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Networking Basics CCNA 1 Chapter 8

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Title: Networking Basics CCNA 1 Chapter 8


1
Networking Basics CCNA 1Chapter 8
2
Ethernet Switch Operations
  • Layer 2 Bridging and Switching Operations
  • Earliest networking devices were repeaters and
    hubs
  • Multiple LAN segments could be connected to make
    larger LANs, within 5-4-3 design rules
  • As it became apparent that reducing size of
    collision domains was important, bridges were
    created
  • Bridges are aware of Ethernet framing and Layer 2
    MAC addressing (IEEE 802.3)

3
Ethernet Switch Operations
  • Layer 2 Bridging and Switching Operations
  • Bridges extend LAN distances, without some of the
    negative effects of repeaters and hubs
  • Bridges were typically much more expensive than
    repeaters and hubs (were usually a PC running
    software to perform the bridging function)
  • Bridges usually had only two interfaces, where
    hubs had multiple ports

4
Ethernet Switch Operations
  • Layer 2 Bridging and Switching Operations
  • Next major step in LAN devices was the LAN switch
  • Does the same thing as a bridge
  • Instead of using software, process could be done
    with a chip (sometimes called application-specific
    integrated circuits ASICs)
  • Switches have more interfaces than bridges, are
    smaller, and do the same work faster
  • As switch prices fell, bridges disappeared from
    the market

5
Ethernet Switch Operations
  • The Forwarding and Filtering Decision
  • Repeaters and hubs simply react to the incoming
    signal
  • make no decisions and require no programming
    logic
  • Receive, regenerate and send signal out all ports
    except the one on which it was received
  • Bridges implemented their logic in software

6
Ethernet Switch Operations
  • The Forwarding and Filtering Decision
  • Switches implement their logic in hardware
  • Run much faster than bridges
  • Cisco makes switches that can forward hundreds of
    millions of Ethernet frames per second

7
Ethernet Switch Operations
  • The Forwarding and Filtering Decision
  • Filtering and forwarding logic
  • Examine incoming signal interpret as 0s and 1s
    (OSI Layer 1 standards)
  • Interpret the received bits based on Ethernet
    framing rules find MAC destination address in
    frame (OSI Layer 2 standards, IEEE 802.3 MAC
    sublayer)

8
Ethernet Switch Operations
  • The Forwarding and Filtering Decision
  • Filtering and forwarding logic (continued)
  • Examine table that maps MAC addresses with
    corresponding interfaces
  • Find table entry that matches the destination MAC
    address of frame
  • If frame came in on a different interface than
    the one listed on the table, process is called
    forwarding the frame
  • If the frame came in on the same interface as the
    one it was received on, discard it (this is
    called filtering)

9
Ethernet Switch Operations
  • The Forwarding and Filtering Decision
  • The table a bridge or switch refers to may be
    called
  • Bridging table
  • Switching table
  • MAC address table
  • Forwarding table
  • Content Addressable Memory (CAM) table

10
Ethernet Switch Operations
  • A Bridge Filtering Decision Based on the CAM

11
Ethernet Switch Operations
  • A Bridge Forwarding Decision Based on the CAM

12
Ethernet Switch Operations
  • Learning CAM Table Entries and Flooding Unknown
    Unicasts
  • Switches and bridges learn entries in the CAM
    dynamically
  • They use this logic
  • Examine the source MAC address of the frame and
    the interface on which it was received
  • Add that source MAC address and corresponding
    interface to the table

13
Ethernet Switch Operations
  • Learning CAM Table Entries One Switch

14
Ethernet Switch Operations
  • Learning CAM Table Entries Two Switches

15
Ethernet Switch Operations
  • Handling Unknown Unicasts
  • Switches typically learn CAM entries for all
    working devices on the LAN as soon as those
    devices start sending data
  • Sometimes a switch receives a frame that does not
    have a CAM entry this is an unknown unicast
    frame
  • The switch sends the unknown unicast frame out
    all ports, a process called flooding

16
Ethernet Switch Operations
  • Forwarding Broadcasts and Multicasts
  • Unicast frame has a destination MAC address of a
    single NIC or interface
  • Broadcast frames are sent to a destination MAC
    address of FFFF.FFFF.FFFF.FFFF and are delivered
    to all devices on the LAN
  • Multicast frames are sent to one of a range of
    MAC addresses

17
Ethernet Switch Operations
  • Flooding Unknown Unicasts

18
Ethernet Switch Operations
  • Forwarding Broadcasts and Multicasts
  • Multicast addresses provide a way to send certain
    frames to a subset of devices
  • Streaming video
  • Some low-end switches flood multicasts like
    broadcasts
  • Higher-end switches allow multicasting, making
    the process more efficient

19
Ethernet Switch Operations
  • Different Forwarding Behavior for Multicasts

20
Ethernet Switch Operations
  • The Cisco Switch CAM
  • All switches and bridges use some table that
    lists the MAC address and port through which each
    MAC address can be reached
  • Cisco calls this the CAM (Content Addressable
    Memory)
  • The MAC address is input into the memory and CAM
    instantly outputs the table entry
  • This process occurs quickly, every time,
    regardless of table size

21
Ethernet Switch Operations
  • Switch Internal Processing
  • The amount of time it takes for a frame to
    progress through a network from one device to
    another is called latency
  • Some factors that affect latency cannot be
    improved, such as propagation delay (the amount
    of time it takes for electricity to go from one
    end of the network to another)
  • Other types of delay vary with network
    conditions frames may be waiting in a buffer
    (queuing delay)

22
Ethernet Switch Operations
  • Switch Internal Processing Factors that Impact
    Latency
  • The finite speed that signals can travel
    (propagation delay)
  • Circuit delays caused by electronics
  • Software delays caused by software decisions
    being made
  • Delays caused by frame contents and location of
    the frame switching decisions

23
Ethernet Switch Operations
  • Store-and-Forward Switching
  • Switch receives entire frame before forwarding it
  • Advantages of store-and forward switching
  • FCS field is at end of frame frame can be
    checked for an error
  • Can check for rare error in which the 802.3
    Length field does not match the Data field length
  • Can forward between ports running at different
    speeds (asymmetric switching)
  • Disadvantage
  • More latency than other switching types

24
Ethernet Switch Operations
  • Cut-Through Switching
  • Destination MAC address is located at beginning
    of Ethernet frame
  • Advantage of cut-through switching
  • Once destination MAC address is read, switch can
    begin forwarding frame
  • Less latency than store-and-forward
  • Disadvantages of cut-through switching
  • Cannot check FCS may forward frames with errors
  • Forwards before some legitimate collisions have
    occurred
  • Only works with symmetric switching

25
Ethernet Switch Operations
  • Fragment-Free Switching
  • Overcomes a problem that cut-through switching
    has cut-through is too fast
  • Collisions should occur while a frames first 64
    bytes are being transmitted
  • Cut-through switching often begins transmitting
    before 64 bytes are received
  • Cut-through switching can forward collision
    fragments

26
Ethernet Switch Operations
  • Fragment-Free Switching
  • Fragment-free switching waits until it has
    received first 64 bytes to begin transmitting
  • Ensures switch does not forward frames that have
    collided

27
Ethernet Switch Operations
  • Cisco Enterprise Switch Internal Processing
    Paths

28
Ethernet Switch Operations
  • Spanning Tree Protocol
  • Most LAN design include redundant physical paths
  • A trunk is a link between two switches sometimes
    called a backbone link
  • Spanning tree protocol (STP) prevents switching
    loops from the logic used to forward unknown
    unicast and broadcast frames

29
Ethernet Switch Operations
  • Typical Enterprise Campus Building Block Design,
    with Redundancy

30
Ethernet Switch Operations
  • The Problem That STP Solves Switching Loops

31
Ethernet Switch Operations
  • The Problem That STP Solves Switching Loops
  • In previous slide, if PC1 sends a broadcast, it
    goes around LAN in both directions
  • Each switch broadcast the frame(s) out every port
    (except the one on which it was received)
  • This process continues for a long time,
    continuing until no other traffic can be sent
    over the LAN a broadcast storm

32
Ethernet Switch Operations
  • STP Protocol STP Blocking
  • STP makes some ports quit forwarding or receiving
    frames
  • An interface that is not allowed to process
    traffic by STP is considered to be in an STP
    blocking state
  • In the figure that follows, SW3s port 1 is in a
    blocking state it receives the broadcast frame
    but ignores it
  • STP causes the LAN to use particular paths and
    leaves others idle and unused

33
Ethernet Switch Operations
  • IEEE 802.1D STP Interface States

34
Ethernet Switch Operations
  • IEEE 802.1D STP Interface States
  • The forwarding and blocking states are the most
    common, because a working network interface
    stabilizes into one of these states
  • Failed interfaces stabilize into a disabled state
  • Listening and learning states are used to solve
    problems with CAM tables

35
Ethernet Switch Operations
  • Stable STP Topology and Switch CAMs in a
    Three-Switch Network

36
Ethernet Switch Operations
  • Changing the CAM with the Listening and Learning
    States
  • The topology can fail when a trunk fails or when
    a new trunk comes up
  • STP determines the topology by having switches
    send bridge protocol data units (BPDUs) to each
    other
  • BPDUs and the Spanning Tree Algorithm (STA) are
    part of the IEEE 802.1D standard
  • Information learned allows the switches to
    determine the topology and decide which
    interfaces should forward and which should block
    frames

37
Ethernet Switch Operations
  • Changing the CAM with the Listening and Learning
    States
  • The listening and learning states are used by STP
    when it needs to transition to a new topology
  • An STP topology refers to the topology of the
    network when each interface is in one of three
    stable states
  • STP remains in the stable topology until
    something happens
  • A trunk goes down (perhaps cut)
  • The network engineer shuts down a trunk
  • A new switch is added
  • An interface fails

38
Ethernet Switch Operations
  • Changing the CAM with the Listening and Learning
    States
  • Switches use listening and learning states as
    interim states when transitioning an interface
    for two reasons
  • For the switches CAM table entries to time out
    (during the listening state)
  • For the switches to relearn the MAC addresses and
    (possibly different) interfaces used to reach the
    MAC addresses

39
Ethernet Switch Operations
  • A New STP Topology After a Failure

40
LAN Design Collision Domains and Broadcast
Domains
  • Collision Domains
  • A collision domain is a set of LAN interfaces for
    which a frame sent out any two of these
    interfaces, at the same time, would cause a
    collision
  • Hubs repeat signals out interfaces and do not
    consider CSMA/CD logic, so any frames sent
    simultaneously will collide
  • The terms shared bandwidth and shared media refer
    to the fact that the devices in a hubbed network
    share the same media and bandwidth

41
LAN Design Collision Domains and Broadcast
Domains
  • One Collision Domain with One 10BASE-T Hub

42
LAN Design Collision Domains and Broadcast
Domains
  • Large/Long Collision Domains
  • The 5-4-3 (or 5-4-3-2-1) Rule for 10BASE-T
    networks
  • 5 segments of network media
  • 4 repeaters or hubs at most
  • 3 links at most, between two end-user devices
  • If 5 segments exist between two end-user devices,
    2 segments must not have any end-user devices
    connected to them
  • Its all 1 large collision domain

43
LAN Design Collision Domains and Broadcast
Domains
  • One Collision Domain with Multiple 10BASE-T Hubs

44
LAN Design Collision Domains and Broadcast
Domains
  • Large/Long Collision Domains
  • The 5-4-3-2-1 rule for 10BASE-T restrictions are
    required due to the round-trip time of the
    collision domain
  • Within one collision domain, all the devices
    share the 10 Mbps of bandwidth
  • Within one collision domain, a (practically)
    simultaneous transmission of a frame by two or
    more PCs results in a collision

45
LAN Design Collision Domains and Broadcast
Domains
  • Large/Long Collision Domains
  • The more PCs in a collision domain, the less
    efficient it is
  • The more frames, the more collisions
  • The more collisions, the more time sent waiting
    to resend frames
  • Once a LAN reaches about 30-40 of bandwidth
    utilization, the number of collisions increases
    dramatically

46
LAN Design Collision Domains and Broadcast
Domains
  • High LAN Utilization Resulting in Much Higher
    Percentage of Collisions

47
LAN Design Collision Domains and Broadcast
Domains
  • Large/Long Collision Domains
  • Large collision domains should not be used for
    the following reasons
  • Shared bandwidth as the size of the collision
    domain grows, each device has less available
    bandwidth
  • Higher utilization the more devices in a single
    collision domain, the better the chance of a
    collision and of driving the utilization rate
    higher

48
LAN Design Collision Domains and Broadcast
Domains
  • Creating Many Small Collision Domains
  • Significantly reduces the negative effects of a
    large collision domain
  • Process of breaking a LAN into multiple collision
    domains is called segmentation
  • Switches, bridges, and routers can segment LANs
    into multiple collision domains

49
LAN Design Collision Domains and Broadcast
Domains
  • Two LANs with Many Small Collision Domains

50
LAN Design Collision Domains and Broadcast
Domains
  • Creating Many Small Collision Domains
  • Benefits of segmenting 10BASE-T LANs
  • Design rules (5-4-3-2-1) apply to each individual
    collision domain
  • With smaller collision domains, reaching the
    point of utilization where performance is
    degraded is less likely
  • Each domain gets its own bandwidth, so fewer
    devices are sharing the available bandwidth

51
LAN Design Collision Domains and Broadcast
Domains
  • Creating Many Small Collision Domains
  • When switches are used on the LAN, the terms
    switched LAN and switched bandwidth are used
  • Each switch port connects to a separate collision
    domain
  • Connecting a single end-user device to each
    switch port is a process called microsegmentation

52
LAN Design Collision Domains and Broadcast
Domains
  • Creating Many Small Collision Domains
  • Microsegments meet the requirements to allow full
    duplex
  • Full duplex gives twice the bandwidth
  • A 24 port 10BASE-T hub shares 10 Mbps of
    bandwidth among 24 ports
  • A 24 port 10BASE-T switch gives each port 20 Mbps
    of bandwidth

53
LAN Design Collision Domains and Broadcast
Domains
  • Main Benefits of Using Many Small Collision
    Domains
  • Collision domain design rules are easier to
    achieve
  • Smaller collision domains reduce the probability
    of LAN overutilization
  • Each collision domain gets its own separate
    switched bandwidth
  • With a collision domain consisting of only two
    interfaces/NICs, full duplex can be used

54
LAN Design Collision Domains and Broadcast
Domains
  • How Switches and Bridges Prevent Collisions
  • Switches reduce or prevent collisions by
    buffering or queuing frames
  • Repeaters and hubs do not perform buffering
  • Bridges, switches and routers follow CSMA/CD
    rules if not using full duplex

55
LAN Design Collision Domains and Broadcast
Domains
  • Switch Buffering Example

56
LAN Design Collision Domains and Broadcast
Domains
  • Layer 2 Broadcast Domains
  • A broadcast domain is
  • The set of LAN interfaces (including NICs and
    network device interfaces) for which a broadcast
    frame sent by one device with be forwarded to all
    other interfaces in that same broadcast domain
  • Bridges and switches forward broadcasts
  • Routers do not forward broadcasts

57
LAN Design Collision Domains and Broadcast
Domains
  • One Router Creating Two Broadcast Domains

58
LAN Design Collision Domains and Broadcast
Domains
  • Performance Impact of Multicast and Broadcast
    Domains
  • PC NICs see all frames on the LAN
  • PC NICs can ignore unicast frames not for them
  • PC NICs must send multicast and broadcast frames
    to their CPU for processing, which affects PC
    performance
  • This is less of an issue today with fewer
    proprietary network protocols doing broadcasts
    and with more powerful processors

59
LAN Design Collision Domains and Broadcast
Domains
  • NIC Giving Broadcasts and Multicasts to the CPU

60
LAN Design Collision Domains and Broadcast
Domains
  • More Broadcasts, Less CPU Capacity for End-User
    Work

61
LAN Design Collision Domains and Broadcast
Domains
  • The Impact of Broadcasts and Multicasts Today
  • Biggest risk is in wasting CPU cycles from
    multicasts
  • Switches flood multicasts just like broadcasts
  • LAN engineers must enable multicast optimization
    tools in switches to prevent switches from
    flooding multicasts to every device in the LAN

62
LAN Design Collision Domains and Broadcast
Domains
  • The Impact of Broadcasts and Multicasts Today
  • Broadcasts such as RIP and ARP dont cause
    problems in todays networks, but did in the past
    when networks were slower
  • ARP remembers the info it learns, so an
    individual PC might not send one ARP per minute
  • RIP broadcasts may be sent by routers and UNIX
    workstations now most UNIX workstations have it
    turned off by default so these are no longer an
    issue

63
LAN Design Collision Domains and Broadcast
Domains
  • Identifying Networking Devices by OSI Layer
  • Repeaters and hubs are Layer 1 devices
  • Bridges and switches are Layer 2 devices
  • Routers are Layer 3 devices

64
LAN Design Collision Domains and Broadcast
Domains
  • Sample Network with Collision Domains and
    Broadcast Domains Shown

65
LAN Design Collision Domains and Broadcast
Domains
  • Data Flow with Layer 1, Layer 2, and Layer 3
    Devices

66
LAN Design Collision Domains and Broadcast
Domains
  • The Ambiguous Term Segment
  • Three main uses of the term segment
  • LAN concepts a segment is a collision domain
  • LAN (physical) in a LAN using a bus topology, a
    segment is a continuous electrical circuit, often
    connected to other segments with repeaters
  • TCP the process of taking a large piece of data
    and breaking it into smaller pieces one of those
    pieces

67
Summary
  • Bridges and switches work the same way regarding
    basic forwarding, learning, flooding and STP
  • They build forwarding tables by examining the
    source MAC addresses of incoming frames
  • They make filtering and forwarding decisions by
    looking at the destination MAC address of the
    frame and comparing it to the table
  • They flood broadcast frames and also flood
    multicast frames, unless optimization features
    have been enabled

68
Summary
  • Switches differ from bridges
  • They have much more powerful hardware
  • They use content addressable memory (CAM) to hold
    the switching table
  • The CAM allows the switch to find a MAC address
    and its associated port very quickly every time
  • Latency is the time that passes as a frame or
    packet is sent through the network
  • Propagation delay is the time it takes for
    electrical or optical energy to pass over the
    cable, and contributes to latency

69
Summary
  • Three internal switch processing options
  • Cut-through switching begins forwarding the frame
    as soon as the destination MAC address is read
    does not check FCS to determine if frame is good
    low latency
  • Store-and-forward switching receives the entire
    frame does error-checking necessary for
    asymmetrical switching
  • Fragment-free switching waits for the first 64
    bytes to be received before beginning forwarding
    enables it to detect normal collisions

70
Summary
  • Switches and bridges use Spanning Tree Protocol
    (STP) to identify and block redundant paths
    through the network gives a logical path with no
    loops
  • A collision domain with a single device connected
    to a switch port is called a microsegment
  • Microsegments use UTP cabling, allow the use of
    full duplex
  • With no collisions possible, CSMA/CD can be
    disabled

71
Summary
  • Placing a large number of PCs in a collision
    domain increases demand for bandwidth
  • This increases possibility of collisions
  • Breaking large collision domains into multiple
    smaller collision domains reduces the chance of
    collisions while adding bandwidth
  • Separating LANs into more segments by using
    bridges and switches creates additional collision
    domains, one per bridge and switch port
  • Broadcast domains are a set of devices in which
    if one device sends a broadcast, all other
    devices receive the broadcast Layer 3 devices
    (routers) separate broadcast domains
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