LOKALNE SIECI
KOMPUTEROWE
Metody i protokoły dostępu do medium transmisyjnego.
Standard Ethernet i Token Ring.
Metody dostępu do medium
Metody dostępu do medium
transmisyjnego
transmisyjnego
Dowolna stacja może rozpocząć transmisję w sieci tylko wtedy,
gdy medium nie jest zajęte przez inną transmisję.
Mechanizm kontrolujący stan medium i uruchamiania transmisji
nazywamy
metodą dostępu do medium
metodą dostępu do medium.
Protokoły LAN wykorzystują jedną z dwóch metod dostępu do
medium:
-
CSMA/CD
CSMA/CD (ang. Carrier Sense Multiple Access Collision Detect) -
wielodostęp z rozpoznaniem stanu kanału i wykrywaniem kolizji. 
W metodzie tej stacje sieciowe konkurują między sobą o dostęp 
do medium. Przykładami tej technologii są: Ethernet, IEEE 802.3 
i 100Base-T.
-
Token Passing
Token Passing (ang. Token Passing) - wielodostęp z
przekazywaniem uprawnień. W metodzie tej stacje sieciowe 
uzyskują dostęp do medium w zależności od tego, gdzie 
aktualnie znajduje się token (specjalna ramka sterująca). 
Przykładami technologii sieciowych, w których stosuje się 
metodę dostępu Token Passing, są Token-Ring (IEEE 802.5) i 
FDDI.
OVERVIEW OF LAN TECHNOLOGIES
(Medium Access Control methods)
LAN Transmission Techniques
Baseband LANs
Broadband 
LANs
Baseband LANs are single channel (digital in nature),
supporting a single communication at a time.
Broadband LANs are multichannel (analog in nature), 
supporting diferent channels to communication at a time
LAN transmission techniques are divided into two categories:
Modem
Broadband 
Transmissio
n
Baseband 
Transmissio
n
In the
broadband technique
,
a modem
is used to transform the digital signal
(from a transmitting device) into a high frequency analog signal
  A broadband LAN uses analog technology, 
      in which high frequency modems operating at or 
above 4 kHz
      place carrier signals onto the transmission medium
  The carrier signals are then modifed: 
      a process known as 
modulation
.
      Other modems connected to a broadband LAN 
reconvert 
      the analog signal block into its original digital 
format: 
      a process known as 
demodulation
.
  The most modulation method used on broadband 
LANs
      is a 
frequency shift keying (FSK),
      in which two diferent frequencies are used, 
      one to represent a binary "1„
      and other frequency to represent a binary "0"
Broadband Techniques
Baseband Techniques
  In the baseband technique, the digital signal from a 
transmitting device
      is directly introduced into the transmission medium 
(after encoding).
Unipolar encoding
has two voltage states with one of the states
being 0 volts
Bipolar encoding
is symmetrical around 0 volts
Return-to-Zero (RZ)
is a technique in which the signal returns
to zero 
    in the middle of the bit period (not at the end of the bit)
Non-Return-to-Zero (NRZ)
is a technique in which the signal
does not return to zero
    in the middle of the bit period
There are diferent line encoding techniques:
Unipolar
Return-to-Zero
Bipolar
Return-to-Zero
Unipolar
Non-Return-to-Zero
Bipolar
Non-Return-to-Zero
Baseband Techniques
Non-Return-to-Zero (NRZ) is the simplest technique:
      - NRZ uses the presence and absence of voltage (or positive 
and negative voltage)
        to represent 1s and 0s
      - Without timing, the sending and receiving stations will not 
be able to recognize
        how many bits are actually being transmitted when a 
consecutive 1s or 0s are sent
        (protocol must specify a timing mechanism)
      - NRZ code requires only half the bandwidth required by the 
Manchester code
  Because LAN transmissions are intermittent in nature
      and cannot be used to provide a constant source of clocking, 
      variation on NRZ were developed, known as 
Manchester and Diferential Manchester
       - IEEE 802.3 standard species the use of Manchester encoding for Ethernet LANs 
         operating at data rates up to 10 Mbps
       - IEEE 802.5 standard species the use of Diferential Manchester encoding
          for Token Ring LANs
Manchester Encoding
There are two opposing conventions for the 
representations of data:
  I.   The frst of these was frst published by G.E. Thomas
        and is followed by some authors (e.g., A. Leon-Garcia 
and I. Widjaja)
         - a binary 
"1"
is represented by the voltage transition
from high to low
- a binary
"0"
is represented by the voltage transition
from low to high
  II.  The second one is also followed by diferent authors 
(e.g., W. Stallings)
         as well as by IEEE standards
          - a binary 
"1"
is represented by the voltage transition
from low to high
- a binary
"0"
is represented by the voltage transition
from high to low
I.
II.
Diferential Manchester Encoding
- a binary
"1"
is indicated by making the frst half of the signal
equal
     to the last half of the previous bit's signal
     i.e., 
no transition at the start of the bit period
- a binary
"0"
is indicated by making the frst half of the signal
     opposite to the second half of the previous bit's signal
     i.e., 
a zero bit is indicated by the voltage transition at the
beginning of the bit period
-
in the middle of a bit period there is always a transition,
whether from high to low, or from low to high
  A problem with polar encoding (as Manchester)
      is that an error in polarity can cause all 0s to be detected as 1s 
and all 1s as 0s
  The problem can be avoided by using diferential encoding (as 
Diferential Manchester), 
      since only the presence of a transition is important, while polarity 
is not
   Manchester and Diferential Manchester ensure frequent line 
voltage transitions, 
      directly proportional to the clock rate (this helps clock recovery)
Diferential Manchester Encoding
Binary encoding
Manchester encoding
Diferential 
Manchester encoding
Access Methods
Fixed
Toke
n
Hybrid
Rando
m
FDMA
TDM
A
CDMA
Hidden
Open-ended
Polling
Carrier Sense
ALOHA
Other
Slotted
Ring
Register
Insertion
Ring
CSMA/CD
CSMA
CSMA/C
A
ACCESS CONTROL TO THE MEDIUM
 TDMA - Time Division Multiple Access
(time slots are reserved for stations that want to transmit A -> C, B -> D)
 FDMA - Frequency Division Multiple Access
(diferent RF carriers are reserved for stations that want to transmit)
 CDMA (Code Division Multiple Access) 
        
(N orthogonal Pseudo-Random Sequences (PRS) => N channels)
ACCESS CONTROL TO THE MEDIUM
Random access
 The access to the medium is made without bandwidth or time slot reservation
 Used in Ethernet networks under the name CSMA/CD
ALOHA -
frst random access method used in a data radio network.
                             (stations send without testing if the medium is free)
CSMA
- Carrier Sense Multiple Access
                             (station tries to send when the bus is free) 
CSMA/CD
- Carrier Sense Multiple Access with Collision Detection
                               (station tries to send when the medium is free,
                                must detect if a collision occurs and retransmit after collisions) 
CSMA/CA
- Carrier Sense Multiple Access with Collision Avoidance
                               (station that have seen a free medium has to wait a random time 
                                before sending)
ACCESS CONTROL TO THE MEDIUM
Token-controlled access
 Used in Token Ring and FDDI networks 
 Deterministic process (no collision) 
 Token (special frame -unique in the network, 
        passed from one station to the other, 
        station that owns the token is allowed to send a data frame)
Token
ACCESS CONTROL TO THE MEDIUM
Polling:
 A master "polled" sequentially all stations
        and gives them an opportunity to access the medium 
 Used in 100VG-AnyLAN 
ALOHA
(transmission procedure)
ALOHA is the basis of all non-deterministic (random) access methods.
     The ALOHA protocol was originally developed for communication between islands
    (University of Hawaï) using radio channels at low bit rates.
  ALOHA protocol requires acknowledgements and timers.
     If a packet is lost („collisions occur”) then source has to retransmit;
     the retransmission strategy is not specifed.
  The maximum utilization can be proven to be 18% („pure” ALOHA). 
      This is assuming an ideal retransmission policy (no collisions).
i = 1
while (i    maxAttempts) do
send
packet
           wait for acknowledgement or timeout
           if 
ack
received then leave
           wait for random time
increment i
end do
Central
node
da
ta
ac
k
Host
A
Host
B
Host
C
Host
D
Pure (Unslotted) ALOHA
Users are not synchronized.
Each user transmits a data packet when ready.
In the event of two or more packets collide (overlap 
in time), „each user involved realized this” and 
retransmit the packet after a randomized delay.
packet needs transmission is sended without awaiting for
beginning of slot
 collision probability includes two overlapping intervals:
packet sent at
t
0
collide with other packets sent in [
t
0
-
1
,
t
0
+ 1
]
Slotted ALOHA
Like Pure-ALOHA with additional requirements:
channel is slotted in time
each user is required to synchronize the start of 
packet transmission to coincide with the slot boundary
(only complete collision would occur, avoid partial
collision)
  time is divided into equal size slots (= packet transmission  time)
  node which has a new arriving packet, transmits its at beginning of next slot 
  if collision: retransmit packet in future slots with probability 
p
, until successful.
Success (S),
Collision (C),
Empty (E) slots
C
E
C
S
E
C
E
S S
E
•
Divide time into slots “T”
•  A station can begin transmission only at the beginning of a slot
•  Collision probability is reduced
•  Success rate  S = G e 
-G
(Slotted Aloha)
whereas S = G e
-2G
(Pure Aloha)
     G - trafic measured as average frames generated per slot
     S - average successful frames sent successfully slot
Slotted vs. Pure ALOHA
P (success by given node) = 
P (node transmits) x
P (no other node transmits in [t
0
-1, t
0
]
x P (no other node transmits in [t
0
, t
0
+1]
= p
.
(1-p)
(N-1) .
(1-p)
(N-1)
P (success by any of N nodes) = N p
.
(1-p)
(N-1).
(1-p)
(N-1)
… choosing optimum p as N   ...
= 1/(2e) = 0.18
Pure Aloha Efficiency
At best:
channel use for useful transmissions
18% of time!
Suppose N stations have packets to send
(each transmits in slot with probability p)
Probability successful transmission S is:
by single node:
S= p (1-p)
(N-1)
by any of N nodes
S
= N p (1-p)
(N-1)
… choosing optimum p as N
...
= 1/e = 0.37
as N
At best:
channel use for useful transmissions
37% of time!
Slotted Aloha Efficiency
S =
Probability of success of any of the N nodes (i.e. only
one transmits)
= N p (1-p)
(N-1)
Solution:
Setting ds/dp = 0, we get
N (1-p)
(N-1) _
N p (N-1) (1-p)
(N-2)
= 0 ,
p =
1/N
Putting this value “p” in S and taking limits
we get
S = 1/e
e
N
Lim
N
N
1
1
1
 
Derivation of Slotted Aloha efficiency
Performance Comparison
•  Pure ALOHA 
    – Max. occurs at 
G = 0.5
, for which S = 1/2e =
0.184
•  Slotted ALOHA
    – Max. occurs at 
G = 1.0
, for which S = 1/e =
0.368
O,5
0,184
0,368
 Propagation delay is small compared to frame transmission time.
 Avoid collision by listening to the carrier before transmission.
Carrier Sense Multiple Access (CSMA)
CSMA (listen before transmit):
If channel sensed idle    transmit packet
If channel sensed busy   defer 
transmission
Collisions can occur:
Propagation delay means
two nodes may not yet hear
each other’s transmission
Note:
Role of distance and
propagation delay
in determining collision
probability.
A
B
C
D
- B sense channel idle  start to transmit packet
- D sense channel idle  start to transmit packet
Carrier Sense Multiple Access (CSMA)
1-persistent:
the station listens before sending.
      If the channel is busy, it waits until it idle. Transmit when the 
channel is idle.
  
non-persistent:
if busy, the station does not continually sense.
     Instead, waiting for a random period, then repeating the 
algorithm
  
p-persistent:
it applies to slotted channel. If it is idle, it transmits
with probability of p.
Family of CSMA protocols:
1-persistent
(stations
are most aggressive)
non-persistent
(stations
are not aggressive)
p-persistent
(persistence
depends
on probability p)
ALOHA vs. CSMA
CSMA / CD (carrier sense – deferrer transm. as in CSMA):
collisions detected within short time
colliding transmissions aborted (reducing channel wastage) 
persistent or non-persistent retransmission
(IEEE 802.3 uses 1-persistent CSMA algorithm)
Collision detection:
easy in wired LANs: compare transmitted and received signals
dificult in wireless LANs:  receiver shut of while transmitting
CSMA/CD
(Carrier Sense Multiple Access / Collision Detection)
Minimize the period of collision
i = 1
while
(i <= maxAttempts)
do
                   listen until channel is idle
                   transmit and listen
                   wait until (end of transmission) or (collision detected)
if
collision detected
then
stop transmitting and instead sends jam bits (32 bits)
else
                                      wait for interframe delay 
                                      leave
                   wait random time
                   increment i
end do
   if the channel is idle    then transmit
   if the channel is busy  then continue to listen
      until idle then transmit immediately
   if a collision is detected during the transmission,
      immediately cease transmitting the frame
      and transmit a jamming signal 
      to ensure everyone knows the collision
      (hence the name 
Collision Detection - CD)
   after transmitting the jamming signal, 
      then wait a random time
      and attempt to transmit again
CSMA/CD  
(Rules)
Procedure:
Collision 
Detection
„A” begins transmission
„B” begins transmission
„B” detects collision,
stops transmitting 
„A” detects collision,
stops transmitting
A
B
A
B
A
B
A
B
CSMA/CD Performance
Media Type
Propagation  Propagation Propagation  
speed
delay (500 m) delay
(2500 m)
Coax (10BASE5)
0.77 c
2,16 s
10,80 s
Coax (10BASE2)
0.65 c
2,56 s
12,80 s
Twisted Pair (10BASE-T)
0.585 c
2,85 s
14,25 s
Frame
transmission 
time:
(1518 bytes)
×
(8 bits / bytes) / 10 Mbps = 1 214.4μs
Propagation delay (T) on the medium
c - velocity of propagation = 300 000 km/s
The length of frame: (64 – 1518) bytes
CSMA / CD (Collision Detection)
A senses idle 
channel,
starts
transmitting
shortly before T,
B senses idle
channel,
starts
transmitting
B senses collision,
continues to
transmit
the jam signal
(32-bit)
A senses collision,
continues to
transmit
the jam signal
CSMA / CD (Retransmission)
  A waits random time t1
  B waits random time t2
 B senses channel idle and 
transmits
 A senses channel busy
   and waits until channel is idle
Random retransmission interval
r = random (0,  2   - 1)
k = min (10, AttemptNb)
Procedure:
k
slot time
Round trip time limits the interval during which collisions may occur:
Round trip time  51.2 s
(transmission of 512 bits = 64B)
InterFrame Gap (IFG) – min. idle period between 
transmission of frames
Minimum interframe gap is 96 bit:  9 600 ns for 10 Mb/s
Ethernet
 960 ns for 100
Mb/s Ethernet
 96 ns for 1
Gb/s Ethernet
Min. frame length (64 bytes)  take into account frame header
data feld  46 bytes
Original standard specifes: –  max. length of the segment: 500m
                                                 –  max. number of repeaters: 4 (we can have 5 segments)
This means that the signal can travel 2500 m (12,5 s), 
take into account return trip we have =
25 s
(2 x 12.5
s)
The above
25 s
estimate does not take the repeaters delay, interface delay, ….
Assume the added delay is 25 s,
then total delay
50 s
Collision Backof Scheme (discussion)
Retransmission attempts
I. The following outcomes are equally likely
during the I retransmission:
(0,0),
i.e., station A picks slot 0 and station B also picks slot 0,
(0,1),
i.e., station A picks slot 0 and station B picks slot 1,
(1,0),
i.e., station A picks slot 1 and station B picks slot 0,
(1,1),
i.e., station A picks slot 1 and station B also picks slot 1.
II. The following outcomes are during II retrans.:
(0,0),
(0,1), (0,2), (0,3)
(1,0),
(1,1),
(1,2), (1,3)
(2,0), (2,1),
(2,2),
(2,3)
(3,0), (3,1), (3,2),
(3,3)
P(c) =
1/2
P(s) =
1/2
P(c) =
1/4
P(s) =
12/1
6
III. The following outcomes are during III retrans.:
P(c) = 1/8
P(s) = 7/8
III. The following outcomes are during IV retrans.:
P(c) =
16/256
P(s) =
240/256
The probability of exactly two retransmissions is:
           (prob of collision on frst retransmission) x (prob of success on second)
Pr (2) =
1/2
x
12/16
= 0,375
Similarly:
Pr (3) =
1/2
x
1/4
x
7/8
= 0.109,
Pr (4) =
1/2
x
1/4
x
1/8
x
240/256
= 0,0146
……
Finally, the average number of retransmissions is:
Collision Backof Scheme (discussion)
On average then, with two stations competing for the medium, 
one will capture the medium during the second retransmission attempt.
i
i x (prob. of i retransmission) = (1 x 0,5)+(2 x 0,375)+(3 x 0,109)+(4 x 0,0146)+ …=
= 0,5 + 0,75 + 0,327 + 0,058 + … = 1,635
Non-persistent
• idle ⇒ transmit
• busy ⇒ wait random time and repeat
1-persistent
• idle    ⇒ transmit
• busy  ⇒ wait until idle then transmit immediately
  
(Note that if 2 or more stations are waiting to transmit,
a collision is guaranteed)
p-persistent *
• idle  ⇒ transmit with probability p
               and delay one time unit with probability 1-p;
               
(time unit is typically the maximum propagation delay)
• busy  ⇒ continue to listen until channel is idle
                 and repeat above for idle
• delayed one time unit ⇒ repeat above for idle
*
Choice of p (
need to avoid instability under heavy load):
- If N stations are waiting to send, the expected number transmitting is „Np
> 1” ⇒ collision is likely.
(all stations waiting to transmit, permanent collisions, no throughput ⇒
network will collapse)
    - Thus „Np” must be < 1;
      (but heavy load means p must be small, for example p <
0,1
and time will be wasted even on a lightly loaded line).
The IEEE 802.3 standard specifies the 1-persistent scheme.
Persistency scheme
CSMA
CSMA/CD
Suppose both stations decide
to transmit frame in time 0 – 2,2 s.
With no collision detection,
both will continue to transmit
for the entire frame time.
Time (over 1200 s ) will be wasted.
Collision Detection (CD) solves this problem;
The stations stop transmitting
when they sense collision and they implement
a binary exponential backof scheme.
The collision detection scheme will minimize
wasted resources.  
CSMA vs. CSMA/CD
CSMA vs. CSMA/CD
(transmission procedure)
i = 1
while (i    maxAttempts) do
listen until channel idle
send
packet
            wait for acknowledgement or timeout
           
            if 
ack
received then leave
            wait random time 
increment i
end do
CSMA protocol requires
that stations be able to monitor
whether the channel is idle or busy
(no requirements to detect collisions).
i = 1
while (i    maxAttempts) do
listen until channel idle
send
packet
and listen
wait until
(end of transmission)
or (collision detected)
if collision detected then
                       stop transmitting (after 32 bits - ”jam”)
            else
                        wait for interframe delay 
then leave
wait random time
increment i
end do
CSMA/CD protocol requires,
that a sending station monitors the channel
and detects a collision.
(collision is detected within a propagation round
trip)
CSMA
CSMA/CD
CSMA/CD performance
Max. utilization for CSMA/CD (Ethernet) – 
approximation:
 
1
( 1 + C  )
where:
= (2
R) / L
= propagation delay,
R = bit rate,
L = frame size
C is a constant:
                         
C
1
= 3.1 is a pessimistic value;
C
2
= 2.5 is an approximate value based on simulations
For example if (2
R) = 60 B:
- for trafic with small frames (L = 64 bytes), the utilization is less than 30 %.
- for large frames
(L = 1500 Bytes),
the utilization is around 90%.
1
0,5
0,1
0,05 0,0
1
0,001
1
24% 39% 76% 87% 97
%
99,6
%
2
29% 44% 80% 89% 98
%
99,8
%
where: m (frame length [s]) = L /R
Throughput 
S 
for diferent 
For good performance,  should be
<= 0,01
CSMA vs. CSMA/CD
Max. throughput is roughly indirectly proportional to :
  2
τ
/m = (2
τ
R) / L
 = 0,01 or 0,1
„Taking Turns” MAC protocols
Channel partitioning MAC protocols:
share channel  eficiently at high load
ineficient at low load  delay in channel access 
Random access MAC protocols
eficient at low load  single node can fully utilize channel
high load  collision overhead
“Taking turns” protocols:
Polling:
 master node “invites” slave nodes
       to transmit in turn
 concerns:
 - polling overhead 
 - latency
 - single point of failure (master)
Token passing:
  control token passed from 
one node 
     to next sequentially
  token message concerns:
 - token overhead 
 - latency
 - single point of failure 
(token)
Media Access Polling
workstation
workstation
workstation
workstation
Central Unit
Reservation or Round-robin Polling
Reservation Protocols
Reservation protocol:
time divided into slots
begins with N short reservation slots 
reservation slot time equal to channel end-end propagation 
delay 
station with message to send posts reservation
reservation seen by all stations 
after reservation slots, message transmissions ordered by known 
priority 
Token passing
How works of the token ring ?
Token Rotation Time (TRT):
TRT ≤ N * THT + RL
N - Number Active nodes
RL - Ring Latency
THT - Token holding time 
Token Ring Performace
Token Passing Active Monitor
Node 1
Node 3
Node 2
Node 4
Token Ring
token
Active
Monitor
Standby monitor
Standby
monitor
Standby monitor
R, data rate of channel (bps)
d, maximum distance between any pair of stations
V, velocity of propagation (m/s)
L, frame length (bits)
a = maximum normalized propagation delay
As the number of stations N becomes very large, S has a
maximum possible value:
S
max
= 1, a < 1
or
S
max
= 1/a, a > 1
2
1
1
T
T
T
S
The assume that LAN has N active stations
and each station is always prepared to transmit frame,
normalized system throughputs may be expressed as: 
Token Passing - Performance
where T1= average time to transmit a data frame
T2 = average time to pass a token
Token Ring Performance
a = propagation time around ring
(normalized)
1  = frame time (normalized)
Case 1: a < 1
Case 1: a > 1
t= 0: F
rame begins
around ring
Time
t=a: Start of frame
reaches around ring
t=1: Station fnishes
transmission, releases token
t=1+a/N: Token
gets to next station
t = 0: F
rame begins
around ring
Time
t =1: Station fnishes
transmission, releases token
t =a+a/N: Token
gets to next station
t =a: Start of frame
reaches around ring,
station releases token
Token Ring Performance
When a station wishes to transmit, it must wait for the token and seize the token
       - change one bit in token which transforms it into a “start-of-frame sequence”
         and appends frame for transmission.
      - station claims token by removing it from the ring.
  
The data frame circles the ring and is removed by the transmitting station.
  Each station interrogates passing frame.
     If destined for station, it copies the frame into local bufer.
Token operation
1.
single-token:
insert token after last bit of busy token is received and the last bit of the
frame is transmitted.
2.
single-frame:
insert token after the last bit of the frame has returned to the sending
station.
3.
multi-token:
insert token after station has completed transmission of the last bit of the
frame.
Performance
is determined by
whether more than one frame is allowed on the ring at the same
time
and the relative propagation time.
1.
multi-token:
insert token after station has completed transmission of the last bit of the
frame.
2.
single-token:
insert token after last bit of busy token is received and the last bit of the
frame is transmitted.
3.
single-frame:
insert token after the last bit of the frame has returned to the sending
station.
Performance
is determined by
whether more than one frame is allowed on the ring at the same
time
and the relative propagation time.
Token Insertion Choices
Single frame operation
(a) Low Latency Ring (T
R
= 90, T
F
= 400)
A
A
A
t = 0,
A begins frame
t = 90,
return of
first bit
t = 400,
transmit
last bit
A
t = 490,
reinsert
token
(b) High Latency Ring (T
R
= 840, T
F
= 400)
A
A
A
A
t = 0,
A begins frame
t = 400,
last bit of frame
enters ring
t = 840,
return of first
bit
t = 1240,
reinsert
token
Single token operation
(a) Low Latency Ring (T
R
= 90, T
F
= 400)
A
A
A
t = 0,
A begins frame
t = 90,
return of first
bit
t = 210,
return of
header
A
t = 400,
last bit enters
ring, reinsert
token
(b) High Latency Ring (T
R
= 840, T
F
= 400)
A
A
A
A
t = 0,
A begins frame
t = 400,
transmit last
bit
t = 840,
arrival first
frame bit
t = 960,
reinsert token
CSMA/CD and Token Passing Comparison
Slotted Ring
  Cambridge Ring : University of Cambridge
  Each slot has token bit to indicate 
     the slot as empty or full.
  A station with data to send, 
     waits until an empty slot arrives, 
     marks the slot full and inserts a frame of data.
  The station cannot transmit another frame
     until this slot returns
.
.
H
DATA
SA
DA
Data
S T
Ack
M
P
1b 1b 1b 8b 8b 16b 2b 1b
Each slot:
To/From node local trafic
Frame received
from upstream 
nodes
Register Insertion Ring
RSR – Receive Serial Register
TSR – Transmit Serial Register
Fram
e
N
N
N
N
N
Frame 
transmitted
to downstream 
nodes
IN
OUT
1
2
RSR
TSR
Summary of MAC protocols
What can we do with a shared media?
Channel Partitioning, by time, frequency or code
Time Division, Code Division, Frequency
Division
Random partitioning
ALOHA, S-ALOHA,
CSMA, 
CSMA/CD
Detemined partitioning
token passing, 
polling from a central node, 
reservation protocol,
slotted ring,
register insertion ring
Three general MAC techniques exist for use within networks:
1. Contention: 
    There is no regulating mechanism directly to govern stations attempting
    to access a medium. Two or more stations may contend for the medium
    and any multiple simultaneous accesses are resolved as they arise.
2. Token passing: 
    A single token exists within the network and is passed between stations in turn. 
    Only a station holding the token may use the medium for transmission.
    This eliminates multiple simultaneous accesses of the medium
    with the attendant risk of collision.
3. Slotted and register insertion rings:
    Similar in principle to token passing, but a unique time interval is granted
    to a station for transmission.
Access to medium (summary)