Escolar Documentos
Profissional Documentos
Cultura Documentos
LAB MANUAL
For
VII SEMESTER
COMPUTER SCIENCE
DEPARTMENT OF COMPUTER SCIENCE
People’s Education Society Institute Of technology
BANGALORE 560085
HARDWARE REQUIREMENTS
● Pentium IV , 1.2 GHz
● 40 GB HDD
● 256 MB RAM(Recommended 512 MB)
● Monitor
● Keyboard
● Mouse
SOFTWARE REQUIREMENTS
● Linux Kernel ver 2.6.9 (Fedora Core 3 or RHEL)
● NCTUns 2.0 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”.
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, however, have their limitations. A complete network
simulator needs to simulate networking devices (e.g., hosts and routers) and
application programs that generate network traffic. It also needs to provide
network utility programs to configure, monitor, and gather statistics about a
simulated network. Therefore, developing a complete network simulator is a large
effort. Due to limited development resources, traditional network simulators
usually have the following drawbacks:
• 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 tobe
developed 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.
implement the NCTUns network simulator and emulator.
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
Use
The package
The description of the network topology, protocols workload and control
parameters are transmitted to the server using a simple ASCII representation
called NetLanguage where the network is modeled as a graph. This latest release
now includes a GUI written in Java.
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
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 droptail (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
OPNET Modeler is intended for modeling, simulating and analyzing the
performance of large communications networks, computer systems and
applications. Common uses are assessing and feasibility of new designs,
optimizing already developed communication systems and predicting
performance.
OPNET Planner is an application that allows administrators to evaluate the
performance of communications networks and distributed systems, without
programming or compiling. Planner analyses behavior and performance by
discreteevent simulations. Models are built using a graphical interface. The user
only chooses predefined models (from the physical layer to the application) from
the library and sets attributes. The user 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 nonpreemptive 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
In the IP library, interfaces to other protocols such as ATM or Ethernet are
provided.
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 high
fidelity simulation results. By using a novel kernel reentering simulation
methodology, a reallife UNIX (e.g., Linux) kernel’s protocol stack can be
directly used to generate highfidelity 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.
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 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 remote and concurrent simulations. NCTUns adopts a distributed
architecture. The GUI and simulation engine are separately implemented and
use the clientserver model to communicate. Therefore, a remote user using the
GUI program can remotely submit his (her) simulation job to a server running
the simulation engine. The server will run the submitted simulation job and
later return the results back to the remote GUI program for analyzes. This
scheme can easily support the clustercomputing model in which multiple
simulation jobs are performed in parallel on different server machines. This can
increase the total simulation throughput.
The different versions of NCTUns
● NCTUns 1.0 simulator
● NCTUns 2.0 simulator
NCTUns 1.0 simulator
The NCTUns 1.0 network simulator is a successor to the Harvard network
simulator. The NCTUns 1.0 is a high fidelity and extensible discrete event
network simulator capable of simulating various protocols used in both wired and
wireless IP networks. Its core technology is based on a kernel reentering
simulation methodology. In NCTUns 1.0, realworld TCP/IP protocol stacks are
directly used to generate accurate simulation results, and all realworld application
programs can directly run on any network simulated by this tool.
The NCTUns 1.0. 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 1.0 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 1.0 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 1.0 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 1.0 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 1.0 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
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
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 full
duplex 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
Simulate the transmission of ping messages over a network topology
consisting of 6 nodes and find the number of packets dropped due to
congestion.
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 16bit 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
reassembler 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 re
assembler 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
x y z x y z x y z
x ∞∞ ∞ x 0 2 7 x 0 2 3
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[x1].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;
}
MESSAGE QUEUES / FIFOs AS IPC CHANNELS
Client – Server communication using FIFO as IPC
i. OVERVIEW:
FIFO's is used to send data between a Client and Server. If we have a
server that is contacted by numerous clients, each client can write its request to a
wellknown(i.e, the pathname is known by all clients) FIFO that the server creates.
The figure below shows this arrangement. Since there are multiple writers for the
FIFO, the requests sent by the clients to the server need to be less than PIPE_BUF
bytes in size. This prevents any interleaving of the client writes.
The problem in using FIFO's for this type of clientserver communication is
how to send replies back from the server to each client. A single FIFO can't be
used, as the clients would never know when to read their response, versus
responses for other clients. One solution is for each client to send its process ID
with the request. The server then creates a unique FIFO for each client, using a
pathname based on the client's process ID.
Server
Client Client
ii. BACKGROUND REQUIRED:
1. UNIX File I/O system calls
2. UNIX IPC system calls
iii. ALGORITHM: There are two programs Server side & Client side.
Server side:
1. Create a wellknown FIFO using “mknod” command.
Ex: mknod(<fifo name>, S_IFIFO | 0666 , 0)
2. Open the above FIFO in readonly mode to accept requests from the
clients.
3. When the client opens the other end of FIFO in writeonly mode then
read the contents and store the request(pathname of file) in a buffer.
4. Now create another FIFO(clientspecific) in writeonly mode to send
the reply(contents of the file requested)
5. Open the file requested by client and write the contents into the
clientspeicfic FIFO and terminate the connection.
Client side:
1. Open the wellknown Server FIFO in write mode.
2. Write the pathname of file into this FIFO and send as a request.
3. Now open the Clientspecific FIFO in read mode and wait for reply
from server.
4. When the contents of file are available on this FIFO display it on the
terminal.
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” and
then the command “./a.out” is entered if no errors are encountered(else correct the
errors and then perform the above).
1. Compile and execute the Server side progarm first then in the other terminal
compile and execute the client side program.
2. Enter the pathname of any file on the 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 6
Implement the above program using as message queues of
FIFOs as IPC channel.
server program:
#include <stdio.h>
#include <stdlib.h>
#include <errno.h>
#include <string.h>
#include <fcntl.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <unistd.h>
#define FIFO1_NAME "fifo1"
#define FIFO2_NAME "fifo2"
int main()
{
char p[100],f[100],c[300];
int num,num2,fl,fd,fd2;
mknod(FIFO1_NAME, S_IFIFO | 0666, 0);
mknod(FIFO2_NAME, S_IFIFO | 0666, 0);
printf("SERVER Online!\n\n");
fd = open(FIFO1_NAME, O_RDONLY);
printf("Client Online!\n Waiting for request...\n\n");
while(1)
{
if ((num = read(fd, p, 100)) == 1)
perror("read error\n");
else {
p[num] = '\0';
if((fl=open(p,O_RDONLY))<0)
{
printf("\nSERVER: %s not found!\n",p);
exit(1);
}
else
{
printf("SERVER: %s found!\nTransfering the contents...\n ",p);
stdin=fdopen(fl,"r");
if(fgets(c,300,stdin)!=NULL)
{
fd2=open(FIFO2_NAME, O_WRONLY);
if(num2=write(fd2,c,strlen(c))==1)
perror("Tranfer error\n");
else
printf("SERVER: Transfer Completed!\n"); }
else perror("read error\n");
exit(1);
}
}
}
}
client program:
#include <stdio.h>
#include <stdlib.h>
#include <errno.h>
#include <string.h>
#include <fcntl.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <unistd.h>
#define FIFO1_NAME "fifo1"
#define FIFO2_NAME "fifo2"
int main()
{
char p[100],f[100],c[300];
int num,num2,fl,fd,fd2;
mknod(FIFO1_NAME, S_IFIFO | 0666, 0);
mknod(FIFO2_NAME, S_IFIFO | 0666, 0);
printf("\nWaiting for SERVER...\n");
fd = open(FIFO1_NAME, O_WRONLY);
printf("\nSERVER Online!\nClient: Enter the path\n");
while (gets(p), !feof(stdin)) {
if ((num = write(fd, p, strlen(p))) == 1)
perror("write error\n");
else
{
printf("Waiting for reply...\n");
fd2 =open(FIFO2_NAME , O_RDONLY);
if((num2=read(fd2,c,300))==1)
perror("Transfer error!\n");
else
{
printf("File recieved! Displaying the contents:\n\n");
(fputs(c,stdout)==EOF)
perror("print error\n");
exit(1);
}
}
}
}
RSA ALGORITHM
Overview:
The RSA Public key algorithm was invented in 1977 by Ron Rivest, Adi Shamir
and Leonard Adleman (RSA).
The algorithm Supports Encryption and Digital Signatures. It is the most widely
used public key algorithm.
RSA gets its security from the integer factorization problem. The algorithm is
relatively easy to
understand and implement. It has been patent free since 2000.
RSA is used in security protocols such as IPSEC/IKE IP data security,TLS/SSL
transport data security (web),
PGP email security,SSH terminal connection security,SILC conferencing
service security.
Theoretical Concepts:
RSA gets its security from the factorization problem. The difficulty of factoring
large numbers is
the basis of security of RSA.
The Integer factorization problem (finding a number's prime factors):
For a positive integer n, find its prime factors:
n = p1 p2 ... pi where pi is positive distinct prime number
Example: 257603 = 41 * 61 * 103
Factorization algorithms can be used to factor faster than brute forcing. Some of
them are Trial division,
Pollard's rho, Pollard's p1, Quadratic sieve, elliptic curve factorization, Random
square factoring,
Number field sieve, etc.
A Prime number is a positive integer and is divisible only by itself and 1. Prime
numbers are found
with primality testing; an algorithm which tests a probable prime for primality. If
primality testing
returns false prime numbers the cryptographic algorithm may be insecure (or will
not function correctly).
RSA depends on prime numbers in key generation. It also uses �strong� primes,
numbers whose factors of
the prime are also primes.
The RSA algorithm:
Key generation:
1)Select random prime numbers p and q, and check that p != q
2)Compute modulus n = pq
3)Compute phi = (p 1)(q 1)
4)Select public exponent e, 1 < e < phi such that gcd(e,phi) = 1
5)Compute private exponent d = e^1 mod phi
6)Public key is {n, e}, private key is d
Encryption: c = me mod n, decryption: m = cd mod n
The selected public exponent e, which is used as public key with n. It is used to
encrypt messages and to
verify digital signatures. The e is stored for later with n. The e is usually small
number but it
can be 1 < e < phi . The e must be relatively prime to phi , hence gcd(e, phi ) = 1.
(gcd = greatest common divisor, using the Euclidean algorithm)
The private exponent d, is the actual RSA private key. The d must not be disclosed
at any time
or the security of the RSA is compromised. The d is found by computing the
multiplicative
inverse d = e^1 mod phi . The extended Euclidean algorithm is commonly used to
compute inverses.
The d exponent is used to decrypt messages and to compute digital signatures.
Implementations try to
find as small d as possible to make decryption faster. This is fine as long as it is
assured that d
is about the same size as n. If it is only one quarter of size it is not considered safe
to be used.
It is possible to find a smaller d by using lcm(p1,q1) instead of phi (lcm = least
common multiple,
lcm(p1,q1) = phi /gcd(p1,q1) ).
Example of RSA with small numbers:
p = 47, q = 71, compute n = pq = 3337
Compute phi = 46 * 70 = 3220
Let e be 79, compute d = 791 mod 3220 = 1019
Public key is n and e, private key d, discard p and q.
Encrypt message m = 688, 68879 mod 3337 = 1570 = c.
Decrypt message c = 1570, 15701019 mod 3337 = 688 = m.
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 will ask for two prime numbers to be entered for p
and q respectively.
2: Then the value of e has to entered. It is preferred if p is greater than q and e is 3
for testing.
3: The message to be encrypted has to be entered.
4: The program will display the original message, encrypted message and the
decrypted message.
EXPERIMENT 7
Write a program for simple RSA algorithm to encrypt and decrypt the
data.
#include<stdio.h>
#include<math.h>
double min(double x, double y)
{
return(x<y?x:y);
}
double max(double x,double y)
{
return(x>y?x:y);
}
double gcd(double x,double y)
{
if(x==y)
return(x);
else
return(gcd(min(x,y),max(x,y)min(x,y)));
}
long double dbin(long double n)
{
long double i=0,s=0,v,b,m=0;
do{
s+=pow(10,i)*(fmod((int)n,2));
i++;
n=n/2;
}
while(n>=1);
return(s);
}
int integral(long double num)
{
long double integr=0;
int frac;
frac=(int)fmodl(num,10);
return(frac);
}
long double modexp(long double a,long double x,long double n)
{
long double r=1;
while(x>0)
{
if ((int)(fmodl(x,2))==1)
{
r=fmodl((r*a),n);
}
a=fmodl((a*a),n);
x/=2;
}
return(r);
}
int main()
{
long double p,q,phi,n,e,d,cp,cq,dp,dq,mp,mq,sp,sq,rp,rq,qInv,h;
long double ms,es,ds;
do{
printf("\n Enter prime numbers p and q:");
scanf(" %Lf %Lf",&p,&q);
}
while(p==q);
n=p*q;
phi=(p1)*(q1);
do{
printf("\n Enter prime value of e:");
scanf(" %Lf",&e);
}
while((gcd(e,phi)!=1)&&e>phi); /*for e being relatively prime to phi */
for(d=1;d<phi;++d)
{
if(fmod((e*d),phi)==1)
break;
}
printf("\n D within main = %Lf",d);
/* public key is {n,e} private key is d */
printf("\n Enter the message:");
scanf(" %Lf",&ms);
es=modexp(ms,e,n);
ds=modexp(es,d,n);
printf("\n Original Message : %Lf",ms);
printf("\n Encrypted Message : %Lf",es);
printf("\n Decrypted Message : %Lf\n",ds);
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).
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 8
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);
}