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Shri Vaishnav SM Institute of Technology and Science, Indore Department of Computer Science & Engineering LAB MANUAL B. E., III Yr. VII SEMESTER COMPUTER NETWORKS(CS-604)

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Page 1: Lab Manual

Shri VaishnavSM Institute of Technology and

Science, Indore

Department of Computer Science & Engineering

LAB MANUAL

B. E., III Yr.

VII SEMESTER

COMPUTER NETWORKS(CS-604)

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By : Jigyasu DubeyDepartment of IT

HARDWARE REQUIREMENTS

● Pentium IV , 1.2 GHz● 40 GB HDD● 256 MB RAM(Recommended 512 MB)● Monitor● Keyboard● Mouse

SOFTWARE REQUIREMENTS

● Fedora 10● NCTUns 5.0 Package● gcc compiler

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INTRODUCTION

Network simulation is an important tool in developing, testing and evaluating network protocols. Simulation can be used without the target physical hardware, making it economical and practical for almost any scale of network topology and setup. It is possible to simulate a link of any bandwidth and delay, even if such a link is currently impossible in the real world. With simulation, it is possible to set each simulated node to use any desired software. This means that meaning deploying software is not an issue. Results are also easier to obtain and analyze, because extracting information from important points in the simulated network is as done by simply parsing the generated trace files.

Simulation is only of use if the results are accurate, an inaccurate simulator is not useful at all. Most network simulators use abstractions of network protocols, rather than the real thing, making their results less convincing. S.Y. Wang reports that the simulator OPNET uses a simplified finite state machine to model complex TCP protocol processing. [19] NS-2 uses a model based on BSD TCP, it is implemented as a set of classes using inheritance. Neither uses protocol code that is used in real world networking.

Improving Network Simulation:

Wang states that “Simulation results are not as convincing as those produced by real hardware and software equipment.” This statement is followed by an explanation of the fact that most existing network simulators can only simulate real life network protocol implementations with limited detail, which can lead to incorrect results. Another paper includes a similar statement, “running the actual TCP code is preferred to running an abstract specification of the protocol.” Brakmo and Peterson go on to discuss how the BSD implementations of TCP are quite important with respect to timers. Simulators often use more accurate round trip time measurements than those used in the BSD implementation, making results differ.

Using real world network stacks in a simulator should make results more accurate, but it is not clear how such stacks should be integrated with a simulator. The network simulator NCTUns shows how it is possible to use the network stack of the simulators machine.

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Network Simulation Experience

The Network Simulator offers a simplified and complete network simulation experience. The following diagram depicts this functionality offered by the Network Simulator.

The Network Simulator can design and simulate a network with SNMP, TL1, TFTF, FTP, Telnet and IOS devices, in four simple steps:

1. Add devices to the Device tree: Add devices with the required configuration to the device tree in the Network Designer. Preconfigured devices are also bundled with the toolkit.

2. Create the Network: Create and add bulk devices to the network, at one shot.

3. Configure the Network devices: Configure the devices in the network, if required.

4. Start the Network: Start the network or start individual agents in the network. The MIB Browser and TL1 Craft Interface test tools, can be used as the manager tools for testing.

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Network Emulation

Network emulation refers to actual network traffic passing through some software which might do some analysis or perhaps modify the traffic in some way. The Emulation Network in the WAND group is used for testing and evaluation of networking software and hardware. The scale is limited; it is made up 24 emulation machines and one central controlling computer. Setup of such a network is time consuming and expensive: in addition to the aforementioned 25 computers, a Cisco 2950 switch and a Cyclades 32 port terminal server are included in the network. Each emulation machine also has a 4 port network interface controller. The controlling machine includes special capture cards (known as DAG [6] cards) to allow easier capture and processing of network traffic. This network has no easy way of adding latency and bandwidth bottlenecks, which means creating adverse conditions on the network is difficult. It is possible to use Dummynet toadd latency, but this is a lot of work. There is a project to solve this issue; a non blocking crossbar Ethernet switch is being created for the network, but the cost involved is large.Other network emulation done in the WAND group include validating the WAND simulator. This was done by setting up a physical network with FreeBSD machines using Dummynet to add latency. Dummynet is one example of network emulation software, NIST Net is another, it claims to “allow controlled, reproducible experiments with network performance sensitive/adaptive applications and control protocols in a simple laboratory setting”.

NS-2 also provides some network emulation functionality, it is able to capture packets from the live network and drop, delay, re-order, or duplicate them. Emulation, especially in the case of a network simulator like NS-2, is interesting because it is using real world data from real world network stacks. Emulation offers something simulation never can: it is performed on a real network, using actual equipment and real software. However, it is very limited compared to simulation in other areas; for example scale. The WAND Emulation Network described earlier requires a lot of setup and is expensive, yet only contains 24 emulation machines. There is no theoretical limit to the number of nodes a simulator can handle, and increasing the size of a simulation does not cost anything. The factors to consider are RAM, disk space and the small amount of time taken to change a simulation script. In general, changing the simulation is a simple step, though it would be complex in the case a huge amount of nodes being required (a million, for example).

Also, network emulation must of course be run in real time, where simulation can sometimes simulate large time periods in a small amount of time. In the case of a million nodes, the simulation might run in greater than real time because the hardware it is run on would limit performance.

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Introduction to Network Simulators

Network simulators implemented in software are valuable tools for researchers to develop, test, and diagnose network protocols. Simulation is economical because it cancarry out experiments without the actual hardware. It is flexible because it can, for example, simulate a link with any bandwidth and propagation delay. Simulation resultsare easier to analyze than experimental results because important information at critical points can be easily logged to help researchers diagnose network protocols.

Network simulators, however, have their limitations. A complete network simulator needs to simulate networking devices (e.g., hosts and routers) and application programs that generate network traffic. It also needs to provide network utility programs to configure, monitor, and gather statistics about a simulated network. Therefore, developing a complete network simulator is a large effort. Due to limited development resources, traditional network simulators usually have the following drawbacks:

• Simulation results are not as convincing as those produced by real hardware and software equipment. In order to constrain their complexity and development cost, most network simulators usually can only simulate real-life network protocol implementations with limited details, and this may lead to incorrect results.

• These simulators are not extensible in the sense that they lack the standard UNIX POSIX application programming interface (API). As such, existing or to-be-developed real-life application programs cannot run normally to generate traffic for a simulated network. Instead, they must be rewritten to use the internal API provided by the simulator (if there is any) and be compiled with the simulator to form a single, big, and complex program.

To overcome these problems, Wang invented a kernel re-entering simulation methodology and used it to implement the Harvard network simulator. Later on, Wang further improved the methodology and used it to design and implement the NCTUns network simulator and emulator.

Different types of simulators

Some of the different types of simulators are as follows:-

● MIT's NETSIM ● NIST ● CPSIM

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● INSANE ● NEST ● REAL ● NS ● OPNET● NCTUns

A brief explanation of some of the above simulators is as follows:-

REAL

REAL (REalistic And Large) is a network simulator written at Cornell University by S. Keshav and based on a modified version of NEST 2.5.

Use

NEST is intended for studying the dynamic behavior of flow and congestion control schemes in packet-switched data networks (namely TCP/IP).

The package

REAL provides 30 modules written in C that emulate flow-control protocols such as TCP, and 5 scheduling disciplines such as FIFO, Fair Queuing, DEC congestion avoidance and Hierarchical Round Robin.

The description of the network topology, protocols workload and control parameters are transmitted to the server using a simple ASCII representation called NetLanguage where the network is modeled as a graph. This latest release now includes a GUI written in Java.

Implementation of the simulator

The NEST code has been rewritten to make it less general, cleaner and faster. REAL is still implemented as a client-server program. The code is freely available to anyone willing to modify it. Node functions implement computation at each node in the network whereas queue management and routing functions manage buffers in nodes and packet switching. Routing is static and is based on Dijkstras's shortest path algorithm. A node could be a source, a router or a sink. Source nodes implement TCP-like transport layer functionality. Routers implement the scheduling disciplines, while the sinks are universal receivers that only acknowledge packets.

Since NEST didn't not allow for timers, REAL sends out a timer packet from a

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source back to itself to return after some specified time, but timers cannot be reset using this method.

NS version 2.0

NS is a object-oriented discrete-event simulator for networking research based on REAL. Initially, NS version 1.0 was developed by the Network Research Group at the Lawrence Berkeley National Laboratory (LBNL). Its development is now part of the VINT project under which NS version 2.0 was released.

Use

At the time being, NS is well suited for packets switched networks and is used mostly for small-scale simulations of queuing algorithms, transport protocol congestion control, and some multicast related work. It provides support for various implementations of TCP, routing, multicast protocols, link layer, MAC, ... It currently has memory limitations in the face of large simulations.

The package

The current non-beta version of NS implements key protocol modules for unicast and multicast routing, reservation, transport and session protocols. NS is written in C++. The package provides a compiled class hierarchy of objects written in C++ and an interpreted class hierarchy of objects written in OTcl (MIT's object extension to Tcl - Tool Command Language), which are closely related to the compiled ones. The user creates new objects through the OTcl interpreter. New objects are closely mirrored by a corresponding object in the compiled hierarchy.

Tcl procedures are used to provide flexible and powerful control over the simulation (start and stop events, network failure, statistic gathering and network configuration). The Tcl interpreter has been extended (OTcl) with commands to create the networks topology of links and nodes and the agents associated with nodes.

Implementation of the simulator

The simulation is configured, controlled and operated through the use of interfaces provided by the OTcl class Simulator. The class provides procedure to create and manage the topology, to initialize the packet format and to choose the scheduler. It stores internally references to each element of the topology. The user creates the topology using OTcl through the use of the standalone class node and link that provide a few simple primitives.

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The function of a node is to receive a packet, to examine it and map it to the relevant outgoing interfaces. A node is composed of simpler classifier objects. Each classifier in a node performs a particular function, looking at a specific portion of the packet and forwarding it to the next classifier.

An agent is another type of components of a node: those model endpoints of the network where packets are fed or consumed. Users create new sources or sinks from the class Agent. NS currently supports various TCP agents, CBR, UDP, and others protocols, including RTP, RTCP, SRM. There is no mention of ATM protocols.

Links are characterized in terms of delay and bandwidth. They are built from a sequence of connectors objects. The data structure representing a link is composed by a queue of connector objects, its head, the type of link, the ttl (time to live), and an object that processes link drops. Connectors receive packet, perform a function, and send the packet to the next connector or to the drop object. Various kinds of links are supported, e.g. point-to-point, broadcast, wireless.

The output buffers attached to a link in a ``real'' router in a network are modeled by queues. In NS, queues are considered as part of a link. NS allows the simulation of various queuing and packet scheduling disciplines. C++ classes provided include drop-tail (FIFO) queuing, Random Early Detection (RED) buffer management, CBQ (priority and round robin), Weighted Fair Queuing (WFQ), Stochastic Fair Queuing (SFQ) and Deficit Round-Robin (DRR).

Traffic generation in NS looks rather basic in the current implementation. For the purpose of TCP, only FTP and Telnet traffic can be generated; otherwise, NS provides an exponential on/off distribution and it allows to generate traffic according to a trace file.

In order to analyze results, NS provides classes to trace each individual packet as it arrives, departs or is dropped, and to record any kind of counts, applied on all packets or a per-flow basis. The trace can be set or unset as desired by the user.

The user has to specify the routing strategy (static, dynamic) and protocol to be used. This is done with a procedure in the class simulator. Supported routing features include asymmetric routing, multipath routing, Distance Vector algorithm, multicast routing (PIM, ...).

Other features of NS include error models where the unit could be packet, bit or time based, and mathematical classes for the approximation of continuous integration by discrete sums and for random number generation (implementation of the minimal standard multiplicative linear congruential generator of Park et al). In order to verify some aspects of the protocol to be simulated, NS includes some validation tests

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distributed with the simulator. Is as well includes capabilities to make the simulation topologies dynamic although this latest point is still somewhat experimental.

OPNET

OPNET (Optimized Network Engineering Tools) is a commercial tool from MIL3 Inc. It is being developed for almost 15 years.

Use

Network with several hundreds of nodes can be simulated, but it would take time for the computation. Companies like Thomson-CSF or CNET, which use it to model ATM networks and validate various layers protocols, use OPNET, packet switched radio networks.

The package

The software comprises several tools and is divided in several parts, OPNET Modeler and OPNET Planner, the Model Library, and the Analysis tool. Features included in this generic simulator are an event-driven scheduled simulation kernel, integrated analysis tools for interpreting and synthesizing output data, graphical specification of models and a hierarchical object-based modeling..

OPNET Modeler is intended for modeling, simulating and analyzing the performance of large communications networks, computer systems and applications. Common uses are assessing and feasibility of new designs, optimizing already developed communication systems and predicting performance.

The modeling methodology of OPNET is organized in a hierarchical structure. At the lowest level, process models are structured as a finite state machine. State and transitions are specified graphically using state-transition diagrams whereas conditions that specify what happen within each state are programmed with a C-like language called Proto-C. Those processes, and built-in modules in OPNET (source and destination modules, traffic generators, queues, ...) are then configured with menus and organized into data flow diagrams that represent nodes using the graphical Node Editor. Using a graphical Network Editor, nodes and links are selected to build up the topology of a communication network.

The Analysis Tool provides a graphical environment to view and manipulate data collected during simulation runs. Results can be analyzed for any network element.

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OPNET Planner is an application that allows administrators to evaluate the performance of communications networks and distributed systems, without programming or compiling. Planner analyses behavior and performance by discrete-event simulations. Models are built using a graphical interface. The user only chooses pre-defined models (from the physical layer to the application) from the library and sets attributes. The user cannot define new models; he should contact MIL3's modeling service.

The modeling libraries are included with OPNET Modeler and OPNET Planner and contains protocols and analysis environments, among them ATM, TCP, IP, Frame Relay, FDDI, Ethernet, link models such as point-to-point or bus, queuing service disciplines such as First-in-First-Out (FIFO), Last-In-First-Out (LIFO), priority non-preemptive queuing, shortest first job, round-robin or preempt and resume.

In the ATM library, 16 processes models implement the functions of ATM, the AAL and the IP interface. It provides for buffer management, congestion control, segmentation and reassembly, modeled explicitly or analytically. The ATM library can be used for instance to model and evaluate Adaptation Layer (AAL) protocols; or to analyze the behavior of virtual path and circuits under various best effort congestion control schemes at the physical layer

In the IP library, interfaces to other protocols such as ATM or Ethernet are provided.

NCTUns

Introduction

NCTUns is open source, high quality, and supports many types of networks.The NCTUns is a high-fidelity and extensible network simulator and emulator capable of simulating various protocols used in both wired and wireless IP networks. Its core technology is based on the novel kernel re-entering methodology invented by Prof. S.Y. Wang [1, 2] when he was pursuing his Ph.D. degree at Harvard University. Due to this novel methodology, NCTUns provides many unique advantages that cannot be easily achieved by traditional network simulators such as ns-2 [3] and OPNET [4].

After obtaining his Ph.D. degree from Harvard University in September 1999, Prof. S.Y. Wang returned to Taiwan and became an assistant professor in the Department of Computer Science and Information Engineering, National Chiao Tung University (NCTU), Taiwan, where he founded his “Network and System Laboratory.” Since that time, Prof. S.Y. Wang has been leading and working with his students to design and implement NCTUns (the NCTU Network Simulator) for more than five years.

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Salient features of NCTUns

The NCTUns network simulator and emulator has many useful features listed as follows:

● It can be used as an emulator. An external host in the real world can exchange packets (e.g., set up a TCP connection) with nodes (e.g., host, router, or mobile station) in a network simulated by NCTUns. Two external hosts in the real world can also exchange their packets via a network simulated by NCTUns. This feature is very useful as the function and performance of real-world devices can be tested under various simulated network conditions.

● It directly uses the real-life Linux ’s TCP/IP protocol stack to generate high-fidelity simulation results. By using a novel kernel re-entering simulation methodology, a real-life UNIX (e.g., Linux) kernel’s protocol stack can be directly used to generate high-fidelity simulation results.

● It can use any real-life existing or to-be-developed UNIX application program as a traffic generator program without any modification. Any real-life program can be run on a simulated network to generate network traffic. This enables a researcher to test the functionality and performance of a distributed application or system under various network conditions. Another important advantage of this feature is that application programs developed during simulation studies can be directly moved to and used on real-world UNIX machines after simulation studies are finished. This eliminates the time and effort required to port a simulation prototype to a real-world implementation if traditional network simulators are used.

● It can use any real-life UNIX network configuration and monitoring tools. For example, the UNIX route, ifconfig, netstat, tcpdump, traceroute commands can be run on a simulated network to configure or monitor the simulated network.

● In NCTUns, the setup and usage of a simulated network and application programs are exactly the same as those used in real-world IP networks. For example, each layer-3 interface has an IP address assigned to it and application programs directly use these IP addresses to communicate with each other. For this reason, any person who is familiar with real-world IP networks can easily learn and operate NCTUns in a few minutes. For the same reason, NCTUns can be used as an educational tool to teach students how to configure and operate a real-world network.

● It can simulate fixed Internet, Wireless LANs, mobile ad hoc (sensor) networks, GPRS networks, and optical networks. A wired network is composed of fixed nodes and point-to-point links. Traditional circuit-switching optical networks and more advanced

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Optical Burst Switching (OBS) networks are also supported. A wireless networks is composed of IEEE 802.11 (b) mobile nodes and access points (both the ad-hoc mode and infra-structure mode are supported). GPRS cellular networks are also supported.

● It can simulate various networking devices. For example, Ethernet hubs, switches, routers, hosts, IEEE 802.11 (b) wireless stations and access points, WAN (for purposely delaying/dropping/reordering packets), Wall (wireless signal obstacle), GPRS base station, GPRS phone, GPRS GGSN, GPRS SGSN, optical circuit switch, optical burst switch, QoS DiffServ interior and boundary routers, etc.

● It can simulate various protocols. For example, IEEE 802.3 CSMA/CD MAC, IEEE 802.11 (b) CSMA/CA MAC, learning bridge protocol, spanning tree protocol, IP, Mobile IP, Diffserv (QoS), RIP, OSPF, UDP, TCP, RTP/RTCP/SDP, HTTP, FTP, Telnet, etc.

● Its simulation speed is high. By combining the kernel re-entering methodology with the discrete-event simulation methodology, a simulation job can be finished quickly.

● Its simulation results are repeatable. If the chosen random number seed for a simulation case is fixed, the simulation results of a case are the same across different simulation runs even though there are some other activities (e.g., disk I/O) occurring on the simulation machine.

● It provides a highly integrated and professional GUI environment. This GUI can help a user (1) draw network topologies, (2) configure the protocol modules used inside a node, (3) specify the moving paths of mobile nodes, (4) plot network performance graphs, (5) playing back the animation of a logged packet transfer trace, etc. All these operations can be easily and intuitively done with the GUI.

● Its simulation engine adopts an open-system architecture and is open source. By using a set of module APIs provided by the simulation engine, a protocol module writer can easily implement his (her) protocol and integrate it into the simulation engine. NCTUns uses a simple but effective syntax to describe the settings and configurations of a simulation job. These descriptions are generated by the GUI and stored in a suite of files. Normally the GUI will automatically transfer these files to the simulation engine for execution. However, if a researcher wants to try his (her) novel device or network configurations that the current GUI does not support, he (she) can totally bypass the GUI and generate the suite of description files by himself (herself) using any text editor (or script program). The non-GUI-generated suite of files can then be manually fed to the simulation engine for execution.

● It supports remote and concurrent simulations. NCTUns adopts a distributed

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architecture. The GUI and simulation engine are separately implemented and use the client-server model to communicate. Therefore, a remote user using the GUI program can remotely submit his (her) simulation job to a server running the simulation engine. The server will run the submitted simulation job and later return the results back to the remote GUI program for analyzes. This scheme can easily support the cluster-computing model in which multiple simulation jobs are performed in parallel on different server machines. This can increase the total simulation throughput.

● It supports more realistic wireless signal propagation models. In addition to providing the simple (transmission range = 250 m, interference range = 550 m) model that is commonly used in the ns-2, NCTUns provides a more realistic model in which a received bit’s BER is calculated based on the used modulation scheme, the bit’s received power level, and the noise power level around the receiver. Large-scale path loss and small-scale fading effects are also simulated.

The different versions of NCTUns

● NCTUns 1.0 simulator● NCTUns 2.0 simulator● NCTUns 3.0 simulator● NCTUns 4.0 simulator● NCTUns 5.0 simulator

NCTUns 5.0 simulator

The NCTUns 5.0 network simulator is a successor to the Harvard network simulator. The NCTUns 5.0 is a high fidelity and extensible discrete event network simulator capable of simulating various protocols used in both wired and wireless IP networks. Its core technology is based on a kernel reentering simulation methodology. In NCTUns 5.0, real-world TCP/IP protocol stacks are directly used to generate accurate simulation results, and all real-world application programs can directly run on any network simulated by this tool.

The NCTUns 5.0. is equipped with a GUI environment to help a user to quickly (1) specify network topologies, (2) edit protocol parameters, (3) control the execution of simulations, (4) plot logged performance curves, and (5) play back logged packet transfer animations. It uses a distributed architecture to support remote and concurrent simulations on multiple machines. A user can just download the GUI program, use it to specify his (her) simulation job, and then submit the job to a remote simulation server for execution. When the job is finished, the results will be automatically transferred back to the GUI program for further analysis. NCTUns' simulation engine uses an open system

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architecture to allow a user to easily add protocol modules. Adding a new protocol module into an existing protocol stack of a node or replacing an old one with a new one can be done via the GUI program's node editor.

Due to the kernel reentering simulation methodology, NCTUns 5.0 needs to modify the kernel of the underlying operating system. Right now only FreeBSD 4.7 and 4.6 are supported; however, porting the simulator to the Linux platform is underway. The NCTUns 5.0 is written in C++. It is open source, free for nonprofit use, and has an active user community. The Web site provides the package, documentation (papers, GUI user manual, and protocol module developer manual), demo videos, mailing lists, and a free simulation center service.

NCTUns 5.0 is a simulator, which attempts to make use of a real world network stack for simulation. NCTUns uses a tunnel network interface to use the local machines network stack. Tunnel devices are available on most UNIX machines and allow packets to be written to and read from a special device file. To the kernel, it appears as though packets have arrived from the link layer when data is written to the device file. This means the packet will go through all the normal processing routines: the TCP/IP stack. When a packet is read from the tunnel device, the first packet in the tunnel interfaces output queue is copied to the reading application.

The first obvious problem with this is that timing is still handled by the kernel, and hence there is no simulated time. This is solved in NCTUns by modifying the kernel to use a special virtual timer. The virtual time resides in a memory-mapped region accessible both to kernel and user space. The kernel code is modified, which has negative repercussions. First of all, each kernel NCTUns might run on needs to be patched. This means that for every differing version of each operating system, a patch needs to be written. Secondly, the kernel needs to be patched on all simulation machines. This is not always an option, especially in a laboratory setting where the users do not often have full control of the computers available. One of the problems discussed in the NCTUns 5.0 paper [19] is that of performance. Because of the real network code being executed, abstractions of stacks cannot be executed: there is more processing necessaryin a real stack. Real data is transferred throughout the system and also needs to be copied. To some extent this problem would apply to a real network stack used inside the Network Simulation Cradle, as it would need the actual data to do packet processing on too. The Network Simulation Cradle only needs the packet headers, the entire packets do not need to be used. A lot of system calls are needed in NCTUns’s case, which also reduces performance. Even with these issues Wang concludes, the performance of the NCTUns 5.0 in its current form is still satisfactory”. NCTUns achieved reasonably scalability - more than 256 nodes - by working around an initial limitation imposed by BSD UNIX, due to 8-bit integers being used to identify devices. Other problems with NCTUns include the fact that it is difficult to get statistics out of the stack code running inside the

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kernel, and only one stack type is used in simulation. Other stacks could be used in NCTUns by a distributed simulation approach, but this requires at least one machine per stack simulated, each running the specific operating system version wanting to be simulated. This means the simulation is more like an emulation, which loses some of the benefits of simulation. Also, because the simulation network stacks run inside the kernel, the simulation computer cannot be used for other activities while simulating, such activity could make the kernel behave quite differently.

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GETTING STARTEDInstallation

I. REQUIREMENT

Software:

1. OS Platform: Fedora 10 Linux (with gcc compiler installed) 2. X window system. 3. Root privilege 4. bash/tcsh assigned as the user's login shell (for command console function) Hardware:

1. 256 MB RAM or more (512 MB recommended for running large-network cases) 2. 1.6 GHz Pentium PC or faster 3. 200 MB free disk space or more 4. Multi-core 32-bit PC can be supported. However, only one core will be used.5. 64-bit PC can be supported if it runs the 32-bit Fedora Linux system.

II. INSTALLATION PROCEDURE

NOTE: You must be the root user to successfully run install.sh!

I. Run install.sh

In the shell, you can run the script program by the following command:

./install.sh

The install.sh program will ask you several questions during the installation. For a normal installation, you can simply answer "Yes" or "Y" to all of these questions.

It will take a few minutes to finish the installation. The programs in the package will be installed in /usr/local/nctuns by default. You may use "install.sh -h" to see more information.

II. Then you should reboot your system to use the newly-built kernel. When the Linux

boot loader asks you to choose a kernel to boot, you should choose the new kernel, which has "NCTUns" as its name.

III. When the machine is up again, the installation is done.

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Setting up the environment

A user using the NCTUns in single machine mode, needs to do the following steps before he/she starts the GUI program:

1. Set up environment variables: Before the user can run up the dispatcher, coordinator, or NCTUns GUI program he/she must set up the NCTUNSHOME environment variable.

2. Start up the dispatcher on terminal 1.

3. Start up the coordinator on terminal 2.

4. Start up the nctunsclient on terminal 3.

After the above steps are followed, the starting screen of NCTUns disappears and the user is presented with the working window as shown below:

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Drawing A Network Topology

To draw a new network topology, a user can perform the following steps:

Choose Menu->File->Operating Mode-> and make sure that the “Draw Topology” mode is checked. This is the default mode of NCTUns when it is launched. It is only in this mode that a user can draw a new network topology or change an existing simulation topology. When a user switches the mode to the next mode “ Edit Property”, the simulation network topology can no longer be changed.

1. Move the cursor to the toolbar.

2. Left-Click the router icon on the toolbar.

3. Left-Click anywhere in the blank working area to add a router to the current network topology. In the same way we can add switch, hub,WLAN access point,WLAN mobile node , wall (wireless signal obstacle) etc.

4. Left-Click the host icon on the toolbar. Like in step 4, add the required number of hosts to the current topology.

5. To add links between the hosts and the router, left-click the link icon on the toolbar to select it.

6. Left-Click a host and hold the mouse button. Drag this link to the router and then release the mouse left button on top of the router. Now a link between the selected host and the router has been created.

7. Add the other, required number of links in the same way. This completes the creation of a simple network topology.

8. Save this network topology by choosing Menu->File->Save. It is saved with a .tpl extension.

9. Take the snapshot of the above topology.

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Editing Node's Properties

1. A network node (device) may have many parameters to set. For example, we may have to set the maximum bandwidth, maximum queue size etc to be used in a network interface. For another example, we may want to specify that some application programs (traffic generators) should be run on some hosts or routers to generate network traffic.

2. Before a user can start editing the properties of a node, he/she should switch the mode from the “Draw Topology” to “Edit Property” mode. In this mode, topology changes can no longer be made. That is, a user cannot add or delete nodes or links at this time.

3. The GUI automatically finds subnets in a network and generates and assigns IP and MAC addresses to layer 3 network interfaces.

4. A user should be aware that if he/she switches the mode back to the “Draw Topology” mode when he/she again switches the mode back to the “Edit Topology” mode, node's IP and MAC addresses will be regenerated and assigned to layer 3 interfaces. Therefore the application programs now may use wrong IP addresses to communicate

with their partners.

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Running the Simulation

When a user finishes editing the properties of network nodes and specifying application programs to be executed during a simulation, he/she can start running the simulation.

2. In order to do so, the user must switch mode explicitly from “Edit Property” to “Run Simulation”. Entering this mode indicates that no more changes can (should) be made to the simulation case, which is reasonable. This simulation is about to be started at this moment; of course, any of its settings should be fixed.

3. Whenever the mode is switched to the “ Run Simulation” mode, the many simulation files that collectively describe the simulation case will be exported. These simulation files will be transferred to the (either remote or local) simulation server for it to execute the simulation. These files are stored in the “ main File Name.sim” directory, where main Filename is the name of the simulation case chosen in the “Draw Topology” mode.

Playing Back the Packet Animation Trace

After the simulation is finished, the simulation server will send back the simulation result files to the GUI program after receiving these files, the GUI program will store these files in the “results directory” .It will then automatically switch to “play back mode”.

1. These files include a packet animation trace file and all performance log files that the user specifies to generate. Outputting these performance log files can be specified by checking some output options in some protocol modules in the node editor. In addition to this, application programs can generate their own data files.

3. The packet animation trace file can be replayed later by the packet animation player. The performance curve of these log files can be plotted by the performance monitor.

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Post Analysis

1. When the user wants to review the simulation results of a simulation case that has been finished before, he /she can run up the GUI program again and then open the case's topology file

2. The user can switch the mode directly to the “Play Back” mode. The GUI program will then automatically reload the results (including the packet animation trace file and performance log file.

3. After the loading process is finished, the user can use the control buttons located at the bottom of the screen to view the animation.

Simulation Commands

The following explains the meaning of each job control command:

● Run: Start to run the simulation.

● Pause: Pause the currently -running simulation.

● Continue: Continue the simulation that was just paused.

● Stop: Stop the currently -running simulation

● Abort: Abort the currently running simulation. The difference between “stop” and “abort” is that a stopped simulation job's partial results will be transferred back to GUI files.

● Reconnect: The Reconnect command can be executed to reconnect to a simulation job that was previously disconnected. All disconnected jobs that have not finished their simulations or have finished their simulations but the results have not been retrieved back to be a GUI program by the user will appear in a session table next to the “Reconnect” command. When executing the reconnect command, a user can choose a disconnected job to reconnect from this session table.

● Disconnect: Disconnect the GUI from the currently running simulation job. The GUI now can be used to service another simulation job. A disconnected simulation will be given a session name and stored in a session table.

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PART-A

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EXPERIMENT 1

Simulate a three-node point-to-point network with a duplex link between them. Set the queue size and vary the bandwidth and find the number of packets dropped.

STEPS:

Step1: Select the hub icon on the toolbar and drag it onto the working window.

Step2: Select the host icon on the toolbar and drag it onto the working window. Repeat this for another host icon.

Step 3: Select the link icon on the toolbar and drag it on the screen from host (node 1) to the hub and again from host(node 2) to the hub. Here the hub acts as node 3 in the point-to-point network. This leads to the creation of the 3- node point-to-point network topology. Save this topology as a .tpl file.

Step 4:Double-click on host(node 1), a host dialog box will open up. Click on Node editor and you can see the different layers- interface, ARP, FIFO, MAC, TCPDUMP, Physical layers. Select MAC and then select full-duplex for switches and routers and half duplex for hubs, and in log Statistics, select Number of Drop Packets, Number of Collisions, Throughput of incoming packets and Throughput of outgoing packets. Select FIFO and set the queue size to 50 and press OK. Then click on Add. Another dialog box pops up. Click on the Command box and type the Command according to the following syntax:

stg [-t duration(sec)] [-p port number]HostIPaddrand click OK.

Step 5: Double-click on host (node 2), and follow the same step as above with only change in command according to the following syntax: rtg [-t] [-w log] [-p port number]

and click OK.

Step 6: Double click on the link between node 1 and the hub to set the bandwidth to some initial value say, 10 Mbps. Repeat the same for the other node.

Step 7: Click on the E button (Edit Property) present on the toolbar in order to save the changes made to the topology. Now click on the R button (Run Simulation).By doing so a user can run/pause/continue/stop/abort/disconnect/reconnect/submit a simulation. No simulation settings can be changed in this mode.

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Step 8: Now go to Menu->Simulation->Run. Executing this command will submit the current simulation job to one available simulation server managed by the dispatcher. When the simulation server is executing, the user will see the time knot at the bottom of the screen move. The time knot reflects the current virtual time (progress) of the simulation case.

Step 9:To start the playback, the user can left-click the start icon( |>) of the time bar located at the bottom. The animation player will then start playing the recorded packet animation.

Step 10: Change the bandwidth say, 9 Mbps, and run the simulation and compare the two results.

Step 12: To view the results, go to the filename. results folder.

Note: To get the syntax of any command, double click on the host icon. Host dialog boxes appear and then choose App. Usage.

The screenshot below explain the topology.

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EXAMPLE AND RESULTS OF EXPT 1

By using HUB:

Commands used: stg -u 1024 100 1.0.1.2 rtg -u -w log1

By setting the bandwidth as 10 Mbps on both the links and queue size as 50 we obtain the following results:

Output throughput n1-p1= 1177

Input throughput n3-p1 = 1177

Collision and drop = 0

By changing bandwidth to 9Mbps in the destination link, we obtain the following results:

Output throughput n1-p1 =1177

Input throughput n3-p1 = ~ 0

Collision and drop = 1100

Note: The results of the experiments vary from simulation to simulation.

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By using SWITCH

Commands used: stcp -p 7000 -l 1024 1.0.1.2 rtcp -p 7000 -l 1024

Results: By setting the bandwidth as 10 Mbps on both the links and queue size as 50 we obtain the following results:

output throughput n1-p1= 1190

input throughput n3-p1 = 1190

collision and drop = 0

By changing bandwidth to 9Mbps in the destination link, we obtain the following results:

output throughput n1-p1 =1190

input throughput n3-p1 = varying

collision and drop = ~0

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EXPERIMENT 2

Simulate a four-node point-to-point network and connect the link as follows: Apply a TCP agent between n0 to n3 and apply a UDP agent between n1 and n3. Apply relevant applications over TCP and UDP agents changing the parameters and determine the number of packets sent by two agents.

STEPS:

Step 1: Create the topology as specified in the question, in the draw mode of the simulator.

Step 2: Go to edit mode and save the topology.

Step 3: Setup a TCP connection between node 1 and node 3 using the following commands:

stcp [-p port] [-l writesize] hostIPaddrrtcp [-p port] [-l readsize]

Step 4: Setup a UDP connection between node 2 and node 3 using the following commands:

stg [-u payload size duration] [Hostaddress]rtg [-u] [-w log]

Step 5:Set the output throughput log to determine the number of packets sent by TCP/UDP as described in experiment 1.

Step 6:To view the results, go to the filename.results folder.

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The screenshot of the topology is shown below:

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EXAMPLE AND RESULTS OF EXPT 2

Commands used: stg -u 1024 100 1.0.1.3 rtg -u -w log1 stcp -p 7000 -l 1024 1.0.1.3 rtcp -p 7000 -l 1024

Results: By setting the bandwidth as 100 Mbps on the TCP link and queue size as 50 we obtain the following results:

Average no: of TCP packets sent = varying (348 to 1100) Average no: of UDP packets sent = 1180

Note: The result varies based on the bandwidth.

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EXPERIMENT 3

Simulate the different types of Internet traffic such as FTP, TELNET over a network and analyze the throughput.

STEPS :

To setup a FTP connection:

Step 1: Create a topology of four nodes; connect these nodes to a hub.

Step 2: Go to the edit mode and setup FTP traffic between node1 and node 4 using the port number 23.

Step 3: Set the input and output throughput log file as described in the above experiments.

Step 4: To view the results, go to the filename.results folder.

To setup a TELNET connection:

Step 1: Create a topology of four nodes, connect these nodes to a hub.

Step 2: Go to the edit mode and setup a TELNET traffic between node1 and node 4 using the port number 7300.

Step 3: Set the input and output throughput log file as described in the above experiments.

Step 4: To view the results, go to the filename.results folder.

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The screenshot of the topology is shown below:

EXAMPLE AND RESULTS OF EXPT 3

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Result:

For FTP:

Command used: stcp -p 23 -l 1024 1.0.1.6 rtcp -p 23 -l 1024

Output Throughput n1- p1= 680-1097

Input Throughput n2-p1 = 680-1097

For TELNET:

Command used: stcp -p 7300 -l 1024 1.0.1.6 rtcp -p 7300 -l 1024

Output Throughput n1-p1= 495-1095

Input Throughput n2-p1= 495-1095

EXPERIMENT 4

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Simulate the transmission of ping messages over a network topology consisting of 6 nodes and find the number of packets dropped due to congestion.

STEPS:

Step 1: Click on the subnet icon on the toolbar and then click on the screen of the working window.

Step 2: Select the required number of hosts and a suitable radius between the host and the switch.

Step 3: In the edit mode, get the IP address of one of the hosts say, host 1 and then for the other host say, host2 set the drop packet and no: of collisions statistics as described in the earlier experiments.

Step 4: Now run the simulation.

Step 5: Now click on any one of the hosts and click on command console and ping the destination node.

Note: The no: of drop packets are obtained only when the traffic is more in the network.

The screenshot of the topology is shown below:

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EXAMPLE AND RESULTS OF EXPT 4

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Results:

1) No need to setup any commands on the node editor.

2) During Run mode open command console and ping 1.0.1.6.

EXPERIMENT 5

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Simulate an Ethernet LAN using N nodes (6-10), change error rate and data rate and compare throughput.

STEPS:

Step 1: Connect one set of hosts with a hub and another set of hosts also through a hub and connect these two hubs through a switch. This forms an Ethernet LAN.

Step 2: Setup a TCP connection between a host on one hub and host on another hub using the following command:

stcp [-p port] [-l writesize] hostIPaddrrtcp [-p port] [-l readsize]

Step 3: Setup the error rate, data rate in the physical layer, input and output throughput in the mac layer as described above.

Step 4:Change error rate and data rate and compare the throughputs.

Step 5: View the results in the filename.results.

The screenshot of the topology is shown below:

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EXAMPLE AND RESULTS OF EXPT 5

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Results:

Commands: stcp -p 7000 -l 1024 1.0.1.6 rtcp -p 7000 -l 1024

For first 6 nodes:Initial error rate: 0.0

Initial data rate: 10 Mbps

Output Throughput: 654-1091

Input Throughput: 654-1091

Changed error rate: 1.0

Changed data rate: 10 Mbps

Output Throughput: 654-1091

Input Throughput: 654-1091

Error rate: 1.0

Data rate: 100 Mbps

Output Throughput: 1547-9765

Input Throughput: 1547-9765

For 6-10 nodes:

Initial error rate: 0

Initial data rate: 10 Mbps

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Output Throughput: 654-1091

Input Throughput: 654-1091

Changed error rate: 1.0

Data rate: 10 Mbps

Output Throughput: 654-1091

Input Throughput: 654-1091

EXPERIMENT 6

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Simulate an Ethernet LAN using N nodes and set multiple traffic nodes and determine collisions across different nodes.

STEPS:

Step 1: Connect one set of hosts with a hub and another set of hosts also through a hub and connect these two hubs through a switch. This forms an Ethernet LAN.

Step 2: Setup multiple traffic connections between the hosts on one hub and hosts on another hub using the following command:

stcp [-p port] [-l writesize] hostIPaddrrtcp [-p port] [-l readsize]

Step 3: Setup the collision log at the destination hosts in the MAC layer as described in the earlier experiments.

Step 4: View the results in the filename.results.

The screenshot of the topology is shown below:

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EXAMPLE AND RESULTS OF EXPT 6

Results:

Commands: stcp -p 7000 -l 1024 1.0.1.6 rtcp -p 7000 -l 1024

Drops at node 5 : 324-750Drops at node 4 : 274-930

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EXPERIMENT 7

Simulate an Ethernet LAN using N nodes and set multiple traffic nodes and plot congestion window for different source/destination.

STEPS:

Step 1: Connect one set of hosts with a hub and another set of hosts also through a hub and connect these two hubs through a switch. This forms an Ethernet LAN.

Step 2: Setup multiple traffic connections between the hosts on one hub and hosts on another hub using the following command:

stcp [-p port] [-l writesize] hostIPaddrrtcp [-p port] [-l readsize]

Step 3: Setup the collision log at the destination hosts in the MAC layer as described in the earlier experiments.

Step 4: To plot the congestion window go to Menu->Tools->Plot Graph->File- >open->filename.results->filename.coll.log

Step 5: View the results in the filename.results.

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The screenshot of the topology is shown below:

EXAMPLE AND RESULTS OF EXPT 7

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Results:

Commands: stcp -p 7000 -l 1024 1.0.1.6 rtcp -p 7000 -l 1024

Drops at node 5 : 324-750

Drops at node 4 : 274-930

Note: The only difference between the 6th experiment and the present experiment is that here we need to plot the congestion window i.e. collision log.

EXPERIMENT 8

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Simulate simple BSS and with transmitting nodes in wireless LAN by simulation and determine the performance with respect to transmission of packets.

STEPS:

Step 1: Connect a host and two WLAN access points to a router.

Step 2: Setup multiple mobile nodes around the two WLAN access points and set the path for each mobile node.

Step 3: Setup a ttcp connection between the mobile nodes and host using the following command:

ttcp -r -u -s [-p port number]

Step 4: Setup the input throughput log at the destination host.

Step 5: To set the transmission range go to Menu->Settings->WLAN mobile node->Show transmission range.

Step 5:View the results in the filename. results.

The screenshot of the topology is shown below:

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EXAMPLE AND RESULTS OF EXPT 8

Results:

Command: ttcp -r -u -s -p 7000Output Throughput : 1190

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PART-B

ERROR DETECTING CODE USING CRC-CCITT

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Overview:The accurate implementations (long-hand and programmed) of the 16-bit

CRC-CCITT specification, is as follows: ● Width = 16 bits ● Truncated polynomial = 0x1021 ● Initial value = 0xFFFF ● Input data is NOT reflected ● Output CRC is NOT reflected ● No XOR is performed on the output CRC

Theoretical Concepts: Important features of a standard CRC are that it:

● Can be used to validate data ● Is reproducible by others

The first feature above is easy to realize in a closed system if corruption of data is infrequent (but substantial when it occurs). The term "closed system" refers to a situation where the CRC need not be communicated to others. A correct implementation of a 16-bit CRC will detect a change in a single bit in a message of over 8000 bytes. An erroneous CRC implementation may not be able to detect such subtle errors. If errors are usually both rare and large (affecting several bits), then a faulty 16-bit CRC implementation may still be adequate in a closed system.

The second feature above -- that the CRC is reproducible by others -- is crucial in an open system; that is, when the CRC must be communicated to others. If the integrity of data passed between two applications is to be verified using a CRC defined by a particular standard, then the implementation of that standard must produce the same result in both applications -- otherwise, valid data will be reported as corrupt.

Reproducibility may be satisfied by even a botched implementation of a standard CRC in most cases -- if everyone uses the same erroneous implementation of the standard. But this approach:

● Modifies the standard in ways that are both unofficial and undocumented. ● Creates confusion when communicating with others who have not adopted the

botched implementation as the implied standard.

The CRC value for the 9-byte reference string, "123456789" is 0xE5CC.

The need to focus on the 16-bit CRC-CCITT (polynomial 0x1021) and not CRC16 (polynomial 0x8005),are as follows :

● Is a straightforward 16-bit CRC implementation in that it doesn't involve: ● reflection of data ● reflection of the final CRC value

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● Starts with a non-zero initial value -- leading zero bits can't affect the CRC16 used by LHA, ARC, etc., because its initial value is zero.

● It requires no additional XOR operation after everything else is done. The CRC32 implementation used by Ethernet, Pkzip, etc., requires this operation; less common 16-bit CRCs may require it as well.

The need to use a 16-bit CRC instead of a 32-bit CRC is as follows :

● Can be calculated faster than a 32-bit CRC. ● Requires less space than a 32-bit CRC for storage, display or printing. ● Is usually long enough if the data being safeguarded is fewer than several thousand

bytes in length, e.g., individual records in a database.

Example:-

Calculation of the 16-bit CRC-CCITT for a one-byte message consisting of the letter "A":

Quotient= 111100001110111101011001 poly= ------------------------------------------ 10001000000100001 ) 1111111111111111010000010000000000000000 10001000000100001

--------------------------- red bits are initial value 11101111110111111 bold bits are message 10001000000100001 blue bits are augmentation -------------------------- 11001111100111100 10001000000100001 ------------------------------- 10001111000111010 10001000000100001 --------------------------------- 00001110000110110 00000000000000000 -------------------------------- 00011100001101100 00000000000000000 ------------------------------------- 00111000011011000 00000000000000000 -------------------------------------

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01110000110110001 00000000000000000 ------------------------------------ 11100001101100010 10001000000100001 ----------------------------------- 11010011010000110 10001000000100001 ----------------------------------- 10110110101001110

EXPERIMENT 1

Write a program for error detecting code using CRC-CCITT (16-bits).

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#include <stdio.h>#include <string.h>

#define poly 0x1021 /* crc-ccitt mask */

/* global variables */char goodtext[1000];char badtext[1000];unsigned short good_crc;unsigned short bad_crc;unsigned short good_text_length;unsigned short bad_text_length;

int main(){ void update_good_crc(unsigned short); void augment_message_for_good_crc(); void augment_message_for_bad_crc(); void update_bad_crc(unsigned short);

unsigned short ch, i;

good_crc = 0xffff; bad_crc = 0xffff; i = 0; good_text_length= 0; bad_text_length=0;

printf("\n Enter Original Text:"); scanf("%s",goodtext); printf("\n Enter Text to be verified:"); scanf("%s",badtext); while((ch=goodtext[i])!=0) { update_good_crc(ch); i++; good_text_length++; } i=0; while((ch=badtext[i])!=0)

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{ update_bad_crc(ch); i++; bad_text_length++; }

augment_message_for_good_crc(); augment_message_for_bad_crc(); printf("\n CRC of Original Text = %04X",good_crc); printf("\n CRC of verified Text = %04X",bad_crc); printf("\n Length of Original Text = %u",good_text_length); printf("\n Length of Verified Text = %u",bad_text_length);

if(good_crc!=bad_crc) printf("\n Data(CRC) mismatch!\n"); else printf("\n Data(CRC) matched!\n"); return(0);}

void update_good_crc(unsigned short ch){ unsigned short i, v, xor_flag;

/* Align test bit with leftmost bit of the message byte. */ v = 0x80;

for (i=0; i<8; i++) { if (good_crc & 0x8000) { xor_flag= 1; } else { xor_flag= 0; }

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good_crc = good_crc << 1;

if (ch & v) { /* Append next bit of message to end of CRC if it is not zero. The zero bit placed there by the shift above need not be changed if the next bit of the message is zero. */ good_crc= good_crc + 1; }

if (xor_flag) { good_crc = good_crc ^ poly; }

/* Align test bit with next bit of the message byte. */ v = v >> 1; }}

void update_bad_crc(unsigned short ch){ unsigned short i, v, xor_flag;

/* Align test bit with leftmost bit of the message byte. */ v = 0x80;

for (i=0; i<8; i++) { if (bad_crc & 0x8000) { xor_flag= 1; } else { xor_flag= 0;

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} bad_crc = bad_crc << 1;

if (ch & v) { /* Append next bit of message to end of CRC if it is not zero. The zero bit placed there by the shift above need not be changed if the next bit of the message is zero. */ bad_crc= bad_crc + 1; }

if (xor_flag) { bad_crc = bad_crc ^ poly; }

/* Align test bit with next bit of the message byte. */ v = v >> 1; }}

void augment_message_for_good_crc(){ unsigned short i, xor_flag;

for (i=0; i<16; i++) { if (good_crc & 0x8000) { xor_flag= 1; } else { xor_flag= 0; } good_crc = good_crc << 1;

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if (xor_flag) { good_crc = good_crc ^ poly; } }}

void augment_message_for_bad_crc(){ unsigned short i, xor_flag;

for (i=0; i<16; i++) { if (bad_crc & 0x8000) { xor_flag= 1; } else { xor_flag= 0; } bad_crc = bad_crc << 1;

if (xor_flag) { bad_crc = bad_crc ^ poly; } }}

FRAME SORTING TECHNIQUE USED IN BUFFERS

Overview & Theoretical Concepts:

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We need the frame sorter when the frame source is using TCP/IP so we can run packet re-assemblers on other computers in an effort to balance the workload.

If the frames are coming in over ISIS IP multicasts, we don't need a sorter: Each re-assembler can receive all frames and discard those they don't need. This way we get each frame on the network one time only, and the work in each re-assembler to input and reject frames on the wrong virtual channel is very little. If ISIS is not using true IP multicasting, then, once again, the sorter is needed to reduce the network traffic.

There are side benefits to such a design. In cases like I&T where the frame source is using TCP/IP, we need to sort the transfer frames by virtual channel so we can run some packet re-assemblers on other workstations to balance the compute load. But even so, we may re-assemble housekeeping packets on the workstation doing the frame sorting. Why do it in a separate process? This is especially true on Solaris where we have control over thread binding, and therefore, thread concurrency.

In a multi-threaded environment, the frame sorter and packet re-assembler both can be constructed from a collection of objects: input tasks, output tasks, packet assembly tasks, pool objects, sorter objects, and queue objects.

The packet re-assembler might looks like this:

input --> queue --> pkt assy --> sorter --> queue --> output

Transfer frames enter an input. Input enqueues and possibly archives them. The packet assembly task reads frames out of the queue and constructs packets. It hands completed packets to a sorter which enqueues them for output tasks and possibly archives them. Each output task reads packets from its queue and sends packets out.

EXPERIMENT 2

Write a program for frame sorting technique used in the buffers.

#include<stdio.h>

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struct frame{ int fslno; char finfo[20];};

struct frame arr[10];int n;

void sort(){ int i,j,ex; struct frame temp; for(i=0;i<n-1;i++) { ex = 0; for(j=0;j<n-i-1;j++) if(arr[j].fslno > arr[j+1].fslno) { temp = arr[j]; arr[j] = arr[j+1]; arr[j+1] = temp; ex++; } if(ex==0) break; }}

int main(){ int i; system("clear"); printf("enter the number of frames\n"); scanf("%d",&n); printf("enter the frame sequence number and frame contents\n"); for(i=0; i<n; i++) scanf("%d%s",&arr[i].fslno,&arr[i].finfo); sort(); printf("the frames in sequence\n"); for(i=0;i<n;i++) {

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printf("01111110 %d\t%s 01111110\n",arr[i].fslno,arr[i].finfo); printf("|------------------------------------------|\n"); }}

DISTANCE VECTOR ALGORITHM

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Background:

One of the most popular & dynamic routing algorithms, the distance vector routing algorithms operate by using the concept of each router having to maintain a table( ie., a vector ), that lets the router know the best or shortest distance to each destination and the next hop to get to there. Also know as Bellman Ford(1957) and Ford Fulkerson (1962). It was the original ARPANET algorithm.

Algorithm Overview:

Each router maintains a table containing entries for and indexed by each other router in the subnet.

Table contains two parts :

1.A preferred outing line.2.Estimate of time or distance to that destination.

The metric used here is the transmission delay to each destination. This metric maybe number of hops, queue length, etc.

The router is assumed to know the distance metric to each of its neighbours.Across the network the delay is calculated by sending echo packets to each of neighbours.

Example

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Execution Instructions

The program is typed on an editor (eg vi,gedit or kdevelop),exit the editor after saving the progarm,complile using the command cc <programname>.c and then the command ./a.out is entered if no errors are encountered(else correct the errors and then perform the above).

1: The program when executed asks the for the no of nodes.

2: Since we are using delay as the metric the program asks the user to input the first set of values for the delay from the individual nodes to all other nodes. Please enter the distance between the nodes to their neighbours else enter 999 if the nodes are not connected

x y z

x

y

z

0 2 7

∞∞ ∞

∞∞ ∞from

cost to

from

from

x y z

x

y

z

0 2 3

from

cost tox y z

x

y

z

0 2 3

from

cost to

x y z

x

y

z

∞ ∞

∞∞ ∞

cost to

x y z

x

y

z

0 2 7

from

cost to

x y z

x

y

z

0 2 3

from

cost to

x y z

x

y

z

0 2 3

from

cost to

x y z

x

y

z

0 2 7

from

cost to

x y z

x

y

z∞ ∞ ∞

7 1 0

cost to

∞2 0 1

∞ ∞ ∞

2 0 1

7 1 0

2 0 1

7 1 0

2 0 1

3 1 0

2 0 1

3 1 0

2 0 1

3 1 0

2 0 1

3 1 0

x z

12

7

y

Dx(y) = min{c(x,y) + Dy(y), c(x,z) + Dz(y)} = min{2+0 , 7+1} = 2

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directly.

3: The program now will print out the initial configuration and the final configuration of the routing tables.

4: It will ask you whether you want to find out the shortest distance between any 2 nodes.If yes enter the any number or alphabet else enter 0 to exit.

5: The program exits otherwise it will ask you to enter the pair of nodes between which the distance has to be found.It displays the shortest path as well as the route from the first node to the next node.

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EXPERIMENT 3

Write a program for distance vector algorithm to find suitable path for transmission.

#include <stdlib.h>#define NUL 1000#define NODES 10

struct node{ int t[NODES][3];};

struct node n[NODES];typedef struct node NOD;

int main()

{

void init(int,int); void inp(int,int); void caller(int,int); void op(int,int,int); void find(int,int);

int i,j,x,y,no;

do{ printf("\n Enter the no of nodes required(Less than 10 pls): "); scanf("%d",&no); }while(no>10||no<0);

for(i=0;i<no;i++) { init(no,i); inp(no,i); } printf("\n The configuration of the nodes after initialization is as follows :");

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for(i=0;i<no;i++) op(no,i,0);

for(j=0;j<no;j++) { for(i=0;i<no;i++) caller(no,i); } printf("\n The configuration of the nodes after computation of the paths is as follows :");

for(i=0;i<no;i++) op(no,i,1);

while(1) { printf("\n Enter 0 to exit or any other key to find the shortest path between two nodes!!"); scanf("%d",&j);

if(!j) break;

system("clear");

do{ printf("\n enter the nodes between which the path is to be found : "); scanf("%d %d",&x,&y); }while((x<0 || x > no) && (y<0 || y > no));

printf("\n The most suitable route from node %d to %d is as follows \n",x,y);

find(x,y);

printf(" %d",y); printf("\n The length of the shortest path between node %d and %d is %d ",x,y,n[x-1].t[y-1][2]);

} printf("\n This was the working of the Distance Vector Algorithm .. Arigato Sayonara\n");

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}

void init(int no,int x)

{ int i;

for(i=0;i<no;i++) { n[x].t[i][1]=i; n[x].t[i][2]=999; n[x].t[i][3]=NUL; }

n[x].t[x][2]=0; n[x].t[x][3]=x;}

void inp(int no,int x)

{ int i;

printf("\n Enter the distances from the node %d to the other nodes...",x+1); printf("\n Pls Enter 999 if there is no direct root from node ' %d ' to the node in question : ",x+1);

for(i=0;i<no;i++) { if(i!=x) {

do { printf("\n Enter Distance to node %d :",i+1); scanf("%d",&n[x].t[i][2]); } while(n[x].t[i][2]<0 || n[x].t[i][2]>999);

if(n[x].t[i][2]!=999)

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n[x].t[i][3]=i;

} }

}

void caller(int no,int x)

{ void compar(int,int,int); int i;

for(i=0;i<no;i++) { if(n[x].t[i][2]!=999 && n[x].t[i][2]!=0) { compar(x,i,no); } }

}

void compar(int x,int y,int no){ int i,z;

for(i=0;i<no;i++) { z = n[x].t[y][2]+n[y].t[i][2];

if(n[x].t[i][2] > z) { n[x].t[i][2]=z; n[x].t[i][3]=y; } }}

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void op(int no,int x,int z)

{

int i,j;

printf("\n The routing table for node no %d is as follows : ",x+1); printf("\n\n\t\t\tDESTINATION\tDISTANCE\tNEXT_HOP");

for(i=0;i<no;i++) { if((!z && n[x].t[i][2] >= 999) ||(n[x].t[i][2] >= (999*no))) printf("\n\t\t\t %d \tNO LINK \t NO HOP",n[x].t[i][1]+1); else if(n[x].t[i][3]==NUL) printf("\n\t\t\t %d \t %d \t NO HOP",n[x].t[i][1]+1,n[x].t[i][2]); else printf("\n\t\t\t %d \t %d \t %d",n[x].t[i][1]+1,n[x].t[i][2],n[x].t[i][3]+1); }}

void find(int x,int y)

{

int i,j; i = x-1; j = y-1;

printf(" %d --->",x); if(n[i].t[j][3]!=j) { find(n[i].t[j][3]+1,y); return; }

}

SPANNING TREE ALGORITHM

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Overview:

Tree is a finite non-empty set of elements or nodes. One of the nodes is called the root. Each element in a tree is called a node of the tree. Remaining elements are partitioned into disjoint subsets.

Theoretical Concepts: Spanning Tree:

Spanning tree is a subset of the original topology that has no loops. It is a subgraph containing all the nodes of the graph and some arcs selected such that there is exactly one path between each pair of nodes.When weights are given for all pairs of nodes in a graph,the spanning tree with minimum total weight can be found leading to the minimum spanning tree.(Total weight equals sum of all its arcs). Prim's Algorithm:

Here a node is chosen initially as the root. The nodes of the graph are then appended to the tree one at a time until all nodes are included in the tree. The node added to the tree at each point is the node adjacent to a node of the tree by an arc of minimum weight. A minimum spanning tree is constructed when all the nodes of the graph are added to the tree.

The minimum spanning tree can be created from a weighted graph and this represents the cheapest way of connecting all nodes in the graph. To get the minimum spanning tree for the graph, a practical tree at any point is built by the prim's algorithm.

EXPERIMENT 3

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Write a program for spanning tree algorithm (Kruskal's/Prim's) to find loop less path.

Prims:

#include<stdio.h>#include<stdlib.h>

#define MAX 20#define INFINITY 999

enum boolean{FALSE,TRUE};void prim(int c[][MAX],int t[MAX],int n);int mincost=0;

int main(){ int n,c[MAX][MAX],t[2*(MAX-1)]; int i,j;

printf("this program implements prims algorithm"); printf("\nhow many nodes does the graph have"); scanf("%d",&n); printf("enter the cost adjacency matrix"); printf("999 indicates no connection;\n"); for(i=0;i<n;i++) for(j=0;j<n;j++) scanf("%d",&c[i][j]); prim(c,t,n); printf("spanning tree:\n"); for(i=0;i<2*(n-1);i+=2) printf("(%d,%d)\n",t[i]+1,t[i+1]+1); printf("mincost= %d",mincost);

return 0;}void prim(int c[][MAX],int t[MAX],int n){ int i,j; enum boolean v[MAX];

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int k,s,min,v1,v2; for(i=0;i<n;i++) v[i]=FALSE; v[0]=TRUE; k=0; t[k]=1; s=0; k++; while(k<n) { min=INFINITY; for(i=0;i<n;i++) for(j=1;j<n;j++) if(v[i]==TRUE&&v[j]==FALSE&&c[i][j]<min) { min=c[i][j]; v1=i; v2=j; } mincost=mincost+min; if(min==INFINITY) { printf("graph disconnected:spanning tree impossible.\n"); exit(1); } v[v2]=TRUE; k++; t[s++]=v1; t[s++]=v2; }}

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CLIENT SERVER PROGRAM USING SOCKET PROGRAMMING

i. OVERVIEW

Unix sockets is just like two way FIFO's. All data communication will take place through the socket's interface, instead of through the file interface. Although unix socket's are a special file in the file system(just like FIFO's), there's usage of socket(), bind(), recv(),etc and not open(), read().

When programming with socket's, usually there's creation of server and client programs. The server will sit listening for incoming connections from clients and handling. This is similar to the situation that exists with internet sockets but with fine differences.

For instance, when describing which unix socket that has to be used(i.e the path to the special file that is the socket). The structure “struct sockaddr_un” has the following fields:

struct sockaddr_un{ unsigned short sa_family; // Address family,AF_XXXX

char sa_data; // 14 bytes of protocol address };

This is the structure you will be passing to the bind() function, which associates a socket descriptor(a file descriptor) with a certain file(the name for which is in the sun_path field).

The structure “struct sockaddr_in” is used when we need IP address and Port number to be binded to the Sockets. It has following fields:

struct sockaddr_in { short int sin_family; // Address family unsigned short int sin_port; // Port number struct in_addr sin_addr; // Internet address

unsigned char sin_zero[8] // Same size as struct sockaddr };

// Internet adress struct in_addr { unsigned long s_addr; // 32 bits or 4 bytes long

};

ii. BACKGROUND REQUIRED:

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1. UNIX File I/O system calls2. UNIX IPC system calls3. UNIX socket programming

iii. THEORETICAL CONCEPTS:

Most interprocess communication uses the client server model. These terms refer to the two processes which will be communication with each other. One of the two processes , the client , connects to the other process, the server, typiceally to make a request for information. A good analogy is a person who makes a phone call to another person.

Notice that the client needs to know of the existence of and the address of the server, but the server does not need to know the adresss of(or even the existence of) the client prior to the connection being established. Notice also that once a connection is established, both sides can send and receive information.

The system calls for establishing a connection are somewhat different for the client and the server, but both involve the basic construct of a socket. A socket is one end of an interprocess communication channel. The two processes each establish their own socket.

The steps involved in establishing a socket on the client side are as follows-1. Create a socket with the socket() system call .2. Connect the socket to the address of the server using the connect() system call.3. Send and receive data.There are a number of ways to do this, but the simplest is

to use the read() and write() systen calls. The stepd involved in establishing a socket on the server side are as follows-

1. Create a socket with the socket() system call.2. Bind the socket to an address using the bind() system call. For a server socket on

the internet,an address consists of a port number on the host machine.3. Listen for connections with the listen() system call.4. Acept a connection with the accept() system call. This call typically blocks until

a client connects with the server.5. Send and receive the data.

Socket Types:

When a socket is created, the program has to specify the address domain and the socket type. Two processes can communicate with each other only if their sockets are of the same type and in the same domain, in which two processes running on any two hosts on the Internet communicate. Each of these has it's own adress format.

The address of a socket in the Unix domain is a character string which is basically

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an entry in the file system. The address of a socket in the Internet domain consists of the Internet address of the host machine (every computer on the Internet has a unique 32 bit address, often reffered to as it's IP address). In addition , each socket needs a port number on that host. Port numbers are 16 bit unsigned integers. The lower numbers are reserved in Unix for standard services. For eg, the port number for the FTP server is 21.

There are two widely used socket types, stream sockets , and datgram sockets. Stream sockets treat communications as a continuous stream of characters, while datagram sockets have to read entire messages at once. Each uses it's own communications protocol. Stream sockets use TCP , which is a reliable , stream oriented protocol, and datagram sockets use UDP, which is unreliable and message oriented.

The primary socket calls are as follows:-1. socket() - Create a new socket and return it's descriptor.2. bind() - Associate a socket with a port and address .3. Listen() -Establish a queue for connection requests.4. Accept()- Accepts a connection request.5. Connect()- Initiate a connection to a remote host.6. Recv() - Receive data from a socket descriptor.7. Send() - Send data to a socket descriptor.8. Close() - “one-way” close of a socket descriptor,

The other system calls used are as follows:-1. gethostbyname- given a hostname , returns a structure which specifies it's DNS

name(s) and IP address(es).2. getservbyname – given service name and protocol , returns a structure which

specifies its name(s) and its port address.The socket utility functions are as follows:-

1. htons/ntohl- convert short/long from host byte order to network byte order.2. inet_ntoa/inet_addr- converts 32 bit IP address (network byte order to/from a dotted

decimal string)

The header files used in order are:-1.<sys/types.h> -prerequisite typedefs.2. <errno.h> -names for “erno” values (error numbers)3. <sys/socket.> - struct sock addr ;system prototypes and constants .4. <netdb.h.h> - network info lookup prototypes and structures.5. <netinet/in.h> - struct sockaddr_in; byte ordering macros.6. <arpa/inet.h> - utility function prototypes.

iv. EXECUTION INSTRUCTIONS:

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There are two programs(Server-side & Client-side) to be typed on an editor (eg vi or kdevelop), exit the editor after saving the progarm, complile the programs on different terminals using the command “cc <programname>.c -o <output filename>” and then the command “./<output filename>” is entered if no errors are encountered(else correct the errors and then perform the above).

1. Compile and execute the Server side program specifying an unsed port no. after the ouput filename, then in the other terminal compile and execute the Client side program with IP address of Server system and common port no.

2. Enter the pathname of any file on the Server system as a request to the Server and wait for reply.

3. Now switch to Server terminal and check if the file requested is present or not and the status of Server. If the file is found then switch to the Client terminal and watch the contents of file displayed on the terminal. Else it displays that file is not found with pathname.

EXPERIMENT 5

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Using TCP/IP sockets, write a client-server program to make client sending the file name and the server to send back the contents of the requested file if present.

server program:#include <stdio.h>#include <sys/types.h>#include <sys/socket.h>#include <netinet/in.h>

void error(char *msg){ perror(msg); exit(1);}

int main(int argc, char *argv[]){ int sockfd, newsockfd, portno, clilen,n; char buffer[256],c[2000]; struct sockaddr_in serv_addr, cli_addr; FILE *fd;

if (argc < 2) { fprintf(stderr,"ERROR, no port provided\n"); exit(1); } sockfd = socket(AF_INET, SOCK_STREAM, 0); if (sockfd < 0) error("ERROR opening socket"); bzero((char *) &serv_addr, sizeof(serv_addr));

portno = atoi(argv[1]); serv_addr.sin_family = AF_INET; serv_addr.sin_addr.s_addr = INADDR_ANY; serv_addr.sin_port = htons(portno);

if (bind(sockfd, (struct sockaddr *) &serv_addr,sizeof(serv_addr)) < 0) error("ERROR on binding");listen(sockfd,5);

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clilen = sizeof(cli_addr); printf("SERVER: Waiting for client...\n"); newsockfd = accept(sockfd,(struct sockaddr *) &cli_addr,&clilen); if (newsockfd < 0) error("ERROR on accept");

bzero(buffer,256); n = read(newsockfd,buffer,255); if (n < 0) error("ERROR reading from socket"); printf("SERVER: %s \n",buffer); if((fd=freopen(buffer,"r",stdin))!=NULL) { printf("SERVER: %s found!\nTransfering the contents...\n",buffer); if(fgets(c,2000,stdin)!=NULL); n = write(newsockfd,c,1999); if (n < 0) error("ERROR writing to socket"); } else { printf("SERVER: File not found!\n"); n=write(newsockfd,"File not found!",15); if (n < 0) error("ERROR writing to socket"); }

return 0;}

client program:

#include <stdio.h>#include <sys/types.h>#include <sys/socket.h>#include <netinet/in.h>#include <netdb.h>#include <string.h>

void error(char *msg){

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perror(msg); exit(0);}

int main(int argc, char *argv[]){ int sockfd, portno, n; struct sockaddr_in serv_addr; struct hostent *server; char buffer[256],buf[2000];

if (argc < 3) { fprintf(stderr,"usage %s hostname port\n", argv[0]); exit(0); }

portno = atoi(argv[2]); sockfd = socket(AF_INET, SOCK_STREAM, 0); if (sockfd < 0) error("ERROR opening socket"); printf("\nClient Online!\n");

server = gethostbyname(argv[1]); if (server == NULL) { fprintf(stderr,"ERROR, no such host\n"); exit(0); } printf("\nSERVER Online!\n");

bzero((struct sockaddr_in *)&serv_addr,sizeof(serv_addr)); serv_addr.sin_family = AF_INET; bcopy((char *)server->h_addr,(char *)&serv_addr.sin_addr.s_addr,server->h_length); serv_addr.sin_port = htons(portno);

if (connect(sockfd,&serv_addr,sizeof(serv_addr)) < 0) error("ERROR connecting");

printf("CLIENT: Enter path with filename:\n");

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scanf("%s",&buffer);

n = write(sockfd,buffer,strlen(buffer)); if (n < 0) error("ERROR writing to socket");

bzero(buf,2000); n = read(sockfd,buf,1999); if (n < 0) error("ERROR reading from socket"); printf("CLIENT: Displaying contents of %s \n",buffer); fputs(buf,stdout);

return 0;}

HAMMING CODES

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Overview:

Developed by 1947 Richard. W. Hamming for detecting and correcting single bit errors in transmitted data. This technique requires that three parity bits (or check bits) be transmitted with every four data bits. The algorithm is called a (7, 4) code, because it requires seven bits to encoded four bits of data.

Theoretical Concepts :

Background Concepts Required:1. matrix multiplication2. modulo 2 arithmetic3. parity.

Parity:A parity bit is an extra bit that forces a binary string to have a specific parity.

Two types:1. Even(Even number of 1's ie.,the modulo 2 sum of the bits is 0)2. Odd (Odd number of 1's ie.,the modulo 2 sum of the bits is 1)

The table below lists all possible three bit values and value of a parity bit required to create a four bit sequence with even parity.

3 Bit String Parity Bit Verification

000 0 0 + 0 + 0 + 0 = 0 001 1 0 + 0 + 1 + 1 = 0 010 1 0 + 1 + 0 + 1 = 0 011 0 0 + 1 + 1 + 0 = 0 100 1 1 + 0 + 0 + 1 = 0 101 0 1 + 0 + 1 + 0 = 0 110 0 1 + 0 + 1 + 0 = 0 111 1 1 + 1 + 1 + 1 = 0

Table 1. Even Parity

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It is very common for communication protocols to specify that a block of bits will be transmitted with a specific parity. If a block of data arrives at its intended destination with a parity other than the specified parity, it must be the case that at least one of the bits has been corrupted. A single parity bit is not sufficient to identify an even number of bits with errors, nor is it sufficient to allow the receiver to correct an error. Hamming codes use multiple parity bits to allow for error correction.

Encoding

Traditional Hamming codes are (7, 4) codes, encoding four bits of data into seven bit blocks (a Hamming code word). The extra three bits are parity bits. Each of the three parity bits are parity for three of the four data bits, and no two parity bits are for the same three data bits. All of the parity bits are even parity.

Example:

Given: data bits d1, d2, d3, and d4

A (7, 4) Hamming code may define parity bits p1, p2, and p3 asp1 = d2 + d3 + d4p2 = d1 + d3 + d4p3 = d1 + d2 + d4

There's a fourth equation for a parity bit that may be used in Hamming codes:p4 = d1 + d2 + d3

Valid Hamming codes may use any three of the above four parity bit definitions. Valid Hamming codes may also place the parity bits in any location within the block of 7 data and parity bits. Two Hamming codes with different parity bits or parity bits in a different bit position are considered equivalent. They will produce different results, but they are still Hamming codes.

One method for transforming four bits of data into a seven bit Hamming code word is to use a 4×7 generator matrix [G].

Define d to be the 1×4 vector [d1 d2 d3 d4]

It's possible to create a 4×7 generator matrix [G] such that the product modulo 2 of d and [G] (d[G]) is the desired 1×7 Hamming code word. Here's how it's done:

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Step 1.Represent each data bit with a column vector as follows:

| 1 |d1 = | 0 | | 0 | | 0 |

| 0 |d2 = | 1 | | 0 | | 0 |

| 0 |d3 = | 0 | | 1 | | 0 |

| 0 |d4 = | 0 | | 0 | | 1 |

Step 2.Represent each parity bit with a column vector containing a 1 in the row

corresponding to each data bit included in the computation and a zero in all other rows. Using the parity bit definitions from the example above:

| 0 |p1 = | 1 | | 1 | | 1 |

| 1 |p2 = | 0 | | 1 | | 1 |

| 1 |p3 = | 1 |

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| 0 | | 1 |

Step 3:Arrange the column vectors from the previous steps into a 4×7 matrix such that the

columns are ordered to match their corresponding bits in a code word.

Using the vectors from the previous steps, the following will produce code words of the form [p1 p2 p3 d1 d2 d3 d4]

| 0 1 1 1 0 0 0 | G = | 1 0 1 0 1 0 0 | | 1 1 0 0 0 1 0 | | 1 1 1 0 0 0 1 |

Arranging the columns in any other order will just change the positions of bits in the code word.

Example:

Encode the data value 1010 using the Hamming code defined by the matrix G (above).

| (1 × 0) + (0 × 1) + (1 × 1) + (0 × 1) | | 1 | | (1 × 1) + (0 × 0) + (1 × 1) + (0 × 1) | | 0 | | 0 1 1 1 0 0 0 | | (1 × 1) + (0 × 1) + (1 × 0) + (0 × 1) | | 1 ||1010 | | 1 0 1 0 1 0 0 | = | (1 × 1) + (0 × 0) + (1 × 0) + (0 × 0) | = | 1 | | 1 1 0 0 0 1 0 | | (1 × 0) + (0 × 1) + (1 × 0) + (0 × 0) | | 0 | | 1 1 1 0 0 0 1 | | (1 × 0) + (0 × 0) + (1 × 1) + (0 × 0) | | 1 | | (1 × 0) + (0 × 0) + (1 × 0) + (0 × 1) | | 0 |

So 1010 encodes to 1011010. Equivalent Hamming codes represented by different generator matrices will produce different results.

Decoding

In a world without errors decoding a Hamming code word would be very easy. Just throw out the parity bits. The encoding example produced a 7 bit code word. Its parity bits are 101 and its data bits are 1010. If you receive a 1011010, just decode it as 1010. But what happens if you receive a code word with an error and one or more of the

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parity bits are wrong.

Suppose the Hamming code defined by the matrix G in the example above is being used and the code word 1011011 is received. How is that word decoded? The first step is to check the parity bits to determine if there is an error.

Arithmetically, parity may be checked as follows:

p1 = d2 + d3 + d4 = 0 + 1 + 1 = 0p2 = d1 + d3 + d4 = 1 + 1 + 1 = 1p3 = d1 + d2 + d4 = 1 + 0 + 1 = 0

In this case every parity bit is wrong. p1, p2, and p3 should have been 010, but we received 101.

Parity may also be validated using matrix operations. A 3×7 parity check matrix [H] may be constructed such that row 1 contains 1s in the position of the first parity bit and all of the data bits that are included in its parity calculation. Row 2 contains 1s in the position of the second parity bit and all of the data bits that are included in its parity calculation. Row 3 contains 1s in the position of the third parity bit and all of the data bits that are included in its parity calculation.

Example:

Using the code from example above, the matrix H may be defined as follows:

| 1 0 0 0 1 1 1 | H = | 0 1 0 1 0 1 1 |

| 0 0 1 1 1 0 1 |

Multiplying the 3×7 matrix [H] by a 7×1 matrix representing the encoded data produces a 3×1 matrix called the "syndrome". There are two useful proprieties of the syndrome. If the syndrome is all zeros, the encoded data is error free. If the syndrome has a non-zero value, flipping the encoded bit that is in the position of the column matching the syndrome will result in a valid code word.

Example:

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Using the parity check matrix from the example above we can correct and verify the code word 1011011.

| 1 || 0 |

| 1000111 | | 1 | |(1×1)+(0×0)+(0×1)+(0×1)+(1×0)+(1×1) +(1×1) | | 1 | | 0101011 | | 1 | = |(0×0)+(1×0)+(0×1)+(1×1)+(0×0)+(1×1)+(1×1) | = | 1 | | 0011101 | | 0 | |(0×1)+(0×0)+(1×1)+(1×1)+(1×0)+(0×1)+(1×1) | | 1 | | 1 | | 1 |

A column of all 1s is not the column of all 0s, so there is a parity error. Looking back at the matrix [H], you will see that the seventh column is all 1s, so the seventh bit is the bit that has an error. Changing the seventh bit produces the code word 1011010.

| 1 | | 0 | |1000111| | 1 | |(1×1)+(0×0)+(0×1)+(0×1)+(1×0)+(1×1)+(1×0) | | 0 | |0101011| | 1 | = |(0×0)+(1×0)+(0×1)+(1×1)+(0×0)+(1×1)+(1×0) | = | 0 | |0011101| | 0 | |(0×1)+(0×0)+(1×1)+(1×1)+(1×0)+(0×1)+(1×0) | | 0 | | 1 | | 0 |

Sure enough 1011010 is a valid code word. As I stated at the top of this section remove the parity bits to get the encoded value. In this case 1011011 was likely transmitted as 1011010, which encodes 1010.

Execution Instructions:

There are two parts to the program:

1: Encoding.2: Decoding.

The program is typed on an editor (eg vi,gedit or kdevelop),exit the editor after saving the program, compile using the command cc <program name>.c and then the

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command ./a.out is entered if no errors are encountered(else correct the errors and then perform the above).

Encoding:

1: The program when executed asks the user for the 4 data bits (Please enter only binary digits).2: The program then proceeds to output the Data and Parity Matrix as well as the Generator Matrix for the given data bits.3: The program then outputs the encoded data bits in (7,4) format.

Decoding:

1: The program when executed asks for the encoded data bits to be entered (Please enter only binary digits).2: The program (for that matter hamming codes) can only detect 1 bit errors in the data bits. if an error is made in the parity bits the user is returned a number based on the new parity bits. If there is just a single bit error the program prints the bit in which the error has occurred and then proceeds to print the corrected data bits else if there is no error then it gives a message of “Error Free Data” prints the data bits by truncating the first 3 bits of the encoded data entered.

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EXPERIMENT 6

Write a program for Hamming Code generation for error detection and correction.

program for encoding:

#include <stdio.h>#include <math.h>#include <stdlib.h>

char d1[5],d2[5],d3[5],d4[5];char gmatrix[4][8];char p1[5],p2[5],p3[5];char data[5];int encoded[8]; /*encoded matrix*/

int con(char x);

int main(){ int i,j;

system("clear"); printf("\nProgram for Hamming Code Implemetation -Encoding\n"); printf("Enter 4 data bits\n");

scanf("%s",data);// printf("%s\n",data);

/*set data n parity bits*/

for(i=0;i<4;i++) { d1[i]=d2[i]=d3[i]=d4[i]='0'; p1[i]=p2[i]=p3[i]='1'; }

printf("----------------------------------\n"); d1[0]='1'; d2[1]='1'; d3[2]='1';

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d4[3]='1'; p1[0]='0'; p2[1]='0'; p3[2]='0';

printf("%s\n",d1); printf("%s\n",d2); printf("%s\n",d3); printf("%s\n",d4); printf("%s\n",p1); printf("%s\n",p2); printf("%s\n",p3);

for(i=0;i<4;i++) gmatrix[i][0]=p1[i];

for(i=0;i<4;i++) gmatrix[i][1]=p2[i];

for(i=0;i<4;i++) gmatrix[i][2]=p3[i];

for(i=0;i<4;i++) gmatrix[i][3]=d1[i];

for(i=0;i<4;i++) gmatrix[i][4]=d2[i];

for(i=0;i<4;i++) gmatrix[i][5]=d3[i];

for(i=0;i<4;i++) gmatrix[i][6]=d4[i];

printf("\ngenerator matrix\n"); for(i=0;i<4;i++) printf("%s\n",gmatrix[i]); /***** Ecoding******/

for(i=0;i<7;i++) for(j=0;j<4;j++) encoded[i]=encoded[i]+con(data[j])*con(gmatrix[j][i]);

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puts("encoded"); for(i=0;i<7;i++) { encoded[i]=encoded[i]%2; printf("%i",encoded[i]); } puts("");/**********************************************************************************/ return 0;}

int con(char x){ if(x=='1') return 1; else return 0;}

program form decoding:

#include <stdio.h>#include <math.h>#include <stdlib.h>

int hmatrix[3][7]= { 1,0,0,0,1,1,1, 0,1,0,1,0,1,1, 0,0,1,1,1,0,1 };

int edata[7];int syndrome[3];int errdig;

int main(){ int i,j;

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system("clear");

printf("Enter Encoded bits\n");

for(i=0;i<7;i++) scanf("%d",&edata[i]);

for(i=0;i<3;i++) for(j=0;j<7;j++) syndrome[i]=syndrome[i]+edata[j]*hmatrix[i][j];

for(i=0;i<3;i++) syndrome[i]=syndrome[i]%2;

errdig=4*syndrome[0]+2*syndrome[1]+1*syndrome[2];

if(0==errdig) printf("error free data\n"); else {

printf("error in bit no %d----- %d\n",errdig,edata[errdig]); errdig--; if(1==edata[errdig]) edata[errdig]=0; else edata[errdig]=1; }

for(i=3;i<7;i++) printf("%d",edata[i]);

puts("");}

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LEAKY BUCKET ALGORITHM

The leaky-bucket implementation is used to control the rate at which traffic is sent to the network. A leaky bucket provides a mechanism by which bursty traffic can be shaped to present a steady stream of traffic to the network, as opposed to traffic with erratic bursts of low-volume and high-volume flows.

Traffic analogy An appropriate analogy for the leaky bucket is a scenario in which four lanes of automobile traffic converge into a single lane. A regulated admission

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interval into the single lane of traffic flow helps the traffic move. The benefit of this approach is that traffic flow into the major arteries (the network) is predictable and controlled. The major liability is that when the volume of traffic is vastly greater than the bucket size, in conjunction with the drainage-time interval, traffic backs up in the bucket beyond bucket capacity and is discarded.

The Leaky-bucket algorithm

The algorithm can be conceptually understood as follows:

● Arriving packets (network layer PDUs) are placed in a bucket with a hole in the bottom.

● The bucket can queue at most b bytes. If a packet arrives when the bucket is full, the packet is discarded.

● Packets drain through the hole in the bucket, into the network, at a constant rate of r bytes per second, thus smoothing traffic bursts.

The size b of the bucket is limited by the available memory of the system.

Sometimes the leaky bucket and token algorithms are lumped together under the same name.

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EXPERIMENT 9

Write a program for Congestion control using the leaky bucket algorithm.

#include<stdio.h>#include<math.h>#include<stdlib.h>

int t_rand(int a){ int rn; rn=random()%10; rn=rn%a; if(rn==0) rn=1; return(rn);}

int main(){ int packets[5],i,j,clk,b_size,o_rate,i_rate,p_remain,p_sz_rm=0,p_sz,p_time,flag=0; system("clear"); /* printf("\n Enter 5 packets in the stream:");*/

for(i=0;i<5;++i) packets[i]=t_rand(6)*10; /* scanf("%d",&packets[i]);*/ printf("\n Enter the output rate:"); scanf("%d",&o_rate); printf("\n Enter the Bucket Size:"); scanf("%d",&b_size); for(i=0;i<5;++i) { if((packets[i]+p_sz_rm)>b_size) { if(packets[i]>b_size)

printf("\n Incoming packet size (%d) is Greater than bucket capacity - REJECTED",packets[i]);

else printf("\n Bucket capacity exceeded - REJECTED!!"); }

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else { for(j=0;;++j) { p_remain=4-i; p_sz=packets[i]; p_sz_rm+=p_sz; printf("\n Incoming Packet sz:%d",p_sz); printf("\n Transmission left:%d",p_sz_rm);

p_time=t_rand(4)*10; printf("\n Next Packet Will come at :%d",p_time);

for(clk=0;clk<=p_time;clk+=10) { printf("\n Time Left:%d",p_time-clk); sleep(1);

if(p_sz_rm) { printf(" - Transmitted!!"); if(p_sz_rm<=o_rate) p_sz_rm=0; else p_sz_rm-=o_rate; printf(" - Bytes Remaining:%d",p_sz_rm); } else printf(" - No packets to transmit!!"); } if(p_sz_rm!=0) flag=1; break; } } } printf("\n\n"); return(0);}