at the mean time), thus efficient in tranmission.
Appropriate for multicasting to recipients without having to keep states at senders.
DSV
does not include support for flow control, error control or retransmission of bad segments
Main advantage of using UDP over raw IP packets is the ability to specify ports for source and destination pairs.
messages wrapped in a single packet, no possibility to be dissembled or ressembled during transmission
when application requires efficiency over accuracy, UDP good choice
Usage
RPC (Remote Procedure Control)
Voice over IP, online games, and many protocols built on top of the Real Time Streaming Protocol.
Transmission Control Protocol(TCP)
Features
Connection-oriented, packets travelling between destinations all use the same route
Full duplex - data in both directions simultaneously
Point to point - exact pairs of senders and receivers
Byte streams, not message streams - message boundaries are not preserved
Buffer capable - TCP entity can choose to buffer or not prior to sending depending on the context
Allows segments to be disassembled and reassembled during transmission
Requirements needed to establish reliable connection
Packets in the network have a maximum life time
Sequence numbers are used by each end of connection, such that they will not be reused during maximum packet lifetime
Use 3-way handshake to exchange initial sequence numbers between both ends of connection
Policy choices used that can affect network congestion
Retransmission policy
Out-of-order caching policy
Acknowledgment policy
Negative ack can be used to avoid timeouts
Flow control policy
Timeout determination
Approach
Three Way Handshake
Sliding Window Protocol
Congestion Window
At connection establishment, a suitable window size is chosen by the receiver based on its buffer size
If the sender is constrained to this size, then congestion problems will not occur due to buffer overflow at the receiver itself, but may still occur due to congestion within the network
Slow Start
Address fast link to slow link problem (the limit of different networks may be different)
Refer to Extension
General
Interface (between two layers)
Datagram network (packet switching)
connection-less/properties
packets injected into subnet independently
packets individually routed to destination
each packet contains full source and destination address
get routed through variable paths
routers do not hold state information about connections
difficult to implement QoS
probably faster than virtual circuit
post office model
Circuit-switched network (circuit switching)
connection-oriented
packet routed through fixed path
telephony model
Virtual-circuit network (packet switching)
connection-oriented/properties
require additional setup phase
each packet contains a VC identifier
each VC requires router table space per connection
fixed path
good QoS because resources can be reserved in advance (bandwidth, cpu cycles, memories, etc)
less overhead for storing full addresses of source and destination after connection has been set up.
a combination of Datagram network and Circuit-switched network, so there's an extra set up phase during connection(but after then the packet transmission would be faster)
the set-up phase of VC is basically sending out sentry packets until one reaches destination, and then it goes back with router port number to last router
last router then knows which router should be marked when next time a packet arrives, keep tracing back to the original source
whenever a packets arrives after then, router will append an extra VCI (Virtual circuit identifier) to its header, and the packet thereby knows where to go, states are kept for each connection
Overhead is not as heavy as CSN, but the connection is also stable
Example
Data-link layer and network layer virtual circuit protocols are based on connection-oriented packet switching.
Connection-oriented transport layer datalink protocols such as TCP may rely on a connectionless packet switching network layer protocol such as IP.
IP is connection-less but it is able to support TCP as virtual circuit because segments have numbering to identify their order.
Connection-oriented 理解而非记忆例子
Reliable message stream
Sequence of pages
Reliable byte stream
Remote login
Unreliable connection
Digitized voice
Connectionless
Unreliable datagram
Electronic junk mail
Acknowledged datagram
Registered mail
Request-reply
Database query
File Transfer (FTP), Remote Login (SSH), Web Surfing (HTTP) and Email (SMTP/POP3) should be connection-oriented, these data should not be lost.
POS terminals, video streaming and audio streaming, P2P, VPN could be connection-less, where we care performance over packet loss.
Structrue
Frame-Packet-Segment
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