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Ethernet Switching - Module 8

  


                                                 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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