are most network interface cards (NICs). In full
duplex mode, there is no contention for the media. Thus, a
collision domain no longer exists. Theoretically, the bandwidth
is doubled when using full duplex. In addition to faster
microprocessors and memory, two other technological advances
made switches possible. Content-addressable memory (CAM) is
memory that essentially works backwards compared to
conventional memory. Entering data into the memory will return
the associated address. Using CAM allows a switch to directly
find the port that is associated with a MAC address without
using search algorithms. An application-specific integrated
circuit (ASIC) is a device consisting of undedicated logic
gates that can be programmed to perform functions at logic
speeds. Operations that might have been done in software can
now be done in hardware using an ASIC. The use of these
technologies greatly reduced the delays caused by software
processing and enabled a switch to keep pace with the data
demands of many microsegments and high bit rates. Web
Links Switch Operation http://msridhar.freeshell.org/switching.htm
Content 8.1 Ethernet Switching
8.1.4 Latency Latency is the delay between the time
a frame first starts to leave the source device and the time
the first part of the frame reaches its destination. A wide
variety of conditions can cause delays as a frame travels from
source to destination: - Media delays caused by the
finite speed that signals can travel through the physical
media.
- Circuit delays caused by the electronics that
process the signal along the path.
- Software delays
caused by the decisions that software must make to implement
switching and protocols.
- Delays caused by the content
of the frame and where in the frame switching decisions can be
made. For example, a device cannot route a frame to a
destination until the destination MAC address has been read.
Web Links Latency
http://whatis.techtarget.com/definition/
0,,sid9_gci212456,00.html
Content 8.1 Ethernet
Switching 8.1.5 Switch modes How a frame is
switched to the destination port is a trade off between latency
and reliability. A switch can start to transfer the frame as
soon as the destination MAC address is received. Switching at
this point is called cut-through switching and results in the
lowest latency through the switch. However, no error checking
is available. At the other extreme, the switch can receive the
entire frame before sending it out the destination port. This
gives the switch software an opportunity to verify the Frame
Check Sum (FCS) to ensure that the frame was reliably received
before sending it to the destination. If the frame is found to
be invalid, it is discarded at this switch rather than at the
ultimate destination. Since the entire frame is stored before
being forwarded, this mode is called store-and-forward. A
compromise between the cut-through and store-and-forward modes
is the fragment-free mode. Fragment-free reads the first 64
bytes, which includes the frame header, and switching begins
before the entire data field and checksum are read. This mode
verifies the reliability of the addressing and Logical Link
Control (LLC) protocol information to ensure the destination
and handling of the data will be correct. When using
cut-through methods of switching, both the source port and
destination port must be operating at the same bit rate in
order to keep the frame intact. This is called synchronous
switching. If the bit rates are not the same, the frame must be
stored at one bit rate before it is sent out at the other bit
rate. This is known as asynchronous switching.
Store-and-forward mode must be used for asynchronous switching.
Asymmetric switching provides switched connections between
ports of unlike bandwidths, such as a combination of 100 Mbps
and 1000 Mbps. Asymmetric switching is optimized for
client/server traffic flows in which multiple clients
simultaneously communicate with a server, requiring more
bandwidth dedicated to the server port to prevent a bottleneck
at that port. Interactive Media Activity Drag and Drop:
Switch Modes After completing this activity, the student will
be able to identify the three types of switch modes. Web
Links LAN Switching http://www.cisco.com/univercd/cc/td/doc/ cisintwk/ito_
doc/lanswtch.ht
Content 8.1 Ethernet
Switching 8.1.6 Spanning-Tree Protocol
When multiple switches are arranged in a simple hierarchical
tree, switching loops are unlikely to occur. However, switched
networks are often designed with redundant paths to provide for
reliability and fault tolerance. While redundant paths are
desirable, they can have undesirable side effects. Switching
loops are one such side effect. Switching loops can occur by
design or by accident, and they can lead to broadcast storms
that will rapidly overwhelm a network. To counteract the
possibility of loops, switches are provided with a
standards-based protocol called the Spanning-Tree Protocol
(STP). Each switch in a LAN using STP sends special messages
called Bridge Protocol Data Units (BPDUs) out all its ports to
let other switches know of its existence and to elect a root
bridge for the network. The switches then use the Spanning-Tree
Algorithm (STA) to resolve and shut down the redundant paths.
Each port on a switch using Spanning-Tree Protocol exists in
one of the following five states: - Blocking
- Listening
- Learning
- Forwarding
- Disabled
A port moves through these five states
as follows: - From initialization to blocking
- From blocking to listening or to disabled
- From
listening to learning or to disabled
- From learning to
forwarding or to disabled
- From forwarding to disabled
The result of resolving and eliminating loops using
STP is to create a logical hierarchical tree with no loops.
However, the alternate paths are still available should they be
needed. Interactive Media Activity Crossword Puzzle:
Spanning Tree States After completing this activity, the
student will be able to identify the function of spanning tree
states. Web Links Understanding Spanning-Tree Protocol
http://www.cisco.com/univercd/cc/td/doc/
product/rtrmgmt/sw_ntman/cwsimain/
cwsi2/cwsiug2/vlan2/stpapp.htm
Content 8.2
Collision Domains and Broadcast Domains 8.2.1
Shared media environments Understanding collision domains
requires understanding what collisions are and how they are
caused. To help explain collisions, Layer 1 media and
topologies are reviewed here. Some networks are directly
connected and all hosts share Layer 1. Examples are listed in
the following: - Shared media environment –
Occurs when multiple hosts have access to the same medium. For
example, if several PCs are attached to the same physical wire,