Data Link Layer
Data link Layer Design Issues
Services interface to the network layer.
Framing
Dealing with transmission errors.(Error Control)
Regulating the flow of data so that slow receivers
are not swamped by fast senders.(Flow Control)
Functions of the Data Link Layer
Relationship between packets and
frames.
Services to Network Layer
Transferring data between network
layers of machines
Types of Services
1. Unacknowledged Connectionless Service.
2. Acknowledged connectionless Service.
3. Acknowledged connection-oriented Service.
Services
Unacknowledged connectionless service
Real-time traffic, e.g., speech, video
Most LANs, such as Ethernet
Acknowledged connectionless service
Useful over unreliable channels
Each frame sent individually acknowledged
e.g., wireless systems, e.g. 802.11 (WiFi)
Services
Acknowledged connection-oriented
service
Guarantees
Each frame sent is received without error
All frames sent are received in right order
Three phases:
Connection establishment
Variables and counters initialization
Frame transmission
Connection release
Variables, buffers, resources freed up
Framing
Fact
Raw bit stream delivered by physical layer is
not error free
Data link layer detects/corrects errors
Framing
Computing checksum
Handling error if any
Framing
Approaches
1) Character Count.
2) Flag bytes with byte stuffing.
3) Starting and ending flags, with bit stuffing.
Character Count
A field in header specifies number of characters in a
frame.
Problem?
Example
The following character encoding is used in a data link protocol:
A: 01000111;
B: 11100011;
FLAG: 01111110;
ESC: 11100000
Show the bit sequence transmitted (in binary) for the four-character
frame: A B ESC FLAG
When Character count framing method is used:
Answer
00000101 01000111 11100011 11100000 01111110
Flag Bytes with Byte Stuffing
A frame delimited by flag bytes
Four examples of byte sequences before and after stuffing
Byte Stuffing / Character Stuffing
A serious problem may easily happen that the flag byte's bit
pattern occurs in the data.
One way to solve this problem is to have the sender's data
link layer insert a special escape byte (ESC) just before each
''accidental'' flag byte in the data.
The data link layer on the receiving end removes the escape
byte before the data are given to the network layer.
This technique is called byte stuffing or character stuffing.
Thus, a framing flag byte can be distinguished from one in
the data by the absence or presence of an escape byte
before it.
Example
The following character encoding is used in a data link protocol:
A: 01000111;
B: 11100011;
FLAG: 01111110;
ESC: 11100000
Show the bit sequence transmitted (in binary) for the four-character frame: A
B ESC FLAG
When Flag bytes with byte stuffing framing method is used:
Answer
01111110 01000111 11100011 11100000 11100000
11100000 01111110 01111110
Flag Bits with Bit Stuffing
Each frame begins and ends with special bit pattern (flag
byte): 01111110
Problem: 6 consecutive 1s in data
Solution: Bit Stuffing: inserting a 0 after 5 consecutive 1s
Original Data
After
Stuffing
After received
and destuffed
Example
The following character encoding is used in a data link protocol:
A: 01000111;
B: 11100011;
FLAG: 01111110;
ESC: 11100000
Show the bit sequence transmitted (in binary) for the four-character
frame: A B ESC FLAG
When Starting and ending flag bytes, with bit stuffing framing method is
used:
Answer
01111110 01000111 11010001 11110000 0 011111010
0111110
Exercises
The following character encoding is used in a data link protocol:
A: 11010101; B: 10101001; FLAG: 01111110; ESC: 10100011
Show the bit sequence transmitted (in binary) for the five-character
frame: A ESC B ESC FLAG
when each of the following framing methods are used:
(a) Flag bytes with byte stuffing.
(b) Starting and ending flag bytes, with bit stuffing.
ANSWER:
a) 01111110 11010101 10100011 10100011 10101001
10100011 10100011 10100011 01111110 01111110
b) 01111110 11010101 10100011 10101001 10100011
011111010 0111110
Exercises
1.Given the output after byte-stuffing:
FLAG A B ESC ESC C ESC ESC ESC FLAG ESC FLAG D F FLAG.
What is the original data?
ANSWER:
A B ESC C ESC FLAG FLAG D F
2. Given the output after byte-stuffing:
FLAG A B ESC ESC C ESC ESC ESC FLAG ESC FLAG D FLAG.
What is the original data?
ANSWER:
A B ESC C ESC FLAG FLAG D
3. A bit string, 0111101111101111110, needs to be transmitted at
the data link layer. What is the string actually transmitted after
bit stuffing?
ANSWER:
The output is 011110111110011111010
Error Control
Using acknowledgement
Positive- If the sender receives a positive acknowledgement about a
frame, it knows the frame has arrived safely.
Negative-On the other hand, a negative acknowledgement means that
something has gone wrong, and the frame must be transmitted again.
Problem: In some cases, sender waits for acknowledgement
forever if a frame is lost for ever.
Solution: Timer
Problem: Duplicate transmission (receiver will accept the
same frame two or more times)
Solution: Sequence number
Positive Acknowledgement
Sender sends a message, waits for
acknowledgement from receiver, and
then sends next message
Reliability and Acknowledgement
Case 1: no error Case 2: data lost
Sender Receiver Sender Receiver
Time Data Time Data
X
Timeout
Ack.
Data
Ack.
Timeout and retransmission
Reliability and Acknowledgement
Case 3: data error Case 4: ack. lost
Sender Receiver Sender Receiver
Time Data Time Data
Timeout Error Timeout
X
Data Data
Ack. Ack.
Timeout and retransmission New problem? Duplicate
Solution: Sequence number
Flow Control
Needed
Problem
When frames are transmitted faster than
receiver can accept, frames will be lost
Solution
Flow control by feedback mechanism
The protocol contains well-defined rules
about when a sender may transmit the
next frame
Introduction
Transmission impairments (errors)
Attenuation
Loss of energy as signal propagates
Delay Distortion
Components travel at different speeds
Noise
Unwanted energy from other sources
Attenuation, distortion, and noise
Attenuation
Delay
Distortion
Noise
©The McGraw-Hill Companies, Inc., 2004
Types of Errors
Single-bit error
Burst error
Error Correcting/Detecting Codes
Error correction
Referred to as forward error correction
Detect and correct error
Error detection
Detect error and request retransmission
Redundancy added to message
Codeword (n bits)
message + redundancy
(m bits) (r bits)
n = m + r
Code rate = m / n
Error Correcting/Detecting Codes
Where are error correction/detection
used?
Correcting: physical layer and higher layers
Detecting: data link, network, and
transport
Error correcting or error detecting?
Circumstances, application, etc.
Error-Correcting Codes
Hamming codes (our focus)
Binary convolution codes
GSM mobile phone system, satellite
communication, 802.11
Reed-Solomon codes
DSL, data over cable, satellite communications
CDs, DVDs, Blue-ray disks
Low-density parity check codes
Digital video broadcasting, 10 Gbps Ethernet,
power-line networks, 802.11
Hamming Distance
The number of bit positions in which
two codewords differ is called the
Hamming distance .
Its significance is that if two codewords
are a Hamming distance ‘d’ apart, it will
require ‘d’ single-bit errors to convert
one into the other
Error Correction
Hamming Code
Linear systematic block code
For m-bit message we need r-bit redundancy, where
(m +r + 1) 2r Why?
Redundancy bits are placed in position of 2’s power
Example: If m = 7, then r = 4
Hamming Code Example
7-bit data word "0110101“(d -data bits, p -parity bits)
Combination
p1 : bits 1, 3, 5, 7, 9, 11..
p2 : bits 2,3,6,7,10,11..
p4 : bits 4,5,6,7..
p8 : bits 8,9,10,11..
Hamming Code Example (Cont.)
•Assume the final bit gets corrupted and turned from 1 to 0
•Flag each parity bit as 1 when the even parity check fails
Hamming Code Example
How to construct codeword
message: m = 7 bits
1. find r using the formula r = 4
2. place data bits in codeword
3. calculate P bits: even parity
Sum should be even
P1+1+0+0+0+1 P1 = 0
P2+1+0+0+0+1 P2 = 0
P4+0+0+0 P4 = 0
P8+0+0+1 P8 = 1
Hamming Code Example (Cont’d)
How to correct error and retrieve message
1. compute syndrome similar to codeword
construction error position
2. flip the bit in the error position
3. remove P bits from codeword
Example of an (11, 7) Hamming code correcting a single-bit error
Use of a Hamming code to correct burst errors.
Error-Detecting Codes
Parity
Checksums
Internet
Cyclic Redundancy Checks (CRCs)
They are all linear systematic block
code
Error-Detecting Codes
Parity bit
Added to data so that number of 1 bits in
codeword is
Even (even parity)
Odd (odd parity)
E.g., ASCII of ‘H’ is 1011010, its codeword
is
10110100
________ if even parity is used
10110101
________ if odd parity is used
Use Parity to Detect Burst Errors
Organize a block into (k x n) matrix
One parity for each column
one row of parities at the bottom
Transmit one row at a time
Can detect burst errors of length n
Example
Interleaving of parity bits to detect a
burst error
Error-Detecting Code - CRC
Bit stream is treated as polynomial w/ coefficients
0 and 1
Example:
data: 10100111
polynomial:
degree7 = 7 5
x x x x 1
2
Modulo 2 arithmetic is used
Example: 10011011 11110000
+11001010 -10100110
01010001 01010110
XOR
CRC generator and checker
Error-Detecting Code - CRC
Use generator polynomial G(x) to calculate
checksum R(x)
Frame: P(x) generator: G(x)
degree of G(x) = d
P(x) x d R(x)
Q(x)
G(x) G(x)
Transmitted: checksummed frame P(x)·xd + R(x)
It’s guaranteed that P(x)·xd + R(x) is divisible by
G(x)!!
Error-Detecting Code - CRC
Receiver
Divides checksummed frame by G(x)
If remainder is zero
No error, CRC is removed
Otherwise
Error, the frame is discarded
CRC -
Example
Generator:
x4 x 1
0 0
Received 0 0 0 1 0
Error during transmission
0
0 1
CRC -
Example
Generator:
x4 x 1 0
0
0 0 0
1 0
0 01 0 ≠0
Frame discarded
CRC – Example 1
G(x) = x3 x2 1 = 1101 Generator
P(x) = x7 x4 x3 x = 10011010 Message
1101 10011010000 Message plus k
1101 zeros
k + 1 bit check 1001
sequence c, 1101
equivalent to a 1000
degree-k 1101 Result:
polynomial 1011
1101 Transmit message
1100
1101
followed by
1000 remainder:
Remainder 1101
m mod c 101 10011010101
Example 1 CRC Checking (No Errors)
G(x) = x3 x2 1 = 1101 Generator
P(x) = x10 x7 x6 x4 x2 1 = 10011010101 Received Message
1101 10011010101 Received
1101 message, no
k + 1 bit check 1001 errors
sequence c, 1101
equivalent to a 1000
degree-k 1101 Result:
polynomial 1011
1101 CRC test is passed
1100
1101
1101
Remainder 1101
m mod c 0
Example 1:CRC Checking (With Errors)
G(x) = x3 x2 1 = 1101 Generator
P(x) = x10 x7 x5 x4 x2 1 = 10010110101 Received Message
1101 10010110101 Received
1101 message
k + 1 bit check 1000 Two bit errors
sequence c, 1101
equivalent to a 1011
degree-k 1101 Result:
polynomial 1101
1101 CRC test failed
0101
Remainder
m mod c
Example 2 Calculating CRC
Example 2 :Checking CRC
Exercise
For G=110011 and P=11100011, find the CRC
or
For P(x)=x7+x6+x5+x+1, G(x)=x5+x4+x+1 calculate CRC.
CRC Properties
Single error detection
Double error detection w/ carefully
chosen G(x)
Odd number error detection if (x + 1) is
a factor of G(x)
Detect burst error length r for r check
bits
Can be implemented in hardware using
simple shift register circuit
Standard CRC Examples
• CRC-8 (for ATM header):
x8 + x 2 + x + 1
• CRC-32 (for LANs):
x32 + x26 + x23 + x22 + x16 + x12 + x11 +
x10 + x8 + x7 + x5 + x4 + x2 + x + 1
• CRC-16-(for Bluetooth, etc.):
x16 + x12 + x5 + 1
Elementary Data Link Protocols
Key Assumptions
Network, data link, and physical layers are
independent processes communicating by
sending messages
Machine A wants to send a long stream of
data to machine B over a reliable,
connection-oriented service
Implementation of Physical, Data
Link, and Network Layers
Data Structures and Primitives
Data Structures and Primitives
Data Structures and Primitives
Unrestricted Simplex Protocol
Utopia protocol
Assumptions
Unidirectional data transmission
Transmitting/receiving network layers are
always ready
Processing time is ignored
Infinite buffer space
No errors
Unrestricted Simplex Protocol - Sender
Unrestricted Simplex Protocol - Receiver
Simplex Stop-and-Wait Protocol
Assumptions
Unidirectional data transmission
Transmitting/receiving network layers are always
ready
Finite processing speed
Finite buffer capacity
No errors
Problem: Sender sends too fast
Stop-and-wait
Senders sends one frame and then waits for an
acknowledgement before processing
Simplex Stop-and-Wait Protocol - Sender
Simplex Stop-and-Wait Protocol - Receiver
Protocol for noisy channel
Simplex PAR Protocol
For noisy channel
Positive acknowledgement with
retransmission (PAR)
Sender waits for a positive
acknowledgement before advancing to
the next data item
Also Known as ARQ (Automatic Repeat
reQuest)
PAR Protocol
Assumptions
Unidirectional data transmission
Transmitting/receiving network layers are
always ready
Finite processing speed
Finite buffer capacity
Errors, can be detected
Timer + sequence number
Size (i.e., # bits) of sequence number?
PAR Protocol – Sender
PAR Protocol – Sender (Cont’d)
PAR Protocol – Receiver
Sliding window protocols
Data Frame transmission
Unidirectional assumption in previous
elementary protocols
Not general
Full-duplex - approach 1
Two separate communication channels
Forward channel for data
Reverse channel for acknowledgement
Problems: 1. reverse channel bandwidth wasted
2. cost
Sliding Window Protocols
Full-duplex - approach 2
Same circuit for both directions
Data and acknowledgement are intermixed
How do we tell acknowledgement from data?
"kind" field telling data or acknowledgement
Approach 3
Attaching acknowledgement to outgoing data
frames
Piggybacking
Piggybacking
Temporarily delaying transmission of outgoing
acknowledgement so that they can be hooked
onto the next outgoing data frame
Advantage: higher channel bandwidth
utilization
Complication:
How long to wait for a packet to piggyback?
If longer than sender timeout period then
sender retransmit
Purpose of acknowledgement is lost
Piggybacking
Solution for timing complexion
If a new packet arrives quickly
Piggybacking
If no new packet arrives after a receiver ack
timeout
Sending a separate acknowledgement
frame
Sliding Window Protocol
We are going to study three
bidirectional sliding window protocols
(max sending window size, receiving
window size)
One-bit sliding window protocol (1, 1)
Go back N (>1, 1)
Selective repeat (>1, >1)
Differ in efficiency, complexity, and
buffer requirements
Sliding Window Protocol
Each outbound frame contains an n-bit
sequence number
Range: 0 - MAX_SEQ (MAX_SEQ = 2n - 1)
At any instance of time
Sender maintains a set of sequence
numbers of frames permitted to send
These frames fall within sending window
Receiver maintains a set of sequence
numbers of frames permitted to accept
These frames fall within receiving window
Sliding Window Protocol
Lower limit, upper limit, and size of two
windows need not be the same
Fixed or variable size
Requirements
Packets delivered to the receiver's network
layer must be in the same order that they
were passed to the data link layer on the
sending machine
Frames must be delivered by the physical
communication channel in the order in
which they were sent
Sending Window
Contains frames can be sent or have
been sent but not yet acknowledged –
outstanding frames
When a packet arrives from network
layer
Next highest sequence number assigned
Upper edge of window advanced by 1
When an acknowledgement arrives
Lower edge of window advanced by 1
Sending Window
If the maximum window size is n, n
buffers is needed to hold
unacknowledged frames
Window full (maximum window size
reached)
shut off network layer
Receiving Window
Contains frames may be accepted
Frame outside the window discarded
When a frame's sequence number
equals to lower edge
Passed to the network layer
Acknowledgement generated
Window rotated by 1
Receiving Window
Contains frames may be accepted
Always remains at initial size (different from
sending window)
Size
=1 means frames only accepted in order
>1 not so
Again, the order of packets fed to the
receiver’s network layer must be the same
as the order packets sent by the sender’s
network layer
Actually, 1-bit
sequence
number is
enough for
this example.
The purpose
of using 3-bit
is to
demonstrate
the idea of
sliding
A sliding window of size 1, with a 3-bit sequence number. window.
(a) Initially.
In many textbooks, an
(b) After the first frame has been sent. array of boxes are used to
(c) After the first frame has been received. represent the window.
(d) After the first acknowledgement has been received.
One Bit Sliding Window Protocol
Sending window size = receiving
window size = 1
Stop-and-wait
Acknowledgement =
Sequence number of last frame
received w/o error*
Problem of sender and receiver send
simultaneously
*: some protocols define the acknowledgement to be the
sequence number expected to receive
Case 1: normal case Case 2: simultaneous start
(a) Case 1: Normal case. (b) Case 2: Abnormal case.
The notation is (seq, ack, packet number). An asterisk indicates
where a network layer accepts a packet.
Problem with stop and wait protocols
Example:
50 Kbps bandwidth (satellite channel), 1000 bit frames, 500 msec round-
trip propagation delay
Receiver
Sender
first packet bit transmitted, t = 0
last packet bit transmitted, t = 20
500/2=250
1000 bits/50,000 bps=20 msec first packet bit arrives: 500/2=250
500
500/2=250
ACK arrives: 500+20=520
Line utilization = 20/520=3.85% !! sender is blocked 96.15% of time !
Pipelining
Solution for poor channel utilization:
Use larger frames, but the maximum size is limited by
the bit error rate of the channel. The larger the
frame, the higher the probability that it will become
damaged during transmission.
Allowing the sender to send more than 1 frame, w
frames send before blocking (Pipelining)
In Pipelining:
Sender does not wait for each frame to be ACK'ed. Rather it
sends many frames with the assumption that they will arrive.
Must still get back ACKs for each frame.
Provides more efficient use of transmit bandwidth, but error
handling is more complex.
Value of w? times equal to round-trip time,
For previous example, W=26 (Because 520/20=26)
Pipelining
In Pipelining:
Sender after sending the wth frame, will get the
ACK of first frame.
If error occurred:
What if 26 frames transmitted, and the second has an
error. Frames 3-26 will be ignored at receiver side?
Sender will have to retransmit. What are the
possibilities?
Two strategies as solutions (depends on receive
Window size)
Go-Back-N
Selective-Repeat
Go-Back-N
Go-Back-N:
Equivalent to receiver's window size = 1.
If receiver sees bad frames or missing
sequence numbers, subsequent frames are
discarded. No ACKs for discarded frames.
Go Back n Protocol
Receiver discards all subsequent frames
following an error one, and send no
acknowledgement for those discarded
Receiving window size = 1 (i.e., frames must
be accepted in the order they were sent)
Sending window might get full
If so, re-transmitting unacknowledged frames
Wasting a lot of bandwidth if error rate is
high
Go Back n Protocol Implementation
Sender has to buffer unacknowledged
frames
Acknowledge n means frames n,n-1,n-2,
... are acknowledged (i.e., received
correctly) and those buffers can be
released
One timer for each outstanding frame in
sending window
Pipelining and error recovery. Effect of an error when (a) receiver's
window size is 1 and (b) receiver's window size is large
Selective-Repeat
Selective-Repeat:
Receiver's window size larger than one.
Store all received frames after the bad one. ACK
only last one received in sequence.
Use NAK (Negative ACK) when an error detected:
checksum error or out of sequence
Select Repeat Protocol
Receiver stores correct frames following the bad
one
Sender retransmits the bad one after noticing
Receiver passes data to network layer and
acknowledge with the highest number
Receiving window > 1 i.e., any frame within the
window may be accepted and buffered until all
the preceding one passed to the network layer
Might need large memory
Negative Acknowledgement (NAK)
SRP is often combined with NAK
When error is suspected by receiver,
receiver request retransmission of a frame
Arrival of a damaged frame
Arrival of a frame other than the expected
Does receiver keep track of NAK?
What if NAK gets lost?
Selective Repeat with NAK
t
los
2,
k
Na
Select Repeat Protocol Implementation
Receiver has a buffer for each sequence
number within receiving window
Each buffer is associated with an
"arrived" bit
Check whether sequence number of an
arriving frame within window or not
If so, accept and store
Maximum window size = ? Can it be
MAX_SEQ ?
Select Repeat Protocol - Window Size
Problem is caused by new and old
windows overlapped
Solution
Window size=(MAX_SEQ+1)/2
E.g., if 4-bit window is used, MAX_SEQ = 15
window size = (15+1)/2 = 8
Number of buffers needed
= window size
Select Repeat Protocol
(a) Initial situation with a window size seven.
(b) After seven frames sent and received, but not acknowledged.
(c) Initial situation with a window size of four.
(d) After four frames sent and received, but not acknowledged.