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Devices
Devices
Devices
Devices
Facsimile (Fax) Machines
T ransmission Modes
Defines the way in which a bit group travels from
device to another
T ransmission Modes
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Figure 4.7
Parallel & Serial transmission
T ransmission Modes
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Bits are divided into small groups, usually bytes, and sent independently
The receiver never knows when the bits will arrive
For example, typing keyboard characters
Typical byte-oriented input-output; that is data is transmitted one byte at
a time
A start bit is needed to alert the receive that some data is coming;
otherwise the first few bit may get lost by the time the receiver detect and
reacts to data reception
Similarly, a stop bit is needed
T ransmission Modes
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T ransmission Modes
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SYN: unique bit pattern that alert the receiver of frame arrival
Also used to ensure the receivers sampling rate and the consistency of the arrival rate
The receiver can then synchronize itself to the rate at which bits arrive
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T ransmission Modes
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T ransmission Modes
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Isochronous transmission:
With asynchronous & synchronous data do not necessarily
arrive at a fixed rate
Time between different synchronous frames may vary
(asynchronous nature!)
Errors may force the frame to be reset, which affects the
transfer rate further
For some applications, such as file transfer, that is fine since
correct information is more important than delays
Isochronous transmission is used to ensure a fixed
transmission rate without gaps in between
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T ransmission Modes
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I nterface Standard
Communication may not occur even if both parties are using the same mechanisms!
For example, if both send at the same time, no information may reach any of them if
one is not ready to listen then information is also lost
Hence, communication must be guided by protocols
Data Terminal Equipment (DTE), such as PCs, do not communicate directly; rather
they communicate to Data Communication Equipment (DCE), such as a modem,
which connect to the network
The connection between DTE & DCE is called DTE-DCE Interface
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I nterface Standard
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I nterface Standard
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I nterface Standard
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EIA-232 Subset
Driven by economics
and actual user needs,
some vendors only
implemented a part of
the interface using
only 9 circuits instead
of 25 (9-bin
connectors)
RS-232 Subset 9-bin Connector
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I nterface Standard
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Null Modem
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I nterface Standard
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X.21 Interface
I nterface Standard
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X.21 Interface
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I nterface Standard
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I nterface Standard
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I nterface Standard
Universal Serial Bus (USB)
USB cable contains 4 wires:
2 wires for data carrying
signal in modified NRZ (0
changing, 1 same)
The other two wires provide
low-amplitude power source
to USB devices
USB 1.1 at 12 Mbps, USB
2.0 at 480 Mbps.
Limited to 4.5 meters; if
longer, there is no guarantee
of electrical signal integrity
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I nterface Standard
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During this 1-ms time frame, packets are sent (packet is a group
of bits)
I nterface Standard
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Control Transfer
Bulk Transfer
Interrupt Transfer
Isochronous Transfer
Control Transfer:
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I nterface Standard
Universal Serial Bus (
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USB)
Bulk Transfer:
Some USB devices, such as scanners & digital cameras,
transfer large amount of data (bulk transfer)
Error detection is performed and the packet may have to be
resent
Reliable transfer, but no guarantee of timely transfer
Many devices might be doing bulk transfer at the same time,
which may result in errors/retransmission hence, no
guarantee on delivery time
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I nterface Standard
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I nterface Standard
Universal Serial Bus (
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USB)
Isochronous Transfer:
For some real-time devices, such as microphones and
speakers, steady transfer rate is significant
The host can guarantee data rate for those devices by
reserving a part of each frame for them
As with most real-time systems, error detections do not occur
here; it is simply not needed
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I nterface Standard
Universal Serial Bus (
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USB)
USB Packets
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I nterface Standard
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IN & OUT packets represent a request from the host to initiate data
transfer
Address is a 7-bit address that identifies the device to be used
CRC (Cyclic Redundancy Check) is used for error detection
If errors occur, a NAK is sent to the host
Some devices may have more than one address; for example a game
controller with multiple buttons would have multiple addresses associated
with them. The endpoint is needed to identify the exact source or
destination of the data within the device.
For example, a game controller may have many buttons sending or
receiving different information. Each of these buttons will be indicated by
an endpoint
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I nterface Standard
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Figure 4.20
USB Frames & Packets
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I nterface Standard
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FireWire
FireWire (Apple), i.Link (Sony)
Share common characteristics with USB
Provide a speed of 400Mbps (USB provides 12Mbps, USB 2.0
provides 480 Mbps
Can be used with many devices, but the main focus is on
multimedia devices, especially with digital video application
Connects multiple devices using Daisy Chain, which means
many devices can be connected in sequence and there is no need
for a hub
Devices have one or more FireWire port, so they can also act as
regenerators/repeaters
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I nterface Standard
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FireWire
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I nterface Standard
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FireWire
Uses 6 wires (2 twisted pairs TPA & TPB + 2 wires for power
source)
Uses Data Strobe Encoding
TPA uses some form of NRZ, where 1 is high, 0 is low
This is however error-prone due to mis-synchronization with the sender
clock
The sender sends a strobe signal over TPB, which stays constant
whenever the data change from 1 to 0 and vise versa
The receiver gets both TPA & TPB signals and by XORing them, it can
create the exact sender clock
This is a bit like Manchester Encoding, with one great difference; the
baud rate is the same as the bit rate, so there is no double BW utilization
The only cost here is one additional twisted pair
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I nterface Standard
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FireWire
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I nterface Standard
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I nterface Standard
Multiple FireWire Buses
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Asynchronous Communication:
Involves exchange & acknowledgment
Send a packet Wait for a ACK or NACK
Isochronous Transfer:
With this mode, FireWire guarantee that data is sent at a
steady rate; there is no waiting for ACKs or resending of
packets
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I nterface Standard
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FireWire Arbitration
Since there is no master host, what happens if two devices
attempt to send at the same time
Devices are configured in a tree hierarchy, with one device at the
root; each device selects an ID based on its location in the tree
The root device acts an arbiter; when devices under it wish to
transfer, the root decides which one gets the bus based on some
form of priority
This process is only part of the arbitration, and it works with
some arbitration methods:
Fairness Arbitration, and
Urgent Arbitration
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I nterface Standard
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FireWire Arbitration
Fairness arbitration: Fairness interval allows all competing
devices to access the bus once. No device monopolizes the bus;
the fairness interval starts again after all devices that wish to
send use the bus once
Urgent arbitration allows the devices to be prioritized within a
fairness interval (asynchronous packets interval)
Root device has the highest priority among all in the group
To guarantee Isochronous transmission, the root device acts as a
Cycle master. Each cycle starts with a cycle-start-packet, which
marks the start of an Isochronous cycle
Starting the Isochronous cycle regularly guarantees Isochronous
transmission
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I nterface Standard
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FireWire Arbitration
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M ultiplexing
It is possible to connect each device of a network
directly to that network, however each of these
connection carries its cost
Alternatively, multiplexing can be used
A multiplexer, or mux, routes transmission from
multiple sources to a single destination
Multiplexer
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M ultiplexing
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M ultiplexing
Frequency-Division Multiplexing
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M ultiplexing
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M ultiplexing
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M ultiplexing
Wave-Division Multiplexing
Similar to FDM, but based on
optics Potential bit rate is 1000
Gbps (Tera bps)
Light consists of several
wavelengths (refer to spectrum of
frequencies)
Prism spreads the light into
different colors (to different
wavelengths)
Each source can operate at a
specific wavelength
All signals are combined
before transmission, and
separated at the receiver
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D igital Carriers
T1
A standard used for long-distance communication
Uses TDM to combine many voice channels into one DS1 frame
T1 refers to the circuit, DS1 refers to the signal
DS1 frame has 24 channels of 8 bits each, and one framing bit
for synchronization
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D igital Carriers
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T1
8-bit voice samples are taken from each of the 24 channels at a
rate of 8000 samples per second
Each sample occupies one slot in the DS1 frame
The receiving mux extract the bits from each slot and route them
to the appropriate destination (the voice is heard at the other
side)
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T1
D igital Carriers
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T1 rate:
8-bit sample * 8000 samples/second 64 Kbps
To support this rate, T1 must transmit a DS1 frame each 1/8000 seconds
must transmit 8000 * 193 bits each second
Date rate of 1.544 Mbps
This rate is considered slow compared to optical fiber capabilities
That is the reason there are other carriers with more channels and faster bit
rate
T1 is not only used for voice communication; other companies lease phone
lines to transfer digital information between computers
Carrier
No. of Channels
T1
DS1
24
1.544
T2
DS2
96
6.312
T3
DS3
672
44.736
T4
DS4
4,032
274.176
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C ontention Protocols
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C ontention Protocols
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Aloha Protocols
Earliest contention protocol in 1970s by Univ. of Hawaii, called
Pure ALOHA
Several stations to central station (Menehune) by radio
communication
f for broadcast, f (different frequency than f ) for ACK
1
2
1
Any station can transmit; if collision then wait random time
Figure 4.41
Aloha System
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C ontention Protocols
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C ontention Protocols
Slotted Aloha Protocols
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Figure 4.43 Success Rate for Pure Aloha & Slotted Aloha
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C ontention Protocols
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Sense the medium at the beginning of a slot, send if the medium is free, else wait for next slot
p-persistent CSMA:
Nonpersistent CSMA: check periodically, if free send else wait for one time slot and
check again
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C ontention Protocols
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C ontention Protocols
Collision Detection (CD)
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Frame Size:
The frame has to be of a minimum size so the device can
detect collision before it finishes
If too large, a device can monopolize the medium
So, how small should a frame be?
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C ontention Protocols
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Example: Assume:
10 Mbps bit rate,
Largest distance between two devices is 2 KM
Signal propagate at a rate of 200 meter/sec
To propagate 2 KM it takes 10 sec
To propagate 4 KM (worst case, go & come back), we need 20 sec
Rate of 10 Mbps is the same as 10 bits each sec
In 20 sec we have 200 bits or 200/8 = 25 bytes
This is the minimum size a frame can be so CD can be made
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C ontention Protocols
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C ontention Protocols
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Token Passing
Instead of sending whenever it wishes, a device will take turns in
sending with the other ones
Capture token to send data frame
If data then remove token and transmit data frame; else pass
token to neighbor
Only sender can put the token back on ring after receiving it
back
One frame per token
Advantage: contention is much controlled than the previous
protocols
Disadvantages:
All devices must be known
Complexity (what happen if the token is lost or if the device that has
control over it fails)
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C ontention Protocols
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Token Passing
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