Title: CCNA 1 Module 8
1CCNA 1 Module 8
2CCNA 1 Module 8 Objectives
- Define bridging and switching.
- Define and describe the content-addressable
memory (CAM) table. - Define latency.
- Describe store-and forward and cut-through
switching modes. - Explain Spanning-Tree Protocol (STP).
- Define collisions, broadcasts, collision domains,
and broadcast domains. - Identify the Layer 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.
3Layer 2 Bridging
- Ethernet is a shared media, meaning 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. - 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.
4Layer 2 Switching
- 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 addressing and do not affect the
logical or Layer 3 addressing. - A bridge will divide a collision domain but has
no effect on a logical or broadcast domain. - Unless there is a device such as a router that
works on Layer 3 addressing, 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, which can contain dozens of ports. - Rather than creating two collision domains, 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.
5Switch Operation
- 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. - These small physical segments are called
microsegments. - In a network that uses twisted-pair cabling, one
pair is used to carry the transmitted signal from
one node to the other node and a separate pair is
used for the return or received signal. - The capability of communication in both
directions at once is known as full duplex. - In full duplex mode, there is no contention for
the media. - Using CAM allows a switch to directly find the
port that is associated with a MAC address
without using search algorithms. - An application-specific integrated circuit (ASIC)
is a device consisting of undedicated logic gates
that can be programmed to perform functions at
logic speeds. - The use of these technologies greatly reduced the
delays caused by software processing and enabled
a switch to keep pace with the data demands of
many microsegments and high bit rates.
6Latency
- Latency is the delay between the time a frame
first starts to leave the source device and the
time the first part of the frame reaches its
destination. - A wide variety of conditions can cause delays as
a frame travels from source to destination - Media delays caused by the finite speed that
signals can travel through the physical media. - Circuit delays caused by the electronics that
process the signal along the path. - Software delays caused by the decisions that
software must make to implement switching and
protocols. - Delays caused by the content of the frame and
where in the frame switching decisions can be
made. Example a device cannot route a frame to a
destination until the destination MAC address has
been read.
7Switch Modes
- Cut-through switching A switch can start to
transfer the frame as soon as the destination MAC
address is received. - Store-and-forward switching The switch can
receive the entire frame before sending it out
the destination port. This gives the switch
software an opportunity to verify the frame check
sum (FCS).
8Synchronous and Asynchronous Switching
- When using cut-through methods of switching, both
the source port and destination port must be
operating at the same bit rate in order to keep
the frame intact, known as synchronous 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, known as asynchronous
switching. - Store-and-forward mode must be used for
asynchronous switching.
9Switch Modes
- A compromise between the cut-through and
store-and-forward modes is the fragment-free
mode. - Fragment-free reads the first 64 bytes, which
includes the frame header, and switching begins
before the entire data field and checksum are
read. - This mode verifies the reliability of the
addressing and Logical Link Control (LLC)
protocol information to ensure the destination
and handling of the data will be correct. - Asymmetric switching provides switched
connections between ports of unlike bandwidths,
such as a combination of 100 Mbps and 1000 Mbps. - Asymmetric switching is optimized for
client/server traffic flows in which multiple
clients simultaneously communicate with a server,
requiring more bandwidth dedicated to the server
port to prevent a bottleneck at that port.
10Spanning Tree Protocol
- Loops can occur when extra switches and bridges
are added to provide redundant paths for
reliability and fault tolerance. - A switch sends special messages called bridge
protocol data units (BPDUs) out all its ports to
let other switches know of its existence. - The switches use a spanning-tree algorithm (STA)
to resolve and shut down the redundant paths - The protocol used to resolve and eliminate loops
is known as the Spanning Tree Protocol (STP).
11Spanning-Tree Protocol States
- Each port on a switch using Spanning-Tree
Protocol 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
12Shared Media Environments
- It is important to be able to identify a shared
media environment, because collisions only occur
in a shared environment. - Some networks are directly connected and all
hosts share Layer 1 - Shared media
- Extended shared media
- Point-to-point network
13Shared Media Environments
- Shared media environment multiple hosts have
access to the same medium. - Extended shared media environment networking
devices can extend the environment so that it can
accommodate multiple access or longer cable
distances. - Point-to-point network environment a shared
networking environment in which one device is
connected to only one other device, such as
connecting a computer to an Internet service
provider by modem and a phone line.
14Collisions and Collision Domains
- Collisions are not inherently bad.
- They are a normal function of Legacy Ethernet.
- Data on the network during a collision is lost
and usually must be retransmitted. - Increased collisions indicate congestion.
- All devices on a network that would cause a
collision if they transmitted simultaneously are
in a collision domain. - Networks with only Layer 1 components are a
single collision domain.
15Shared Media, Repeaters, Hubs, and Collision
Domains
Each is a single collision domain!
16Four-Repeater Rule
- 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. - Repeater latency, propagation delay, and NIC
latency all contribute to the four repeater rule.
- 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 (no hosts)
- One large collision domain
17Four-Repeater Rule Example
- The 5-story building shown violates the
four-repeater rule because host A and B are 5
repeaters apart. - Hubs would cause the same result.
- Even if all servers were on the third floor, and
A and B would never communicate directly they
are too far to hear each other transmit and can
cause data collisions. - What are implications for taller buildings?
18Four-Repeater Rule Example Layer 1 Solution
- The hub added, which could be on any floor,
allows us to comply with the four-repeater rule. - No 2 hosts are more than 3 repeaters apart.
- What are implications for taller buildings? It
really wouldnt matter if each floor connects to
the hub. - How many collision domains do we have? Still only
one and getting bigger with each floor.
19Segmentation
- Layer 2 devices segment or divide collision
domains. - Layer 2 devices can control the flow of traffic
at the Layer 2 level - allowing data to be transmitted on different
segments of the LAN at the same time without the
frames colliding. - the collision domain is effectively broken up
into smaller parts, each becoming its own
collision domain. - Layer 3 devices, like Layer 2 devices, do not
forward collisions. - the use of Layer 3 devices in a network has the
effect of breaking up collision domains into
smaller domains.
20Ethernet LAN Segmentation
21Segmenting with Bridges
22Segmenting with Switches
23Segmenting with Routers
24Microsegmentation
Hubs
25Layer 2 Broadcasts
- 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, an
address to which the network interface card (NIC)
of every host must respond. - Layer 2 devices must flood all broadcast and
multicast traffic, this 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
established, and existing connections may be
dropped, a situation known as a broadcast storm.
26Broadcast Domains
- A broadcast domain is a grouping of collision
domains that are connected by Layer 2 devices. - Broadcasts have to be controlled at Layer 3, as
Layer 2 and Layer 1 devices have no way of
controlling them. - Broadcast domains are controlled at Layer 3
because routers do not forward broadcasts. - 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.
27Introduction to 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 Layer
1, 2 and 3 devices and how data must be
encapsulated to effectively make it from source
to destination. - 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. - Layer 1 devices do no filtering, so everything
that is received is passed on to the next
segment. - Layer 2 devices filter data frames based on the
destination MAC address. - Layer 3 devices filter data packets based on
destination IP address. - Layer 1 is used for transmission across the
physical media, Layer 2 for collision domain
management, and Layer 3 for broadcast domain
management.
28Data Flow Through a Network