Module
Overview
8.1 Ethernet
Switching
8.1.1 Layer 2
bridging
8.1.2 Layer 2
switching
8.1.3 Switch
operation
8.1.4
Latency
8.1.5 Switch
modes
8.1.6
Spanning-Tree Protocol
8.2 Collision
Domains and Broadcast Domains
8.2.1 Shared
media environments
8.2.2 Collision
domains
8.2.3
Segmentation
8.2.4 Layer 2
broadcasts
8.2.5 Broadcast
domains
8.2.6
Introduction to data flow
8.2.7 What is a
network segment?
Module: Summary
Overview
Shared Ethernet
works extremely well under ideal conditions. If the number of devices that try
to access the network is low, the number of collisions stays well within
acceptable limits. However, when the number of users on the network increases,
the number of collisions can significantly reduce performance. Bridges were
developed to help correct performance problems that arose from increased
collisions. Switches evolved from bridges to become the main technology in
modern Ethernet LANs.
Collisions and broadcasts
are expected events in modern networks. They are engineered into the design of
Ethernet and higher layer technologies. However, when collisions and broadcasts
occur in numbers that are above the optimum, network performance suffers.
Collision domains and broadcast domains should be designed to limit the
negative effects of collisions and broadcasts. This module explores the effects
of collisions and broadcasts on network traffic and then describes how bridges
and routers are used to segment networks for improved performance.
This module
covers some of the objectives for the CCNA 640-801, INTRO 640-821, and ICND
640-811 exams.
Students who
complete this module should be able to perform the following tasks:
- Define bridging and switching
- Define and describe the
content-addressable memory (CAM) table
- Define latency
- Describe store-and-forward and
cut-through packet switching modes
- Explain Spanning-Tree Protocol
(STP)
- Define collisions, broadcasts,
collision domains, and broadcast domains
- Identify the Layers 1, 2, and 3
devices used to create collision domains and broadcast domains
- Discuss data flow and problems
with broadcasts
- Explain network segmentation
and list the devices used to create segments
8.1 Ethernet Switching
8.1.1 Layer 2 bridging
This page will
discuss the operation of Layer 2 bridges.
As more nodes are
added to an Ethernet segment, use of the media increases. Ethernet is a shared
media, which means only one node can transmit data at a time. The addition of
more nodes increases the demands on the available bandwidth and places
additional loads on the media. This also increases the probability of
collisions, which results in more retransmissions. A solution to the problem is
to break the large segment into parts and separate it into isolated collision
domains.
To accomplish
this a bridge keeps a table of MAC addresses and the associated ports. The
bridge then forwards or discards frames based on the table entries. The
following steps illustrate the operation of a bridge:
- The bridge has just been
started so the bridge table is empty. The bridge just waits for traffic on
the segment. When traffic is detected, it is processed by the bridge.
- Host A pings Host B. Since the
data is transmitted on the entire collision domain segment, both the
bridge and Host B process the packet.
- The bridge adds the source
address of the frame to its bridge table. Since the address was in the
source address field and the frame was received on Port 1, the frame must
be associated with Port 1 in the table.
- The destination address of the
frame is checked against the bridge table. Since the address is not in the
table, even though it is on the same collision domain, the frame is
forwarded to the other segment. The address of Host B has not been
recorded yet.
- Host B processes the ping
request and transmits a ping reply back to Host A. The data is transmitted
over the whole collision domain. Both Host A and the bridge receive the
frame and process it.
- The bridge adds the source
address of the frame to its bridge table. Since the source address was not
in the bridge table and was received on Port 1, the source address of the
frame must be associated with Port 1 in the table.
- The destination address of the
frame is checked against the bridge table to see if its entry is there.
Since the address is in the table, the port assignment is checked. The
address of Host A is associated with the port the frame was received on,
so the frame is not forwarded.
- Host A pings Host C. Since the
data is transmitted on the entire collision domain segment, both the
bridge and Host B process the frame. Host B discards the frame since it
was not the intended destination.
- The bridge adds the source
address of the frame to its bridge table. Since the address is already
entered into the bridge table the entry is just renewed.
- The destination address of the
frame is checked against the bridge table. Since the address is not in the
table, the frame is forwarded to the other segment. The address of Host C
has not been recorded yet.
- Host C processes the ping
request and transmits a ping reply back to Host A. The data is transmitted
over the whole collision domain. Both Host D and the bridge receive the
frame and process it. Host D discards the frame since it is not the
intended destination.
- The bridge adds the source
address of the frame to its bridge table. Since the address was in the
source address field and the frame was received on Port 2, the frame must
be associated with Port 2 in the table.
- The destination address of the
frame is checked against the bridge table to see if its entry is present.
The address is in the table but it is associated with Port 1, so the frame
is forwarded to the other segment.
- When Host D transmits data, its
MAC address will also be recorded in the bridge table. This is how the
bridge controls traffic between to collision domains.
These are the steps that a
bridge uses to forward and discard frames that are received on any of its
ports.
The next page
will describe Layer 2 switching.
8.1 Ethernet Switching
8.1.2 Layer 2 switching
This page will
discuss Layer 2 switches.
Generally, a
bridge has only two ports and divides a collision domain into two parts. All
decisions made by a bridge are based on MAC or Layer 2 addresses and do not
affect the logical or Layer 3 addresses. A bridge will divide a collision
domain but has no effect on a logical or broadcast domain. If a network does
not have a device that works with Layer 3 addresses, such as a router, the
entire network will share the same logical broadcast address space. A bridge
will create more collision domains but will not add broadcast domains.
A switch is
essentially a fast, multi-port bridge that can contain dozens of ports. Each
port creates its own collision domain. In a network of 20 nodes, 20 collision
domains exist if each node is plugged into its own switch port. If an uplink
port is included, one switch creates 21 single-node collision domains. A switch
dynamically builds and maintains a content-addressable memory (CAM) table,
which holds all of the necessary MAC information for each port.
The next page
will explain how a switch operates.
8.1 Ethernet Switching
8.1.3 Switch operation
This page
describes the operation of a switch.
A switch is
simply a bridge with many ports. When only one node is connected to a switch
port, the collision domain on the shared media contains only two nodes. The two
nodes in this small segment, or collision domain, consist of the switch port
and the host connected to it. These small physical segments are called
microsegments. Another capability
emerges when only two nodes are connected. In a network that uses twisted-pair
cabling, one pair is used to carry the transmitted signal from one node to the
other node. A separate pair is used for the return or received signal. It is
possible for signals to pass through both pairs simultaneously. The ability to
communicate in both directions at once is known as full duplex. Most switches are capable of supporting full
duplex, as are most NICs. In full duplex mode, there is no contention for the
media. A collision domain no longer exists. In theory, the bandwidth is doubled
when full duplex is used.
In addition to
faster microprocessors and memory, two other technological advances made
switches possible. CAM is memory that works backward compared to conventional
memory. When data is entered into the memory it will return the associated
address. CAM allows a switch to find the port that is associated with a MAC
address without search algorithms. An application-specific integrated circuit
or ASIC comprises an integrated circuit (IC) with functionality customized for
a particular use (equipment or project), rather than serving for
general-purpose use. An ASIC allows some software operations to be done in
hardware. These technologies greatly reduced the delays caused by software
processes and enabled a switch to keep up with the data demands of many
microsegments and high bit rates.
The next page
will define latency.
8.1 Ethernet Switching
8.1.4 Latency
This page will
discuss some situations that cause latency.
Latency is the
delay between the time a frame begins to leave the source device and when the
first part of the frame reaches its destination. A variety of conditions can cause delays:
- Media delays may be caused by
the finite speed that signals can travel through the physical media.
- Circuit delays may be caused by
the electronics that process the signal along the path.
- Software delays may be caused
by the decisions that software must make to implement switching and
protocols.
- Delays may be caused by the
content of the frame and the location of the frame switching decisions.
For example, a device cannot route a frame to a destination until the destination
MAC address has been read.
The next page
will discuss switch modes.
8.1
Ethernet Switching
8.1.5 Switch modes
This page will
introduce the three 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. This is called cut-through packet
switching and results in the lowest latency through the switch. However, no error checking is available. The
switch can also receive the entire frame before it is sent to the destination
port. This gives the switch software an opportunity to verify the Frame Check
Sequence (FCS). If the frame is invalid, it is discarded at the switch. Since
the entire frame is stored before it is forwarded, this is called
store-and-forward packet switching. A
compromise between cut-through and store-and-forward packet switching is the
fragment-free mode. Fragment-free packet switching reads the first 64 bytes,
which includes the frame header, and starts to send out the packet before the
entire data field and checksum are read. This mode verifies the reliability of
the addresses and LLC protocol information to ensure the data will be handled
properly and arrive at the correct destination.
When cut-through
packet switching is used, the source and destination ports must have the same
bit rate to keep the frame intact. This is called symmetric 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 asymmetric switching.
Store-and-forward mode must be used for asymmetric switching.
Asymmetric
switching provides switched connections between ports with different
bandwidths. Asymmetric switching is optimized for client/server traffic flows
in which multiple clients communicate with a server at once. More bandwidth
must be dedicated to the server port to prevent a bottleneck.
The Interactive
Media Activity will help students become familiar with the three types of
switch modes.
The next page
will discuss the Spanning-Tree Protocol (STP).
8.1 Ethernet Switching
8.1.6 Spanning-Tree Protocol
This page will
introduce STP.
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. Redundant paths are desirable but they can
have undesirable side effects such as switching loops. 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. STP is a
standards-based protocol that is used to avoid switching loops. Each switch in
a LAN that uses STP sends messages called Bridge Protocol Data Units (BPDUs)
out all its ports to let other switches know of its existence. This information
is used to elect a root bridge for the network. The switches use the
spanning-tree algorithm (STA) to resolve and shut down the redundant paths.
Each port on a
switch that uses STP 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
STP is used to
create a logical hierarchical tree with no loops. However, the alternate paths
are still available if necessary.
The Interactive
Media Activity will help students learn the function of each spanning-tree
state.
This page
concludes this lesson. The next lesson will discuss collision and broadcast
domains. The first page covers shared media environments.
8.2 Collision Domains and Broadcast Domains
8.2.1 Shared media environments
This page
explains Layer 1 media and topologies to help students understand collisions
and collision domains.
Here are some
examples of shared media and directly connected networks:
- Shared media environment
– This occurs when multiple hosts have access to the same medium. For
example, if several PCs are attached to the same physical wire or optical
fiber, they all share the same media environment.
- Extended shared media
environment – This is a special type of
shared media environment in which networking devices can extend the
environment so that it can accommodate multiple access or longer cable
distances.
- Point-to-point network
environment – This is widely used in
dialup network connections and is most common for home users. It is a
shared network environment in which one device is connected to only one
other device. An example is a PC that is connected to an Internet service
provider through a modem and a phone line.
Collisions only
occur in a shared environment. A highway system is an example of a shared
environment in which collisions can occur because multiple vehicles use the
same roads. As more vehicles enter the system, collisions become more likely. A
shared data network is much like a highway. Rules exist to determine who has
access to the network medium. However, sometimes the rules cannot handle the
traffic load and collisions occur.
The next page
will focus on collision domains.
8.2 Collision Domains and Broadcast Domains
8.2.2 Collision domains
This page will
define collision domains.
Collision domains
are the connected physical network segments where collisions can occur. Collisions cause the network to be
inefficient. Every time a collision happens on a network, all transmission
stops for a period of time. The length of this period of time varies and is
determined by a backoff algorithm for each network device.
The types of
devices that interconnect the media segments define collision domains. These devices have been classified as OSI
Layer 1, 2 or 3 devices. Layer 2 and Layer 3 devices break up collision
domains. This process is also known as segmentation.
Layer 1 devices
such as repeaters and hubs are mainly used to extend the Ethernet cable
segments. This allows more hosts to be
added. However, every host that is added increases the amount of potential
traffic on the network. Layer 1 devices forward all data that is sent on the
media. As more traffic is transmitted within a collision domain, collisions
become more likely. This results in diminished network performance, which will
be even more pronounced if all the computers use large amounts of bandwidth.
Layer 1 devices can cause the length of a LAN to be overextended and result in
collisions.
The four repeater
rule in Ethernet states that no more than four repeaters or repeating hubs can
be between any two computers on the network.
For a repeated 10BASE-T network to function properly, the round-trip
delay calculation must be within certain limits. This ensures that all the
workstations will be able to hear all the collisions on the network. Repeater
latency, propagation delay, and NIC latency all contribute to the four repeater
rule. If the four repeater rule is
violated, the maximum delay limit may be exceeded. A late collision is when a
collision happens after the first 64 bytes of the frame are transmitted. The
chipsets in NICs are not required to retransmit automatically when a late
collision occurs. These late collision frames add delay that is referred to as
consumption delay. As consumption delay and latency increase, network
performance decreases.
The 5-4-3-2-1
rule requires that the following guidelines should not be exceeded:
- Five segments of network media
- Four repeaters or hubs
- Three host segments of the
network
- Two link sections with no hosts
- One large collision domain
The 5-4-3-2-1
rule also provides guidelines to keep round-trip delay time within acceptable
limits.
The next page
will discuss segmentation.
8.2 Collision Domains and Broadcast Domains
8.2.3 Segmentation
This page will
explain how Layer 2 and 3 devices are used to segment a network.
The history of
how Ethernet handles collisions and collision domains dates back to research at
the University of Hawaii in 1970. In its attempts to develop a wireless
communication system for the islands of Hawaii, university researchers
developed a protocol called Aloha. The Ethernet protocol is actually based on
the Aloha protocol.
One important
skill for a networking professional is the ability to recognize collision
domains. A collision domain is created
when several computers are connected to a single shared-access medium that is
not attached to other network devices. This situation limits the number of
computers that can use the segment. Layer 1 devices extend but do not control
collision domains.
Layer 2 devices
segment or divide collision domains.
They use the MAC address assigned to every Ethernet device to control
frame propagation. Layer 2 devices are bridges and switches. They keep track of
the MAC addresses and their segments. This allows these devices to control the
flow of traffic at the Layer 2 level. This function makes networks more efficient.
It allows data to be transmitted on different segments of the LAN at the same
time without collisions. Bridges and switches divide collision domains into
smaller parts. Each part becomes its own collision domain.
These smaller
collision domains will have fewer hosts and less traffic than the original
domain. The fewer hosts that exist in a
collision domain, the more likely the media will be available. If the traffic
between bridged segments is not too heavy a bridged network works well.
Otherwise, the Layer 2 device can slow down communication and become a
bottleneck.
Layer 2 and 3
devices do not forward collisions. Layer 3 devices divide collision domains
into smaller domains.
Layer 3 devices
also perform other functions. These functions will be covered in the section on
broadcast domains.
The Interactive
Media Activity will teach students about network segmentation.
The next page
will discuss broadcasts.
8.2 Collision
Domains and Broadcast Domains
8.2.4 Layer 2
broadcasts
This page will
explain how Layer 2 broadcasts are used.
To communicate
with all collision domains, protocols use broadcast and multicast frames at
Layer 2 of the OSI model. When a node
needs to communicate with all hosts on the network, it sends a broadcast frame
with a destination MAC address 0xFFFFFFFFFFFF. This is an address to which the
NIC of every host must respond.
Layer 2 devices
must flood all broadcast and multicast traffic. The accumulation of broadcast
and multicast traffic from each device in the network is referred to as
broadcast radiation. In some cases, the circulation of broadcast radiation can
saturate the network so that there is no bandwidth left for application data.
In this case, new network connections cannot be made and established connections
may be dropped. This situation is called a broadcast storm. The probability of
broadcast storms increases as the switched network grows.
A NIC must rely
on the CPU to process each broadcast or multicast group it belongs to.
Therefore, broadcast radiation affects the performance of hosts in the network.
Figure shows the results of tests that
Cisco conducted on the effect of broadcast radiation on the CPU performance of
a Sun SPARCstation 2 with a standard built-in Ethernet card. The results
indicate that an IP workstation can be effectively shut down by broadcasts that
flood the network. Although extreme, broadcast peaks of thousands of broadcasts
per second have been observed during broadcast storms. Tests in a controlled
environment with a range of broadcasts and multicasts on the network show
measurable system degradation with as few as 100 broadcasts or multicasts per
second.
A host does not
usually benefit if it processes a broadcast when it is not the intended
destination. The host is not interested in the service that is advertised. High
levels of broadcast radiation can noticeably degrade host performance. The
three sources of broadcasts and multicasts in IP networks are workstations,
routers, and multicast applications.
Workstations
broadcast an Address Resolution Protocol (ARP) request every time they need to
locate a MAC address that is not in the ARP table. Although the numbers in the figure might
appear low, they represent an average, well-designed IP network. When broadcast
and multicast traffic peak due to storm behavior, peak CPU loss can be much
higher than average. Broadcast storms can be caused by a device that requests
information from a network that has grown too large. So many responses are sent
to the original request that the device cannot process them, or the first
request triggers similar requests from other devices that effectively block
normal traffic flow on the network.
As an example,
the command telnet mumble.com translates into an IP address through a Domain
Name System (DNS) search. An ARP request is broadcast to locate the MAC
address. Generally, IP workstations cache 10 to 100 addresses in their ARP
tables for about 2 hours. The ARP rate for a typical workstation might be about
50 addresses every 2 hours or 0.007 ARPs per second. Therefore, 2000 IP end
stations will produce about 14 ARPs per second.
The routing
protocols that are configured on a network can increase broadcast traffic
significantly. Some administrators configure all workstations to run Routing
Information Protocol (RIP) as a redundancy and reachability policy. Every 30
seconds, RIPv1 uses broadcasts to retransmit the entire RIP routing table to
other RIP routers. If 2000 workstations were configured to run RIP and, on
average, 50 packets were required to transmit the routing table, the
workstations would generate 3333 broadcasts per second. Most network
administrators only configure RIP on five to ten routers. For a routing table
that has a size of 50 packets, 10 RIP routers would generate about 16 broadcasts
per second.
IP multicast
applications can adversely affect the performance of large, scaled, switched
networks. Multicasting is an efficient way to send a stream of multimedia data
to many users on a shared-media hub. However, it affects every user on a flat
switched network. A packet video application could generate a 7-MB stream of
multicast data that would be sent to every segment. This would result in severe
congestion.
The next page
will describe broadcast domains.
8.2 Collision Domains and Broadcast Domains
8.2.5 Broadcast domains
This page will
explain the features of a broadcast domain.
A broadcast
domain is a group of collision domains that are connected by Layer 2
devices. When a LAN is broken up into
multiple collision domains, each host in the network has more opportunities to
gain access to the media. This reduces the chance of collisions and increases
available bandwidth for every host. Broadcasts are forwarded by Layer 2
devices. Excessive broadcasts can reduce the efficiency of the entire LAN.
Broadcasts have to be controlled at Layer 3 since Layers 1 and 2 devices cannot
control them. A broadcast domain includes all of the collision domains that
process the same broadcast frame. This includes all the nodes that are part of
the network segment bounded by a Layer 3 device. Broadcast domains are
controlled at Layer 3 because routers do not forward broadcasts. Routers
actually work at Layers 1, 2, and 3. Like all Layer 1 devices, routers have a
physical connection and transmit data onto the media. Routers also have a Layer
2 encapsulation on all interfaces and perform the same functions as other Layer
2 devices. Layer 3 allows routers to segment broadcast domains.
In order for a
packet to be forwarded through a router it must have already been processed by
a Layer 2 device and the frame information stripped off. Layer 3 forwarding is
based on the destination IP address and not the MAC address. For a packet to be
forwarded it must contain an IP address that is outside of the range of
addresses assigned to the LAN and the router must have a destination to send
the specific packet to in its routing table.
The next page
will introduce data flow.
8.2 Collision Domains and Broadcast Domains
8.2.6 Introduction to data flow
This page
discusses data flow.
Data flow in the
context of collision and broadcast domains focuses on how data frames propagate
through a network. It refers to the movement of data through Layers 1, 2 and 3
devices and how data must be encapsulated to effectively make that journey.
Remember that data is encapsulated at the network layer with an IP source and
destination address, and at the data-link layer with a MAC source and
destination address.
A good rule to
follow is that a Layer 1 device always forwards the frame, while a Layer 2
device wants to forward the frame. In other words, a Layer 2 device will
forward the frame unless something prevents it from doing so. A Layer 3 device
will not forward the frame unless it has to. Using this rule will help identify
how data flows through a network.
Layer 1 devices
do no filtering, so everything that is received is passed on to the next
segment. The frame is simply regenerated and retimed and thus returned to its
original transmission quality. Any segments connected by Layer 1 devices are
part of the same domain, both collision and broadcast.
Layer 2 devices
filter data frames based on the destination MAC address. A frame is forwarded
if it is going to an unknown destination outside the collision domain. The
frame will also be forwarded if it is a broadcast, multicast, or a unicast
going outside of the local collision domain. The only time that a frame is not
forwarded is when the Layer 2 device finds that the sending host and the
receiving host are in the same collision domain. A Layer 2 device, such as a
bridge, creates multiple collision domains but maintains only one broadcast
domain.
Layer 3 devices
filter data packets based on IP destination address. The only way that a packet
will be forwarded is if its destination IP address is outside of the broadcast
domain and the router has an identified location to send the packet. A Layer 3
device creates multiple collision and broadcast domains.
Data flow through
a routed IP based network, involves data moving across traffic management
devices at Layers 1, 2, and 3 of the OSI model. Layer 1 is used for
transmission across the physical media, Layer 2 for collision domain
management, and Layer 3 for broadcast domain management.
The next page
defines a network segment.
8.2 Collision Domains and Broadcast Domains
8.2.7 What is a network segment?
This page
explains what a network segment is.
As with many
terms and acronyms, segment has multiple meanings. The dictionary definition of
the term is as follows:
- A separate piece of something
- One of the parts into which an
entity, or quantity is divided or marked off by or as if by natural
boundaries
In the context of data
communication, the following definitions are used:
- Section of a network that is
bounded by bridges, routers, or switches.
- In a LAN using a bus topology,
a segment is a continuous electrical circuit that is often connected to
other such segments with repeaters.
- Term used in the TCP
specification to describe a single transport layer unit of information.
The terms datagram, frame, message, and packet are also used to describe
logical information groupings at various layers of the OSI reference model
and in various technology circles.
To properly
define the term segment, the context of the usage must be presented with the
word. If segment is used in the context of TCP, it would be defined as a
separate piece of the data. If segment is being used in the context of physical
networking media in a routed network, it would be seen as one of the parts or
sections of the total network.
The Interactive
Media Activity will help students identify three types of segments.
This page
concludes this lesson. The next page will summarize the main points from the
module.
Interactive Media Activity
Point and Click:
Types of Segments
After completing
this activity, the student will understand the various meanings of the term
segment.
Web Links
Summary
This page
summarizes the topics discussed in this module.
Ethernet is a
shared media, baseband technology, which means only one node can transmit data
at a time. Increasing the number of nodes on a single segment increases demand
on the available bandwidth. This in turn increases the probability of
collisions. A solution to the problem is to break a large network segment into
parts and separate it into isolated collision domains. Bridges and switches are
used to segment the network into multiple collision domains.
A bridge builds a
bridge table from the source addresses of packets it processes. An address is
associated with the port the frame came in on. Eventually the bridge table
contains enough address information to allow the bridge to forward a frame out
a particular port based on the destination address. This is how the bridge
controls traffic between two collision domains.
Switches learn in
much the same way as bridges but provide a virtual connection directly between
the source and destination nodes, rather than the source collision domain and
destination collision domain. Each port creates its own collision domain. A
switch dynamically builds and maintains a Content-Addressable Memory (CAM)
table, holding all of the necessary MAC information for each port. CAM is
memory that essentially works backwards compared to conventional memory.
Entering data into the memory will return the associated address.
Two devices
connected through a switch port become a small collision domain. These small
physical segments are called microsegments. Microsegments connected using
twisted pair cabling are capable of full-duplex communications. In full duplex
mode, when separate wires are used for transmitting and receiving between two
hosts, there is no contention for the media. Thus, a collision domain no longer
exists.
There is a
propagation delay for the signals traveling along transmission medium.
Additionally, as signals are processed by network devices further delay, or
latency, is introduced.
How a frame is
switched affects 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, cut-through switching provides no error checking. At the other
extreme, the switch can receive the entire frame before sending it out the
destination port. This is called store-and-forward switching. Fragment-free
switching reads and checks the first sixty-four bytes of the frame before
forwarding it to the destination port.
Switched networks
are often designed with redundant paths to provide for reliability and fault
tolerance. Switches use the Spanning-Tree Protocol (STP) to identify and shut
down redundant paths through the network. The result is a logical hierarchical
path through the network with no loops.
Using Layer 2
devices to break up a LAN into multiple collision domains increases available
bandwidth for every host. But Layer 2 devices forward broadcasts, such as ARP
requests. A Layer 3 device is required to control broadcasts and define
broadcast domains.
Data flow through
a routed IP network, involves data moving across traffic management devices at
Layers 1, 2, and 3 of the OSI model. Layer 1 is used for transmission across
the physical media, Layer 2 for collision domain management, and Layer 3 for
broadcast domain management.
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