5 research outputs found
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Performance analysis of a broadcast star local area network with collision avoidance. Part 1, Infinite station population model
Packet collisions and their resolution create a performance bottleneck in random access LANs. As a solution to this problem, a broadcast star network with collision avoidance has been proposed and studied in [3 - 17]. In a broadcast star network, collisions of simultaneously transmitted packets are avoided by means of hardware called a collision avoidance switch. While the channel is being used by one station, the collision avoidance switch blocks other stations from using it. This network implements random access protocols without the penalty of collisions among packets and combines the benefits of random access (low delay when traffic is light; simple, distributed, and therefore robust protocols) with excellent network utilization.In this paper, we analyze the performance of a broadcast star network, assuming synchronous operation of a network. In synchronous operation, the channel time is slotted, and stations transmit only at the beginning of a slot. The number of stations on a network is assumed to be infinite, and packets arrive at stations according to a Poisson process. An exact analysis is developed, and the distribution for the transmission delays is obtained. It is also shown through simulations that a broadcast star operating under synchronous mode yields better performance than that operating under asynchronous mode, where transmissions of packets are not confined to the beginning of slots, and stations start transmission any time
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Design implementation and measurement of a collision avoidance multiple broadcast tree network
Packet collisions and their resolution create a performance bottleneck in random access LANs. Collision avoidance switches are a hardware solution to this problem [1, 2]. Collision avoidance switches allow the implementation of random access protocols without the penalty of collisions among packets.In this paper, we describe a design and implementation of a local area network architecture based on collision avoidance, called the Collision Avoidance Multiple Broadcast (CAMB) tree network. Our implementation follows the protocol layering architecture of the IEEE 802 local area networks, and includes CAMB tree switches, station/network interface boards, and support of transport protocols. We also present the performance measurements of our experimental CAMB tree network
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Collision Avoidance Tree networks
The Collision Avoidance Tree is a new local area network based on a hardware device called collision avoidance switch, which arbitrates random access to a shared communications channel. Collision Avoidance Tree combines the benefits of random access (low delay when traffic is light; simple, distributed, and therefore robust, protocols) with concurrency of transmission, excellent network utilization and suitability for the domain of high-speed, optical networking.The Collision Avoidance Tree is classified in two classes: the Collision Avoidance Single Broadcast (CASB) Tree and the Collision Avoidance Multiple Broadcast (CAMB) Tree. The CASB Tree allows only a single transmission on the network at a given time, while the CAMB Tree is more general and allows concurrent transmissions on the network.This paper describes network architectures (e.g., station and switch protocols) and designs and implementations of the CASB and CAMB Trees. Performance results derived from analyses, simulations, measurements of experimental networks are also presented
Performance Improvements for FDDI and CSMA/CD Protocols
The High-Performance Computing Initiative from the White House Office of Science and Technology Policy has defined 20 major challenges in science and engineering which are dependent on the solutions to a number of high-performance computing problems. One of the major areas of focus of this initiative is the development of gigabit rate networks to be used in environments such as the space station or a National Research and Educational Network (NREN).
The strategy here is to use existing network designs as building blocks for achieving higher rates, with the ultimate goal being a gigabit rate network. Two strategies which contribute to achieving this goal are examined in detail.1
FDDI2 is a token ring network based on fiber optics capable of a 100 Mbps rate. Both media access (MAC) and physical layer modifications are considered. A method is presented which allows one to determine maximum utilization based on the token-holding timer settings. Simulation results show that employing the second counter-rotating ring in combination with destination removal has a multiplicative effect greater than the effect which either of the factors have individually on performance. Two 100 Mbps rings can handle loads in the range of 400 to 500 Mbps for traffic with a uniform distribution and fixed packet size. Performance is dependent on the number of nodes, improving as the number increases. A wide range of environments are examined to illustrate robustness, and a method of implementation is discussed