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Computer Networks
Link Layer - 1
link
Computer Networks
Link Layer - 2
Computer Networks
Link Layer - 3
Error Detection
Errors caused by signal attenuation, noise.
Receiver detects presence of errors:
Signals sender for retransmission or drops frame
Error Correction
Receiver identifies and corrects bit error(s) without
resorting to retransmission
Computer Networks
Link Layer - 4
Adapters Communicating
datagram
sending
node
frame
frame
adapter
adapter
Receiving side
Sending side:
Encapsulates datagram in a
frame
Adds error checking bits, rdt,
flow control, etc.
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rcving
node
Adapter is semi-autonomous
Link & physical layers
Computer Networks
Link Layer - 5
Error Detection
Computer Networks
Link Layer - 6
Parity Checking
Single Bit Parity:
Detect single bit errors
Computer Networks
Link Layer - 7
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Computer Networks
Link Layer - 8
CRC Example
Want:
D.2r XOR R = nG
equivalently:
D.2r = nG XOR R
equivalently:
if we divide D.2r by G,
want remainder R
R = remainder[
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D.2r
G
Transmitted
d+r (9) bits:
101110 | 011
Computer Networks
Link Layer - 9
Sender (hardware)
Adds (stuffs) an additional 0 bit after each 5
consecutive 1s
Receiver (hardware)
Sees 5 1 bits, followed by a 0: destuff the 0 bit
Computer Networks
Link Layer - 10
7
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10
5
Computer Networks
10
Link Layer - 11
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Computer Networks
Link Layer - 12
Bit transparency
Must carry any bit pattern in the data field
May use byte-stuffing instead of bit-stuffing
Computer Networks
Link Layer - 13
PPP non-requirements
No error correction/recovery
No flow control
Out of order delivery OK
No need to support multipoint links (e.g., polling)
Error recovery, flow control, data re-ordering
all relegated to higher layers!
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Computer Networks
Link Layer - 14
Protocol
Upper layer protocol (e.g, PPP-Link Control Protocol
(LCP), IP, IP Control Protocol (IPCP), AppleTalk, etc)
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Computer Networks
Link Layer - 15
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Computer Networks
Link Layer - 16
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Computer Networks
Link Layer - 17
4. Simple
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Computer Networks
Link Layer - 18
2. Random Access
Channel not divided, allow collisions
Recover from collisions
3. Taking turns
Tightly coordinate shared access to avoid collisions
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Computer Networks
Link Layer - 19
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Computer Networks
Link Layer - 20
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frequency bands
FDMA (Frequency
Division Multiple Access)
Computer Networks
Link Layer - 21
Computer Networks
Link Layer - 22
CDMA Encode/Decode
di: ith data bit
cm: mth bit of the
code
Zi,m : mth bit of
the encoded
data bit
Makes no
sense with
one single
sender-receiver
pair
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Computer Networks
Link Layer - 23
Each receiver
can recover its
channel, if the
codes are
chosen
orthogonally
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Computer Networks
Link Layer - 24
Computer Networks
Link Layer - 25
Slotted ALOHA
Assumptions
Operation
Computer Networks
Link Layer - 26
Slotted ALOHA
Slot evenets
Cons
Pros
Single active node can
continuously transmit
at full rate of channel
Highly decentralized:
only slots in nodes
need to be in sync
Simple
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Computer Networks
Link Layer - 27
Computer Networks
At best: channel
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Computer Networks
Link Layer - 29
CSMA
If channel sensed idle:
transmit entire frame
If channel sensed busy:
defer transmission
Computer Networks
Link Layer - 30
Collision detection:
Easy in wired LANs
Compare transmitted and
received signals
Difficult in wireless
LANs
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Computer Networks
Link Layer - 31
High load
Collision overhead
Computer Networks
Link Layer - 32
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Token passing:
Control token passed from one
node to next sequentially
Token owner may send
(for a limited time)
Token message
Concerns:
token overhead
latency
token may get lost: must be
regenerated, but never duplicated
Computer Networks
Link Layer - 33
Taking Turns
polling from a central site
token passing
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Computer Networks
Link Layer - 34