363 research outputs found

    On-board B-ISDN fast packet switching architectures. Phase 2: Development. Proof-of-concept architecture definition report

    Get PDF
    For the next-generation packet switched communications satellite system with onboard processing and spot-beam operation, a reliable onboard fast packet switch is essential to route packets from different uplink beams to different downlink beams. The rapid emergence of point-to-point services such as video distribution, and the large demand for video conference, distributed data processing, and network management makes the multicast function essential to a fast packet switch (FPS). The satellite's inherent broadcast features gives the satellite network an advantage over the terrestrial network in providing multicast services. This report evaluates alternate multicast FPS architectures for onboard baseband switching applications and selects a candidate for subsequent breadboard development. Architecture evaluation and selection will be based on the study performed in phase 1, 'Onboard B-ISDN Fast Packet Switching Architectures', and other switch architectures which have become commercially available as large scale integration (LSI) devices

    Multicast scheduling in feedback-based two-stage switch

    Get PDF
    Proceedings of the IEEE Workshop on High Performance Switching and Routing, 2009, p. 28-33Scalability is of paramount importance in high-speed switch design. Two limiting factors are the complexity of switch fabric and the need for a sophisticated central scheduler. In this paper, we focus on designing a scalable multicast switch. Given the fact that the majority traffic on the Internet is unicast, a cost-effective solution is to adopt a unicast switch fabric for handling both unicast and multicast traffic. Unlike existing approaches, we choose to base our multicast switch design on the load-balanced two-stage switch architecture because it does not require a central scheduler, and its unicast switch fabric only needs to realize N switch configurations. Specifically, we adopt the feedback-based two-stage switch architecture [10], because it elegantly solves the notorious packet mis-sequencing problem, and yet renders an excellent throughput-delay performance. By slightly modifying the operation of the original feedback-based two-stage switch, a simple distributed multicast scheduling algorithm is proposed. Simulation results show that with packet duplication at both input ports and middle-stage ports, the proposed multicast scheduling algorithm significantly cuts down the average packet delay and delay variation among different copies of the same multicast packet. Keywords-Feedback-based two-stage switch, scalable multicast switch, load-balanced switch. © 2009 IEEE.published_or_final_versio

    A Switch Architecture for Real-Time Multimedia Communications

    Get PDF
    In this paper we present a switch that can be used to transfer multimedia type of trafJic. The switch provides a guaranteed throughput and a bounded latency. We focus on the design of a prototype Switching Element using the new technology opportunities being offered today. The architecture meets the multimedia requirements but still has a low complexity and needs a minimum amount of hardware. A main item of this paper will be the background of the architectural design decisions made. These include the interconnection topology, buffer organization, routing and scheduling. The implementation of the switching fabric with FPGAs, allows us to experiment with switching mode, routing strategy and scheduling policy in a multimedia environment. The witching elements are interconnected in a Kautz topology. Kautz graphs have interesting properties such as: a small diametec the degree is independent of the network size, the network is fault-tolerant and has a simple routing algorithm

    Network Coding in a Multicast Switch

    Full text link
    We consider the problem of serving multicast flows in a crossbar switch. We show that linear network coding across packets of a flow can sustain traffic patterns that cannot be served if network coding were not allowed. Thus, network coding leads to a larger rate region in a multicast crossbar switch. We demonstrate a traffic pattern which requires a switch speedup if coding is not allowed, whereas, with coding the speedup requirement is eliminated completely. In addition to throughput benefits, coding simplifies the characterization of the rate region. We give a graph-theoretic characterization of the rate region with fanout splitting and intra-flow coding, in terms of the stable set polytope of the 'enhanced conflict graph' of the traffic pattern. Such a formulation is not known in the case of fanout splitting without coding. We show that computing the offline schedule (i.e. using prior knowledge of the flow arrival rates) can be reduced to certain graph coloring problems. Finally, we propose online algorithms (i.e. using only the current queue occupancy information) for multicast scheduling based on our graph-theoretic formulation. In particular, we show that a maximum weighted stable set algorithm stabilizes the queues for all rates within the rate region.Comment: 9 pages, submitted to IEEE INFOCOM 200
    • 

    corecore