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Communications Most modern control involves interactions between many microprocessors Examples: PLC: Programming done on PC; uploaded to PLC Complex PLC control requires interaction between many PLC’s e.g. automation controls in an MTR station Microprocessor: Phone Phone (e.g. to exchange phone numbers) Phone PC (to upload address book) Networked video games with multiple players Computers: Internet, EDI Communications For devices to exchange data, several things must work together: Assume: Data controlled change of voltage in a wire. Bit-Streams: message = “Wow” Example: Wow ASCII 1010 111 1101 111 1110 111 V mark 1 1 1 0 time 1 stop bits 1 0 1 1 1 1 1 0 start bit W: least significant bit most significant bit 1 1 1 1 1 1 1 idle 0 Communications For devices to exchange data, several things must work together: Wow 1010 111 mark 1 1 1 1 stop bits 1 0 0 1101 111 1 1 1 1110 111 1 1 0 1 1 1 1 1 1 1 idle 0 start bit - A wire must connect the devices - The voltage levels must match: sender sets “voltage of 5V” ‘1’ => receiver must have a 5V sensor; (must interpret same way) - The duration for each bit (communication frequency, baud rate) - Start bit(s), stop bit(s) - Both must be using ASCII code … Asynchronous vs Synchronous communications Why do we need start/stop bits ? Prepares the receiving device to start recording data communication is ASYNCHRONOUS Idle Start bit seven data asynchronous 7-bit character + parity bit bits Parity Stop bits bit LSB Idle/next caracter Coordinated connection between the devices: SYNCHRONOUS communication - Receiver continually hunts for sync character (in ASCII: 1001 0110) - [Copies data into the data register; char available flag ON; data read] x CT - Check against CT; - end sync bit hunt mode. synchronous block of data SYNCSYNC DATA ETX CT SYNC Synchronization of communication data (a) Transmitter generates the synchronization reference Transmitter and Synchronization generator Receiver synchro data (b) External synchronization clock unit Transmitter Receiver synchro clock data + synchro (c) Transmitter superposes clock and data Transmitter and Synchronization generator Receiver Serial vs Parallel communication Serial: one signal carrying wire Parallel: 8, 16, or 32 signal carrying wires Parallel: faster, more expensive, used for short-distances only examples: Data bus, Control bus in a microprocessor; parallel port in PC Bit coding 1 NOT Good; constant HIGH voltage delays [due to Capacitance/Inductance] 0 1 0 0 0 1 1 Binary Direct NRZ (nonreturn to zero RZ (return to zero) manchester coding 0V Signal during half-cycle then return to zero High-to-Low ‘1’ Low-to-High ‘0’ Very commonly used differential manchester coding Voltage change at start of cycle ‘0’ No change at start of cycle ‘1’ Voltage flips at mid-cycle Communication: Handling errors Problem: some data sent from A B may get ‘corrupted’ Why is this a big problem? - How will the receiver know they received ‘bad data’? Probability of communication error is reduced by: Error detection and Correction Communications: Error detection and correction schemes Importance of EDC (error detection and correction): Assume error rate of 0.1% Average sentence of text: 125 characters = 125 x 8 = 1000 bits 0.1% error 1 error per sentence! Techniques for EDC: 1. IF receiver detects error requests sender to re-transmit 2. Receiver detects and corrects error without re-transmission Error detection: Parity Error detection: some information is added to message, that allows checking for errors. PARITY 1 ASCII char = 7bits; 1 extra bit is added to each character, called parity bit: Even parity: value of parity bit is set to make total number of 1’s even. Odd parity: value of parity bit is set to make total number of 1’s odd. Example: (ASCII) W: 1010 111 (odd parity) W: 0 1010 111 (even parity) W: 1 1010 111 Error Detection: Checksums Let: message = “Hello, world” == 12 bytes == 128 bits (including parity bit) *assuming: parity bit = 0 Hello, world 72 101 108 108 111 44 32 119 111 114 108 100 Sum = 72 + 101 + 108 + … + 100 = 1128 Checksum [16-bits] = 1128 Message: 72 101 108 108 111 Checksum [8-bits] = 1128 mod 256 = 104 44 32 119 111 114 108 1 checksum/12 bytes too much overhead typical use: 1 checksum byte per 128 Bytes of data 100 104 Error Detection: Cyclic Redundancy Check (CRC) Basic idea of CRC: Pre-agreed between sender/receiver Number: 629 Divisor: 25 mod( Number, Divisor): mod(629, 25) = 4 Transmit: (629,4) Receiver: mod( 629, 25) == 4 ? Transmission probably OK Error Detection: Cyclic Redundancy Check (CRC) Implementation of CRC: Number: Bitstream of 1 Block (e.g. 128 Bytes) Divisor: common CRC schemes are: CRC12 1100000001011 CRC16 11000000000000101 CRC-CCITT 10001000000100001 CRC32 100000100110000010001110110110111 M = mod( Number, Divisor): computed very efficiently with simple circuits FRAME: Number MOD Receiver: mod(Number MOD, CRC) = = M ? Yes Transmission probably OK Error detection and Correction Parity, Checksum, CRC: detect error, request re-transmit on error Redundant data transmission: detect error, and correct automatically! Common methods: Repeating Hamming codes Reed-Muller codes, etc… Majority coding: Data: 010 Transmit: 000111000 Receive (with error): 001011000 select majority from each group of 3 0 1 0 Accepted data: 010 Hamming codes Problem of Majority coding: (1) too much redundancy (2) burst errors can’t be handled Hamming code: main idea of a (7, 4) Hamming code Data: 0011 Add 1-bit to each circle, total of each circle even (7, 4) Hamming code transmit Data: 0011 Error must be in bit shared by red and green red-circle: parity ERROR green circle: parity ERROR blue circle: parity OK receiver (7, 4) Hamming code… transmit Data: 0011 Error must be in unshared bit of Blue circle! red-circle: parity OK green circle: parity OK blue circle: parity ERROR receiver HW: verify that ALL 1-bit errors can be detected and corrected! Hamming code… Data: bit-stream write data in particular sequence compute, add hamming code bits to data transmit Corrected data receiver checks Hamming codes, corrects errors Common Hamming code used: (12, 8) Hamming code Extending Hamming code for longer bit-stream 1. All bit positions that are powers of two are used as parity bits. (positions 1, 2, 4, 8, 16, 32, 64, etc.) 2. All other bit positions are for the data to be encoded. (positions 3, 5, 6, 7, 9, 10, 11, 12, 13, 14, 15, 17, etc.) 3. Each parity bit stores the parity for assigned bits in the code word: The position of the parity bit determines the sequence of bits that it alternately checks and skips. Position 1: skip 0 bits, check 1 bit, skip 1 bit, check 1 bit, skip 1 bit, … Position 2: skip 1 bit, check 2 bits, skip 2 bits, check 2 bits, skip 2 bits, … Position 4: skip 3 bits, check 4 bits, skip 4 bits, check 4 bits, skip 4 bits, … Position 8: skip 7 bits, check 8 bits, skip 8 bits, check 8 bits, skip 8 bits, … Position 16: skip 15 bits, check 16 bits, skip 16 bits, check 16 bits, skip 16 bits, … Position 32: skip 31 bits, check 32 bits, skip 32 bits, check 32 bits, skip 32 bits, … Burst errors Problem with Hamming: burst errors: several contiguous data bits in error) Handling burst errors: - Interleaving - Reed-Solomon coding Examples of usage: storage media (CDROM’s), … Packets Long message p(error) is high Need to re-transmit [part] of message Solution: Break message into small “packets” send packets 1-by-1 To address From address Long message part 1 of 3 part 2 of 3 part 3 of 3 packets To address From address 1/3 To address From address 2/3 To address From address 3/3 data (part 1 of 3) data (part 2 of 3) data (part 3 of 3) EDC EDC EDC transmit Receiver Re-constructs Message from three parts received Typical packet size: 2048 - 4096 Bytes Note: later we’ll see structure of packet in more detail Question: Why do some web pages load in non-sequential fashion (some pictures load first, others later) Network terminology LAN: Local Area Network A network of communicating devices in a small area (e.g. a building, a factory, etc.) Common ways of physically connecting computers in a LAN: Cables (wires), Bluetooth, Wi-Fi… WAN: Wide Area Network Two or more LAN’s connected to each other, over a large area, e.g. international communication networks. Common ways of connecting between LAN’s in a WAN: Telephone networks, Long-distance cables, Satellites Network topologies Suppose N computers need to communicate with each other Pairwise connections: How many ? Problems ? Network topologies Network topology describes how different devices are (physically) connected to each other. 1 1 6 2 6 2 Central Hub 3 5 3 5 4 4 (a) Ring topology (b) Star topology 6 5 1 1 Terminator 3 2 •• • 5 Stub 3 2 Bus •• • 4 4 (c) Mesh topology Tap (d) Bus topology 6 Network communication basics The following slides, based largely on the those provided by Kurose and Ross, will be used to get an introduction to real-world network communications. Computer Networking: A Top Down Approach Featuring the Internet, 3rd edition. Jim Kurose, Keith Ross Addison-Wesley, July 2004. What’s the Internet ? • millions of connected computing devices: hosts = end systems • running network applications • communication links – fiber, copper, radio, satellite – transmission rate = bandwidth • routers: forward packets router server workstation mobile local ISP regional ISP UST network What’s the Internet.. router • protocols control sending, receiving of msgs – e.g., TCP, IP, HTTP, FTP, PPP • Internet: “network of networks” – public: Internet – private: Intranet • Internet standards – RFC: Request for comments – IETF: Internet Engineering Task Force server workstation mobile local ISP regional ISP UST network What’s a protocol? protocols define format, order of msgs sent and received among network entities, and actions taken on msg transmission, receipt a human protocol and a computer network protocol: Hi TCP connection req Hi TCP connection response What’s the time? Get http://www.awl.com/kurose-ross 2pm <file> time A closer look at network structure • network edge: applications and hosts • network core: – routers – network of networks • access networks, physical media: communication links The network edge • end systems (hosts): – run application programs – e.g. Web, email – at “edge of network” • client/server model – client host requests, receives service from always-on server – e.g. Web browser/server; email client/server Network edge: connection-oriented service Goal: data transfer between end systems • handshaking: setup (prepare for) data transfer ahead of time – Hello, hello back human protocol – set up “state” in two communicating hosts e.g. TCP service [RFC 793] • reliable, in-order byte-stream data transfer – loss: acknowledgements and retransmissions • flow control: – sender won’t overwhelm receiver • congestion control: – senders “slow down sending rate” when network congested Network edge: connectionless service Goal: data transfer between end systems e.g. UDP - User Datagram Protocol: connectionless unreliable data transfer no flow control no congestion control App’s using TCP: • HTTP (Web), FTP (file transfer), Telnet (remote login), SMTP (email) App’s using UDP: • streaming media, teleconferencing, DNS, Internet telephony The Network Core • mesh of interconnected routers • the fundamental question: how is data transferred through net? – circuit switching: dedicated circuit per call: telephone net – packet-switching: data sent through net in discrete “chunks” Network Core: Circuit Switching End-end resources reserved for “call” • link bandwidth, switch capacity • dedicated resources: no sharing • circuit-like (guaranteed) performance • call setup required Network Core: Packet Switching Each end-end data stream divided into packets • user A, B packets share network resources • each packet uses full link bandwidth • resources used as needed Bandwidth division into “pieces” Dedicated allocation Resource reservation Resource allocation: • total resource demand can exceed amount available • congestion: packets queue, wait for link use • store and forward: packets move one hop at a time – Node receives complete packet before forwarding Packet-switching: store-and-forward L R • • • • R R Packet Length: L bits Baud rate: R bps Time to push packet on link: L/R sec Entire packet must arrive at router before it can be transmitted on next link: store and forward • delay = 3L/R Example: • L = 7.5 Mbits • R = 1.5 Mbps • delay = 15 sec Access networks and physical media Q: How to connect end systems to edge router? • residential access nets • institutional access networks (school, company) • mobile access networks Residential access: point to point access • Phone modem – up to 56Kbps direct access to router (often less) – Can’t surf and phone at same time: can’t be “always on” • ADSL: asymmetric digital subscriber line [similar to NOW Broadband] – up to 1 Mbps upstream – up to 8 Mbps downstream Residential access… Cable modems cable headend cable distribution network (simplified) home Residential access: cable modems Diagram: http://www.cabledatacomnews.com/cmic/diagram.html Company access: local area networks • company/univ local area network (LAN) connects end system to edge router • Ethernet: – shared or dedicated link connects end system and router – 10 Mbs, 100Mbps, Gigabit Ethernet Wireless access networks router base station • • shared wireless access network connects end system to router – via base station aka “access point” wireless LANs: – 802.11b (WiFi): 11 Mbps (good for networks) – bluetooth: 720Kbps (good for device-to-device) mobile hosts Home networks Typical home network components: • ADSL or cable modem • router/firewall/NAT • Ethernet • wireless access point to/from cable headend cable modem router/ firewall Ethernet wireless laptops wireless access point Internet structure: network of networks • a packet passes through many networks! local ISP Tier 3 ISP Tier-2 ISP local ISP local ISP local ISP Tier-2 ISP Tier 1 ISP Tier 1 ISP Tier-2 ISP local local ISP ISP Network Access Point Tier 1 ISP Tier-2 ISP local ISP Tier-2 ISP local ISP Protocol “Layers” Networks are complex! • many “pieces”: – hosts – routers – links of various media – applications – protocols – hardware, software Analogy: Organization of air travel ticket (purchase) ticket (complain) baggage (check) baggage (claim) gates (load) gates (unload) runway takeoff runway landing airplane routing airplane routing airplane routing Layering of airline functionality ticket (purchase) ticket (complain) ticket baggage (check) baggage (claim baggage gates (load) gates (unload) gate runway (takeoff) runway (land) takeoff/landing airplane routing airplane routing airplane routing departure airport airplane routing airplane routing intermediate air-traffic control centers Layers: each layer implements a service – via its own internal-layer actions – relying on services provided by layer below arrival airport Why layering? Dealing with complex systems: • explicit structure allows identification, relationship of complex system’s pieces – layered reference model for discussion • modularization eases maintenance, updating of system – change of implementation of layer’s service transparent to rest of system – e.g., change in gate procedure doesn’t affect rest of system • layering considered harmful? Internet protocol stack • application: supporting network applications – FTP, SMTP, STTP • transport: host-host data transfer – TCP, UDP • network: routing of datagrams from source to destination – IP, routing protocols • link: data transfer between neighboring network elements – PPP, Ethernet • physical: bits “on the wire” application transport network link physical source message segment Ht datagram Hn Ht frame Hl Hn Ht M M M M Encapsulation application transport network link physical Hl Hn Ht M link physical Hl Hn Ht M switch destination M Ht M Hn Ht Hl Hn Ht M M application transport network link physical Hn Ht Hl Hn Ht M M network link physical Hn Ht Hl Hn Ht M M router The Network Layer: Internet Protocol • What’s inside a router • Internet Protocol and IP addresses • How packets are routed Internet Protocol (IP) The Internet Protocol (IP) is a network-layer (Layer 3) protocol that contains addressing information and some control information that enables packets to be routed. Network layer functions: Forwarding and Routing Forwarding: determines which link to take at a specific router; routing algorithm local forwarding table header value output link 0100 0101 0111 1001 Routing: plan of a series of forwarding data that can take the packet from source to destination 3 2 2 1 value in arriving packet’s header 0111 1 3 2 DATAGRAM IP datagram format IP protocol version number header length (bytes) “type” of data max number remaining hops (decremented at each router) upper layer protocol to deliver payload to how much overhead with TCP? • 20 bytes of TCP • 20 bytes of IP • = 40 bytes + app layer overhead 32 bits type of ver head. len service length fragment 16-bit identifier flgs offset upper time to Internet layer live checksum total datagram length (bytes) for fragmentation/ reassembly 32 bit source IP address 32 bit destination IP address Options (if any) data (variable length, typically a TCP or UDP segment) E.g. timestamp, record route taken, specify list of routers to visit. Datagram networks • packets forwarded using destination host address – packets between same source-dest pair may take different paths application transport network data link 1. Send data physical application transport 2. Receive data network data link physical Main router functions: • run routing algorithms/protocol (RIP, OSPF, BGP) • forwarding datagrams from incoming to outgoing link IP Addressing: introduction 223.1.1.1 • IP address: 32-bit identifier for host, router interface • interface: connection between host/router and physical link – router’s typically have multiple interfaces – host may have multiple interfaces – IP addresses associated with each interface 223.1.2.1 223.1.1.2 223.1.1.4 223.1.1.3 223.1.2.9 223.1.3.27 223.1.2.2 223.1.3.2 223.1.3.1 223.1.1.1 = 11011111 00000001 00000001 00000001 223 1 1 1 Subnets • IP address: – subnet part (high order bits) – host part (low order bits) • What’s a subnet ? – device interfaces with same subnet part of IP address – can physically reach each other without intervening router 223.1.1.1 223.1.2.1 223.1.1.2 223.1.1.4 223.1.1.3 223.1.2.9 223.1.3.27 223.1.2.2 LAN 223.1.3.1 223.1.3.2 network consisting of 3 subnets Subnets 223.1.1.0/24 223.1.2.0/24 • To determine the subnets, detach each interface from its host or router, creating islands of isolated networks. Each isolated network is called a subnet. 223.1.3.0/24 Subnet mask: /24 223.1.1.2 Subnets 223.1.1.1 223.1.1.4 223.1.1.3 How many? 223.1.9.2 223.1.7.0 223.1.9.1 223.1.7.1 223.1.8.1 223.1.8.0 223.1.2.6 223.1.2.1 223.1.3.27 223.1.2.2 223.1.3.1 223.1.3.2 IP addresses: how to get one? Q: How does host get IP address? • hard-coded by system administrator in a file – Wintel: control-panel->network->configuration->tcp/ip->properties • DHCP: Dynamic Host Configuration Protocol: dynamically get address from as server – “plug-and-play” DNS: Domain Name System People: many identifiers: – HKID, name, passport # Internet hosts, routers: – IP address (32 bit) - used for addressing datagrams – “name”, e.g., ww.yahoo.com - used by humans Q: map between IP addresses and name ? Domain Name System: • distributed database implemented in hierarchy of many name servers • application-layer protocol host, routers, name servers to communicate to resolve names (address/name translation) Transport services and protocols • provide logical communication between app processes running on different hosts • Most common transport protocol: TCP application transport network data link physical network data link physical The TCP provides a reliable, continuous stream of data - protocol for automatically requesting missing data - reordering IP packets that arrive out of order - converting IP datagrams to a streaming protocol - routing data within a computer to the correct application. network data link physical network data link physical network data link physical network data link physical application transport network data link physical The Application layer • • • • Principles of network applications Web and HTTP FTP Electronic Mail – SMTP, POP3, IMAP • DNS • Socket programming with TCP • Building a Web server Creating a network app Write programs that – run on different end systems and – communicate over a network. – e.g., Web: Web server software communicates with browser software No software written for devices in network core – Network core devices do not function at app layer – This design allows for rapid app development application transport network data link physical application transport network data link physical application transport network data link physical Client-server architecture server: – always-on host – permanent IP address clients: – communicate with server – may be intermittently connected – may have dynamic IP addresses – do not communicate directly with each other Sockets • process sends/receives messages to/from its socket • socket analogous to door – sending process shoves message out door – sending process relies on transport infrastructure on other side of door which brings message to socket at receiving process host or server host or server process controlled by app developer process socket socket TCP with buffers, variables Internet controlled by OS TCP with buffers, variables Addressing processes • For a process to receive messages, it must have an identifier • A host has a unique32-bit IP address • Q: does the IP address of the host on which the process runs suffice for identifying the process? • Answer: No, many processes can be running on same host • Identifier includes both the IP address and port numbers associated with the process on the host. • Example port numbers: – HTTP server: 80 – Mail server: 25 Socket programming Goal: learn how to build client/server application that communicate using sockets Socket API • introduced in BSD4.1 UNIX, 1981 • explicitly created, used, released by apps • client/server paradigm • two types of transport service via socket API: – unreliable datagram – reliable, byte stream-oriented socket a host-local, application-created, OS-controlled interface (a “door”) into which application process can both send and receive messages to/from another application process Socket-programming using TCP Socket: a door between application process and end-end-transport protocol (UCP or TCP) TCP service: reliable transfer of bytes from one process to another controlled by application developer controlled by operating system process process socket TCP with buffers, variables host or server internet socket TCP with buffers, variables host or server controlled by application developer controlled by operating system Socket programming with TCP Client must contact server • server process must first be running • server must have created socket (door) that welcomes client’s contact Client contacts server by: • creating client-local TCP socket • specifying IP address, port number of server process • When client creates socket: client TCP establishes connection to server TCP • When contacted by client, server TCP creates new socket for server process to communicate with client – allows server to talk with multiple clients – source port numbers used to distinguish clients application viewpoint TCP provides reliable, in-order transfer of bytes (“pipe”) between client and server Stream terminology • A stream is a sequence of characters that flow into or out of a process. • An input stream is attached to some input source for the process, eg, keyboard or socket. • An output stream is attached to an output source, eg, monitor or socket. Socket programming with TCP output stream inFromServer Client Process process input stream outToServer Example client-server app: 1) client reads line from standard input (inFromUser stream) , sends to server via socket (outToServer stream) 2) server reads line from socket 3) server converts line to uppercase, sends back to client 4) client reads, prints modified line from socket (inFromServer stream) monitor inFromUser keyboard input stream client TCP clientSocket socket to network TCP socket from network Client/server socket interaction: TCP Server (running on hostid) Client create socket, port=x, for incoming request: welcomeSocket = ServerSocket() TCP wait for incoming connection request connection connectionSocket = welcomeSocket.accept() read request from connectionSocket write reply to connectionSocket close connectionSocket setup create socket, connect to hostid, port=x clientSocket = Socket() send request using clientSocket read reply from clientSocket close clientSocket Example: Java client (TCP) import java.io.*; import java.net.*; class TCPClient { public static void main(String argv[]) throws Exception { String sentence; String modifiedSentence; Create input stream Create client socket, connect to server Create output stream attached to socket BufferedReader inFromUser = new BufferedReader(new InputStreamReader(System.in)); Socket clientSocket = new Socket("hostname", 6789); DataOutputStream outToServer = new DataOutputStream(clientSocket.getOutputStream()); Example: Java client (TCP), cont. Create input stream attached to socket BufferedReader inFromServer = new BufferedReader(new InputStreamReader(clientSocket.getInputStream())); sentence = inFromUser.readLine(); Send line to server outToServer.writeBytes(sentence + '\n'); Read line from server modifiedSentence = inFromServer.readLine(); System.out.println("FROM SERVER: " + modifiedSentence); clientSocket.close(); } } Example: Java server (TCP) import java.io.*; import java.net.*; class TCPServer { Create welcoming socket at port 6789 Wait, on welcoming socket for contact by client Create input stream, attached to socket public static void main(String argv[]) throws Exception { String clientSentence; String capitalizedSentence; ServerSocket welcomeSocket = new ServerSocket(6789); while(true) { Socket connectionSocket = welcomeSocket.accept(); BufferedReader inFromClient = new BufferedReader(new InputStreamReader(connectionSocket.getInputStream())); Example: Java server (TCP), cont Create output stream, attached to socket DataOutputStream outToClient = new DataOutputStream(connectionSocket.getOutputStream()); Read in line from socket clientSentence = inFromClient.readLine(); capitalizedSentence = clientSentence.toUpperCase() + '\n'; Write out line to socket outToClient.writeBytes(capitalizedSentence); } } } End of while loop, loop back and wait for another client connection