Professional Documents
Culture Documents
Science, Indore
Department of Computer Science & Engineering
LAB MANUAL
B. E., III Yr.
VII SEMESTER
COMPUTER NETWORKS(CS604)
By : Jigyasu Dubey
Department of IT
HARDWARE REQUIREMENTS
● Pentium IV , 1.2 GHz
● 40 GB HDD
● 256 MB RAM(Recommended 512 MB)
● Monitor
● Keyboard
● Mouse
SOFTWARE REQUIREMENTS
● Fedora 10
● NCTUns 5.0 Package
● gcc compiler
INTRODUCTION
Simulation is only of use if the results are accurate, an inaccurate simulator is not
useful at all. Most network simulators use abstractions of network protocols, rather than
the real thing, making their results less convincing. S.Y. Wang reports that the simulator
OPNET uses a simplified finite state machine to model complex TCP protocol
processing. [19] NS2 uses a model based on BSD TCP, it is implemented as a set of
classes using inheritance. Neither uses protocol code that is used in real world
networking.
Improving Network Simulation:
Wang states that “Simulation results are not as convincing as those produced by
real hardware and software equipment.” This statement is followed by an explanation of
the fact that most existing network simulators can only simulate real life network
protocol implementations with limited detail, which can lead to incorrect results. Another
paper includes a similar statement, “running the actual TCP code is preferred to running
an abstract specification of the protocol.” Brakmo and Peterson go on to discuss how the
BSD implementations of TCP are quite important with respect to timers. Simulators often
use more accurate round trip time measurements than those used in the BSD
implementation, making results differ.
Using real world network stacks in a simulator should make results more accurate,
but it is not clear how such stacks should be integrated with a simulator. The network
simulator NCTUns shows how it is possible to use the network stack of the simulators
machine.
Network Simulation Experience
The Network Simulator offers a simplified and complete network simulation
experience. The following diagram depicts this functionality offered by the Network
Simulator.
The Network Simulator can design and simulate a network with SNMP, TL1,
TFTF, FTP, Telnet and IOS devices, in four simple steps:
1. Add devices to the Device tree: Add devices with the required configuration to the
device tree in the Network Designer. Preconfigured devices are also bundled with the
toolkit.
2. Create the Network: Create and add bulk devices to the network, at one shot.
3. Configure the Network devices: Configure the devices in the network, if required.
4. Start the Network: Start the network or start individual agents in the network. The
MIB Browser and TL1 Craft Interface test tools, can be used as the manager tools for
testing.
Network Emulation
Network emulation refers to actual network traffic passing through some software
which might do some analysis or perhaps modify the traffic in some way. The Emulation
Network in the WAND group is used for testing and evaluation of networking software
and hardware. The scale is limited; it is made up 24 emulation machines and one central
controlling computer. Setup of such a network is time consuming and expensive: in
addition to the aforementioned 25 computers, a Cisco 2950 switch and a Cyclades 32 port
terminal server are included in the network. Each emulation machine also has a 4 port
network interface controller. The controlling machine includes special capture cards
(known as DAG [6] cards) to allow easier capture and processing of network traffic. This
network has no easy way of adding latency and bandwidth bottlenecks, which means
creating adverse conditions on the network is difficult. It is possible to use Dummynet to
add latency, but this is a lot of work. There is a project to solve this issue; a non blocking
crossbar Ethernet switch is being created for the network, but the cost involved is large.
Other network emulation done in the WAND group include validating the WAND
simulator. This was done by setting up a physical network with FreeBSD machines using
Dummynet to add latency. Dummynet is one example of network emulation software,
NIST Net is another, it claims to “allow controlled, reproducible experiments with
network performance sensitive/adaptive applications and control protocols in a simple
laboratory setting”.
NS2 also provides some network emulation functionality, it is able to capture
packets from the live network and drop, delay, reorder, or duplicate them. Emulation,
especially in the case of a network simulator like NS2, is interesting because it is using
real world data from real world network stacks. Emulation offers something simulation
never can: it is performed on a real network, using actual equipment and real software.
However, it is very limited compared to simulation in other areas; for example scale. The
WAND Emulation Network described earlier requires a lot of setup and is expensive, yet
only contains 24 emulation machines. There is no theoretical limit to the number of nodes
a simulator can handle, and increasing the size of a simulation does not cost anything.
The factors to consider are RAM, disk space and the small amount of time taken to
change a simulation script. In general, changing the simulation is a simple step, though it
would be complex in the case a huge amount of nodes being required (a million, for
example).
Also, network emulation must of course be run in real time, where simulation can
sometimes simulate large time periods in a small amount of time. In the case of a million
nodes, the simulation might run in greater than real time because the hardware it is run on
would limit performance.
Introduction to Network Simulators
Network simulators implemented in software are valuable tools for researchers to
develop, test, and diagnose network protocols. Simulation is economical because it can
carry out experiments without the actual hardware. It is flexible because it can, for
example, simulate a link with any bandwidth and propagation delay. Simulation results
are easier to analyze than experimental results because important information at critical
points can be easily logged to help researchers diagnose network protocols.
• Simulation results are not as convincing as those produced by real hardware and
software equipment. In order to constrain their complexity and development cost, most
network simulators usually can only simulate reallife network protocol implementations
with limited details, and this may lead to incorrect results.
• These simulators are not extensible in the sense that they lack the standard UNIX
POSIX application programming interface (API). As such, existing or tobedeveloped
reallife application programs cannot run normally to generate traffic for a simulated
network. Instead, they must be rewritten to use the internal API provided by the simulator
(if there is any) and be compiled with the simulator to form a single, big, and complex
program.
Different types of simulators
Some of the different types of simulators are as follows:
● MIT's NETSIM
● NIST
● CPSIM
● INSANE
● NEST
● REAL
● NS
● OPNET
● NCTUns
A brief explanation of some of the above simulators is as follows:
REAL
REAL (REalistic And Large) is a network simulator written at Cornell University
by S. Keshav and based on a modified version of NEST 2.5.
Use
NEST is intended for studying the dynamic behavior of flow and congestion
control schemes in packetswitched data networks (namely TCP/IP).
The package
REAL provides 30 modules written in C that emulate flowcontrol protocols such
as TCP, and 5 scheduling disciplines such as FIFO, Fair Queuing, DEC congestion
avoidance and Hierarchical Round Robin.
Implementation of the simulator
The NEST code has been rewritten to make it less general, cleaner and faster. REAL is
still implemented as a clientserver program. The code is freely available to anyone
willing to modify it. Node functions implement computation at each node in the network
whereas queue management and routing functions manage buffers in nodes and packet
switching. Routing is static and is based on Dijkstras's shortest path algorithm. A node
could be a source, a router or a sink. Source nodes implement TCPlike transport layer
functionality. Routers implement the scheduling disciplines, while the sinks are universal
receivers that only acknowledge packets.
Since NEST didn't not allow for timers, REAL sends out a timer packet from a
source back to itself to return after some specified time, but timers cannot be reset using
this method.
NS version 2.0
NS is a objectoriented discreteevent simulator for networking research based on
REAL. Initially, NS version 1.0 was developed by the Network Research Group at the
Lawrence Berkeley National Laboratory (LBNL). Its development is now part of the
VINT project under which NS version 2.0 was released.
Use
At the time being, NS is well suited for packets switched networks and is used
mostly for smallscale simulations of queuing algorithms, transport protocol congestion
control, and some multicast related work. It provides support for various implementations
of TCP, routing, multicast protocols, link layer, MAC, ... It currently has memory
limitations in the face of large simulations.
The package
The current nonbeta version of NS implements key protocol modules for unicast
and multicast routing, reservation, transport and session protocols. NS is written in C++.
The package provides a compiled class hierarchy of objects written in C++ and an
interpreted class hierarchy of objects written in OTcl (MIT's object extension to Tcl
Tool Command Language), which are closely related to the compiled ones. The user
creates new objects through the OTcl interpreter. New objects are closely mirrored by a
corresponding object in the compiled hierarchy.
Tcl procedures are used to provide flexible and powerful control over the
simulation (start and stop events, network failure, statistic gathering and network
configuration). The Tcl interpreter has been extended (OTcl) with commands to create
the networks topology of links and nodes and the agents associated with nodes.
Implementation of the simulator
The simulation is configured, controlled and operated through the use of interfaces
provided by the OTcl class Simulator. The class provides procedure to create and manage
the topology, to initialize the packet format and to choose the scheduler. It stores
internally references to each element of the topology. The user creates the topology using
OTcl through the use of the standalone class node and link that provide a few simple
primitives.
The function of a node is to receive a packet, to examine it and map it to the
relevant outgoing interfaces. A node is composed of simpler classifier objects. Each
classifier in a node performs a particular function, looking at a specific portion of the
packet and forwarding it to the next classifier.
An agent is another type of components of a node: those model endpoints of the
network where packets are fed or consumed. Users create new sources or sinks from the
class Agent. NS currently supports various TCP agents, CBR, UDP, and others protocols,
including RTP, RTCP, SRM. There is no mention of ATM protocols.
Links are characterized in terms of delay and bandwidth. They are built from a
sequence of connectors objects. The data structure representing a link is composed by a
queue of connector objects, its head, the type of link, the ttl (time to live), and an object
that processes link drops. Connectors receive packet, perform a function, and send the
packet to the next connector or to the drop object. Various kinds of links are supported,
e.g. pointtopoint, broadcast, wireless.
The output buffers attached to a link in a ``real'' router in a network are modeled
by queues. In NS, queues are considered as part of a link. NS allows the simulation of
various queuing and packet scheduling disciplines. C++ classes provided include drop
tail (FIFO) queuing, Random Early Detection (RED) buffer management, CBQ (priority
and round robin), Weighted Fair Queuing (WFQ), Stochastic Fair Queuing (SFQ) and
Deficit RoundRobin (DRR).
Traffic generation in NS looks rather basic in the current implementation. For the
purpose of TCP, only FTP and Telnet traffic can be generated; otherwise, NS provides an
exponential on/off distribution and it allows to generate traffic according to a trace file.
In order to analyze results, NS provides classes to trace each individual packet as it
arrives, departs or is dropped, and to record any kind of counts, applied on all packets or
a perflow basis. The trace can be set or unset as desired by the user.
The user has to specify the routing strategy (static, dynamic) and protocol to be
used. This is done with a procedure in the class simulator. Supported routing features
include asymmetric routing, multipath routing, Distance Vector algorithm, multicast
routing (PIM, ...).
Other features of NS include error models where the unit could be packet, bit or
time based, and mathematical classes for the approximation of continuous integration by
discrete sums and for random number generation (implementation of the minimal
standard multiplicative linear congruential generator of Park et al). In order to verify
some aspects of the protocol to be simulated, NS includes some validation tests
distributed with the simulator. Is as well includes capabilities to make the simulation
topologies dynamic although this latest point is still somewhat experimental.
OPNET
OPNET (Optimized Network Engineering Tools) is a commercial tool from MIL3
Inc. It is being developed for almost 15 years.
Use
Network with several hundreds of nodes can be simulated, but it would take time
for the computation. Companies like ThomsonCSF or CNET, which use it to model
ATM networks and validate various layers protocols, use OPNET, packet switched radio
networks.
The package
The software comprises several tools and is divided in several parts, OPNET
Modeler and OPNET Planner, the Model Library, and the Analysis tool. Features
included in this generic simulator are an eventdriven scheduled simulation kernel,
integrated analysis tools for interpreting and synthesizing output data, graphical
specification of models and a hierarchical objectbased modeling..
The modeling methodology of OPNET is organized in a hierarchical structure. At
the lowest level, process models are structured as a finite state machine. State and
transitions are specified graphically using statetransition diagrams whereas conditions
that specify what happen within each state are programmed with a Clike language called
ProtoC. Those processes, and builtin modules in OPNET (source and destination
modules, traffic generators, queues, ...) are then configured with menus and organized
into data flow diagrams that represent nodes using the graphical Node Editor. Using a
graphical Network Editor, nodes and links are selected to build up the topology of a
communication network.
The Analysis Tool provides a graphical environment to view and manipulate data
collected during simulation runs. Results can be analyzed for any network element.
cannot define new models; he should contact MIL3's modeling service.
The modeling libraries are included with OPNET Modeler and OPNET Planner
and contains protocols and analysis environments, among them ATM, TCP, IP, Frame
Relay, FDDI, Ethernet, link models such as pointtopoint or bus, queuing service
disciplines such as FirstinFirstOut (FIFO), LastInFirstOut (LIFO), priority non
preemptive queuing, shortest first job, roundrobin or preempt and resume.
In the ATM library, 16 processes models implement the functions of ATM, the
AAL and the IP interface. It provides for buffer management, congestion control,
segmentation and reassembly, modeled explicitly or analytically. The ATM library can
be used for instance to model and evaluate Adaptation Layer (AAL) protocols; or to
analyze the behavior of virtual path and circuits under various best effort congestion
control schemes at the physical layer
NCTUns
Introduction
NCTUns is open source, high quality, and supports many types of networks.The
NCTUns is a highfidelity and extensible network simulator and emulator capable of
simulating various protocols used in both wired and wireless IP networks. Its core
technology is based on the novel kernel reentering methodology invented by Prof. S.Y.
Wang [1, 2] when he was pursuing his Ph.D. degree at Harvard University. Due to this
novel methodology, NCTUns provides many unique advantages that cannot be easily
achieved by traditional network simulators such as ns2 [3] and OPNET [4].
After obtaining his Ph.D. degree from Harvard University in September 1999,
Prof. S.Y. Wang returned to Taiwan and became an assistant professor in the Department
of Computer Science and Information Engineering, National Chiao Tung University
(NCTU), Taiwan, where he founded his “Network and System Laboratory.” Since that
time, Prof. S.Y. Wang has been leading and working with his students to design and
implement NCTUns (the NCTU Network Simulator) for more than five years.
Salient features of NCTUns
The NCTUns network simulator and emulator has many useful features listed as
follows:
● It can be used as an emulator. An external host in the real world can exchange packets
(e.g., set up a TCP connection) with nodes (e.g., host, router, or mobile station) in a
network simulated by NCTUns. Two external hosts in the real world can also
exchange their packets via a network simulated by NCTUns. This feature is very
useful as the function and performance of realworld devices can be tested under
various simulated network conditions.
● It directly uses the reallife Linux ’s TCP/IP protocol stack to generate highfidelity
simulation results. By using a novel kernel reentering simulation methodology, a real
life UNIX (e.g., Linux) kernel’s protocol stack can be directly used to generate high
fidelity simulation results.
● It can use any reallife existing or tobedeveloped UNIX application program as a
traffic generator program without any modification. Any reallife program can be run
on a simulated network to generate network traffic. This enables a researcher to test
the functionality and performance of a distributed application or system under various
network conditions. Another important advantage of this feature is that application
programs developed during simulation studies can be directly moved to and used on
realworld UNIX machines after simulation studies are finished. This eliminates the
time and effort required to port a simulation prototype to a realworld implementation
if traditional network simulators are used.
● It can use any reallife UNIX network configuration and monitoring tools. For
example, the UNIX route, ifconfig, netstat, tcpdump, traceroute commands can be run
on a simulated network to configure or monitor the simulated network.
● In NCTUns, the setup and usage of a simulated network and application programs are
exactly the same as those used in realworld IP networks. For example, each layer3
interface has an IP address assigned to it and application programs directly use these
IP addresses to communicate with each other. For this reason, any person who is
familiar with realworld IP networks can easily learn and operate NCTUns in a few
minutes. For the same reason, NCTUns can be used as an educational tool to teach
students how to configure and operate a realworld network.
● It can simulate fixed Internet, Wireless LANs, mobile ad hoc (sensor) networks, GPRS
networks, and optical networks. A wired network is composed of fixed nodes and
pointtopoint links. Traditional circuitswitching optical networks and more advanced
Optical Burst Switching (OBS) networks are also supported. A wireless networks is
composed of IEEE 802.11 (b) mobile nodes and access points (both the adhoc mode
and infrastructure mode are supported). GPRS cellular networks are also supported.
● It can simulate various networking devices. For example, Ethernet hubs, switches,
routers, hosts, IEEE 802.11 (b) wireless stations and access points, WAN (for
purposely delaying/dropping/reordering packets), Wall (wireless signal obstacle),
GPRS base station, GPRS phone, GPRS GGSN, GPRS SGSN, optical circuit switch,
optical burst switch, QoS DiffServ interior and boundary routers, etc.
● It can simulate various protocols. For example, IEEE 802.3 CSMA/CD MAC, IEEE
802.11 (b) CSMA/CA MAC, learning bridge protocol, spanning tree protocol, IP,
Mobile IP, Diffserv (QoS), RIP, OSPF, UDP, TCP, RTP/RTCP/SDP, HTTP, FTP,
Telnet, etc.
● Its simulation speed is high. By combining the kernel reentering methodology with
the discreteevent simulation methodology, a simulation job can be finished quickly.
● Its simulation results are repeatable. If the chosen random number seed for a
simulation case is fixed, the simulation results of a case are the same across different
simulation runs even though there are some other activities (e.g., disk I/O) occurring
on the simulation machine.
● It provides a highly integrated and professional GUI environment. This GUI can help a
user (1) draw network topologies, (2) configure the protocol modules used inside a
node, (3) specify the moving paths of mobile nodes, (4) plot network performance
graphs, (5) playing back the animation of a logged packet transfer trace, etc. All these
operations can be easily and intuitively done with the GUI.
● Its simulation engine adopts an opensystem architecture and is open source. By using
a set of module APIs provided by the simulation engine, a protocol module writer can
easily implement his (her) protocol and integrate it into the simulation engine.
NCTUns uses a simple but effective syntax to describe the settings and configurations
of a simulation job. These descriptions are generated by the GUI and stored in a suite
of files. Normally the GUI will automatically transfer these files to the simulation
engine for execution. However, if a researcher wants to try his (her) novel device or
network configurations that the current GUI does not support, he (she) can totally
bypass the GUI and generate the suite of description files by himself (herself) using
any text editor (or script program). The nonGUIgenerated suite of files can then be
manually fed to the simulation engine for execution.
● It supports more realistic wireless signal propagation models. In addition to providing
the simple (transmission range = 250 m, interference range = 550 m) model that is
commonly used in the ns2, NCTUns provides a more realistic model in which a
received bit’s BER is calculated based on the used modulation scheme, the bit’s
received power level, and the noise power level around the receiver. Largescale path
loss and smallscale fading effects are also simulated.
The different versions of NCTUns
● NCTUns 1.0 simulator
● NCTUns 2.0 simulator
● NCTUns 3.0 simulator
● NCTUns 4.0 simulator
● NCTUns 5.0 simulator
NCTUns 5.0 simulator
The NCTUns 5.0. is equipped with a GUI environment to help a user to quickly (1)
specify network topologies, (2) edit protocol parameters, (3) control the execution of
simulations, (4) plot logged performance curves, and (5) play back logged packet transfer
animations. It uses a distributed architecture to support remote and concurrent
simulations on multiple machines. A user can just download the GUI program, use it to
specify his (her) simulation job, and then submit the job to a remote simulation server for
execution. When the job is finished, the results will be automatically transferred back to
the GUI program for further analysis. NCTUns' simulation engine uses an open system
architecture to allow a user to easily add protocol modules. Adding a new protocol
module into an existing protocol stack of a node or replacing an old one with a new one
can be done via the GUI program's node editor.
Due to the kernel reentering simulation methodology, NCTUns 5.0 needs to modify
the kernel of the underlying operating system. Right now only FreeBSD 4.7 and 4.6 are
supported; however, porting the simulator to the Linux platform is underway. The
NCTUns 5.0 is written in C++. It is open source, free for nonprofit use, and has an active
user community. The Web site provides the package, documentation (papers, GUI user
manual, and protocol module developer manual), demo videos, mailing lists, and a free
simulation center service.
NCTUns 5.0 is a simulator, which attempts to make use of a real world network
stack for simulation. NCTUns uses a tunnel network interface to use the local machines
network stack. Tunnel devices are available on most UNIX machines and allow packets
to be written to and read from a special device file. To the kernel, it appears as though
packets have arrived from the link layer when data is written to the device file. This
means the packet will go through all the normal processing routines: the TCP/IP stack.
When a packet is read from the tunnel device, the first packet in the tunnel interfaces
output queue is copied to the reading application.
The first obvious problem with this is that timing is still handled by the kernel, and
hence there is no simulated time. This is solved in NCTUns by modifying the kernel to
use a special virtual timer. The virtual time resides in a memorymapped region
accessible both to kernel and user space. The kernel code is modified, which has negative
repercussions. First of all, each kernel NCTUns might run on needs to be patched. This
means that for every differing version of each operating system, a patch needs to be
written. Secondly, the kernel needs to be patched on all simulation machines. This is not
always an option, especially in a laboratory setting where the users do not often have full
control of the computers available. One of the problems discussed in the NCTUns 5.0
paper [19] is that of performance. Because of the real network code being executed,
abstractions of stacks cannot be executed: there is more processing necessary
in a real stack. Real data is transferred throughout the system and also needs to be copied.
To some extent this problem would apply to a real network stack used inside the Network
Simulation Cradle, as it would need the actual data to do packet processing on too. The
Network Simulation Cradle only needs the packet headers, the entire packets do not need
to be used. A lot of system calls are needed in NCTUns’s case, which also reduces
performance. Even with these issues Wang concludes, the performance of the NCTUns
5.0 in its current form is still satisfactory”. NCTUns achieved reasonably scalability
more than 256 nodes by working around an initial limitation imposed by BSD UNIX,
due to 8bit integers being used to identify devices. Other problems with NCTUns
include the fact that it is difficult to get statistics out of the stack code running inside the
kernel, and only one stack type is used in simulation. Other stacks could be used in
NCTUns by a distributed simulation approach, but this requires at least one machine per
stack simulated, each running the specific operating system version wanting to be
simulated. This means the simulation is more like an emulation, which loses some of the
benefits of simulation. Also, because the simulation network stacks run inside the kernel,
the simulation computer cannot be used for other activities while simulating, such
activity could make the kernel behave quite differently.
GETTING STARTED
Installation
I. REQUIREMENT
Software:
1. OS Platform: Fedora 10 Linux (with gcc compiler installed)
2. X window system.
3. Root privilege
4. bash/tcsh assigned as the user's login shell (for command console function)
Hardware:
1. 256 MB RAM or more (512 MB recommended for running largenetwork cases)
2. 1.6 GHz Pentium PC or faster
3. 200 MB free disk space or more
4. Multicore 32bit PC can be supported. However, only one core will be used.
5. 64bit PC can be supported if it runs the 32bit Fedora Linux system.
II. INSTALLATION PROCEDURE
NOTE: You must be the root user to successfully run install.sh!
I. Run install.sh
In the shell, you can run the script program by the following command:
./install.sh
The install.sh program will ask you several questions during the installation. For a
normal installation, you can simply answer "Yes" or "Y" to all of these questions.
It will take a few minutes to finish the installation. The programs in the package will
be installed in /usr/local/nctuns by default. You may use "install.sh h" to see more
information.
II. Then you should reboot your system to use the newlybuilt kernel. When the Linux
boot loader asks you to choose a kernel to boot, you should choose the new kernel,
which has "NCTUns" as its name.
III. When the machine is up again, the installation is done.
Setting up the environment
A user using the NCTUns in single machine mode, needs to do the following steps
before he/she starts the GUI program:
1. Set up environment variables:
Before the user can run up the dispatcher, coordinator, or NCTUns GUI
program he/she must set up the NCTUNSHOME environment variable.
2. Start up the dispatcher on terminal 1.
3. Start up the coordinator on terminal 2.
4. Start up the nctunsclient on terminal 3.
After the above steps are followed, the starting screen of NCTUns disappears and the
user is presented with the working window as shown below:
Drawing A Network Topology
To draw a new network topology, a user can perform the following steps:
Choose Menu>File>Operating Mode> and make sure that the “Draw Topology” mode
is checked. This is the default mode of NCTUns when it is launched. It is only in this
mode that a user can draw a new network topology or change an existing simulation
topology. When a user switches the mode to the next mode “ Edit Property”, the
simulation network topology can no longer be changed.
1. Move the cursor to the toolbar.
2. LeftClick the router icon on the toolbar.
3. LeftClick anywhere in the blank working area to add a router to the current network
topology. In the same way we can add switch, hub,WLAN access point,WLAN mobile
node , wall (wireless signal obstacle) etc.
4. LeftClick the host icon on the toolbar. Like in step 4, add the required number of
hosts to the current topology.
5. To add links between the hosts and the router, leftclick the link icon on the toolbar to
select it.
6. LeftClick a host and hold the mouse button. Drag this link to the router and then
release the mouse left button on top of the router. Now a link between the selected host
and the router has been created.
7. Add the other, required number of links in the same way. This completes the creation
of a simple network topology.
8. Save this network topology by choosing Menu>File>Save. It is saved with a .tpl
extension.
9. Take the snapshot of the above topology.
Editing Node's Properties
1. A network node (device) may have many parameters to set. For example, we may have
to set the maximum bandwidth, maximum queue size etc to be used in a network
interface. For another example, we may want to specify that some application
programs (traffic generators) should be run on some hosts or routers to generate
network traffic.
2. Before a user can start editing the properties of a node, he/she should switch the mode
from the “Draw Topology” to “Edit Property” mode. In this mode, topology changes
can no longer be made. That is, a user cannot add or delete nodes or links at this time.
3. The GUI automatically finds subnets in a network and generates and assigns IP and
MAC addresses to layer 3 network interfaces.
4. A user should be aware that if he/she switches the mode back to the “Draw Topology”
mode when he/she again switches the mode back to the “Edit Topology” mode, node's
IP and MAC addresses will be regenerated and assigned to layer 3 interfaces.
Therefore the application programs now may use wrong IP addresses to communicate
with their partners.
Running the Simulation
When a user finishes editing the properties of network nodes and specifying
application programs to be executed during a simulation, he/she can start running the
simulation.
2. In order to do so, the user must switch mode explicitly from “Edit Property” to “Run
Simulation”. Entering this mode indicates that no more changes can (should) be made
to the simulation case, which is reasonable. This simulation is about to be started at
this moment; of course, any of its settings should be fixed.
3. Whenever the mode is switched to the “ Run Simulation” mode, the many simulation
files that collectively describe the simulation case will be exported. These simulation
files will be transferred to the (either remote or local) simulation server for it to
execute the simulation. These files are stored in the “ main File Name.sim” directory,
where main Filename is the name of the simulation case chosen in the “Draw
Topology” mode.
Playing Back the Packet Animation Trace
After the simulation is finished, the simulation server will send back the simulation
result files to the GUI program after receiving these files, the GUI program will store
these files in the “results directory” .It will then automatically switch to “play back
mode”.
1. These files include a packet animation trace file and all performance log files that the
user specifies to generate. Outputting these performance log files can be specified by
checking some output options in some protocol modules in the node editor. In addition
to this, application programs can generate their own data files.
3. The packet animation trace file can be replayed later by the packet animation
player. The performance curve of these log files can be plotted by the performance
monitor.
Post Analysis
1. When the user wants to review the simulation results of a simulation case that has been
finished before, he /she can run up the GUI program again and then open the case's
topology file
2. The user can switch the mode directly to the “Play Back” mode. The GUI program will
then automatically reload the results (including the packet animation trace file and
performance log file.
3. After the loading process is finished, the user can use the control buttons located at the
bottom of the screen to view the animation.
Simulation Commands
The following explains the meaning of each job control command:
● Run: Start to run the simulation.
● Pause: Pause the currently running simulation.
● Continue: Continue the simulation that was just paused.
● Stop: Stop the currently running simulation
● Abort: Abort the currently running simulation. The difference between “stop” and
“abort” is that a stopped simulation job's partial results will be transferred back to GUI
files.
● Reconnect: The Reconnect command can be executed to reconnect to a simulation job
that was previously disconnected. All disconnected jobs that have not finished their
simulations or have finished their simulations but the results have not been retrieved
back to be a GUI program by the user will appear in a session table next to the
“Reconnect” command. When executing the reconnect command, a user can choose a
disconnected job to reconnect from this session table.
● Disconnect: Disconnect the GUI from the currently running simulation job. The GUI
now can be used to service another simulation job. A disconnected simulation will be
given a session name and stored in a session table.
PARTA
EXPERIMENT 1
Simulate a threenode pointtopoint network with a duplex link between
them. Set the queue size and vary the bandwidth and find the number of packets
dropped.
STEPS:
Step1: Select the hub icon on the toolbar and drag it onto the working window.
Step2: Select the host icon on the toolbar and drag it onto the working window.
Repeat this for another host icon.
Step 3: Select the link icon on the toolbar and drag it on the screen from host (node 1) to
the hub and again from host(node 2) to the hub. Here the hub acts as node 3 in the
pointtopoint network. This leads to the creation of the 3 node pointtopoint network
topology. Save this topology as a .tpl file.
Step 4:Doubleclick on host(node 1), a host dialog box will open up. Click on Node
editor and you can see the different layers interface, ARP, FIFO, MAC, TCPDUMP,
Physical layers. Select MAC and then select fullduplex for switches and routers and half
duplex for hubs, and in log Statistics, select Number of Drop Packets, Number of
Collisions, Throughput of incoming packets and Throughput of outgoing packets.
Select FIFO and set the queue size to 50 and press OK. Then click on Add. Another
dialog box pops up. Click on the Command box and type the Command according to the
following syntax:
stg [t duration(sec)] [p port number]HostIPaddr
and click OK.
Step 5: Doubleclick on host (node 2), and follow the same step as above with only
change in command according to the following syntax:
rtg [t] [w log] [p port number]
and click OK.
Step 6: Double click on the link between node 1 and the hub to set the bandwidth
to some initial value say, 10 Mbps. Repeat the same for the other node.
Step 7: Click on the E button (Edit Property) present on the toolbar in order to save
the changes made to the topology. Now click on the R button (Run Simulation).By doing
so a user can run/pause/continue/stop/abort/disconnect/reconnect/submit a simulation. No
simulation settings can be changed in this mode.
Step 8: Now go to Menu>Simulation>Run. Executing this command will submit the
current simulation job to one available simulation server managed by the dispatcher.
When the simulation server is executing, the user will see the time knot at the bottom of
the screen move. The time knot reflects the current virtual time (progress) of the
simulation case.
Step 9:To start the playback, the user can leftclick the start icon( |>) of the time bar
located at the bottom. The animation player will then start playing the recorded packet
animation.
Step 10: Change the bandwidth say, 9 Mbps, and run the simulation and compare the
two results.
Step 12: To view the results, go to the filename. results folder.
Note: To get the syntax of any command, double click on the host icon. Host dialog
boxes appear and then choose App. Usage.
The screenshot below explain the topology.
EXAMPLE AND RESULTS OF EXPT 1
By using HUB:
Commands used: stg u 1024 100 1.0.1.2
rtg u w log1
By setting the bandwidth as 10 Mbps on both the links and queue size as 50 we
obtain the following results:
Output throughput n1p1= 1177
Input throughput n3p1 = 1177
Collision and drop = 0
By changing bandwidth to 9Mbps in the destination link, we obtain the following results:
Output throughput n1p1 =1177
Input throughput n3p1 = ~ 0
Collision and drop = 1100
Note: The results of the experiments vary from simulation to
simulation.
By using SWITCH
Commands used: stcp p 7000 l 1024 1.0.1.2
rtcp p 7000 l 1024
Results: By setting the bandwidth as 10 Mbps on both the links and queue size as 50 we
obtain the following results:
output throughput n1p1= 1190
input throughput n3p1 = 1190
collision and drop = 0
By changing bandwidth to 9Mbps in the destination link, we obtain the following results:
output throughput n1p1 =1190
input throughput n3p1 = varying
collision and drop = ~0
EXPERIMENT 2
Simulate a fournode pointtopoint network and connect the link as follows:
Apply a TCP agent between n0 to n3 and apply a UDP agent between n1 and n3.
Apply relevant applications over TCP and UDP agents changing the parameters
and determine the number of packets sent by two agents.
STEPS:
Step 1: Create the topology as specified in the question, in the draw mode of
the simulator.
Step 2: Go to edit mode and save the topology.
Step 3: Setup a TCP connection between node 1 and node 3 using the following
commands:
stcp [p port] [l writesize] hostIPaddr
rtcp [p port] [l readsize]
Step 4: Setup a UDP connection between node 2 and node 3 using the following
commands:
stg [u payload size duration] [Hostaddress]
rtg [u] [w log]
Step 5:Set the output throughput log to determine the number of packets sent by
TCP/UDP as described in experiment 1.
Step 6:To view the results, go to the filename.results folder.
The screenshot of the topology is shown below:
EXAMPLE AND RESULTS OF EXPT 2
Commands used: stg u 1024 100 1.0.1.3
rtg u w log1
stcp p 7000 l 1024 1.0.1.3
rtcp p 7000 l 1024
Results: By setting the bandwidth as 100 Mbps on the TCP link and queue size as 50 we
obtain the following results:
Average no: of TCP packets sent = varying (348 to 1100)
Average no: of UDP packets sent = 1180
Note: The result varies based on the bandwidth.
EXPERIMENT 3
Simulate the different types of Internet traffic such as FTP, TELNET over a
network and analyze the throughput.
STEPS :
To setup a FTP connection:
Step 1: Create a topology of four nodes; connect these nodes to a hub.
Step 2: Go to the edit mode and setup FTP traffic between node1 and node 4
using the port number 23.
Step 3: Set the input and output throughput log file as described in the above
experiments.
Step 4: To view the results, go to the filename.results folder.
To setup a TELNET connection:
Step 1: Create a topology of four nodes, connect these nodes to a hub.
Step 2: Go to the edit mode and setup a TELNET traffic between node1 and node
4 using the port number 7300.
Step 3: Set the input and output throughput log file as described in the above
experiments.
Step 4: To view the results, go to the filename.results folder.
The screenshot of the topology is shown below:
EXAMPLE AND RESULTS OF EXPT 3
Result:
For FTP:
Command used: stcp p 23 l 1024 1.0.1.6
rtcp p 23 l 1024
Output Throughput n1 p1= 6801097
Input Throughput n2p1 = 6801097
For TELNET:
Command used: stcp p 7300 l 1024 1.0.1.6
rtcp p 7300 l 1024
Output Throughput n1p1= 4951095
Input Throughput n2p1= 4951095
EXPERIMENT 4
STEPS:
Step 1: Click on the subnet icon on the toolbar and then click on the screen of the
working window.
Step 2: Select the required number of hosts and a suitable radius between the host
and the switch.
Step 3: In the edit mode, get the IP address of one of the hosts say, host 1 and then
for the other host say, host2 set the drop packet and no: of collisions
statistics as described in the earlier experiments.
Step 4: Now run the simulation.
Step 5: Now click on any one of the hosts and click on command console and
ping the destination node.
Note: The no: of drop packets are obtained only when the traffic is more in the
network.
The screenshot of the topology is shown below:
EXAMPLE AND RESULTS OF EXPT 4
Results:
1) No need to setup any commands on the node editor.
2) During Run mode open command console and ping 1.0.1.6.
EXPERIMENT 5
Simulate an Ethernet LAN using N nodes (610), change error rate and data
rate and compare throughput.
STEPS:
Step 1: Connect one set of hosts with a hub and another set of hosts also through a
hub and connect these two hubs through a switch. This forms an Ethernet LAN.
Step 2: Setup a TCP connection between a host on one hub and host on another
hub using the following command:
stcp [p port] [l writesize] hostIPaddr
rtcp [p port] [l readsize]
Step 3: Setup the error rate, data rate in the physical layer, input and output
throughput in the mac layer as described above.
Step 4:Change error rate and data rate and compare the throughputs.
Step 5: View the results in the filename.results.
The screenshot of the topology is shown below:
EXAMPLE AND RESULTS OF EXPT 5
Results:
Commands: stcp p 7000 l 1024 1.0.1.6
rtcp p 7000 l 1024
For first 6 nodes:
Initial error rate: 0.0
Initial data rate: 10 Mbps
Output Throughput: 6541091
Input Throughput: 6541091
Changed error rate: 1.0
Changed data rate: 10 Mbps
Output Throughput: 6541091
Input Throughput: 6541091
Error rate: 1.0
Data rate: 100 Mbps
Output Throughput: 15479765
Input Throughput: 15479765
For 610 nodes:
Initial error rate: 0
Initial data rate: 10 Mbps
Output Throughput: 6541091
Input Throughput: 6541091
Changed error rate: 1.0
Data rate: 10 Mbps
Output Throughput: 6541091
Input Throughput: 6541091
EXPERIMENT 6
Simulate an Ethernet LAN using N nodes and set multiple traffic nodes and
determine collisions across different nodes.
STEPS:
Step 1: Connect one set of hosts with a hub and another set of hosts also through a
hub and connect these two hubs through a switch. This forms an Ethernet LAN.
Step 2: Setup multiple traffic connections between the hosts on one hub and
hosts on another hub using the following command:
stcp [p port] [l writesize] hostIPaddr
rtcp [p port] [l readsize]
Step 3: Setup the collision log at the destination hosts in the MAC layer as
described in the earlier experiments.
Step 4: View the results in the filename.results.
The screenshot of the topology is shown below:
EXAMPLE AND RESULTS OF EXPT 6
Results:
Commands: stcp p 7000 l 1024 1.0.1.6
rtcp p 7000 l 1024
Drops at node 5 : 324750
Drops at node 4 : 274930
EXPERIMENT 7
Simulate an Ethernet LAN using N nodes and set multiple traffic nodes and
plot congestion window for different source/destination.
STEPS:
Step 1: Connect one set of hosts with a hub and another set of hosts also through a
hub and connect these two hubs through a switch. This forms an Ethernet LAN.
Step 2: Setup multiple traffic connections between the hosts on one hub and
hosts on another hub using the following command:
stcp [p port] [l writesize] hostIPaddr
rtcp [p port] [l readsize]
Step 3: Setup the collision log at the destination hosts in the MAC layer as
described in the earlier experiments.
Step 4: To plot the congestion window go to Menu>Tools>Plot Graph>File
>open>filename.results>filename.coll.log
Step 5: View the results in the filename.results.
The screenshot of the topology is shown below:
EXAMPLE AND RESULTS OF EXPT 7
Results:
Commands: stcp p 7000 l 1024 1.0.1.6
rtcp p 7000 l 1024
Drops at node 5 : 324750
Drops at node 4 : 274930
Note: The only difference between the 6th experiment and the present experiment is that
here we need to plot the congestion window i.e. collision log.
EXPERIMENT 8
Simulate simple BSS and with transmitting nodes in wireless LAN by
simulation and determine the performance with respect to transmission of packets.
STEPS:
Step 1: Connect a host and two WLAN access points to a router.
Step 2: Setup multiple mobile nodes around the two WLAN access points and set the
path for each mobile node.
Step 3: Setup a ttcp connection between the mobile nodes and host using the following
command:
ttcp r u s [p port number]
Step 4: Setup the input throughput log at the destination host.
Step 5: To set the transmission range go to Menu>Settings>WLAN mobile node
>Show transmission range.
Step 5:View the results in the filename. results.
The screenshot of the topology is shown below:
EXAMPLE AND RESULTS OF EXPT 8
Results:
Command: ttcp r u s p 7000
Output Throughput : 1190
PARTB
ERROR DETECTING CODE USING CRCCCITT
Overview:
The accurate implementations (longhand and programmed) of the 16bit
CRCCCITT specification, is as follows:
● Width = 16 bits
● Truncated polynomial = 0x1021
● Initial value = 0xFFFF
● Input data is NOT reflected
● Output CRC is NOT reflected
● No XOR is performed on the output CRC
Theoretical Concepts:
Important features of a standard CRC are that it:
● Can be used to validate data
● Is reproducible by others
The first feature above is easy to realize in a closed system if corruption of data is
infrequent (but substantial when it occurs). The term "closed system" refers to a situation
where the CRC need not be communicated to others. A correct implementation of a 16
bit CRC will detect a change in a single bit in a message of over 8000 bytes. An
erroneous CRC implementation may not be able to detect such subtle errors. If errors are
usually both rare and large (affecting several bits), then a faulty 16bit CRC
implementation may still be adequate in a closed system.
The second feature above that the CRC is reproducible by others is crucial in an
open system; that is, when the CRC must be communicated to others. If the integrity of
data passed between two applications is to be verified using a CRC defined by a
particular standard, then the implementation of that standard must produce the same
result in both applications otherwise, valid data will be reported as corrupt.
Reproducibility may be satisfied by even a botched implementation of a standard CRC in
most cases if everyone uses the same erroneous implementation of the standard. But
this approach:
● Modifies the standard in ways that are both unofficial and undocumented.
● Creates confusion when communicating with others who have not adopted the
botched implementation as the implied standard.
The CRC value for the 9byte reference string, "123456789" is 0xE5CC.
The need to focus on the 16bit CRCCCITT (polynomial 0x1021) and not CRC16
(polynomial 0x8005),are as follows :
● Is a straightforward 16bit CRC implementation in that it doesn't involve:
● reflection of data
● reflection of the final CRC value
● Starts with a nonzero initial value leading zero bits can't affect the CRC16 used
by LHA, ARC, etc., because its initial value is zero.
● It requires no additional XOR operation after everything else is done. The CRC32
implementation used by Ethernet, Pkzip, etc., requires this operation; less common
16bit CRCs may require it as well.
The need to use a 16bit CRC instead of a 32bit CRC is as follows :
● Can be calculated faster than a 32bit CRC.
● Requires less space than a 32bit CRC for storage, display or printing.
● Is usually long enough if the data being safeguarded is fewer than several thousand
bytes in length, e.g., individual records in a database.
Example:
Calculation of the 16bit CRCCCITT for a onebyte message consisting of the letter
"A":
Quotient= 111100001110111101011001
poly=
10001000000100001 ) 1111111111111111010000010000000000000000
10001000000100001
red bits are
initial value
11101111110111111 bold bits are
message
10001000000100001 blue bits are
augmentation
11001111100111100
10001000000100001
10001111000111010
10001000000100001
00001110000110110
00000000000000000
00011100001101100
00000000000000000
00111000011011000
00000000000000000
01110000110110001
00000000000000000
11100001101100010
10001000000100001
11010011010000110
10001000000100001
10110110101001110
EXPERIMENT 1
Write a program for error detecting code using CRCCCITT (16bits).
#include <stdio.h>
#include <string.h>
#define poly 0x1021 /* crcccitt mask */
/* global variables */
char goodtext[1000];
char badtext[1000];
unsigned short good_crc;
unsigned short bad_crc;
unsigned short good_text_length;
unsigned short bad_text_length;
int main()
{
void update_good_crc(unsigned short);
void augment_message_for_good_crc();
void augment_message_for_bad_crc();
void update_bad_crc(unsigned short);
unsigned short ch, i;
good_crc = 0xffff;
bad_crc = 0xffff;
i = 0;
good_text_length= 0;
bad_text_length=0;
printf("\n Enter Original Text:");
scanf("%s",goodtext);
printf("\n Enter Text to be verified:");
scanf("%s",badtext);
while((ch=goodtext[i])!=0)
{
update_good_crc(ch);
i++;
good_text_length++;
}
i=0;
while((ch=badtext[i])!=0)
{
update_bad_crc(ch);
i++;
bad_text_length++;
}
augment_message_for_good_crc();
augment_message_for_bad_crc();
printf("\n CRC of Original Text = %04X",good_crc);
printf("\n CRC of verified Text = %04X",bad_crc);
printf("\n Length of Original Text = %u",good_text_length);
printf("\n Length of Verified Text = %u",bad_text_length);
if(good_crc!=bad_crc)
printf("\n Data(CRC) mismatch!\n");
else
printf("\n Data(CRC) matched!\n");
return(0);
}
void update_good_crc(unsigned short ch)
{
unsigned short i, v, xor_flag;
/*
Align test bit with leftmost bit of the message byte.
*/
v = 0x80;
for (i=0; i<8; i++)
{
if (good_crc & 0x8000)
{
xor_flag= 1;
}
else
{
xor_flag= 0;
}
good_crc = good_crc << 1;
if (ch & v)
{
/*
Append next bit of message to end of CRC if it is not zero.
The zero bit placed there by the shift above need not be
changed if the next bit of the message is zero.
*/
good_crc= good_crc + 1;
}
if (xor_flag)
{
good_crc = good_crc ^ poly;
}
/*
Align test bit with next bit of the message byte.
*/
v = v >> 1;
}
}
void update_bad_crc(unsigned short ch)
{
unsigned short i, v, xor_flag;
/*
Align test bit with leftmost bit of the message byte.
*/
v = 0x80;
for (i=0; i<8; i++)
{
if (bad_crc & 0x8000)
{
xor_flag= 1;
}
else
{
xor_flag= 0;
}
bad_crc = bad_crc << 1;
if (ch & v)
{
/*
Append next bit of message to end of CRC if it is not zero.
The zero bit placed there by the shift above need not be
changed if the next bit of the message is zero.
*/
bad_crc= bad_crc + 1;
}
if (xor_flag)
{
bad_crc = bad_crc ^ poly;
}
/*
Align test bit with next bit of the message byte.
*/
v = v >> 1;
}
}
void augment_message_for_good_crc()
{
unsigned short i, xor_flag;
for (i=0; i<16; i++)
{
if (good_crc & 0x8000)
{
xor_flag= 1;
}
else
{
xor_flag= 0;
}
good_crc = good_crc << 1;
if (xor_flag)
{
good_crc = good_crc ^ poly;
}
}
}
void augment_message_for_bad_crc()
{
unsigned short i, xor_flag;
for (i=0; i<16; i++)
{
if (bad_crc & 0x8000)
{
xor_flag= 1;
}
else
{
xor_flag= 0;
}
bad_crc = bad_crc << 1;
if (xor_flag)
{
bad_crc = bad_crc ^ poly;
}
}
}
FRAME SORTING TECHNIQUE USED IN BUFFERS
Overview & Theoretical Concepts:
We need the frame sorter when the frame source is using TCP/IP so we can
run packet reassemblers on other computers in an effort to balance the workload.
If the frames are coming in over ISIS IP multicasts, we don't need a sorter: Each re
assembler can receive all frames and discard those they don't need. This way we get each
frame on the network one time only, and the work in each reassembler to input and
reject frames on the wrong virtual channel is very little. If ISIS is not using true IP
multicasting, then, once again, the sorter is needed to reduce the network traffic.
There are side benefits to such a design. In cases like I&T where the frame source is
using TCP/IP, we need to sort the transfer frames by virtual channel so we can run some
packet reassemblers on other workstations to balance the compute load. But even so, we
may reassemble housekeeping packets on the workstation doing the frame sorting. Why
do it in a separate process? This is especially true on Solaris where we have control over
thread binding, and therefore, thread concurrency.
In a multithreaded environment, the frame sorter and packet reassembler both can be
constructed from a collection of objects: input tasks, output tasks, packet assembly tasks,
pool objects, sorter objects, and queue objects.
The packet reassembler might looks like this:
input > queue > pkt assy > sorter > queue > output
Transfer frames enter an input. Input enqueues and possibly archives them. The packet
assembly task reads frames out of the queue and constructs packets. It hands completed
packets to a sorter which enqueues them for output tasks and possibly archives them.
Each output task reads packets from its queue and sends packets out.
EXPERIMENT 2
Write a program for frame sorting technique used in the buffers.
#include<stdio.h>
struct frame{
int fslno;
char finfo[20];
};
struct frame arr[10];
int n;
void sort()
{
int i,j,ex;
struct frame temp;
for(i=0;i<n1;i++)
{
ex = 0;
for(j=0;j<ni1;j++)
if(arr[j].fslno > arr[j+1].fslno)
{
temp = arr[j];
arr[j] = arr[j+1];
arr[j+1] = temp;
ex++;
}
if(ex==0) break;
}
}
int main()
{
int i;
system("clear");
printf("enter the number of frames\n");
scanf("%d",&n);
printf("enter the frame sequence number and frame contents\n");
for(i=0; i<n; i++)
scanf("%d%s",&arr[i].fslno,&arr[i].finfo);
sort();
printf("the frames in sequence\n");
for(i=0;i<n;i++)
{
printf("01111110 %d\t%s 01111110\n",arr[i].fslno,arr[i].finfo);
printf("||\n");
}
}
DISTANCE VECTOR ALGORITHM
Background:
One of the most popular & dynamic routing algorithms, the distance vector routing
algorithms operate by using the concept of each router having to maintain a table( ie., a
vector ), that lets the router know the best or shortest distance to each destination and the
next hop to get to there. Also know as Bellman Ford(1957) and Ford Fulkerson (1962). It
was the original ARPANET algorithm.
Algorithm Overview:
Each router maintains a table containing entries for and indexed by each other
router in the subnet.
Table contains two parts :
1.A preferred outing line.
2.Estimate of time or distance to that destination.
The metric used here is the transmission delay to each destination. This metric maybe
number of hops, queue length, etc.
The router is assumed to know the distance metric to each of its neighbours.Across the
network the delay is calculated by sending echo packets to each of neighbours.
Example
Dx(y) = min{c(x,y) + Dy(y), c(x,z) + Dz(y)}
= min{2+0 , 7+1} = 2
x y z x y z x y z
x 0 2 7 x 0 2 3
x ∞∞ ∞
y ∞ ∞ ∞ y 2 0 1 y 2 0 1
z 71 0 z 3 1 0 z 3 1 0
from from from
Execution Instructions
The program is typed on an editor (eg vi,gedit or kdevelop),exit the editor after
saving the progarm,complile using the command cc <programname>.c and then the
command ./a.out is entered if no errors are encountered(else correct the errors and then
perform the above).
1: The program when executed asks the for the no of nodes.
2: Since we are using delay as the metric the program asks the user to input the first set of
values for the delay from the individual nodes to all other nodes. Please enter the distance
between the nodes to their neighbours else enter 999 if the nodes are not connected
directly.
3: The program now will print out the initial configuration and the final configuration of
the routing tables.
4: It will ask you whether you want to find out the shortest distance between any 2
nodes.If yes enter the any number or alphabet else enter 0 to exit.
5: The program exits otherwise it will ask you to enter the pair of nodes between which
the distance has to be found.It displays the shortest path as well as the route from the first
node to the next node.
EXPERIMENT 3
Write a program for distance vector algorithm to find suitable path for
transmission.
#include <stdlib.h>
#define NUL 1000
#define NODES 10
struct node
{
int t[NODES][3];
};
struct node n[NODES];
typedef struct node NOD;
int main()
void init(int,int);
void inp(int,int);
void caller(int,int);
void op(int,int,int);
void find(int,int);
int i,j,x,y,no;
do{
printf("\n Enter the no of nodes required(Less than 10 pls): ");
scanf("%d",&no);
}while(no>10||no<0);
for(i=0;i<no;i++)
{
init(no,i);
inp(no,i);
}
printf("\n The configuration of the nodes after initialization is as follows :");
for(i=0;i<no;i++)
op(no,i,0);
for(j=0;j<no;j++)
{
for(i=0;i<no;i++)
caller(no,i);
}
printf("\n The configuration of the nodes after computation of the paths is as follows
:");
for(i=0;i<no;i++)
op(no,i,1);
while(1)
{
printf("\n Enter 0 to exit or any other key to find the shortest path between two
nodes!!");
scanf("%d",&j);
if(!j)
break;
system("clear");
do{
printf("\n enter the nodes between which the path is to be found : ");
scanf("%d %d",&x,&y);
}while((x<0 || x > no) && (y<0 || y > no));
printf("\n The most suitable route from node %d to %d is as follows \n",x,y);
find(x,y);
printf(" %d",y);
printf("\n The length of the shortest path between node %d and %d is %d ",x,y,n[x
1].t[y1][2]);
}
printf("\n This was the working of the Distance Vector Algorithm .. Arigato
Sayonara\n");
void init(int no,int x)
{
int i;
for(i=0;i<no;i++)
{
n[x].t[i][1]=i;
n[x].t[i][2]=999;
n[x].t[i][3]=NUL;
}
n[x].t[x][2]=0;
n[x].t[x][3]=x;
}
void inp(int no,int x)
{
int i;
printf("\n Enter the distances from the node %d to the other nodes...",x+1);
printf("\n Pls Enter 999 if there is no direct root from node ' %d ' to the node in
question : ",x+1);
for(i=0;i<no;i++)
{
if(i!=x)
{
do
{
printf("\n Enter Distance to node %d :",i+1);
scanf("%d",&n[x].t[i][2]);
} while(n[x].t[i][2]<0 || n[x].t[i][2]>999);
if(n[x].t[i][2]!=999)
n[x].t[i][3]=i;
}
}
}
void caller(int no,int x)
{
void compar(int,int,int);
int i;
for(i=0;i<no;i++)
{
if(n[x].t[i][2]!=999 && n[x].t[i][2]!=0)
{
compar(x,i,no);
}
}
void compar(int x,int y,int no)
{
int i,z;
for(i=0;i<no;i++)
{
z = n[x].t[y][2]+n[y].t[i][2];
if(n[x].t[i][2] > z)
{
n[x].t[i][2]=z;
n[x].t[i][3]=y;
}
}
}
void op(int no,int x,int z)
{
int i,j;
printf("\n The routing table for node no %d is as follows : ",x+1);
printf("\n\n\t\t\tDESTINATION\tDISTANCE\tNEXT_HOP");
for(i=0;i<no;i++)
{
if((!z && n[x].t[i][2] >= 999) ||(n[x].t[i][2] >= (999*no)))
printf("\n\t\t\t %d \tNO LINK \t NO HOP",n[x].t[i][1]+1);
else
if(n[x].t[i][3]==NUL)
printf("\n\t\t\t %d \t %d \t NO HOP",n[x].t[i][1]+1,n[x].t[i]
[2]);
else
printf("\n\t\t\t %d \t %d \t %d",n[x].t[i][1]+1,n[x].t[i]
[2],n[x].t[i][3]+1);
}
}
void find(int x,int y)
int i,j;
i = x1;
j = y1;
printf(" %d >",x);
if(n[i].t[j][3]!=j)
{
find(n[i].t[j][3]+1,y);
return;
}
SPANNING TREE ALGORITHM
Overview:
Tree is a finite nonempty set of elements or nodes. One of the nodes is called the
root. Each element in a tree is called a node of the tree. Remaining elements
are partitioned into disjoint subsets.
Theoretical Concepts:
Spanning Tree:
Spanning tree is a subset of the original topology that has no loops. It is a subgraph
containing all the nodes of the graph and some arcs selected such that there is exactly one
path between each pair of nodes.When weights are given for all pairs of nodes in a
graph,the spanning tree with minimum total weight can be found leading to the minimum
spanning tree.(Total weight equals sum of all its arcs).
Prim's Algorithm:
Here a node is chosen initially as the root. The nodes of the graph are then
appended to the tree one at a time until all nodes are included in the tree. The node added
to the tree at each point is the node adjacent to a node of the tree by an arc of minimum
weight. A minimum spanning tree is constructed when all the nodes of the graph are
added to the tree.
The minimum spanning tree can be created from a weighted graph and this
represents the cheapest way of connecting all nodes in the graph. To get the minimum
spanning tree for the graph, a practical tree at any point is built by the prim's algorithm.
EXPERIMENT 3
Write a program for spanning tree algorithm (Kruskal's/Prim's) to find loop
less path.
Prims:
#include<stdio.h>
#include<stdlib.h>
#define MAX 20
#define INFINITY 999
enum boolean{FALSE,TRUE};
void prim(int c[][MAX],int t[MAX],int n);
int mincost=0;
int main()
{
int n,c[MAX][MAX],t[2*(MAX1)];
int i,j;
printf("this program implements prims algorithm");
printf("\nhow many nodes does the graph have");
scanf("%d",&n);
printf("enter the cost adjacency matrix");
printf("999 indicates no connection;\n");
for(i=0;i<n;i++)
for(j=0;j<n;j++)
scanf("%d",&c[i][j]);
prim(c,t,n);
printf("spanning tree:\n");
for(i=0;i<2*(n1);i+=2)
printf("(%d,%d)\n",t[i]+1,t[i+1]+1);
printf("mincost= %d",mincost);
return 0;
}
void prim(int c[][MAX],int t[MAX],int n)
{
int i,j;
enum boolean v[MAX];
int k,s,min,v1,v2;
for(i=0;i<n;i++)
v[i]=FALSE;
v[0]=TRUE;
k=0;
t[k]=1;
s=0;
k++;
while(k<n)
{
min=INFINITY;
for(i=0;i<n;i++)
for(j=1;j<n;j++)
if(v[i]==TRUE&&v[j]==FALSE&&c[i][j]<min)
{
min=c[i][j];
v1=i;
v2=j;
}
mincost=mincost+min;
if(min==INFINITY)
{
printf("graph disconnected:spanning tree impossible.\n");
exit(1);
}
v[v2]=TRUE;
k++;
t[s++]=v1;
t[s++]=v2;
}
}
CLIENT SERVER PROGRAM USING SOCKET PROGRAMMING
i. OVERVIEW
Unix sockets is just like two way FIFO's. All data communication will take place
through the socket's interface, instead of through the file interface. Although unix socket's
are a special file in the file system(just like FIFO's), there's usage of socket(), bind(),
recv(),etc and not open(), read().
When programming with socket's, usually there's creation of server and client
programs. The server will sit listening for incoming connections from clients and
handling. This is similar to the situation that exists with internet sockets but with fine
differences.
For instance, when describing which unix socket that has to be used(i.e the path to
the special file that is the socket). The structure “struct sockaddr_un” has the following
fields:
struct sockaddr_un{
unsigned short sa_family; // Address family,AF_XXXX
char sa_data; // 14 bytes of protocol address
};
This is the structure you will be passing to the bind() function, which associates a
socket descriptor(a file descriptor) with a certain file(the name for which is in the
sun_path field).
The structure “struct sockaddr_in” is used when we need IP address and Port number to
be binded to the Sockets. It has following fields:
struct sockaddr_in {
short int sin_family; // Address family
unsigned short int sin_port; // Port number
struct in_addr sin_addr; // Internet address
unsigned char sin_zero[8] // Same size as struct sockaddr
};
// Internet adress
struct in_addr {
unsigned long s_addr; // 32 bits or 4 bytes long
};
ii. BACKGROUND REQUIRED:
1. UNIX File I/O system calls
2. UNIX IPC system calls
3. UNIX socket programming
iii. THEORETICAL CONCEPTS:
Most interprocess communication uses the client server model. These terms refer
to the two processes which will be communication with each other. One of the two
processes , the client , connects to the other process, the server, typiceally to make a
request for information. A good analogy is a person who makes a phone call to another
person.
Notice that the client needs to know of the existence of and the address of the
server, but the server does not need to know the adresss of(or even the existence of) the
client prior to the connection being established. Notice also that once a connection is
established, both sides can send and receive information.
The system calls for establishing a connection are somewhat different for the client
and the server, but both involve the basic construct of a socket. A socket is one end of an
interprocess communication channel. The two processes each establish their own socket.
The steps involved in establishing a socket on the client side are as follows
1. Create a socket with the socket() system call .
2. Connect the socket to the address of the server using the connect() system call.
3. Send and receive data.There are a number of ways to do this, but the simplest is
to use the read() and write() systen calls.
The stepd involved in establishing a socket on the server side are as
follows
1. Create a socket with the socket() system call.
2. Bind the socket to an address using the bind() system call. For a server socket on
the internet,an address consists of a port number on the host machine.
3. Listen for connections with the listen() system call.
4. Acept a connection with the accept() system call. This call typically blocks until
a client connects with the server.
5. Send and receive the data.
Socket Types:
When a socket is created, the program has to specify the address domain and the
socket type. Two processes can communicate with each other only if their sockets are of
the same type and in the same domain, in which two processes running on any two hosts
on the Internet communicate. Each of these has it's own adress format.
The address of a socket in the Unix domain is a character string which is basically
an entry in the file system.
The address of a socket in the Internet domain consists of the Internet
address of the host machine (every computer on the Internet has a unique 32 bit address,
often reffered to as it's IP address). In addition , each socket needs a port number on that
host. Port numbers are 16 bit unsigned integers. The lower numbers are reserved in Unix
for standard services. For eg, the port number for the FTP server is 21.
There are two widely used socket types, stream sockets , and datgram sockets.
Stream sockets treat communications as a continuous stream of characters, while
datagram sockets have to read entire messages at once. Each uses it's own
communications protocol. Stream sockets use TCP , which is a reliable , stream oriented
protocol, and datagram sockets use UDP, which is unreliable and message oriented.
The primary socket calls are as follows:
1. socket() Create a new socket and return it's descriptor.
2. bind() Associate a socket with a port and address .
3. Listen() Establish a queue for connection requests.
4. Accept() Accepts a connection request.
5. Connect() Initiate a connection to a remote host.
6. Recv() Receive data from a socket descriptor.
7. Send() Send data to a socket descriptor.
8. Close() “oneway” close of a socket descriptor,
The other system calls used are as follows:
1. gethostbyname given a hostname , returns a structure which specifies it's DNS
name(s) and IP address(es).
2. getservbyname – given service name and protocol , returns a structure which
specifies its name(s) and its port address.
The socket utility functions are as follows:
1. htons/ntohl convert short/long from host byte order to network byte order.
2. inet_ntoa/inet_addr converts 32 bit IP address (network byte order to/from a dotted
decimal string)
The header files used in order are:
1.<sys/types.h> prerequisite typedefs.
2. <errno.h> names for “erno” values (error numbers)
3. <sys/socket.> struct sock addr ;system prototypes and constants .
4. <netdb.h.h> network info lookup prototypes and structures.
5. <netinet/in.h> struct sockaddr_in; byte ordering macros.
6. <arpa/inet.h> utility function prototypes.
iv. EXECUTION INSTRUCTIONS:
There are two programs(Serverside & Clientside) to be typed on an editor
(eg vi or kdevelop), exit the editor after saving the progarm, complile the programs on
different terminals using the command “cc <programname>.c o <output filename>”
and then the command “./<output filename>” is entered if no errors are encountered(else
correct the errors and then perform the above).
1. Compile and execute the Server side program specifying an unsed port no. after the
ouput filename, then in the other terminal compile and execute the Client side
program with IP address of Server system and common port no.
2. Enter the pathname of any file on the Server system as a request to the Server and
wait for reply.
3. Now switch to Server terminal and check if the file requested is present or not and the
status of Server. If the file is found then switch to the Client terminal and watch the
contents of file displayed on the terminal. Else it displays that file is not found with
pathname.
EXPERIMENT 5
Using TCP/IP sockets, write a clientserver program to make client sending
the file name and the server to send back the contents of the requested file if
present.
server program:
#include <stdio.h>
#include <sys/types.h>
#include <sys/socket.h>
#include <netinet/in.h>
void error(char *msg)
{
perror(msg);
exit(1);
}
int main(int argc, char *argv[])
{
int sockfd, newsockfd, portno, clilen,n;
char buffer[256],c[2000];
struct sockaddr_in serv_addr, cli_addr;
FILE *fd;
if (argc < 2)
{
fprintf(stderr,"ERROR, no port provided\n");
exit(1);
}
sockfd = socket(AF_INET, SOCK_STREAM, 0);
if (sockfd < 0)
error("ERROR opening socket");
bzero((char *) &serv_addr, sizeof(serv_addr));
portno = atoi(argv[1]);
serv_addr.sin_family = AF_INET;
serv_addr.sin_addr.s_addr = INADDR_ANY;
serv_addr.sin_port = htons(portno);
if (bind(sockfd, (struct sockaddr *) &serv_addr,sizeof(serv_addr)) < 0)
error("ERROR on binding");
listen(sockfd,5);
clilen = sizeof(cli_addr);
printf("SERVER: Waiting for client...\n");
newsockfd = accept(sockfd,(struct sockaddr *) &cli_addr,&clilen);
if (newsockfd < 0)
error("ERROR on accept");
bzero(buffer,256);
n = read(newsockfd,buffer,255);
if (n < 0)
error("ERROR reading from socket");
printf("SERVER: %s \n",buffer);
if((fd=freopen(buffer,"r",stdin))!=NULL)
{
printf("SERVER: %s found!\nTransfering the contents...\n",buffer);
if(fgets(c,2000,stdin)!=NULL);
n = write(newsockfd,c,1999);
if (n < 0)
error("ERROR writing to socket");
}
else
{
printf("SERVER: File not found!\n");
n=write(newsockfd,"File not found!",15);
if (n < 0)
error("ERROR writing to socket");
}
return 0;
}
client program:
#include <stdio.h>
#include <sys/types.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include <netdb.h>
#include <string.h>
void error(char *msg)
{
perror(msg);
exit(0);
}
int main(int argc, char *argv[])
{
int sockfd, portno, n;
struct sockaddr_in serv_addr;
struct hostent *server;
char buffer[256],buf[2000];
if (argc < 3)
{
fprintf(stderr,"usage %s hostname port\n", argv[0]);
exit(0);
}
portno = atoi(argv[2]);
sockfd = socket(AF_INET, SOCK_STREAM, 0);
if (sockfd < 0)
error("ERROR opening socket");
printf("\nClient Online!\n");
server = gethostbyname(argv[1]);
if (server == NULL)
{
fprintf(stderr,"ERROR, no such host\n");
exit(0);
}
printf("\nSERVER Online!\n");
bzero((struct sockaddr_in *)&serv_addr,sizeof(serv_addr));
serv_addr.sin_family = AF_INET;
bcopy((char *)server>h_addr,(char *)&serv_addr.sin_addr.s_addr,server
>h_length);
serv_addr.sin_port = htons(portno);
if (connect(sockfd,&serv_addr,sizeof(serv_addr)) < 0)
error("ERROR connecting");
printf("CLIENT: Enter path with filename:\n");
scanf("%s",&buffer);
n = write(sockfd,buffer,strlen(buffer));
if (n < 0)
error("ERROR writing to socket");
bzero(buf,2000);
n = read(sockfd,buf,1999);
if (n < 0)
error("ERROR reading from socket");
printf("CLIENT: Displaying contents of %s \n",buffer);
fputs(buf,stdout);
return 0;
}
HAMMING CODES
Overview:
Developed by 1947 Richard. W. Hamming for detecting and correcting single bit errors
in transmitted data. This technique requires that three parity bits (or check bits) be
transmitted with every four data bits. The algorithm is called a (7, 4) code, because it
requires seven bits to encoded four bits of data.
Theoretical Concepts :
Background Concepts Required:
1. matrix multiplication
2. modulo 2 arithmetic
3. parity.
Parity:
A parity bit is an extra bit that forces a binary string to have a specific parity.
Two types:
1. Even(Even number of 1's ie.,the modulo 2 sum of the bits is 0)
2. Odd (Odd number of 1's ie.,the modulo 2 sum of the bits is 1)
The table below lists all possible three bit values and value of a parity bit required
to create a four bit sequence with even parity.
100 1 1 + 0 + 0 + 1 = 0
101 0 1 + 0 + 1 + 0 = 0
110 0 1 + 0 + 1 + 0 = 0
111 1 1 + 1 + 1 + 1 = 0
Table 1. Even Parity
It is very common for communication protocols to specify that a block of bits will
be transmitted with a specific parity. If a block of data arrives at its intended destination
with a parity other than the specified parity, it must be the case that at least one of the bits
has been corrupted. A single parity bit is not sufficient to identify an even number of bits
with errors, nor is it sufficient to allow the receiver to correct an error. Hamming codes
use multiple parity bits to allow for error correction.
Encoding
Traditional Hamming codes are (7, 4) codes, encoding four bits of data into seven
bit blocks (a Hamming code word). The extra three bits are parity bits. Each of the three
parity bits are parity for three of the four data bits, and no two parity bits are for the same
three data bits. All of the parity bits are even parity.
Example:
Given: data bits d1, d2, d3, and d4
A (7, 4) Hamming code may define parity bits p1, p2, and p3 as
p1 = d2 + d3 + d4
p2 = d1 + d3 + d4
p3 = d1 + d2 + d4
There's a fourth equation for a parity bit that may be used in Hamming codes:
p4 = d1 + d2 + d3
Valid Hamming codes may use any three of the above four parity bit definitions.
Valid Hamming codes may also place the parity bits in any location within the block of 7
data and parity bits. Two Hamming codes with different parity bits or parity bits in a
different bit position are considered equivalent. They will produce different results, but
they are still Hamming codes.
One method for transforming four bits of data into a seven bit Hamming code
word is to use a 4×7 generator matrix [G].
Define d to be the 1×4 vector [d1 d2 d3 d4]
It's possible to create a 4×7 generator matrix [G] such that the product modulo 2 of
d and [G] (d[G]) is the desired 1×7 Hamming code word. Here's how it's done:
Step 1.
Represent each data bit with a column vector as follows:
| 1 |
d1 = | 0 |
| 0 |
| 0 |
| 0 |
d2 = | 1 |
| 0 |
| 0 |
| 0 |
d3 = | 0 |
| 1 |
| 0 |
| 0 |
d4 = | 0 |
| 0 |
| 1 |
Step 2.
Represent each parity bit with a column vector containing a 1 in the row
corresponding to each data bit included in the computation and a zero in all other rows.
Using the parity bit definitions from the example above:
| 0 |
p1 = | 1 |
| 1 |
| 1 |
| 1 |
p2 = | 0 |
| 1 |
| 1 |
| 1 |
p3 = | 1 |
| 0 |
| 1 |
Step 3:
Arrange the column vectors from the previous steps into a 4×7 matrix such that the
columns are ordered to match their corresponding bits in a code word.
Using the vectors from the previous steps, the following will produce code words
of the form [p1 p2 p3 d1 d2 d3 d4]
| 0 1 1 1 0 0 0 |
G = | 1 0 1 0 1 0 0 |
| 1 1 0 0 0 1 0 |
| 1 1 1 0 0 0 1 |
Arranging the columns in any other order will just change the positions of bits in the code
word.
Example:
Encode the data value 1010 using the Hamming code defined by the matrix G (above).
| 0 1 1 1 0 0 0 | | (1 × 1) + (0 × 1) + (1 × 0) + (0 × 1) | | 1 |
|1010 | | 1 0 1 0 1 0 0 | = | (1 × 1) + (0 × 0) + (1 × 0) + (0 × 0) | = | 1 |
| 1 1 0 0 0 1 0 | | (1 × 0) + (0 × 1) + (1 × 0) + (0 × 0) | | 0 |
| 1 1 1 0 0 0 1 | | (1 × 0) + (0 × 0) + (1 × 1) + (0 × 0) | | 1 |
| (1 × 0) + (0 × 0) + (1 × 0) + (0 × 1) | | 0 |
So 1010 encodes to 1011010. Equivalent Hamming codes represented by different
generator matrices will produce different results.
Decoding
In a world without errors decoding a Hamming code word would be very easy.
Just throw out the parity bits. The encoding example produced a 7 bit code word. Its
parity bits are 101 and its data bits are 1010. If you receive a 1011010, just decode it as
1010. But what happens if you receive a code word with an error and one or more of the
parity bits are wrong.
Suppose the Hamming code defined by the matrix G in the example above is being
used and the code word 1011011 is received. How is that word decoded? The first step is
to check the parity bits to determine if there is an error.
Arithmetically, parity may be checked as follows:
p1 = d2 + d3 + d4 = 0 + 1 + 1 = 0
p2 = d1 + d3 + d4 = 1 + 1 + 1 = 1
p3 = d1 + d2 + d4 = 1 + 0 + 1 = 0
In this case every parity bit is wrong. p1, p2, and p3 should have been 010, but we
received 101.
Parity may also be validated using matrix operations. A 3×7 parity check matrix
[H] may be constructed such that row 1 contains 1s in the position of the first parity bit
and all of the data bits that are included in its parity calculation. Row 2 contains 1s in the
position of the second parity bit and all of the data bits that are included in its parity
calculation. Row 3 contains 1s in the position of the third parity bit and all of the data bits
that are included in its parity calculation.
Example:
Using the code from example above, the matrix H may be defined as follows:
| 1 0 0 0 1 1 1 |
H = | 0 1 0 1 0 1 1 |
| 0 0 1 1 1 0 1 |
Multiplying the 3×7 matrix [H] by a 7×1 matrix representing the encoded data
produces a 3×1 matrix called the "syndrome". There are two useful proprieties of the
syndrome. If the syndrome is all zeros, the encoded data is error free. If the syndrome has
a nonzero value, flipping the encoded bit that is in the position of the column matching
the syndrome will result in a valid code word.
Example:
Using the parity check matrix from the example above we can correct and verify the code
word 1011011.
| 1 |
| 0 |
| 1000111 | | 1 | |(1×1)+(0×0)+(0×1)+(0×1)+(1×0)+(1×1) +(1×1) | | 1 |
| 0101011 | | 1 | = |(0×0)+(1×0)+(0×1)+(1×1)+(0×0)+(1×1)+(1×1) | = | 1 |
| 0011101 | | 0 | |(0×1)+(0×0)+(1×1)+(1×1)+(1×0)+(0×1)+(1×1) | | 1 |
| 1 |
| 1 |
A column of all 1s is not the column of all 0s, so there is a parity error. Looking
back at the matrix [H], you will see that the seventh column is all 1s, so the seventh bit is
the bit that has an error. Changing the seventh bit produces the code word 1011010.
| 1 |
| 0 |
|1000111| | 1 | |(1×1)+(0×0)+(0×1)+(0×1)+(1×0)+(1×1)+(1×0) | | 0 |
|0101011| | 1 | = |(0×0)+(1×0)+(0×1)+(1×1)+(0×0)+(1×1)+(1×0) | = | 0 |
|0011101| | 0 | |(0×1)+(0×0)+(1×1)+(1×1)+(1×0)+(0×1)+(1×0) | | 0 |
| 1 |
| 0 |
Sure enough 1011010 is a valid code word. As I stated at the top of this section
remove the parity bits to get the encoded value. In this case 1011011 was likely
transmitted as 1011010, which encodes 1010.
Execution Instructions:
There are two parts to the program:
1: Encoding.
2: Decoding.
The program is typed on an editor (eg vi,gedit or kdevelop),exit the editor after
saving the program, compile using the command cc <program name>.c and then the
command ./a.out is entered if no errors are encountered(else correct the errors and then
perform the above).
Encoding:
1: The program when executed asks the user for the 4 data bits (Please enter only
binary digits).
2: The program then proceeds to output the Data and Parity Matrix as well as the
Generator Matrix for the given data bits.
3: The program then outputs the encoded data bits in (7,4) format.
Decoding:
1: The program when executed asks for the encoded data bits to be entered (Please
enter only binary digits).
2: The program (for that matter hamming codes) can only detect 1 bit errors in the
data bits. if an error is made in the parity bits the user is returned a number based on the
new parity bits. If there is just a single bit error the program prints the bit in which the
error has occurred and then proceeds to print the corrected data bits else if there is no
error then it gives a message of “Error Free Data” prints the data bits by truncating the
first 3 bits of the encoded data entered.
EXPERIMENT 6
Write a program for Hamming Code generation for error detection and
correction.
program for encoding:
#include <stdio.h>
#include <math.h>
#include <stdlib.h>
char d1[5],d2[5],d3[5],d4[5];
char gmatrix[4][8];
char p1[5],p2[5],p3[5];
char data[5];
int encoded[8]; /*encoded matrix*/
int con(char x);
int main()
{
int i,j;
system("clear");
printf("\nProgram for Hamming Code Implemetation Encoding\n");
printf("Enter 4 data bits\n");
scanf("%s",data);
// printf("%s\n",data);
/*set data n parity bits*/
for(i=0;i<4;i++)
{
d1[i]=d2[i]=d3[i]=d4[i]='0';
p1[i]=p2[i]=p3[i]='1';
}
printf("\n");
d1[0]='1';
d2[1]='1';
d3[2]='1';
d4[3]='1';
p1[0]='0';
p2[1]='0';
p3[2]='0';
printf("%s\n",d1);
printf("%s\n",d2);
printf("%s\n",d3);
printf("%s\n",d4);
printf("%s\n",p1);
printf("%s\n",p2);
printf("%s\n",p3);
for(i=0;i<4;i++)
gmatrix[i][0]=p1[i];
for(i=0;i<4;i++)
gmatrix[i][1]=p2[i];
for(i=0;i<4;i++)
gmatrix[i][2]=p3[i];
for(i=0;i<4;i++)
gmatrix[i][3]=d1[i];
for(i=0;i<4;i++)
gmatrix[i][4]=d2[i];
for(i=0;i<4;i++)
gmatrix[i][5]=d3[i];
for(i=0;i<4;i++)
gmatrix[i][6]=d4[i];
printf("\ngenerator matrix\n");
for(i=0;i<4;i++)
printf("%s\n",gmatrix[i]);
/***** Ecoding******/
for(i=0;i<7;i++)
for(j=0;j<4;j++)
encoded[i]=encoded[i]+con(data[j])*con(gmatrix[j][i]);
puts("encoded");
for(i=0;i<7;i++)
{
encoded[i]=encoded[i]%2;
printf("%i",encoded[i]);
}
puts("");
/
***********************************************************************
***********/
return 0;
}
int con(char x)
{
if(x=='1')
return 1;
else
return 0;
}
program form decoding:
#include <stdio.h>
#include <math.h>
#include <stdlib.h>
int hmatrix[3][7]= { 1,0,0,0,1,1,1,
0,1,0,1,0,1,1,
0,0,1,1,1,0,1
};
int edata[7];
int syndrome[3];
int errdig;
int main()
{
int i,j;
system("clear");
printf("Enter Encoded bits\n");
for(i=0;i<7;i++)
scanf("%d",&edata[i]);
for(i=0;i<3;i++)
for(j=0;j<7;j++)
syndrome[i]=syndrome[i]+edata[j]*hmatrix[i][j];
for(i=0;i<3;i++)
syndrome[i]=syndrome[i]%2;
errdig=4*syndrome[0]+2*syndrome[1]+1*syndrome[2];
if(0==errdig)
printf("error free data\n");
else
{
printf("error in bit no %d %d\n",errdig,edata[errdig]);
errdig;
if(1==edata[errdig])
edata[errdig]=0;
else
edata[errdig]=1;
}
for(i=3;i<7;i++)
printf("%d",edata[i]);
puts("");
}
LEAKY BUCKET ALGORITHM
The leakybucket implementation is used to control the rate at which traffic is sent
to the network. A leaky bucket provides a mechanism by which bursty traffic can be
shaped to present a steady stream of traffic to the network, as opposed to traffic with
erratic bursts of lowvolume and highvolume flows.
Traffic analogy An appropriate analogy for the leaky bucket is a scenario in which
four lanes of automobile traffic converge into a single lane. A regulated admission
interval into the single lane of traffic flow helps the traffic move. The benefit of this
approach is that traffic flow into the major arteries (the network) is predictable and
controlled. The major liability is that when the volume of traffic is vastly greater than the
bucket size, in conjunction with the drainagetime interval, traffic backs up in the bucket
beyond bucket capacity and is discarded.
The Leakybucket algorithm
The algorithm can be conceptually understood as follows:
● Arriving packets (network layer PDUs) are placed in a bucket with a hole in the
bottom.
● The bucket can queue at most b bytes. If a packet arrives when the bucket is full,
the packet is discarded.
● Packets drain through the hole in the bucket, into the network, at a constant rate of
r bytes per second, thus smoothing traffic bursts.
The size b of the bucket is limited by the available memory of the system.
Sometimes the leaky bucket and token algorithms are lumped together under the same
name.
EXPERIMENT 9
Write a program for Congestion control using the leaky bucket algorithm.
#include<stdio.h>
#include<math.h>
#include<stdlib.h>
int t_rand(int a)
{
int rn;
rn=random()%10;
rn=rn%a;
if(rn==0)
rn=1;
return(rn);
}
int main()
{
int packets[5],i,j,clk,b_size,o_rate,i_rate,p_remain,p_sz_rm=0,p_sz,p_time,flag=0;
system("clear");
/* printf("\n Enter 5 packets in the stream:");*/
for(i=0;i<5;++i)
packets[i]=t_rand(6)*10;
/* scanf("%d",&packets[i]);*/
printf("\n Enter the output rate:");
scanf("%d",&o_rate);
printf("\n Enter the Bucket Size:");
scanf("%d",&b_size);
for(i=0;i<5;++i)
{
if((packets[i]+p_sz_rm)>b_size)
{
if(packets[i]>b_size)
printf("\n Incoming packet size (%d) is Greater than bucket
capacity REJECTED",packets[i]);
else
printf("\n Bucket capacity exceeded REJECTED!!");
}
else
{
for(j=0;;++j)
{
p_remain=4i;
p_sz=packets[i];
p_sz_rm+=p_sz;
printf("\n Incoming Packet sz:%d",p_sz);
printf("\n Transmission left:%d",p_sz_rm);
p_time=t_rand(4)*10;
printf("\n Next Packet Will come at :%d",p_time);
for(clk=0;clk<=p_time;clk+=10)
{
printf("\n Time Left:%d",p_timeclk);
sleep(1);
if(p_sz_rm)
{
printf(" Transmitted!!");
if(p_sz_rm<=o_rate)
p_sz_rm=0;
else
p_sz_rm=o_rate;
printf(" Bytes Remaining:%d",p_sz_rm);
}
else
printf(" No packets to transmit!!");
}
if(p_sz_rm!=0)
flag=1;
break;
}
}
}
printf("\n\n");
return(0);
}