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Topic 2

The document discusses various topics related to computer networks and the internet. It defines applications that use the internet like web, email, social networks etc. It explains protocols like TCP, HTTP that are used to request and transfer web pages. It also discusses concepts like sockets that provide an interface for applications to connect to networks and exchange messages. Finally, it describes network architectures like OSI model and layers in TCP/IP model.

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0% found this document useful (0 votes)
40 views47 pages

Topic 2

The document discusses various topics related to computer networks and the internet. It defines applications that use the internet like web, email, social networks etc. It explains protocols like TCP, HTTP that are used to request and transfer web pages. It also discusses concepts like sockets that provide an interface for applications to connect to networks and exchange messages. Finally, it describes network architectures like OSI model and layers in TCP/IP model.

Uploaded by

Etoos Lectures
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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You are on page 1/ 47

Applications

 Most people know about the Internet (a


computer network) through applications
 World Wide Web
 Email
 Online Social Network
 Streaming Audio Video
 File Sharing
 Instant Messaging
 …
Example of an application

A multimedia application including video-conferencing


Application Protocol
 URL
 Uniform resource locater
 http://www.cs.princeton.edu/~llp/index.html
 HTTP
 Hyper Text Transfer Protocol
 TCP
 Transmission Control Protocol
 17 messages for one URL request
 6 to find the IP (Internet Protocol) address
 3 for connection establishment of TCP
 4 for HTTP request and acknowledgement
 Request: I got your request and I will send the data
 Reply: Here is the data you requested; I got the data
 4 messages for tearing down TCP connection
Requirements
 Application Programmer
 List the services that his application needs: delay
bounded delivery of data
 Network Designer
 Design a cost-effective network with sharable
resources
 Network Provider
 List the characteristics of a system that is easy to
manage
Connectivity
 Need to understand the
following terminologies
 Scale
 Link
 Nodes
 Point-to-point
 Multiple access
 Switched Network
 Circuit Switched
 Packet Switched
 Packet, message
 Store-and-forward

(a) Point-to-point
(b) Multiple access
Connectivity
 Terminologies (contd.)
 Cloud
 Hosts
(a)
 Switches
 internetwork
 Router/gateway
 Host-to-host connectivity
 Address
 Routing
 Unicast/broadcast/multicast

(b)

(a) A switched network


(b) Interconnection of networks
Cost-Effective Resource Sharing
 Resource: links and
nodes
 How to share a link?
 Multiplexing
 De-multiplexing
 Synchronous Time-division
Multiplexing
 Time slots/data transmitted
in predetermined slots
Multiplexing multiple logical flows
over a single physical link
Cost-Effective Resource Sharing
 FDM: Frequency Division
Multiplexing
 Statistical Multiplexing
 Data is transmitted based
on demand of each flow.
 What is a flow?
 Packets vs. Messages
 FIFO, Round-Robin,
Priorities (Quality-of-
Service (QoS))
 Congested?
A switch multiplexing packets from
multiple sources onto one shared
 LAN, MAN, WAN
link  SAN (System Area
Networks
Support for Common Services
 Logical Channels
 Application-to-Application communication path or a
pipe

Process communicating over an


abstract channel
Common Communication Patterns
 Client/Server
 Two types of communication channel
 Request/Reply Channels
 Message Stream Channels
Reliability
 Network should hide the errors
 Bits are lost
 Bit errors (1 to a 0, and vice versa)
 Burst errors – several consecutive errors
 Packets are lost (Congestion)
 Links and Node failures
 Messages are delayed
 Messages are delivered out-of-order
 Third parties eavesdrop
Network Architecture

Example of a layered network system


Network Architecture

Layered system with alternative abstractions available at a given layer


Protocols
 Protocol defines the interfaces between the
layers in the same system and with the layers of
peer system
 Building blocks of a network architecture
 Each protocol object has two different interfaces
 service interface: operations on this protocol
 peer-to-peer interface: messages exchanged with
peer
 Term “protocol” is overloaded
 specification of peer-to-peer interface
 module that implements this interface
Interfaces

Service and Peer Interfaces


Protocols
 Protocol Specification: prose, pseudo-code, state
transition diagram
 Interoperable: when two or more protocols that
implement the specification accurately
 IETF: Internet Engineering Task Force
Protocol Graph

Example of a protocol graph


nodes are the protocols and links the “depends-on” relation
Encapsulation

High-level messages are encapsulated inside of low-level messages


OSI Architecture

The OSI 7-layer Model


OSI – Open Systems Interconnection
Description of Layers
 Physical Layer
 Handles the transmission of raw bits over a communication link
 Data Link Layer
 Collects a stream of bits into a larger aggregate called a frame
 Network adaptor along with device driver in OS implement the
protocol in this layer
 Frames are actually delivered to hosts
 Network Layer
 Handles routing among nodes within a packet-switched network
 Unit of data exchanged between nodes in this layer is called a
packet

The lower three layers are implemented on all network nodes


Description of Layers
 Transport Layer
 Implements a process-to-process channel
 Unit of data exchanges in this layer is called a message
 Session Layer
 Provides a name space that is used to tie together the potentially
different transport streams that are part of a single application
 Presentation Layer
 Concerned about the format of data exchanged between peers
 Application Layer
 Standardize common type of exchanges

The transport layer and the higher layers typically run only on end-
hosts and not on the intermediate switches and routers
Internet Architecture

Alternative view of the


Internet architecture. The
Internet Protocol Graph “Network” layer shown here
is sometimes referred to as
the “sub-network” or “link”
layer.
Internet Architecture
 Defined by IETF
 Three main features
 Does not imply strict layering. The application is free to bypass
the defined transport layers and to directly use IP or other
underlying networks
 An hour-glass shape – wide at the top, narrow in the middle and
wide at the bottom. IP serves as the focal point for the
architecture
 In order for a new protocol to be officially included in the
architecture, there needs to be both a protocol specification and
at least one (and preferably two) representative implementations
of the specification
Application Programming Interface
 Interface exported by the network
 Since most network protocols are implemented (those in
the high protocol stack) in software and nearly all
computer systems implement their network protocols as
part of the operating system, when we refer to the
interface “exported by the network”, we are generally
referring to the interface that the OS provides to its
networking subsystem
 The interface is called the network Application
Programming Interface (API)
Application Programming Interface (Sockets)

 Socket Interface was originally provided by the


Berkeley distribution of Unix
- Now supported in virtually all operating systems

 Each protocol provides a certain set of services,


and the API provides a syntax by which those
services can be invoked in this particular OS
Socket
 What is a socket?
 The point where a local application process attaches
to the network
 An interface between an application and the network
 An application creates the socket
 The interface defines operations for
 Creating a socket
 Attaching a socket to the network
 Sending and receiving messages through the socket
 Closing the socket
Socket
 Socket Family
 PF_INET denotes the Internet family
 PF_UNIX denotes the Unix pipe facility
 PF_PACKET denotes direct access to the network
interface (i.e., it bypasses the TCP/IP protocol stack)

 Socket Type
 SOCK_STREAM is used to denote a byte stream
 SOCK_DGRAM is an alternative that denotes a
message oriented service, such as that provided by
UDP
Creating a Socket
int sockfd = socket(address_family, type, protocol);

 The socket number returned is the socket descriptor for


the newly created socket

 int sockfd = socket (PF_INET, SOCK_STREAM, 0);


 int sockfd = socket (PF_INET, SOCK_DGRAM, 0);

The combination of PF_INET and SOCK_STREAM implies TCP


Client-Serve Model with TCP
Server
 Passive open
 Prepares to accept connection, does not actually establish a
connection

Server invokes
int bind (int socket, struct sockaddr *address,
int addr_len)
int listen (int socket, int backlog)
int accept (int socket, struct sockaddr *address,
int *addr_len)
Client-Serve Model with TCP
Bind
 Binds the newly created socket to the specified address i.e. the
network address of the local participant (the server)
 Address is a data structure which combines IP and port

Listen
 Defines how many connections can be pending on the specified
socket
Client-Serve Model with TCP
Accept
 Carries out the passive open
 Blocking operation
 Does not return until a remote participant has established a
connection
 When it does, it returns a new socket that corresponds to the
new established connection and the address argument
contains the remote participant’s address
Client-Serve Model with TCP
Client
 Application performs active open
 It says who it wants to communicate with

Client invokes
int connect (int socket, struct sockaddr *address,
int addr_len)

Connect
 Does not return until TCP has successfully established a
connection at which application is free to begin sending data
 Address contains remote machine’s address
Client-Serve Model with TCP

In practice
 The client usually specifies only remote participant’s
address and let’s the system fill in the local
information
 Whereas a server usually listens for messages on a
well-known port
 A client does not care which port it uses for itself, the
OS simply selects an unused one
Client-Serve Model with TCP

Once a connection is established, the application


process invokes two operation

int send (int socket, char *msg, int msg_len,


int flags)

int recv (int socket, char *buff, int buff_len,


int flags)
Example Application: Client
#include <stdio.h>
#include <sys/types.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include <netdb.h>

#define SERVER_PORT 5432


#define MAX_LINE 256

int main(int argc, char * argv[])


{
FILE *fp;
struct hostent *hp;
struct sockaddr_in sin;
char *host;
char buf[MAX_LINE];
int s;
int len;
if (argc==2) {
host = argv[1];
}
else {
fprintf(stderr, "usage: simplex-talk host\n");
exit(1);
}
Example Application: Client
/* translate host name into peer’s IP address */
hp = gethostbyname(host);
if (!hp) {
fprintf(stderr, "simplex-talk: unknown host: %s\n", host);
exit(1);
}
/* build address data structure */
bzero((char *)&sin, sizeof(sin));
sin.sin_family = AF_INET;
bcopy(hp->h_addr, (char *)&sin.sin_addr, hp->h_length);
sin.sin_port = htons(SERVER_PORT);
/* active open */
if ((s = socket(PF_INET, SOCK_STREAM, 0)) < 0) {
perror("simplex-talk: socket");
exit(1);
}
if (connect(s, (struct sockaddr *)&sin, sizeof(sin)) < 0) {
perror("simplex-talk: connect");
close(s);
exit(1);
}
/* main loop: get and send lines of text */
while (fgets(buf, sizeof(buf), stdin)) {
buf[MAX_LINE-1] = ’\0’;
len = strlen(buf) + 1;
send(s, buf, len, 0);
}
}
Example Application: Server
#include <stdio.h>
#include <sys/types.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include <netdb.h>
#define SERVER_PORT 5432
#define MAX_PENDING 5
#define MAX_LINE 256

int main()
{
struct sockaddr_in sin;
char buf[MAX_LINE];
int len;
int s, new_s;
/* build address data structure */
bzero((char *)&sin, sizeof(sin));
sin.sin_family = AF_INET;
sin.sin_addr.s_addr = INADDR_ANY;
sin.sin_port = htons(SERVER_PORT);

/* setup passive open */


if ((s = socket(PF_INET, SOCK_STREAM, 0)) < 0) {
perror("simplex-talk: socket");
exit(1);
}
Example Application: Server
if ((bind(s, (struct sockaddr *)&sin, sizeof(sin))) < 0) {
perror("simplex-talk: bind");
exit(1);
}
listen(s, MAX_PENDING);
/* wait for connection, then receive and print text */
while(1) {
if ((new_s = accept(s, (struct sockaddr *)&sin, &len)) < 0) {
perror("simplex-talk: accept");
exit(1);
}
while (len = recv(new_s, buf, sizeof(buf), 0))
fputs(buf, stdout);
close(new_s);
}
}
Performance
 Bandwidth
 Width of the frequency band
 Number of bits per second that can be transmitted over a
communication link
 1 Mbps: 1 x 106 bits/second = 1x220 bits/sec
 1 x 10-6 seconds to transmit each bit or imagine that a
timeline, now each bit occupies 1 micro second space.
 On a 2 Mbps link the width is 0.5 micro second.
 Smaller the width more will be transmission per unit time.
Bandwidth

Bits transmitted at a particular bandwidth can be regarded as


having some width:
(a) bits transmitted at 1Mbps (each bit 1 μs wide);
(b) bits transmitted at 2Mbps (each bit 0.5 μs wide).
Performance
 Latency = Propagation + transmit + queue
 Propagation = distance/speed of light
 Transmit = size/bandwidth

 One bit transmission => propagation is important


 Large bytes transmission => bandwidth is important
Delay X Bandwidth
 We think the channel between a pair of processes as a
hollow pipe
 Latency (delay) length of the pipe and bandwidth the
width of the pipe
 Delay of 50 ms and bandwidth of 45 Mbps
 50 x 10-3 seconds x 45 x 106 bits/second
 2.25 x 106 bits = 280 KB data.

Network as a pipe
Delay X Bandwidth
 Relative importance of bandwidth and latency
depends on application
 For large file transfer, bandwidth is critical
 For small messages (HTTP, NFS, etc.), latency is
critical
 Variance in latency (jitter) can also affect some
applications (e.g., audio/video conferencing)
Delay X Bandwidth
 How many bits the sender must transmit
before the first bit arrives at the receiver if the
sender keeps the pipe full
 Takes another one-way latency to receive a
response from the receiver
 If the sender does not fill the pipe—send a
whole delay × bandwidth product’s worth of
data before it stops to wait for a signal—the
sender will not fully utilize the network
Delay X Bandwidth
 Infinite bandwidth
 RTT dominates
 Throughput = TransferSize / TransferTime
 TransferTime = RTT + 1/Bandwidth x
TransferSize
 Its all relative
 1-MB file to 1-Gbps link looks like a 1-KB
packet to 1-Mbps link
Relationship between bandwidth and latency

A 1-MB file would fill the 1-Mbps link 80 times,


but only fill the 1-Gbps link 1/12 of one time
Summary
 We have identified what we expect from a computer
network
 We have defined a layered architecture for computer
network that will serve as a blueprint for our design
 We have discussed the socket interface which will be
used by applications for invoking the services of the
network subsystem
 We have discussed two performance metrics using which
we can analyze the performance of computer networks

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