THE LAN TUTORIAL SERIES PART 4: LAN Access Methods Definition Access method is the term given to the set of rules by which networks arbitrate their use. It is the way the LAN keeps people from crashing into each other as they use the network. Think of the access method as traffic law. The network cable is the street. Traffic law (access method) regulates the use of the street (cable), saying who can drive (send data) where and at what time. Access method deals on the Physical layer of the network, the lowest level of the OSI model. That's because it is worried about the use of the cable that connects users. The access method doesn't care what is being sent over the network, just like the traffic law doesn't stipulate what you can carry. It just says you have to drive on the right and obey the lights and signs. Networks need access methods for the same reason streets need traffic lights - - to keep people from hitting each other. On a network, if two or more people try to send data at exactly the same time, their signals will interfere with each other, ruining the data being transmitted. The access method prevents this. There are three major access methods in use today, though many more exist. They are Ethernet, Arcnet and Token Ring. Actually, these are wider-ranging standards that use particular access methods. They also define other features of network transmission besides the access method, like the electrical characteristics of signals, the size of data packets sent, etc. Nevertheless, these three standards are best known (and best distinguished) for the access methods they employ. Ethernet Ethernet is the most common network access method. It was developed by Xerox Corporation at its Palo Alto Research Center facility in the mid-1970s. It is supported by Xerox, Digital Equipment, Intel (the three of whom made it a standard) and many other network vendors. At least half of the installed base of network nodes (PCs, engineering workstations, minicomputers) use Ethernet. The Ethernet access method is Carrier Sense Multiple Access with Collision Detection, or CSMA/CD. This is a broadcast access method. That means every computer "hears" every transmission. However, not every computer "listens" to every transmission. Here's how it works. When a computer wants to send a message it does, no questions asked. The signal it sends moves up and down the cable in every direction, passing every other computer on the network. Every computer "hears" the message, but ignores it. Only the computer to which the message is addressed recognizes the message and sends an acknowledgement. The message is recognized because it contains the address of the destination computer. The acknowledgement can be correctly addressed because the original message also contained the message of the sending computer. What happens if two computers send at the same time? A collision. This doesn't make any noise, but it does keep the messages from going through. When it does happen, each of the colliding computers backs off for a random amount of time and tries again. This happens until they get through. Of course, the whole process takes a small fraction of a second. Computers can tell if a collision has occurred because they don't "hear" their own message in a given amount of time, determined by the "propagation delay" of the network (the time it takes for a signal to go to the end of the network and back). Remember, messages move up and down the network in all directions. Every computer hears every message, even its own messages. That is the Carrier Sense Multiple Access with Collision Detection access method. It would seem Ethernet is an inefficient access method, prone to collisions. But while collisions do happen often, they don't mean very much in most cases. Since the whole transmission/collision/retransmission process takes place so quickly, the delay a collision causes is minuscule. Of course, if you have lots of traffic, from lots of computers, the number of collisions can mount and the network can slow down. This happens with some large-scale imaging applications or on Ethernet network segments with more than 50 to 75 nodes. Few Ethernet networks, however, have a traffic load of more than 10 to 20 per cent, which means delay caused by collisions is unnoticeable. Arcnet Arcnet was developed by Datapoint Corporation (San Antonio, TX) in the early 1970s. The main Arcnet hardware vendors in the PC network arena today are Datapoint, Standard Microsystems (Happauge, NY) and Pure Data (Markham, Ontario). After Ethernet, Arcnet is the most installed network access method, supported by most network software vendors. Arcnet is a token passing access method that works on a star-bus topology. That means the network cable is laid out as a series of stars, with each computer attached to a "hub" as the center of the star and the hubs connected in a bus, or line. Hubs can connect four, eight, 16 or 32 computers. When a computer wants to send on an Arcnet network, it must have the "token." The token is simply a series of data bits created by one of the computers on the network. (There is a whole process for token creation that we need not go into). It moves around the network in a given pattern, a logical ring. All computers on the network are numbered with an address -- from 0 to 255, so the maximum number of computers on an Arcnet segment is 256. The token moves from computer to computer in numerical order, even if adjacent numbers (e.g. 14 and 15) are at opposite ends of the network. When the token reaches the highest number on the network it moves to the lowest, thus creating a logical ring. Once a computer has the token it can send one packet of data -- up to 512 bytes. It does so by attaching the destination address, its own address, up to 508 bytes of data and some other information to the token. This combination becomes the packet. The entire packet then moves from node to node in sequential order until it reaches the destination node. There the data is removed and the token released to the next node in order. Since one packet is often not enough for an entire message, the token may need to make several rounds of the network to complete a message. The advantage of token passing is predictability. Because the token moves through the network in a determined path, it is possible to calculate how long it will take for it to move around the network. Since the token will only carry up to 508 bytes at a time, it is possible to calculate how long different sized transmissions will take. This makes network performance very predictable. It also means introduction of new network nodes will have a predictable effect. This differs from Ethernet, where the addition of new nodes may or may not seriously effect performance. The disadvantage of the token passing access method is the fact that each node acts as a repeater, accepting and regenerating the token as it passes around the network in a specific pattern. If there is a malfunctioning node, the token may be destroyed or simply lost, bringing down the whole network. There are, however, provisions for token regeneration so that a lost or destroyed token is not gone forever. The star topology also helps. Token Ring The Token Ring network was introduced by IBM in 1984. It is not the first ring network, but it has had the most impact on the LAN industry. It has evolved into IBM's ultimate connectivity solution for all its computers -- personal, mini and mainframe. IBM's specifications follow those of the IEEE's (Institute of Electrical and Electronic Engineers) 802.5 standard. The other major Token Ring hardware vendors are Proteon (Natick, MA), 3Com (Santa Clara, CA) and Ungermann-Bass (Santa Clara, CA). The network software vendors that support Token Ring hardware include 3Com, Novell (Orem, UT) and Univation (Milpitas, CA). The installed base of Token Ring should surpass that of Ethernet and Arcnet soon. Like Arcnet, Token Ring networks use token passing. The difference is computers are arranged in a physical ring. The token moves around the ring, giving successive computers the right to transmit. If a computer receives an empty token it may fill it with a message of any length as long as the time to send does not exceed the token-holding timer. This message moves around the network with each computer regenerating it. Only the receiving computer will copy the message into its memory, then marking the message as received. It does not remove the message from the ring. The sending computer does that when the message comes back around. Because each computer looks at the message and may act on it, each computer can perform certain tests to make sure the message is getting through correctly. Also, since the frame is copied and marked rather than purged, the sending computer can see if the destination computer exists and if the message was received when the message comes back around. Token Ring networks have a priority mechanism whereby certain computers can get the token faster than others. They can also hold it for longer. Token Ring's advantages include reliability and ease of maintenance. It uses a star-wired ring topology in which all computers are directly wired to a multi-station access unit, or hub. These are connected in a ring. The multi-station access unit allows malfunctioning computers to be disconnected from the network. This overcomes the disadvantage of token passing, namely the way in which one malfunctioning computer can bring down the network since all computers are active in regenerating the token and passing signals around the ring. Malfunctioning computers are simply disconnected by unplugging them from the multi-station access unit. -- Aaron Brenner THE LAN TUTORIAL SERIES