Chapter 7 Packet-Switching Networks Routing in Packet Networks - - PowerPoint PPT Presentation

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Chapter 7 Packet-Switching Networks Routing in Packet Networks - - PowerPoint PPT Presentation

Chapter 7 Packet-Switching Networks Routing in Packet Networks Shortest Path Routing Chapter 7 Packet-Switching Networks Routing in Packet Networks IP in Ethernet Frame Ethernet frame IP packet (if Ether type is 0800 in hex)


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SLIDE 1

Chapter 7 Packet-Switching Networks

Routing in Packet Networks Shortest Path Routing

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SLIDE 2

Chapter 7 Packet-Switching Networks

Routing in Packet Networks

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SLIDE 3

IP in Ethernet Frame

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Ethernet frame IP packet (if Ether type is 0800 in hex) http://en.wikipedia.org/wiki/EtherType

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SLIDE 4

When a Router Gets a Ethernet Frame

Data contained in frames in the data link layer (Layer 2) and packets in the network layer (Layer 3).

In the network layer, you look only at the section of the frame that was referred to as data in the Ethernet frame. As the Ethernet frame moves up from the data link layer to the network layer, the data link header is removed.

Removing the data link information removes destination and source address fields (which store the MAC addresses of the network devices), and the type field.

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IP ETH TCP R2 PPP /SONET IP H1

Router

LAN

ETH

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SLIDE 5

1 2 3 4 5 6 Node (switch or router)

Routing in Packet Networks

 Three possible (loopfree) routes from 1 to 6:

 1-3-6, 1-4-5-6, 1-2-5-6

 Which is “best”?

 Min delay? Min hop? Max bandwidth? Min cost?

Max reliability?

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SLIDE 6

Creating the Routing Tables

 Need information on state of links

 Link up/down; congested; delay or other metrics

 Need to distribute link state information using a

routing protocol

 What information is exchanged? How often?  Exchange with neighbors; Broadcast or flood

 Need to compute routes based on information

 Single metric; multiple metrics  Single route; alternate routes

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SLIDE 7

Routing Algorithm Requirements

 Responsiveness to changes

 Topology or bandwidth changes, congestion  Rapid convergence of routers to consistent set of routes  Freedom from persistent loops

 Optimality

 Resource utilization, path length

 Robustness

 Continues working under high load, congestion, faults,

equipment failures, incorrect implementations

 Simplicity

 Efficient software implementation, reasonable processing

load

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SLIDE 8

1 2 3 4 5 6 A B C D 1 5 2 3 7 1 8 5 4 2 3 6 5 2

Switch or router Host

VCI

Routing in Virtual-Circuit Packet Networks

 Route determined during connection setup  Tables in switches implement forwarding that

realizes selected route

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SLIDE 9

Incoming Outgoing Node VCI Node VCI A 1 3 2 A 5 3 3 3 2 A 1 3 3 A 5 Incoming Outgoing Node VCI Node VCI 1 2 6 7 1 3 4 4 4 2 6 1 6 7 1 2 6 1 4 2 4 4 1 3 Incoming Outgoing Node VCI Node VCI 3 7 B 8 3 1 B 5 B 5 3 1 B 8 3 7 Incoming Outgoing Node VCI Node VCI C 6 4 3 4 3 C 6 Incoming Outgoing Node VCI Node VCI 2 3 3 2 3 4 5 5 3 2 2 3 5 5 3 4 Incoming Outgoing Node VCI Node VCI 4 5 D 2 D 2 4 5 Node 1 Node 2 Node 3 Node 4 Node 6 Node 5

Routing Tables in VC Packet Networks

 Example: VCI from A to D

 From A & VCI 5 → 3 & VCI 3 → 4 & VCI 4  → 5 & VCI 5 → D & VCI 2

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SLIDE 10

2 2 3 3 4 4 5 2 6 3 Node 1 Node 2 Node 3 Node 4 Node 6 Node 5 1 1 2 4 4 4 5 6 6 6 1 3 2 5 3 3 4 3 5 5 Destination Next node 1 1 3 1 4 4 5 5 6 5 1 4 2 2 3 4 4 4 6 6 1 1 2 2 3 3 5 5 6 3 Destination Next node Destination Next node Destination Next node Destination Next node Destination Next node

Routing Tables in Datagram Packet Networks

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SLIDE 11

0000 0111 1010 1101 0001 0100 1011 1110 0011 0101 1000 1111 0011 0110 1001 1100

R1 1 2 5 4 3

0000 1 0111 1 1010 1 … … 0001 4 0100 4 1011 4 … …

R2

Non-Hierarchical Addresses and Routing

 No relationship between addresses & routing

proximity

 Routing tables require 16 entries each

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SLIDE 12

0000 0001 0010 0011 0100 0101 0110 0111 1100 1101 1110 1111 1000 1001 1010 1011

R1 R2 1 2 5 4 3

00 1 01 3 10 2 11 3 00 3 01 4 10 3 11 5

Hierarchical Addresses and Routing

 Prefix indicates network where host is

attached

 Routing tables require 4 entries (one for each

network) each

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Network ID 00 Network ID 10 Network ID 01 Network ID 11

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SLIDE 13

Specialized Routing

 Flooding

 Useful in starting up network  Useful in propagating information to all nodes

 Deflection Routing

 Fixed, preset routing procedure  No route synthesis

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SLIDE 14

Flooding

Send a packet to all nodes in a network

 No routing tables available  Need to broadcast packet to all nodes (e.g. to

propagate link state information) Approach

 Send packet on all ports except one where it

arrived

 Exponential growth in packet transmissions

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SLIDE 15

1 2 3 4 5 6

Flooding is initiated from Node 1: Hop 1 transmissions

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SLIDE 16

1 2 3 4 5 6

Flooding is initiated from Node 1: Hop 2 transmissions

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SLIDE 17

1 2 3 4 5 6

Flooding is initiated from Node 1: Hop 3 transmissions

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SLIDE 18

Limited Flooding

 Time-to-Live field in each packet limits

number of hops to certain diameter

 Each switch adds its ID before flooding;

discards repeats

 Source puts sequence number in each

packet; a switch/router records source address and sequence number and discards repeats

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SLIDE 19

Deflection Routing

 Network nodes forward packets to preferred port  If preferred port busy, deflect packet to another port  Works well with regular topologies

 Manhattan street network  Rectangular array of nodes  Nodes designated (i,j)  Rows alternate as one-way streets  Columns alternate as one-way avenues

 Bufferless operation is possible

 Proposed for optical packet networks  All-optical buffering currently not viable

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SLIDE 20

0,0 0,1 0,2 0,3 1,0 1,1 1,2 1,3 2,0 2,1 2,2 2,3 3,0 3,1 3,2 3,3

Tunnel from last column to first column or vice versa

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SLIDE 21

0,0 0,1 0,2 0,3 1,0 1,1 1,2 1,3 2,0 2,1 2,2 2,3 3,0 3,1 3,2 3,3 busy

Example: Node (0,2)→(1,0)

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SLIDE 22

Chapter 7 Packet-Switching Networks

Shortest Path Routing

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SLIDE 23

Shortest Paths & Routing

 Many possible paths connect any given

source and to any given destination

 Routing involves the selection of the path to

be used to accomplish a given transfer

 Typically it is possible to attach a cost or

distance to a link connecting two nodes

 Routing can then be posed as a shortest path

problem

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SLIDE 24

Routing Metrics

Means for measuring desirability of a path

 Path Length = sum of costs or distances  Possible metrics

 Hop count: rough measure of resources used  Reliability: link availability; BER  Delay: sum of delays along path; complex & dynamic  Bandwidth: “available capacity” in a path  Load: Link & router utilization along path  Cost: $$$

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SLIDE 25

Shortest Path Approaches

Distance Vector Protocols

 Neighbors exchange list of distances to destinations  Best next-hop determined for each destination  Ford-Fulkerson (distributed) shortest path algorithm

Link State Protocols

 Link state information flooded to all routers  Routers have complete topology information  Shortest path (& hence next hop) calculated  Dijkstra (centralized) shortest path algorithm

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SLIDE 26

San Jose 392 San Jose 596

Distance Vector Do you know the way to San Jose?

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SLIDE 27

Distance Vector

Local Signpost

 Direction  Distance

Routing Table For each destination list:

 Next Node  Distance

Table Synthesis

 Neighbors exchange

table entries

 Determine current best

next hop

 Inform neighbors

 Periodically  After changes

dest next dist

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SLIDE 28

Shortest Path to SJ

i j San San Jos Jose

Cij

Dj Di

If Di is the shortest distance to SJ from i and if j is a neighbor on the shortest path, then Di = Cij + Dj Focus on how nodes find their shortest path to a given destination node, i.e. SJ

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SLIDE 29

i only has local info from neighbors Dj"

Cij”

i San San Jos Jose j

Cij

Dj Di

j"

Cij'

j'

Dj' Pick current shortest path

But we don’t know the shortest paths

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SLIDE 30

Why Distance Vector Works

San San Jos Jose

1 Hop From SJ 2 Hops From SJ 3 Hops From SJ Accurate info about SJ ripples across network, Shortest Path Converges SJ sends accurate info Hop-1 nodes calculate current (next hop, dist), & send to neighbors

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SLIDE 31

Bellman-Ford Algorithm

 Consider computations for one destination d  Initialization

Each node table has 1 row for destination d

Distance of node d to itself is zero: Dd=0

Distance of other node j to d is infinite: Dj=∝, for j≠ d

Next hop node nj = -1 to indicate not yet defined for j ≠ d

 Send Step

Send new distance vector to immediate neighbors across local link

 Receive Step

At node i, find the next hop that gives the minimum distance to d,

 Di=minj {Cij+Dj(d)} Replace old (nj, Dj(d)) by new (nj*, Dj*(d)) if new next node or distance found

Go to send step

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SLIDE 32

Bellman-Ford Algorithm

 Now consider parallel computations for all destinations d  Initialization

Each node has 1 row for each destination d

Distance of node d to itself is zero: Dd(d)=0

Distance of other node j to d is infinite: Dj(d)= ∝ , for j ≠ d

Next node nj = -1 since not yet defined

 Send Step

Send new distance vector to immediate neighbors across local link

 Receive Step

For each destination d, find the next hop that gives the minimum distance to d,

 Di=Minj { Cij+ Dj(d) }

 Replace old (nj, Di(d)) by new (nj*, Dj*(d)) if new next node or distance

found

Go to send step

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SLIDE 33

Iteration Node 1 Node 2 Node 3 Node 4 Node 5

Initial (-1, ∞) (-1, ∞) (-1, ∞) (-1, ∞) (-1, ∞) 1 2 3

3 1 5 4 6 2

2 3 4 2 1 1 2 3 5

San Jose

Table entry @ node 1 for dest SJ Table entry @ node 3 for dest SJ

Please note that in this example we determine the optimal path to destination node 6 from each other node. In general the same algorithm should be run for EACH considered as destination

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SLIDE 34

Iteration Node 1 Node 2 Node 3 Node 4 Node 5

Initial (-1, ∞) (-1, ∞) (-1, ∞) (-1, ∞) (-1, ∞) 1 (-1, ∞) (-1, ∞) (6,1) (-1, ∞) (6,2) 2 3

San Jose

D6=0 D3=D6+1 n3=6 3 1 5 4 6 2

2 3 4 2 1 1 2 3 5

D6=0 D5=D6+2 n5=6

2 1

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SLIDE 35

Iteration Node 1 Node 2 Node 3 Node 4 Node 5

Initial (-1, ∞) (-1, ∞) (-1, ∞) (-1, ∞) (-1, ∞) 1 (-1, ∞) (-1, ∞) (6, 1) (-1, ∞) (6,2) 2 (3,3) (5,6) (6, 1) (3,3) (6,2) 3

San Jose

3 1 5 4 6 2

2 3 4 2 1 1 2 3 5

1 2 3 3 6

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SLIDE 36

Iteration Node 1 Node 2 Node 3 Node 4 Node 5

Initial (-1, ∞) (-1, ∞) (-1, ∞) (-1, ∞) (-1, ∞) 1 (-1, ∞) (-1, ∞) (6, 1) (-1, ∞) (6,2) 2 (3,3) (5,6) (6, 1) (3,3) (6,2) 3 (3,3) (4,4) (6, 1) (3,3) (6,2)

San Jose

3 1 5 4 6 2

2 3 4 2 1 1 2 3 5

1 2 6 3 3 4

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SLIDE 37

Iteration Node 1 Node 2 Node 3 Node 4 Node 5

Initial (3,3) (4,4) (6, 1) (3,3) (6,2) 1 (3,3) (4,4) (4, 5) (3,3) (6,2) 2 3

San Jose

3 1 5 4 6 2

2 3 4 2 1 1 2 3 5

1 2 3 3 4 Network disconnected; Loop created between nodes 3 and 4 5

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SLIDE 38

Iteration Node 1 Node 2 Node 3 Node 4 Node 5

Initial (3,3) (4,4) (6, 1) (3,3) (6,2) 1 (3,3) (4,4) (4, 5) (3,3) (6,2) 2 (3,7) (4,4) (4, 5) (5,5) (6,2) 3

San Jose

3 1 5 4 6 2

2 3 4 2 1 1 2 3 5

2 5 3 3 4 7 5 Node 4 could have chosen 2 as next node because of tie

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SLIDE 39

Iteration Node 1 Node 2 Node 3 Node 4 Node 5

Initial (3,3) (4,4) (6, 1) (3,3) (6,2) 1 (3,3) (4,4) (4, 5) (3,3) (6,2) 2 (3,7) (4,4) (4, 5) (5,5) (6,2) 3 (3,7) (4,6) (4, 7) (5,5) (6,2)

San Jose

3 1 5 4 6 2

2 3 4 2 1 1 2 3 5

2 5 5 7 4 7 6 Node 2 could have chosen 5 as next node because of tie

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SLIDE 40

3 5 4 6 2

2 3 4 2 1 1 2 3 5

1

Iteration Node 1 Node 2 Node 3 Node 4 Node 5

1 (3,3) (4,4) (4, 5) (3,3) (6,2) 2 (3,7) (4,4) (4, 5) (2,5) (6,2) 3 (3,7) (4,6) (4, 7) (5,5) (6,2) 4 (2,9) (4,6) (4, 7) (5,5) (6,2)

San Jose

7 7 5 6 9 2 Node 1 could have chose 3 as next node because of tie

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SLIDE 41

3 1 2 4 1 1 1 3 1 2 4 1 1 X

(a) (b)

Update Node 1 Node 2 Node 3

Before break

(2,3) (3,2) (4, 1)

After break

(2,3) (3,2) (2,3) 1 (2,3) (3,4) (2,3) 2 (2,5) (3,4) (2,5) 3 (2,5) (3,6) (2,5) 4 (2,7) (3,6) (2,7) 5 (2,7) (3,8) (2,7)

… … … …

Counting to Infinity Problem

Nodes believe best path is through each

  • ther

(Destination is node 4)

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SLIDE 42

Problem: Bad News Travels Slowly

Remedies

Split Horizon

Do not report route to a destination to the neighbor from which route was learned

Poisoned Reverse

Report route to a destination to the neighbor from which route was learned, but with infinite distance

Breaks erroneous direct loops immediately

Does not work on some indirect loops

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SLIDE 43

3 1 2 4 1 1 1 3 1 2 4 1 1 X

(a) (b)

Split Horizon with Poison Reverse

Nodes believe best path is through each other Update Node 1 Node 2 Node 3 Before break (2, 3) (3, 2) (4, 1) After break (2, 3) (3, 2) (-1, ∞)

Node 2 advertizes its route to 4 to node 3 as having distance infinity; node 3 finds there is no route to 4

1 (2, 3) (-1, ∞) (-1, ∞)

Node 1 advertizes its route to 4 to node 2 as having distance infinity; node 2 finds there is no route to 4

2 (-1, ∞) (-1, ∞) (-1, ∞)

Node 1 finds there is no route to 4

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SLIDE 44

Link-State Algorithm

 Basic idea: two step procedure

 Each source node gets a map of all nodes and link metrics

(link state) of the entire network

 Find the shortest path on the map from the source node to

all destination nodes

 Broadcast of link-state information

 Every node i in the network broadcasts to every other node

in the network:  ID’s of its neighbors: Ni=set of

neighbors of i

 Distances to its neighbors: {Cij | j ∈Ni}

 Flooding is a popular method of broadcastinglink state

information

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SLIDE 45

Dijkstra Algorithm: Finding shortest paths in order

s w w" w" w' w'

Closest node to s is 1 hop away

w" w" x x' x'

2nd closest node to s is 1 hop away from s or w”

x z z' z'

3rd closest node to s is 1 hop away from s, w”, or x

w' w'

Find shortest paths from source s to all other destinations

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SLIDE 46

Dijkstra’s algorithm

 N: set of nodes for which shortest path already found  Initialization: (Start with source node s)

 N = {s}, Ds = 0, “s is distance zero from itself”  Dj=Csj for all j ≠ s, distances of directly-connected neighbors

 Step A: (Find next closest node i)

 Find i ∉ N such that  Di = min Dj for j ∉ N  Add i to N  If N contains all the nodes, stop

 Step B: (update minimum costs)

 For each node j ∉ N  Dj = min (Dj, Di+Cij)  Go to Step A

Minimum distance from s to j through node i in N

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SLIDE 47

Execution of Dijkstra’s algorithm

Iteration N D2 D3 D4 D5 D6 Initial {1} 3 2 5 ∝ ∝ 1 {1,3} 3 2 4 ∝ 3 2 {1,2,3} 3 2 4 7 3 3 {1,2,3,6} 3 2 4 5 3 4 {1,2,3,4,6} 3 2 4 5 3 5 {1,2,3,4,5,6} 3 2 4 5 3

1 2 4 5 6 1 1 2 3 2 3 5 2 4 3 1 2 4 5 6 1 1 2 3 2 3 5 2 4 3 3 1 2 4 5 6 1 1 2 3 2 3 5 2 4 3 1 2 4 5 6 1 1 2 3 2 3 5 2 4 3 3 1 2 4 5 6 1 1 2 3 2 3 5 2 4 3 3 1 2 4 5 6 1 1 2 3 2 3 5 2 4 3 3 1 2 4 5 6 1 1 2 3 2 3 5 2 4 3 3

        

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SLIDE 48

Shortest Paths in Dijkstra’s Algorithm

1 2 4 5 6 1 1 2 3 2 3 5 2 4 3 3 1 2 4 5 6 1 1 2 3 2 3 5 2 4 3 1 2 4 5 6 1 1 2 3 2 3 5 2 4 3 3 1 2 4 5 6 1 1 2 3 2 3 5 2 4 3 3 1 2 4 5 6 1 1 2 3 2 3 5 2 4 3 3 1 2 4 5 6 1 1 2 3 2 3 5 2 4 3 3

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SLIDE 49

Reaction to Failure

 If a link fails,  Router sets link distance to infinity & floods the

network with an update packet

 All routers immediately update their link database &

recalculate their shortest paths

 Recovery very quick  But watch out for old update messages  Add time stamp or sequence # to each update

message

 Check whether each received update message is new  If new, add it to database and broadcast  If older, send update message on arriving link

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SLIDE 50

Why is Link State Better?

 Fast, loopless convergence  Support for precise metrics, and multiple

metrics if necessary (throughput, delay, cost, reliability)

 Support for multiple paths to a destination

 algorithm can be modified to find best two paths

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SLIDE 51

Source Routing

 Source host selects path that is to be followed by a packet

 Strict: sequence of nodes in path inserted into header

 Intermediate switches read next-hop address and remove

address

 Source host needs link state information or access to a route

server

 Source routing allows the host to control the paths that its

information traverses in the network

 Potentially the means for customers to select what service

providers they use

Pros: No Need for intermediate routers to maintain routing tables! Cons: Burden at the source!

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SLIDE 52

1 2 3 4 5 6 A B Source host Destination host 1,3,6,B 3,6,B 6,B B

Example

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SLIDE 53

Chapter 7 Packet-Switching Networks

ATM Networks

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SLIDE 54

Asynchronous Tranfer Mode (ATM)

 Packet multiplexing and switching

 Fixed-length packets: “cells”  Connection-oriented  Rich Quality of Service support

 Conceived as end-to-end

 Supporting wide range of services

 Real time voice and video  Circuit emulation for digital transport  Data traffic with bandwidth guarantees

 Detailed discussion in Chapter 9

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SLIDE 55

ATM Adaptation Layer ATM Adaptation Layer

ATM Network

Video Packet Voice Video Packet Voice

ATM Networking

 End-to-end information transport using cells  53-byte cell (48bytes payload, 5bytes header), provide

low delay and fine multiplexing granularity

 Support for many services through ATM Adaptation Layer

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SLIDE 56

TDM vs. Packet Multiplexing

Variable bit rate Delay Burst traffic Processing TDM Multirate

  • nly

Low, fixed Inefficient Minimal, very high speed Packet Easily handled Variable Efficient Header & packet processing required

  

* *In mid-1980s, packet processing mainly in software and

hence slow; By late 1990s, very high speed packet processing possible. This is why ATM was promoted!

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SLIDE 57

MUX

Wasted bandwidth

ATM TDM 4 3 2 1 4 3 2 1 4 3 2 1 4 3 2 1 4 3 1 3 2 2 1

Voice Data packets Images

1 2 3 4

ATM: Attributes of TDM & Packet Switching

  • Packet structure gives

flexibility & efficiency

  • Synchronous slot

transmission gives high speed & density

Packet Header

Figure in book is inaccurate, no timing information is given. time time

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SLIDE 58

2 3 N 1

Switch

N 1 5 6 video video voice data 25 32 32 61 75 67 39 67 N 1 3 2 video voice data video

… …

32 25 32 61 39 67 67

ATM Switching

Switch carries out table translation and routing ATM switches can be implemented using shared memory, shared backplanes, or self-routing multi-stage fabrics

75 75

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SLIDE 59

Virtual connections setup across network

Connections identified by locally-defined tags

ATM Header contains virtual connection information:

8-bit Virtual Path Identifier

16-bit Virtual Channel Identifier

Powerful traffic grooming capabilities

Multiple VCs can be bundled within a VP

Similar to tributaries with SONET, except variable bit rates possible Physical link Virtual paths Virtual channels

ATM Virtual Connections

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SLIDE 60

ATM Sw 1

ATM Sw 4

ATM Sw 2 ATM Sw 3 ATM cross- connect

a b c d e VPI 3 VPI 5 VPI 2 VPI 1 a b c d e

Sw = switch

VPI/VCI switching & multiplexing

 Connections a,b,c bundled into VP at switch 1

Crossconnect switches VP without looking at VCIs

VP unbundled at switch 2; VC switching thereafter

 VPI/VCI structure allows creation virtual networks

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SLIDE 61

MPLS & ATM

 ATM initially touted as more scalable than packet

switching

 ATM envisioned speeds of 150-600 Mbps  Advances in optical transmission proved ATM to be

the less scalable: @ 10 Gbps

 Segmentation & reassembly of messages & streams into

48-byte cell payloads difficult & inefficient

 Header must be processed every 53 bytes vs. 500 bytes

  • n average for packets

 Delay due to 1250 byte packet at 10 Gbps = 1 µsec; delay

due to 53 byte cell @ 150 Mbps ≈ 3 µsec

 MPLS (Chapter 10) uses tags to transfer packets

across virtual circuits in Internet

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