Packet Switching Simulation
Packet switching refers to protocols in which messages are broken up
into small packets before they are sent. Each packet is transmitted individually
across the net, and may even follow different routes to the destination.
Thus, each packet has a header information about the source, destination,
packet numbering, etc. At the destination the packets are reassembled into
the original message. Most modern Wide Area Networks (WANs) protocols,
such as TCP/IP, X.25 and Frame Relay, are based on packet switching technologies.
Packet switching's main difference from Circuit Switching is that that
the communication lines are not dedicated to passing messages from the
source to the destination. In Packet Switching, different messages (and
even different packets) can pass through different routes, and when there
is a "dead time" in the communication between the source and the destination,
the lines can be used by other routers.
Circuit Switching is ideal when data must be transmitted quickly, must
arrive in sequencing order and at a constant arrival rate. Thus, when transmitting
real time data, such as audio and video, Circuit Switching networks will
be used. Packet Switching is more efficient and robust for data that is
bursty in its nature, and can withstand delays in transmission, such as
e-mail messages, and Web pages.
Two basic approaches are common to Packet Switching:
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Virtual Circuit Packet Switching
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Datagram Switching
Virtual Circuit Packet Switching Networks
An initial setup phase is used to set up a route between the intermediate
nodes for all the packets passed during the session between the two end
nodes. In each intermediate node, an entry is registered in a table to
indicate the route for the connection that has been set up. Thus, packets
passed through this route, can have short headers, containing only a virtual
circuit identifier (VCI), and not their destination. Each intermediate
node passes the packets according to the information that was stored in
it, in the setup phase.
In this way, packets arrive at the destination in the correct sequence,
and it is guaranteed that essentially there will not be errors. This approach
is slower than Circuit Switching, since different virtual circuits may
compete over the same resources, and an initial setup phase is needed to
initiate the circuit. As in Circuit Switching, if an intermediate node
fails, all virtual circuits that pass through it are lost.
The most common forms of Virtual Circuit networks are X.25 and Frame Relay, which are commonly
used for public data networks (PDN).
Datagram Packet Switching Networks
This approach uses a different, more dynamic scheme, to determine the route
through the network links. Each packet is treated as an independent entity,
and its header contains full information about the destination of the packet.
The intermediate nodes examine the header of the packet, and decide to
which node to send the packet so that it will reach its destination. In
the decision two factors are taken into account:
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The shortest way to pass the packet to its destination - protocols such
as RIP/OSPF are used to determine the shortest path to the destination.
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Finding a free node to pass the packet to - in this way, bottle necks are
eliminated, since packets can reach the destination in alternate routes.
Thus, in this method, the packets don't follow a pre-established route,
and the intermediate nodes (the routers) don't have pre-defined knowledge
of the routes that the packets should be passed through. Packets can follow
different routes to the destination, and delivery is not guaranteed (although
packets usually do follow the same route, and are reliably sent). Due to
the nature of this method, the packets can reach the destination in a different
order than they were sent, thus they must be sorted at the destination
to form the original message. This approach is time consuming since every
router has to decide where to send each packet.
The main implementation of Datagram Switching network is the Internet
which uses the IP network protocol.
Press here to see the simulation.
References:
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Data Communications, Computer Networks and OSI / F. Halsall.
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Computer Networks and Internets / D.E. Comer.
Resources on the Web:
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Publications of Sangoma Technologies Inc.
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www.pcwebopedia.com
Authors: