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    INDEX

    1.PRELIMINARIES: Study and use of common TCP/IP protocols:

    (i) viz. telnet rlogin ftp, ping,finger, Socket, Port etc.

    2. DATA STRUCTURES USED IN NETWORK PROGRAMMING

    (i) Representation of unidirectional,Directional weighted and unweighted graphs.

    3.ALGORITHMS IN NETWORKS:

    (i)computation of shortest path for one source-one destination and one source all

    destination.

    4. SIMULATION OF NETWORK PROTOCOLS: M/M/1 and M/M/1/N queues.

    5. Case study : on LAN Training kit

    (i) Observe the behavior & measure the throughput of reliable data transfer protocols under

    various Bit error rates for following DLL layer protocols

    a.Stop & Wait

    b. Sliding Window : Go-Back-N and Selective Repeat

    (ii) Observe the behavior & measure the throughput under various network load conditionsfor following MAC layer Protocols

    a. Aloha

    b. CSMA, CSMA/CD & CSMA/CA

    c. Token Bus & Token Ring

    6. DEVELOPMENT OF CLIENT SERVER APPLICATION:

    (i) Develop telnet client and server which uses port other than 23.

    (ii) Write a finger application which prints all available information for five users currently

    logged on and are using the network for longest duration. Print the information in ascending

    order of time.

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    2. DATA STRUCTURES USED IN NETWORK PROGRAMMING

    AIM: Representation of unidirectional,Directional weighted and unweighted graphs.

    Definition: A graph is a collection (nonempty set) of vertices and edges.

    A path from vertex x to vertex y : a list of vertices in which successive vertices are

    connected by edges.

    Connected graph: There is a path between each two vertices.

    Simple path: No vertex is repeated.

    Cycle: Simple path except that the first vertex is equal to the last.

    Loop: An edge that connects the vertex with itself.

    Tree: A graph with no cycles.

    Spanning tree of a graph: a subgraph that contains all the vertices, and no cycles.

    Complete graphs: Graphs with all edges present each vertex is connected to all other

    vertices.

    Weighted graphs weights are assigned to each edge (e.g. road map with distances).

    Directed graphs: The edges are oriented, they have a beginning and an end .

    Types of graphs: directed, acyclic

    Degree of a node U: the number of edges (U,V) - outgoing edges

    Indegree of a node U: the number of edges (V,U) - incoming edges

    Algorithm

    1. Initialize sorted list to be empty, and a counter to 0

    2. Compute the indegrees of all nodes

    3. Store all nodes with indegree 0 in a queue

    4. While the queue is not empty

    a. get a node U and put it in the sorted list. Increment the counter.

    b. For all edges (U,V) decrement the indegree of V, and put V in the queue if the

    updated indegree is 0.

    5. If counter is not equal to the number of nodes, there is a cycle.

    Complexity

    The number of operations is O(|E| + |V|), |V| - number of vertices, |E| - number of edges.

    How many operations are needed to compute the indegrees?

    Depends on the representation:

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    Adjacency lists: O(|E|)

    Matrix: O(|V|2)

    Representation of Graphs

    There are two common ways of representing graphs. A 2 dimensional array for dense

    graphs and a linked list structure for sparse graphs. These will now be discussed in detail

    and the structure of a graph class that could be implemented.

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    4. SIMULATION OF NETWORK PROTOCOLS: M/M/1 and M/M/1/N queues.

    The M/M/1 is a single-serverqueue model, that can be used to approximate simple systems.

    Following Kendall's notation it indicates a system where

    arrivals are a Poisson process;

    service time is exponentially distributed;

    there is one server;

    the length of queue in which arriving users wait before being served is infinite;

    the population of users (i.e. the pool of users) available to join the system is infinite.

    Analysis

    Such a system can be modelled by abirth-death process, where each state represents the

    number of users in the system. As the system has an infinite queue and the population is

    unlimited, the number of states the system can occupy is infinite: state 0 (no users in the

    system), state 1 (1 user), state 2 (two users), etc. As the queue will never be full and the

    population size being infinite, the birth rate (arrival rate), , is constant for every state. The

    death rate (service rate), , is also constant for all states (apart from in state 0). In fact,

    regardless of the state, we can have only two events:

    A new user arrives. So if the system is in state k, it goes to state k+ 1 with rate A user leaves the system. So if the system is in state k, it goes to state k 1 (orkifk

    is 0) with rate

    It's easy now to see that the system is stable only if < . In fact if the death rate is less than

    the birth rate, the average number of users in the queue will become infinite. I.e. the system

    will not have an equilibrium.

    The model can reveal interesting performance measures of the system being modelled, for

    example:

    The mean time a user spends in the system

    The mean time a user spends waiting in the queue

    The expected number of users in the system

    The expected number of users in the queue

    The throughput (Number of users served per unit time).

    Stationary solution

    http://en.wikipedia.org/wiki/Queueing_modelhttp://en.wikipedia.org/wiki/Kendall's_notationhttp://en.wikipedia.org/wiki/Poisson_processhttp://en.wikipedia.org/wiki/Exponential_distributionhttp://en.wikipedia.org/wiki/Birth-death_processhttp://en.wikipedia.org/wiki/Throughputhttp://en.wikipedia.org/wiki/Kendall's_notationhttp://en.wikipedia.org/wiki/Poisson_processhttp://en.wikipedia.org/wiki/Exponential_distributionhttp://en.wikipedia.org/wiki/Birth-death_processhttp://en.wikipedia.org/wiki/Throughputhttp://en.wikipedia.org/wiki/Queueing_model
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    We can define

    The probability the system is in state i can be easily calculated:

    With this information, the performance measures of interest can be found; for example:

    The expected number of users in the systemNis given by

    , and its variance by

    .

    The expected number of requests in the server

    The expected number of requests in the queue

    The total expected waiting time (queue+service) is

    Expected waiting time in the queue is

    Example

    There are many situations in which an M/M/1 model could be applied. One example is a

    post office with only one employee, and therefore one queue. The customers arrive, enter

    the queue, do business with the postal worker, and leave the system. If the arrival process is

    Poisson and the service time is exponential, a M/M/1 model can be used. Hence, the

    expected number of people in the queue can be easily calculated, along with the

    probabilities they will have to wait for a particular length of time, and so forth.

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    For aP-priority system, classPof highest priority

    Independent, Poisson arrival processes for each class with li as average arrival rate for

    class i

    Service times for each class are independent of each other and of the arrival processes and

    are exponentially distributed with mean 1/mi for class i

    Both Non-preemptive and Preemptive Priority Service disciplines are considered

    Solution Approach

    Define System State appropriately

    Draw the corresponding State Transition Diagram with the appropriate flows between the

    states

    Write and solve the balance equations to obtain the system state probabilities

    M/M/-/- Queue with Preemptive Priority

    For aP-priority queue of this type, define the system state as the followingP-tuple(n1, n2,,nP)

    where

    ni = Number of jobs of priority class i in the queue i=1,..,P

    Note that the server will always be engaged by a job of the highest priority class present in

    the system, i.e. by a job of classj with service rate mj ifnj1 and nj+1=.....=nP=0.

    We illustrate the approach first for a 2-priority M/M/1/ queue

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    5. Case study : On LAN Training kit

    (i) Observe the behavior & measure the throughput of reliable data transfer protocols

    under various Bit error rates for following DLL layer protocols

    a.Stop & Wait b. Sliding Window : Go-Back-N and Selective Repeat

    (ii) Observe the behavior & measure the throughput under various network load

    conditions for following MAC layer Protocols

    a. Aloha b. CSMA, CSMA/CD & CSMA/CA c. Token Bus & Token Ring

    Sliding Window Protocol

    A sliding window protocol is a feature of packet-based data transmissionprotocols. Sliding

    window protocols are used where reliable in-order delivery of packets is required, such as in

    the Data Link Layer(OSI model) as well as in the Transmission Control Protocol (TCP).

    Conceptually, each portion of the transmission (packets in most data link layers, but bytes

    in TCP) is assigned a unique consecutive sequence number, and the receiver uses the

    numbers to place received packets in the correct order, discarding duplicate packets and

    identifying missing ones. The problem with this is that there is no limit of the size of the

    sequence numbers that can be required.

    By placing limits on the number of packets that can be transmitted or received at any given

    time, a sliding window protocol allows an unlimited number of packets to be communicated

    using fixed-size sequence numbers.

    A transmitter that does not hear an acknowledgment cannot know if the receiver actually

    received the packet; it may be that the packet was lost in transmission (or damaged; iferror

    detection finds an error, the packet is ignored), or it may be that an acknowledgment was

    sent, but it was lost. In the latter case, the receiver must acknowledge the retransmission,

    but must otherwise ignore it.

    Likewise, the receiver is usually uncertain about whether its acknowledgments are being

    received.

    Stop-and-wait

    Stop-and-wait ARQ is a method used in telecommunications to send information between

    two connected devices. It ensures that information is not lost due to dropped packets and

    that packets are received in the correct order. It is the simplest kind ofautomatic repeat-

    request (ARQ) method. A stop-and-wait ARQ sender sends one frame at a time; it is a

    special case of the general sliding window protocol with both transmit and receive window

    sizes equal to 1. After sending each frame, the sender doesn't send any further frames until

    it receives an acknowledgement (ACK) signal. After receiving a good frame, the receiver

    http://en.wikipedia.org/wiki/Data_transmissionhttp://en.wikipedia.org/wiki/Protocol_(computing)http://en.wikipedia.org/wiki/Data_Link_Layerhttp://en.wikipedia.org/wiki/OSI_modelhttp://en.wikipedia.org/wiki/Transmission_Control_Protocolhttp://en.wikipedia.org/wiki/Error_detectionhttp://en.wikipedia.org/wiki/Error_detectionhttp://en.wikipedia.org/wiki/Telecommunicationshttp://en.wikipedia.org/wiki/Automatic_repeat-requesthttp://en.wikipedia.org/wiki/Automatic_repeat-requesthttp://en.wikipedia.org/wiki/Frame_(telecommunications)http://en.wikipedia.org/wiki/Sliding_window_protocolhttp://en.wikipedia.org/wiki/Acknowledgement_(data_networks)http://en.wikipedia.org/wiki/Data_transmissionhttp://en.wikipedia.org/wiki/Protocol_(computing)http://en.wikipedia.org/wiki/Data_Link_Layerhttp://en.wikipedia.org/wiki/OSI_modelhttp://en.wikipedia.org/wiki/Transmission_Control_Protocolhttp://en.wikipedia.org/wiki/Error_detectionhttp://en.wikipedia.org/wiki/Error_detectionhttp://en.wikipedia.org/wiki/Telecommunicationshttp://en.wikipedia.org/wiki/Automatic_repeat-requesthttp://en.wikipedia.org/wiki/Automatic_repeat-requesthttp://en.wikipedia.org/wiki/Frame_(telecommunications)http://en.wikipedia.org/wiki/Sliding_window_protocolhttp://en.wikipedia.org/wiki/Acknowledgement_(data_networks)
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    sends an ACK. If the ACK does not reach the sender before a certain time, known as the

    timeout, the sender sends the same frame again.

    The above behavior is the simplest Stop-and-Wait implementation. However, in a real life

    implementation there are problems to be addressed.

    Typically the transmitter adds a redundancy checknumber to the end of each frame. The

    receiver uses the redundancy check number to check for possible damage. If the receiver

    sees that the frame is good, it sends an ACK. If the receiver sees that the frame is damaged,

    the receiver discards it and does not send an ACK -- pretending that the frame was

    completely lost, not merely damaged.

    One problem is where the ACK sent by the receiver is damaged or lost. In this case, the

    sender doesn't receive the ACK, times out, and sends the frame again. Now the receiver has

    two copies of the same frame, and doesn't know if the second one is a duplicate frame or thenext frame of the sequence carrying identical data.

    Another problem is when the transmission medium has such a long latency that the sender's

    timeout runs out before the frame reaches the receiver. In this case the sender resends the

    same packet. Eventually the receiver gets two copies of the same frame, and sends an ACK

    for each one. The sender, waiting for a single ACK, receives two ACKs, which may cause

    problems if it assumes that the second ACK is for the next frame in the sequence.

    To avoid these problems, the most common solution is to define a 1 bitsequence numberin

    the header of the frame. This sequence number alternates (from 0 to 1) in subsequentframes. When the receiver sends an ACK, it includes the sequence number of the next

    packet it expects. This way, the receiver can detect duplicated frames by checking if the

    frame sequence numbers alternate. If two subsequent frames have the same sequence

    number, they are duplicates, and the second frame is discarded. Similarly, if two subsequent

    ACKs reference the same sequence number, they are acknowledging the same frame.

    Stop-and-wait ARQ is inefficient compared to other ARQs, because the time between

    packets, if the ACK and the data are received successfully, is twice the transit time

    (assuming the turnaround time can be zero). The throughput on the channel is a fraction of

    what it could be. To solve this problem, one can send more than one packet at a time with alarger sequence number and use one ACK for a set. This is what is done in Go-Back-N

    ARQ and the Selective Repeat ARQ.

    Go-Back-N

    Go-Back-N ARQ is a specific instance of the automatic repeat request (ARQ) protocol, in

    which the sending process continues to send a number offrames specified by a window size

    even without receiving an acknowledgement (ACK) packet from the receiver. It is a special

    http://en.wikipedia.org/wiki/Redundancy_checkhttp://en.wikipedia.org/wiki/Latency_(engineering)http://en.wikipedia.org/wiki/Go-Back-N_ARQhttp://en.wikipedia.org/wiki/Go-Back-N_ARQhttp://en.wikipedia.org/wiki/Selective_Repeat_ARQhttp://en.wikipedia.org/wiki/Automatic_repeat_requesthttp://en.wikipedia.org/wiki/Data_framehttp://en.wikipedia.org/wiki/Acknowledgement_(data_networks)http://en.wikipedia.org/wiki/Redundancy_checkhttp://en.wikipedia.org/wiki/Latency_(engineering)http://en.wikipedia.org/wiki/Go-Back-N_ARQhttp://en.wikipedia.org/wiki/Go-Back-N_ARQhttp://en.wikipedia.org/wiki/Selective_Repeat_ARQhttp://en.wikipedia.org/wiki/Automatic_repeat_requesthttp://en.wikipedia.org/wiki/Data_framehttp://en.wikipedia.org/wiki/Acknowledgement_(data_networks)
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    case of the general sliding window protocol with the transmit window size of N and receive

    window size of 1.

    The receiver process keeps track of the sequence number of the next frame it expects to

    receive, and sends that number with every ACK it sends. The receiver will ignore any frame

    that does not have the exact sequence number it expects whether that frame is a "past"

    duplicate of a frame it has already ACK'ed [1] or whether that frame is a "future" frame past

    the last packet it is waiting for. Once the sender has sent all of the frames in its window, it

    will detect that all of the frames since the first lost frame are outstanding, and will go back

    to sequence number of the last ACK it received from the receiver process and fill its

    window starting with that frame and continue the process over again.

    Go-Back-N ARQ is a more efficient use of a connection than Stop-and-wait ARQ, since

    unlike waiting for an acknowledgement for each packet, the connection is still being

    utilized as packets are being sent.CSMA

    Carrier Sense Multiple Access (CSMA) is aprobabilisticMedia Access Control (MAC)

    protocol in which a node verifies the absence of othertraffic before transmitting on a shared

    transmission medium, such as an electrical bus, or a band of the electromagnetic spectrum.

    "Carrier Sense" describes the fact that a transmitteruses feedbackfrom a receiver that

    detects a carrier wave before trying to send. That is, it tries to detect the presence of an

    encoded signal from another station before attempting to transmit. If a carrier is sensed, the

    station waits for the transmission in progress to finish before initiating its own transmission.

    "Multiple Access" describes the fact that multiple stations send and receive on the medium.

    Transmissions by one node are generally received by all other stations using the medium.

    1-persistent

    When the sender (station) is ready to transmit data, it checks if the physical medium

    is busy. If so, it senses the medium continually until it becomes idle, and then it

    transmits a piece of data (a frame). In case of a collision, the sender waits for a

    random period of time and attempts to transmit again. 1-persistent CSMA is used in

    CSMA/CD systems including Ethernet.

    P-persistent

    When the sender is ready to send data, it checks continually if the medium is busy. If

    the medium becomes idle, the sender transmits a frame with aprobabilityp. If the

    station chooses not to transmit (the probability of this event is 1-p), the sender waits

    until the next available time slot and transmits again with the same probabilityp. This

    process repeats until the frame is sent or some other sender stops transmitting. In the

    latter case the sender monitors the channel, and when idle, transmits with a

    http://en.wikipedia.org/wiki/Sliding_window_protocolhttp://en.wikipedia.org/wiki/Go-Back-N_ARQ#cite_note-0http://en.wikipedia.org/wiki/Stop-and-wait_ARQhttp://en.wikipedia.org/wiki/Probabilistichttp://en.wikipedia.org/wiki/Media_Access_Controlhttp://en.wikipedia.org/wiki/Network_traffichttp://en.wikipedia.org/wiki/Transmission_(telecommunications)http://en.wikipedia.org/wiki/Transmission_mediumhttp://en.wikipedia.org/wiki/Electromagnetic_spectrumhttp://en.wikipedia.org/wiki/Transmitterhttp://en.wikipedia.org/wiki/Feedbackhttp://en.wikipedia.org/wiki/Carrier_wavehttp://en.wikipedia.org/wiki/Signal_(electrical_engineering)http://en.wikipedia.org/wiki/Frame_(telecommunications)http://en.wikipedia.org/wiki/Collision_(telecommunications)http://en.wikipedia.org/wiki/Randomnesshttp://en.wikipedia.org/wiki/Ethernethttp://en.wikipedia.org/wiki/Probabilityhttp://en.wikipedia.org/wiki/Time_division_multiple_accesshttp://en.wikipedia.org/wiki/Sliding_window_protocolhttp://en.wikipedia.org/wiki/Go-Back-N_ARQ#cite_note-0http://en.wikipedia.org/wiki/Stop-and-wait_ARQhttp://en.wikipedia.org/wiki/Probabilistichttp://en.wikipedia.org/wiki/Media_Access_Controlhttp://en.wikipedia.org/wiki/Network_traffichttp://en.wikipedia.org/wiki/Transmission_(telecommunications)http://en.wikipedia.org/wiki/Transmission_mediumhttp://en.wikipedia.org/wiki/Electromagnetic_spectrumhttp://en.wikipedia.org/wiki/Transmitterhttp://en.wikipedia.org/wiki/Feedbackhttp://en.wikipedia.org/wiki/Carrier_wavehttp://en.wikipedia.org/wiki/Signal_(electrical_engineering)http://en.wikipedia.org/wiki/Frame_(telecommunications)http://en.wikipedia.org/wiki/Collision_(telecommunications)http://en.wikipedia.org/wiki/Randomnesshttp://en.wikipedia.org/wiki/Ethernethttp://en.wikipedia.org/wiki/Probabilityhttp://en.wikipedia.org/wiki/Time_division_multiple_access
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    probabilityp, and so on. p-persistent CSMA is used in CSMA/CA systems including

    WiFi and otherpacket radio systems.

    O-persistent

    Each station is assigned a transmission order by a supervisor station. When medium

    goes idle, stations wait for their time slot in accordance with their assigned

    transmission order. The station assigned to transmit first transmits immediately. The

    station assigned to transmit second waits one time slot (but by that time the first

    station has already started transmitting). Stations monitor the medium for

    transmissions from other stations and update their assigned order with each detected

    transmission (i.e. they move one position closer to the front of the queue).[1] O-

    persistent CSMA is used by CobraNet, LonWorks and the controller area network.

    CSMA/CD

    Carrier sense multiple access with collision detection (CSMA/CD) is a computer

    networking access method in which:

    a carriersensing scheme is used.

    a transmitting data station that detects anothersignal while transmitting a frame,

    stops transmitting that frame, transmits ajam signal, and then waits for a random

    time interval before trying to send that frame again.

    CSMA/CD is a modification of pure carrier sense multiple access (CSMA). CSMA/CD is

    used to improve CSMA performance by terminating transmission as soon as a collision is

    detected, thus reducing the probability of a second collision on retry.

    CSMA/CD is a layer 2 access method, not a protocol of the OSI model When a stationwants to send some information, it uses the following algorithm:

    Main procedure

    1. Frame ready for transmission.

    2. Is medium idle? If not, wait until it becomes ready[note 1]

    3. Start transmitting.

    4. Did a collision occur? If so, go to collision detected procedure.

    5. Reset retransmission counters and end frame transmission.

    Collision detected procedure

    1. Continue transmission until minimum packet time is reached to ensure that all

    receivers detect the collision.

    2. Increment retransmission counter.

    3. Was the maximum number of transmission attempts reached? If so, abort

    transmission.

    http://en.wikipedia.org/wiki/WiFihttp://en.wikipedia.org/wiki/Packet_radiohttp://en.wikipedia.org/wiki/Carrier_sense_multiple_access#cite_note-0http://en.wikipedia.org/wiki/CobraNethttp://en.wikipedia.org/wiki/LonWorkshttp://en.wikipedia.org/wiki/Controller_area_networkhttp://en.wikipedia.org/wiki/Computer_networkhttp://en.wikipedia.org/wiki/Computer_networkhttp://en.wikipedia.org/wiki/Carrier_wavehttp://en.wikipedia.org/wiki/Datahttp://en.wikipedia.org/wiki/Transmission_(telecommunications)http://en.wikipedia.org/wiki/Frame_(telecommunications)http://en.wikipedia.org/wiki/Jam_signalhttp://en.wikipedia.org/wiki/Timehttp://en.wikipedia.org/wiki/Carrier_sense_multiple_accesshttp://en.wikipedia.org/wiki/OSI_seven-layer_modelhttp://en.wikipedia.org/wiki/Carrier_sense_multiple_access_with_collision_detection#cite_note-1http://en.wikipedia.org/wiki/WiFihttp://en.wikipedia.org/wiki/Packet_radiohttp://en.wikipedia.org/wiki/Carrier_sense_multiple_access#cite_note-0http://en.wikipedia.org/wiki/CobraNethttp://en.wikipedia.org/wiki/LonWorkshttp://en.wikipedia.org/wiki/Controller_area_networkhttp://en.wikipedia.org/wiki/Computer_networkhttp://en.wikipedia.org/wiki/Computer_networkhttp://en.wikipedia.org/wiki/Carrier_wavehttp://en.wikipedia.org/wiki/Datahttp://en.wikipedia.org/wiki/Transmission_(telecommunications)http://en.wikipedia.org/wiki/Frame_(telecommunications)http://en.wikipedia.org/wiki/Jam_signalhttp://en.wikipedia.org/wiki/Timehttp://en.wikipedia.org/wiki/Carrier_sense_multiple_accesshttp://en.wikipedia.org/wiki/OSI_seven-layer_modelhttp://en.wikipedia.org/wiki/Carrier_sense_multiple_access_with_collision_detection#cite_note-1
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    4. Calculate and wait randombackoffperiod based on number of collisions.

    5. Re-enter main procedure at stage 1.

    This can be likened to what happens at a dinner party, where all the guests talk to each other

    through a common medium (the air). Before speaking, each guest politely waits for the

    current speaker to finish. If two guests start speaking at the same time, both stop and wait

    for short, random periods of time (in Ethernet, this time is measured in microseconds). The

    hope is that by each choosing a random period of time, both guests will not choose the same

    time to try to speak again, thus avoiding another collision.

    Methods for collision detection are media dependent, but on an electrical bus such as

    10BASE-5 or10BASE-2, collisions can be detected by comparing transmitted data with

    received data or by recognizing a higher than normal signal amplitude on the bus.

    ApplicationsCSMA/CD was used inbus topologyEthernet variants and in early versions oftwisted-pair

    Ethernet. Modern Ethernet networks built with switches and/orfull-duplex connections no

    longer utilize CSMA/CD. IEEE Std 802.3, which defines all Ethernet variants, for historical

    reasons still bears the title "Carrier sense multiple access with collision detection

    (CSMA/CD) access method and physical layer specifications".

    Variations of the concept are used in radio frequency systems that rely on frequency

    sharing, including Automatic Packet Reporting System.

    The ALOHA protocolPure ALOHA

    The first version of the protocol (now called "Pure ALOHA",

    and the one implemented in ALOHAnet) was quite simple:

    If you have data to send, send the data

    If the message collides with another transmission, try resending "later"

    Note that the first step implies that Pure ALOHA does not check whether the channel is

    busy before transmitting. The critical aspect is the "later" concept: the quality of the backoff

    scheme chosen significantly influences the efficiency of the protocol, the ultimate channelcapacity, and the predictability of its behavior.

    To assess Pure ALOHA, we need to predict its throughput, the rate of (successful)

    transmission of frames. First, let's make a few simplifying assumptions:

    All frames have the same length.

    http://en.wikipedia.org/wiki/Exponential_backoffhttp://en.wikipedia.org/wiki/10BASE-5http://en.wikipedia.org/wiki/10BASE-2http://en.wikipedia.org/wiki/Bus_networkhttp://en.wikipedia.org/wiki/Ethernethttp://en.wikipedia.org/wiki/Twisted-pair_Ethernethttp://en.wikipedia.org/wiki/Twisted-pair_Ethernethttp://en.wikipedia.org/wiki/Ethernet_switchhttp://en.wikipedia.org/wiki/Full-duplexhttp://en.wikipedia.org/wiki/Radio_frequencyhttp://en.wikipedia.org/wiki/Frequency_sharinghttp://en.wikipedia.org/wiki/Frequency_sharinghttp://en.wikipedia.org/wiki/Automatic_Packet_Reporting_Systemhttp://en.wikipedia.org/wiki/Exponential_backoffhttp://en.wikipedia.org/wiki/10BASE-5http://en.wikipedia.org/wiki/10BASE-2http://en.wikipedia.org/wiki/Bus_networkhttp://en.wikipedia.org/wiki/Ethernethttp://en.wikipedia.org/wiki/Twisted-pair_Ethernethttp://en.wikipedia.org/wiki/Twisted-pair_Ethernethttp://en.wikipedia.org/wiki/Ethernet_switchhttp://en.wikipedia.org/wiki/Full-duplexhttp://en.wikipedia.org/wiki/Radio_frequencyhttp://en.wikipedia.org/wiki/Frequency_sharinghttp://en.wikipedia.org/wiki/Frequency_sharinghttp://en.wikipedia.org/wiki/Automatic_Packet_Reporting_System
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    Stations cannot generate a frame while transmitting or trying to transmit. (That is, if a

    station keeps trying to send a frame, it cannot be allowed to generate more frames to

    send.)

    The population of stations attempts to transmit (both new frames and old frames that

    collided) according to a Poisson distribution.

    Let "T" refer to the time needed to transmit one frame on the channel, and let's define

    "frame-time" as a unit of time equal to T. Let "G" refer to the mean used in the Poisson

    distribution over transmission-attempt amounts: that is, on average, there are G

    transmission-attempts per frame-time.

    Overlapping frames in the pure ALOHA protocol.

    Frame-time is equal to 1 for all frames.

    Consider what needs to happen for a frame to be

    transmitted successfully. Let "t" refer to the time atwhich we want to send a frame. We want to use the

    channel for one frame-time beginning at t, and so we need all other stations to refrain from

    transmitting during this time. Moreover, we need the other stations to refrain from

    transmitting between t-Tand tas well, because a frame sent during this interval would

    overlap with our frame.

    For any frame-time, the probability of there being ktransmission-attempts during that

    frame-time is:

    Comparison of Pure Aloha and Slotted Aloha

    shown on Throughput vs. Traffic Load plot.

    The average amount of transmission-attempts for

    2 consecutive frame-times is 2G. Hence, for any

    pair of consecutive frame-times, the probability of there being ktransmission-attempts

    during those two frame-times is:

    Therefore, the probability (Probpure) of there being zero transmission-attempts between t-T

    and t+T(and thus of a successful transmission for us) is:

    Probpure = e 2G

    http://en.wikipedia.org/wiki/Poisson_distributionhttp://en.wikipedia.org/wiki/Poisson_distribution
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    The throughput can be calculated as the rate of transmission-attempts multiplied by the

    probability of success, and so we can conclude that the throughput (Spure) is:

    Spure = Ge 2G

    Slotted ALOHA

    Slotted ALOHA protocol (Boxes indicate frames

    Shaded boxes indicate frames which are in the same

    slots.)

    An improvement to the original ALOHA protocol

    was "Slotted ALOHA", which introduced discrete timeslots and increased the maximum

    throughput. A station can send only at the beginning of a timeslot, and thus collisions are

    reduced. In this case, we only need to worry about the transmission-attempts within 1

    frame-time and not 2 consecutive frame-times, since collisions can only occur during each

    timeslot. Thus, the probability of there being zero transmission-attempts in a single timeslot

    is:Probslotted= e G

    The probability of k packets is:Probslottedk= e G(1 e G)k 1

    The throughput is: Sslotted= Ge G

    The maximum throughput is 1/e frames per frame-time (reached when G = 1), which is

    approximately 0.368 frames per frame-time, or 36.8%.

    Slotted ALOHA is used in low-data-rate tactical satellite communications networks by

    military forces, in subscriber-based satellite communications networks, mobile telephony

    call setup, and in the contactless RFID technologies.

    Token Bus and Token Ring

    Token Bus

    Token Bus was a 4 Mbps Local Area Networking technology created by IBM to connect

    their terminals to IBM mainframes. Token bus utilized a copper coaxial cable to connect

    multiple end stations (terminals, wokstations, shared printers etc.) to the mainframe. The

    coaxial cable served as a common communication bus and a token was created by the

    Token Bus protocol to manage or 'arbitrate' access to the bus. Any station that holds thetoken packet has permission to transmit data. The station releases the token when it is done

    communicating or when a higher priority device needs to transmit (such as the mainframe).

    This keeps two or more devices from transmitting information on the bus at the same time

    and accidentally destroying the transmitted data.

    Token Bus suffered from two limitations. Any failure in the bus caused all the devices

    beyond the failure to be unable to communicate with the rest of the network. Second,

    adding more stations to the bus was somewhat difficult. Any new station that was

    http://en.wikipedia.org/wiki/Communications_satellitehttp://en.wikipedia.org/wiki/RFIDhttp://www.inetdaemon.com/tutorials/networking/index.shtmlhttp://en.wikipedia.org/wiki/Communications_satellitehttp://en.wikipedia.org/wiki/RFIDhttp://www.inetdaemon.com/tutorials/networking/index.shtml
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    improperly attached was unlikely to be able to communicate and all devices beyond it were

    also affected. Thus, token bus networks were seen as somewhat unreliable and difficult to

    expand and upgrade.

    Token Ring

    Token Ring was created by IBM to compete with what became known as theDIX Standard

    ofEthernet (DEC/Intel/Xerox) and to improve upon their previous Token Bus technology.

    Up until that time, IBM had produced solutions that started from the mainframe and ran all

    the way to the desktop (or dumb terminal), allowing them to extend their SNA protocol

    from the AS400's all the way down to the end user. Mainframes were so expensive that

    many large corporations that purchased a mainframe as far back as 30-40 years ago are still

    using these mainframe devices, so Token Ring is still out there and you will encounter it.

    Token Ring is also still in use where high reliability and redundancy are important--such as

    in large military craft.

    Token Ring comes in standard 4 and 16 Mbsp and high-speed Token Ring at

    100Mbps(IEEE 802.5t) and 1Gbps (IEEE 802.5v). Many mainframes (and until recently,

    ALL IBM mainframes) used a Front End Processor (FEP) with either a Line Interface

    Coupler (LIC) at 56kbps, or a Token-ring Interface Coupler (TIC) at 16 Mbps. Cisco still

    produces FEP cards for their routers (as of 2004).

    Token Ring uses a ring based topology and passes a token around the network to control

    access to the network wiring. This token passing scheme makes conflicts in accessing the

    wire unlikely and therefore total throughput is as high as typical Ethernet and Fast Ethernetnetworks. The Token Ring protocol also provides features for allowing delay-sensitive

    traffic, to share the network with other data, which is key to a mainframe's operation. This

    feature is not available in any otherLAN protocol, except Asynchronous Transfer Mode

    (ATM).

    Token Ring does come with a higher price tag because token ring hardware is more

    complex and more expensive to manufacture. As a network technology, token ring is

    passing out of use because it has a maximum speed of 16 Mbps which is slow by today's

    gigabit Ethernet standards.

    Token Ring

    Token passing

    Media Access Unit

    Line Interface Coupler (LIC)

    Token Ring Interface Coupler (TIC)

    http://www.inetdaemon.com/tutorials/networking/lan/ethernet/index.shtmlhttp://www.inetdaemon.com/tutorials/networking/lan/topology.shtml#ringhttp://www.inetdaemon.com/tutorials/networking/lan/topology.shtmlhttp://www.inetdaemon.com/tutorials/networking/lan/ethernet/index.shtmlhttp://www.inetdaemon.com/tutorials/networking/lan/ethernet/index.shtmlhttp://www.inetdaemon.com/tutorials/networking/lan/index.shtmlhttp://www.inetdaemon.com/tutorials/networking/wan/atm/index.shtmlhttp://www.inetdaemon.com/tutorials/networking/lan/ethernet/index.shtmlhttp://www.inetdaemon.com/tutorials/networking/lan/ethernet/index.shtmlhttp://www.inetdaemon.com/tutorials/networking/lan/topology.shtml#ringhttp://www.inetdaemon.com/tutorials/networking/lan/topology.shtmlhttp://www.inetdaemon.com/tutorials/networking/lan/ethernet/index.shtmlhttp://www.inetdaemon.com/tutorials/networking/lan/ethernet/index.shtmlhttp://www.inetdaemon.com/tutorials/networking/lan/index.shtmlhttp://www.inetdaemon.com/tutorials/networking/wan/atm/index.shtmlhttp://www.inetdaemon.com/tutorials/networking/lan/ethernet/index.shtml
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    6. DEVELOPMENT OF CLIENT SERVER APPLICATION:

    (i) Develop telnet client and server which uses port other than 23.

    (ii) Write a finger application which prints all available information for five users

    currently logged on and are using the network for longest duration. Print theinformation in ascending order of time.

    Telnet

    Telnet is one of the earliest protocols developed

    Telnet provides reliable communication via TCP

    Telnet is an Application (operates at the OSI Model's Application Layer)

    Telnet provides access to the command prompt remotely

    Telnet utilizes TCP/IP to support communication Information is communicated as ASCII Text

    Telnet is carried inside the payload of TCP (encapsulated in TCP)

    Commands:Open close quit

    Telnet was one of the first protocols developed for use over TCP/IP. Telnet is an application

    designed forreliable communication via a virtual terminal. It was intended to be a bi-

    directional byte-oriented communications protocol utilizing 7-bit ASCII for use in creating

    communication between terminals (Internet end points) or processes across the Internet.

    Telnet is one of the oldest IP protocols and from it several other protocols were developed.A telnet server listens for connections on TCP port 23. When a connection is opened from a

    telnet client to a server, the client attempts to connect to the server machine using TCP on

    port 23. The client uses a local port above 1023.

    The client and server will negotiate supported Telnet options and the connection will be

    established. The remote server will then provide services over that TCP connection. The

    client sends in ASCII text data and the server responds according to it's design. Telnet is the

    most basic of all TCP based protocols. When the client receives input from the user, it

    forwards that information to the telnet server.

    The client normally will send in the user data one ASCII character at a time unless the

    NAGLE algorithm for TCP is in use. The Nagle algorithm changes the way TCP handles

    segments and can alter how data gets buffered before transmission to the other end.

    Commands:

    http://www.inetdaemon.com/tutorials/basic_concepts/communication/reliable_vs_unreliable.shtml#reliablehttp://www.inetdaemon.com/tutorials/internet/ip/index.shtmlhttp://www.inetdaemon.com/tutorials/internet/tcp/index.shtmlhttp://www.inetdaemon.com/tutorials/internet/tcp/index.shtmlhttp://www.inetdaemon.com/tutorials/internet/tcp/index.shtmlhttp://www.inetdaemon.com/tutorials/internet/tcp/index.shtmlhttp://www.inetdaemon.com/tutorials/basic_concepts/communication/reliable_vs_unreliable.shtml#reliablehttp://www.inetdaemon.com/tutorials/internet/ip/index.shtmlhttp://www.inetdaemon.com/tutorials/internet/tcp/index.shtmlhttp://www.inetdaemon.com/tutorials/internet/tcp/index.shtmlhttp://www.inetdaemon.com/tutorials/internet/tcp/index.shtmlhttp://www.inetdaemon.com/tutorials/internet/tcp/index.shtml
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    Microsoft Telnet (Windows)

    Commands may be abbreviated. Supported commands are:

    c - close close current connection

    d - display display operating parameterso - open hostname [port] connect to hostname (default port 23).

    q - quit exit telnet

    set - set set options (type 'set ?' for a list)

    sen - send send strings to server

    st - status print status information

    u - unset unset options (type 'unset ?' for a list)

    ?/h - help print help information

    Options for the set command

    Microsoft Telnet> set ?bsasdel Backspace will be sent as delete

    crlf New line mode - Causes return key to send CR & LF

    delasbs Delete will be sent as backspace

    escape x x is an escape charater to enter telnet client prompt

    localecho Turn on localecho.

    logfile x x is current client log file

    logging Turn on logging

    mode x x is console or stream

    ntlm Turn on NTLM authentication.term x x is ansi, vt100, vt52, or vtnt

    Default Operating Parameters

    Escape Character is 'CTRL+]'

    Will auth(NTLM Authentication)

    Local echo off

    New line mode - Causes return key to send CR & LF

    Current mode: Console

    Will term type

    Preferred term type is ANSI

    NAGLE ALGORITHM

    The NAGLE algorithm makes telnet more efficient. Rather than wrap up every single

    character in a complete IP datagram, the whole input buffer of the keyboard orcomputeris

    sent at once or stored and sent as a group of characters once the return key is pressed on the

    keyboard (an end of line is detected on standard input by the telnet client).

    http://www.inetdaemon.com/tutorials/internet/ip/index.shtmlhttp://www.inetdaemon.com/tutorials/computershttp://www.inetdaemon.com/tutorials/internet/ip/index.shtmlhttp://www.inetdaemon.com/tutorials/computers
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    Finger Application

    In computer networking, the Name/Finger protocol and the Finger user information

    protocol are simple network protocols for the exchange of human-oriented status and

    user information. Name/Finger protocol

    The Name/Finger protocol, written by David Zimmerman, is based on Request for

    comments document RFC 742 (December 1977) as an interface to the name and finger

    programs that provide status reports on a particular computer system or a particular person

    at network sites. The finger program was written in 1971 by Les Earnest who created the

    program to solve the need of users who wanted information on other users of the network.

    Information on who is logged-in was useful to check the availability of a person to meet.

    This was probably the earliest form ofPresence information technology that worked for

    remote users over a network.

    Prior to the finger program, the only way to get this information was with a who program

    that showed IDs and terminal line numbers for logged-in users. Earnest named his program

    after the idea that people would run theirfingers down the who list to find what they were

    looking for.

    Finger user information protocol: Finger is based on the Transmission Control Protocol,

    using TCP port 79 decimal. The local host opens a TCP connection to a remote host on

    the Finger port. An RUIP (Remote User Information Program) becomes available on

    the remote end of the connection to process the request. The local host sends the RUIP

    a one line query based upon the Finger query specification, and waits for the RUIP torespond. The RUIP receives and processes the query, returns an answer, then initiates

    the close of the connection. The local host receives the answer and the close signal,

    then proceeds closing its end of the connection.

    The Finger user information protocol is based on RFC 1288 (The Finger User Information

    Protocol, December 1991). Typically the serverside of the protocol is implemented by a

    program fingerd (forfingerdaemon), while the client side is implemented by the name and

    finger programs which are supposed to return a friendly, human-oriented status report on

    either the system at the moment or a particular person in depth. There is no required format,

    and the protocol consists mostly of specifying a single command line.

    The program would supply information such as whether a user is currently logged-on, e-

    mail address, full name etc. As well as standard user information, finger displays the

    contents of the .project and .plan files in the user's home directory. Often this file

    (maintained by the user) contains either useful information about the user's current

    activities, similar to micro-blogging, or alternatively all manner ofhumor.

    http://en.wikipedia.org/wiki/Computer_networkinghttp://en.wikipedia.org/wiki/Network_protocolhttp://en.wikipedia.org/wiki/Request_for_commentshttp://en.wikipedia.org/wiki/Request_for_commentshttp://tools.ietf.org/html/rfc742http://en.wikipedia.org/wiki/Les_Earnesthttp://en.wikipedia.org/wiki/Presence_informationhttp://en.wikipedia.org/wiki/Who_(Unix)http://en.wikipedia.org/wiki/Fingerhttp://tools.ietf.org/html/rfc1288http://en.wikipedia.org/wiki/Server_(computing)http://en.wikipedia.org/wiki/Daemon_(computer_software)http://en.wikipedia.org/wiki/Client_(computing)http://en.wikipedia.org/wiki/Command_linehttp://en.wikipedia.org/wiki/E-mail_addresshttp://en.wikipedia.org/wiki/E-mail_addresshttp://en.wikipedia.org/wiki/Home_directoryhttp://en.wikipedia.org/wiki/Micro-blogginghttp://en.wikipedia.org/wiki/Humorhttp://en.wikipedia.org/wiki/Computer_networkinghttp://en.wikipedia.org/wiki/Network_protocolhttp://en.wikipedia.org/wiki/Request_for_commentshttp://en.wikipedia.org/wiki/Request_for_commentshttp://tools.ietf.org/html/rfc742http://en.wikipedia.org/wiki/Les_Earnesthttp://en.wikipedia.org/wiki/Presence_informationhttp://en.wikipedia.org/wiki/Who_(Unix)http://en.wikipedia.org/wiki/Fingerhttp://tools.ietf.org/html/rfc1288http://en.wikipedia.org/wiki/Server_(computing)http://en.wikipedia.org/wiki/Daemon_(computer_software)http://en.wikipedia.org/wiki/Client_(computing)http://en.wikipedia.org/wiki/Command_linehttp://en.wikipedia.org/wiki/E-mail_addresshttp://en.wikipedia.org/wiki/E-mail_addresshttp://en.wikipedia.org/wiki/Home_directoryhttp://en.wikipedia.org/wiki/Micro-blogginghttp://en.wikipedia.org/wiki/Humor
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    Security concerns

    Supplying such detailed information as e-mail addresses and full names was considered

    acceptable and convenient in the early days of Internetworking, but later was considered

    questionable for privacy and security reasons. Finger information has been frequently used

    by hackers as a way to initiate a social engineering attack on a company's computer security

    system. By using a finger client to get a list of a company's employee names, email

    addresses, phone numbers, and so on, a cracker can telephone or email someone at a

    company requesting information while posing as another employee. The fingerdaemon has

    also had several exploitable security holes which crackers have used to break into systems.

    The Morris worm exploited an overflow vulnerability in fingerd (among others) to spread.

    The finger protocol is also incompatible with Network Address Translation (NAT) from the

    private network address ranges (e.g. 192.168.0.0/16) that are used by the majority of home

    and office workstations that connect to the Internet through routers or firewalls.

    For these reasons, while finger was widely used during the early days ofInternet, by the late

    1990s the vast majority of sites on the internet no longer offered the service.

    http://en.wikipedia.org/wiki/Hacker_(computer_security)http://en.wikipedia.org/wiki/Social_engineering_(computer_security)http://en.wikipedia.org/wiki/Daemon_(computer_software)http://en.wikipedia.org/wiki/Morris_wormhttp://en.wikipedia.org/wiki/Internethttp://en.wikipedia.org/wiki/Hacker_(computer_security)http://en.wikipedia.org/wiki/Social_engineering_(computer_security)http://en.wikipedia.org/wiki/Daemon_(computer_software)http://en.wikipedia.org/wiki/Morris_wormhttp://en.wikipedia.org/wiki/Internet