CIS307: Layers

Physical Layer

At the physical layer we are concerned at the electrical and mechanical level with the transmission of individual bits/characters. We have talked of two encodings of binary data into binary signals, Non-Return-To-Zero-Level and Differential Manchester, that are relevant to this topic. We have talked briefly also of RS-232C and Ethernet.

A significant physical layer protocol is SONET (Synchronous Optical NETwork), with a variation called SDH (Synchronous Digital Hierarchy). It uses a binary signal (baseband) multiplexed using Time-Division Multiplexing. It was originally designed for the transfer of voice data (a voice data channel is given 4Khz, thus by Nyquist Sampling theorem, it needs 8000 samples; each sample is measured using 256 levels - hence a voice channel requires 8000*8 bits per second = 64Kbps). SONET multiplexes a number of voice channels, in fact it sends a 810 byte frame each 125 microseconds. Of these 810 bytes only 783 bytes carry data, the rest is control information. Thus the total data rate is 810 * 8 * 8000 bits/s, or 52Mbps. SONET also comes with data rates that are multiples of this value.
T1 is a carrier related to SONET. It again uses multiples of the voice channel. Now every 125 microseconds we send a frame of 24 voice channels plus one framing bit. Thus the data rate is 24*8 + 1 bits each 125 microseconds (125 microseconds = 1second/8000), for a total of 1.544 Mbps. Other carriers use multiples of T1: T2 is 4 times T1 plus control bits, for a total data rate of 6.312Mbps; T3 is 6 times T2 plus extra control bits, for a total data rate of 44.736Mbps; T4 is a combination of 7 T3s for a total with control bits of 274.176Mbps. T1 can be multiplexed on T2, or T3, or T4. T1, T2, T3 can be multiplexed on SONET. You may have heard of people/companies leasing T1 lines, or T3 lines, or .. (rental is thousands of dollars per month).

Data Link Layer

The data link layer transfers information reliably over the physical layer between neighboring nodes. The connection between neighbors can be point-to-point, i.e. a direct link, or shared, i.e. a link that is shared between a number of nodes, as we saw with Ethernet. In the case of shared medium we need a MAC (Medium Access Control) protocol to regulate access to the shared medium, like CSMA/CD we saw with Ethernet. Once access is resolved (or it is unnecessary as in point-to-point), one has DLC (Data Link Control) which carries out the main functionality of the Data Link Layer.

A basic problem at the data link layer is what to do when errors are detected at the receiver end (we have already seen how detection is done). The transmitter has to retransmit the frame, and the question is how does the transmitter find out that it has to do so. There is need of an ARQ (Automatic Repeat Request) method. Three such methods are in common use:

In the case of stop-and-wait we have a problem: a sender sends a frame. It is received and acknowledged. The ack is lost. The sender times out while waiting for reply. Then it sends message again. At this point the receiver has no way of knowing that this is the old frame and not a new one. Solution: tag each frame with a sequence bit, that is 0, 1, 0, 1, .. in successive distinct frames. But it remains at the current value when a frame is resent. So we have;
SENDER:                                RECEIVER:
  int sequencebit = 0;                   int sequencebit = 0;
  frame oldframe (read it), newframe;    frame theframe;
  for (;;) {                             for (;;) {
    copy sequencebit to oldframe;          waitforframe(theframe, timeout);
    send oldframe;                         if (!timeout && sequencebit != bit in frame){
    waitforack(timeout);                     save theframe;
    if (!timeout && !NACK){                  sequencebit = (sequencebit+1)%2;
       read newframe;                      }
       oldframe = newframe;              }
       sequencebit = (sequencebit+1)%2;
    }
  }

Notice than in the case of both Go-Back-N and of Selective-Repeat we need a way to identify frames. To this end one uses identifiers, say n bits, that identify a frame among the outstanding frames. So if it uses 3 bits, we have as identifiers 0,1,2,3,4,5,6,7 and when an id has been acknowledged it can be reused (see sliding window protocol).

Performance of ARQ Techniques

We can express the time required to transmit a frame using Stop-and-Wait ARQ in terms of two basic times: the Transmission Time Tt and the Propagation Time Tp. The former is easily computed by dividing the size of the frame by the data rate of the channel. So a 1500 Bytes frame in Ethernet will take 1.2 ms (1,500B = 12,000b, data rate = 10Mbps). The latter is easily computed by dividing the distance between sender and receiver by the propagation speed of the signal (usually 200,000Km/s). So the propagation time in Ethernet at the distance of 200 meters will be 1 microsecond.
In Stop-and-Wait the delivery time of a frame, Td, is thus (assuming that the time to transmit an ACK or NACK is negligible and assuming that the time to process the ACK or NACK at the receiver is also negligible)Td = Tt + 2*Tp. This says that the utilization of the communication channel is
       Tt          1                 Tp   propagationTime
    --------- = --------  where a = --- = ----------------- =
    Tt + 2*Tp    1 + 2*a             Tt   transmissionTime
                                    propagationTime * dataRate
                                  = -------------------------- =
                                           frameSize
                                    sizeofDataInTransit
                                  = -------------------
                                        frameSize
So the utilization in our example in Ethernet is almost 100%. But suppose we use a T1 line (1.5Mbps) to transmit a 100 Byte frame to Los Angeles from Philadelphia (5000 kilometers), we get Tp = 25ms, Tt = 0.5ms for a utilization of about 1%.
Things become even worse if we take into consideration the probability of errors. Say that the probability of loss of the frame is P (we assume the ACK/NACK never fails), then the utilization becomes
      (1 - P)
     ---------
      1 + 2*a
[this result is obtained reasoning as when we computed the round robin time in the notes on performance evaluation.]

If we consider instead the Go-Back-N ARQ or the Selective-Reject ARQ the transmission of ACKs is overlapped with the transmission of the frames. Thus the utilization, without worrying about errors, becomes

 
                            N
                      /  -------  if  N < 1 + 2*a
                      |  1 + 2*a
      utilization =   |
                      |
                      \  1        otherwise
This can be understood with the following observations: The relationship between Tp, Tt, and N is captured by the following timeline diagram:

Sliding Window Protocol

The performance of the various ARQ techniques shows that allowing the transmission of more than one frame before requiring acknowledgement improves performance. In fact utilisation increases with N. On the other hand the larger is N the larger are the memory requirements on the sender (Go-back-N) or on both the sender and the receiver (Selective-Reject). Thus N must be limited (this is a form of Flow Control). The Sliding Window Protocol embodies these ideas. It operates as follows:

  1. One selects the number of bits m to be used for the frame identifier. Say m, for example 3.
  2. Set N to 2**m - 1. So if m is 3 N is 7 and the frames will have ids 0,1,2,3,4,5,6,7.
  3. The receiver will send ACK_i when it has received all the frames up to frame i-1 included. If the receiver were to send a message to the sender (because they have a two way conversation) it will insert in the message the ACK_i as confirmation. This second form of acknowledgement is said to be piggybacked on the message from receiver to sender.
  4. In the sliding window protocol we cannot have 2**m outstanding frames (i.e. frames that have been sent but not yet acknowledged). It has been shown that: The argument for the sequential case is easy: if 2**m frames could be outstanding, the receiver would never recognise that, say, frame 1 is duplicated in the following situation: sender sends frame 0,1,..,2**m-1 then waits because it has consumed the available window; the receiver acknowledges packet 0 and the ack gets lost; the sender who has not received an ack for 0 after a while sends it again. Now the receiver thinks that it is a new packet since it had already acknowledged 0.
    For the non sequential case, assume that the sender sent 0, 1, .., 2**(m-1) and the receiver acknowledges all of them by sending the ack for 2**(m-1). Assume this ack is lost. Then when the sender resends the original frames the receives will consider them to be old because it is expecting now 2**(m-1),2**(m-1)+1,..2**m-1.
The sliding window protocol can be generalized to the case where the frames are of variable size and we have a bound on the cumulative size of the frames that are outstanding.

If SWS is the maximum size of the sender's window, LWS is the id of the last frame sent, and LAR is the id of the last acknowledgement received, then

LWS - LAR <= SWS
and the sender can still send
SWS - LWS + LAR frames.
If RWS is the maximum size of the receiver's window, LFA is the id of the last acceptable frame, NFE is the id of the next frame expected, then
LFA - NFE + 1 <= RWS
Frames with id greater than LFA or smaller that NFE are discarded by the receiver. Usually SWS and RWS are set to be equal.

We can determine the "ideal" size in bits W of the window used in the Sliding Window Protocol on the basis of the fact that we want to keep on transmitting at least until acknowledgement has been received for the initial packet. The round trip for the acknowledgement is Tt+2Tp. If r is the data rate at which the transmitter is transmitting, then the number of bits that can be transmitted during the round trip is

    W = r*RTT = r*(Tt+2Tp) where RTT is the Round Trip Time
The Sliding Window Protocol, in some form, is used both in the Data Link Layer and in the Transport Layer in TCP as a form of flow control.

HDLC

HDLC (High-Level Data Link Control) is one of a family of similar data link protocols that use the sliding window technique. It is bit oriented with a flag sequence (it uses bit stuffing) to indicate the start and termination of a frame. A Frame has the form:
        8 bits    8 bits    8 bits    >=0    16 bits     8 bits
    +----------+---------+---------+------+----------+----------+
    | 01111110 | address | control | data | checksum | 01111110 |
    +----------+---------+---------+------+----------+----------+
where the address field is likely not to be used in most cases you will encounter and the control field comes in three formats:
bits  1      3         1     3
    +---+----------+-----+-------+
    | 0 | sequence | P/F |  next |     Format for Information Frames
    +---+----------+-----+-------+

bits  1   1    2      1      3
    +---+---+------+-----+-------+
    | 1 | 0 | type | P/F |  next |    Format for Supervisory Frames
    +---+---+------+-----+-------+

bits  1   1   1     1     1       3
    +---+---+---+------+-----+----------+
    | 1 | 1 | 0 | type | P/F | modifier |  Format for unnumbered frames
    +---+---+---+------+-----+----------+

sequence specifies the sequential id of this frame in accordance to the sliding window protocol.
next is the piggibacked acknowledgement for a received frame.
type is the code for a command such as RECEIVE READY, REJECT, RECEIVE NOT READY, SELECTIVE REJECT, DISCONNECT, FRAMEREJECT.
P/F means Poll/Final and it is normally used in communication with terminals in a multidrop line.
Information frames are used to transport data. Supervisory frames are used to transport acknowledgements and commands. Unnumbered frames are used both for command purposes and for data transport.

PPP

PPP (Point-to-Point Protocol) is a point-to-point data link protocol related to HTLC. It is used for example by people at home to connect through modem to their ISP (Information Service Provider) and interact as a regular workstation directly connected to the internet.

ARP: Address Resolution Protocol

ARP packets are broadcast to a local area netweork when we need to determine the hardware address corresponding to a given IP address. The host with that IP address will respond giving its own physical address. The ARP packet used on ethernet has form:
    0                   1                   2                   3
    0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1
   +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
   |    Hardware Address Type      |    Protocol Address Type      |
   +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
   | HADDR length  | PADDR length  |          Operation            |
   +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
   |                Sender HADDR (first 4 octets)                  |
   +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
   |Sender HADDR (last 2 octets)   | Sender PADDR (first 2 octets) |
   +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
   |Sender PADDR (last 2 octets)   | Target HADDR (first 2 octets) |
   +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
   |                   Target HADDR (last 4 octets)                |
   +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
   |                   Target PADDR (last 4 octets)                |
   +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
To avoid the transmission of too many ARP packets a cache is used to keep track of known pairs [IP address, Physical addres]. When an ARP packet is received, its sender's pair is added to the cache if not already there. Cache entries are eliminated either because of overflow or because of aging of the pairs.
RARP (Reverse ARP) is used when a diskless station is booted on a LAN. It sends out a packet with its own physical address and asks others to tell him what is its IP address.

Network Layer

IP Role

IP provides an unreliable, best-effort, connectionless packet delivery service between computer systems. It supports: IP does not do directly:

IP Header

    0                   1                   2                   3
    0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1
   +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
   |Version|  IHL  |Type of Service|          Total Length         |
   +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
   |         Identification        |Flags|      Fragment Offset    |
   +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
   |  Time to Live |    Protocol   |         Header Checksum       |
   +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
   |                       Source Address                          |
   +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
   |                    Destination Address                        |
   +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
   |                    Options                    |    Padding    |
   +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

Version: Current IP  4 
         Next Generation:  6 ==> IPv6 or IPng
IHL: Header Length in words:  without options it is 5, with
         options it can be as high as 15.
Type of Service: the sender specifies the type of service desired.
	 Three bits can be used to specify the priority of the message.
	 Three bits can be used to characterize the aim, if one 
         that maximizes reliability, or one that minimizes delivery
         time, or one that maximizes throughput.
Total Length: 16 bits ==> maximum packet size 65,535 Bytes (64 KB)
         including header length  
Identification: unique for each IP datagram
       (1) source increments a counter
       (2) gateway copies
       All the fragments of the same packet have the same identification.
Flag: three bits, two lower bits used for fragmentation, the third is not used:
       (1) first bit if 1, means do not fragment (this is the DF flag)
       (2) second bit if 1, means more fragment are coming (not end of packet)
          (This is the MF flag.)
Fragment Offset: offset in the original datagram in units of 8 octets. All
       fragments, except the last, must me multiples of 8 octets.
TTL:   each gateway decrements TTL by some number and discard the packet if it
       reaches 0. If discarded, the sender is informed using the ICMP (Internet 
       Control Message Protocol) protocol.  
       In theory, it counts in second units and discards a packet that takes
       255 seconds to propagate.
Protocol: number of the higher level protocol that is using the current packet
       ICMP: 1, TCP: 6, UDP: 17
checksum: it is the one-complement of the one-complement sum of the header.
       Notice that it is the one-complement so that at the receiver no
       subtraction is required, just a comparison to zero.
Some observations on IP protocol:

ICMP: Internet Control Message Protocol

It is encapsulated within an IP packet. It supports the following message types: ICMP is used to implement ping (using the EchoRequest/Reply messages), traceroute (IP using the TimeToLive, and ICMP using the TimeExceeded message), and to determine a path's MTU (IP using the DF flag and ICMP using the FragmentationRequired message). It is also used to report on errors that occur during the transmission of IP packets.

Transport Layer

It supports communication between processes (not just computer systems).

UDP Header

The User Datagram Protocol is the simplest transport protocol. It just adds multiplexing, in the form of ports, unsigned 16 bit integers, to the IP protocol, and a simple error check, in the form of a checksum. The checksum is computed over the UDP datagram (UDP header + message) plus three fields from the enclosing IP packet: length+SourceAddress+DestinationAddress. The reason for using these three extra fields is the desire to detect if in transit the source or destination of the packet have been modified [this is not to detect a malicious router, but to detect a routing mistake]. The checksum is computed as in the case of IP packets (one complement of one-complement sum).
The messages exchanged are called datagrams, i.e. communication is connectionless. The format of the UDP header is:
    0                   1                   2                   3
    0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1
   +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
   |          source port          |        destination port       |
   +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
   |         checksum              |          length               |
   +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

TCP Header

The Transmission Control Protocol (TCP) is a connection oriented [thus sender and receiver are as connected in a virtual circuit], bidirectional [i.e. full duplex], stream oriented [as opposite to message oriented, i.e. users think in terms of sending and receiving a stream of octets; the implementation will actually use messages, called segments.] reliable transmission protocol at the transport layer. The same format for the header is used in both directions in a connection. Here is a picture of the header of a segment and a description of some of its fields.
    0                   1                   2                   3
    0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1
   +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
   |          source port          |        destination port       |
   +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
   |                        sequence number                        |
   +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
   |                 acknowledgement number                        |
   +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
   | TCP |             |U|A|P|R|S|F|                               |
   |Headr|             |R|C|S|S|Y|I|       window size             |
   |lengt|             |G|K|H|T|N|N|                               |
   +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
   |       checksum                |   urgent pointer              |
   +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
   |                    Options (0 or more words)                  |
   +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Source and Destination Ports:
They are 16 bit numbers. A port number is local to a specific host, i.e. different hosts have 65,535 different ports. In unix /etc/services keeps a list of specific uses for some of these ports. For example, HTTP uses 80, Telnet uses 23, FTP uses 21. The first 1024 ports are said to be "well known" and are reserved. Notice that ports allow us to communicate with specific programs on a computer, not just with a computer as in IP.
Sequence and Acknowledgement Numbers:
These numbers are local to a connection between two nodes, they are unique during the life of message. The initial sequence number is agreed between the sender and the receiver when the connection is set up with a Three-Way-Handshake [SYN->, SYN+ACK<-, ACK->]. For example, if two nodes A, B are communicating, then A as sender may choose initially the number 200 and B as sender may choose initially the number 500. Then B will acknowledge messages relative to 200 and A will acknowledge messages relative to 500.
Length of the TCP header:
It is counted in 32-bit words.
Flags:
There are six flags:
Window Size:
It specifies the size of the receiver's available buffer (called window).
Urgent pointer:
Byte offset from the current sequence number at which urgent data will be found.
CheckSum:
Defined as in UDP.
Some of the issues dealt with at the transport level, in particular by TCP, are:

ingargio@joda.cis.temple.edu