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LANS, performance and Client/Server design issues
CP3397Network design and security Lecture 3
Basic performance definitions
Bandwidth Raw data rate of links
Capacity Theoretical limit of data transfer Measured over the network, sub-net or link
Throughput Actual data transmitted (e.g. packets per
second) Limited by protocol overhead, delays, latency
etc
Throughput v Capacity
Max
capacity
Thro
ughp
ut
Load
Optimum
Actual
100%
0%
Max throughput
Basic performance definitions
Latency End-to-end delay, comprising
propagation delay (near speed of light), transmission delay (media speed), store-and-forward delay (bridge/switch/router
buffering), processing delay (action on protocol elements)
Sensitivity to delay is application dependent video is very sensitive and virtual terminal (Telnet) is medium sensitive
(user-dependent)
Basic performance definitions
Jitter The variability of latency Buffering can smooth the delay
Media access delay LAN access delay depends on
Access scheme used No. of contending devices
Accuracy Data corruption Bit error rate on WAN links < 1 in 106 on LANs
Key performance relationships
Payload (TCP/IP over Ethernet) Payload = MTU – (TCPOverhead + IPOverhead+ MACOverhead) MTU is maximum transmission unit Overheads are: TCP 20 bytes; IP 20 Bytes; MAC 18
bytes
Maximum packet ratePPSmax =Channel Speed
(8 bits x PDUsize )
For example at 64 kbps with 128 byte PDUs
PPSmax =64000/(8 x 128) = 62.5 pps
Performance issues
Different network types have different maximum packet/frame sizesOverlarge packets need fragmentation and re-assembly to be transmitted limits throughput reduces performance
Compression can be used to improve performance on slower speed links
Key performance relationships
Packet rate and link speed Ensure links do not exceed PPSmax
Error probability and frame size Larger packets are more likely to contain an error Protocol efficiency E E= Sdata _
[R(Sdata+Sprot+Sack)]
Sdata= data size; Sprot=protocol overhead; Sack = ack size R = expected number of transmissions per packet Or R=1+packet error rate e.g 1.001 if 1 in 1000 errors
Typical bottlenecks
Shared services (centralised servers etc)Multi-user applications and databasesLow-speed NICsShared LAN segmentsLow-bandwidth WAN linksCore routing and switching componentsFirewalls (particularly public-facing)Inappropriate compression usage
Main types of server
File ServersDatabase ServersTransaction ServersGroupWare ServersWeb Servers
Middleware
Resides between the client and serverGives the single system imageTypically a major component in a NOSProvides: directory services, network security etcContains proprietary elements where required
Scalable Client Server
For the single User Client, middleware and most of the business
services on a single machine
For the SME Use of small LAN Often involves multiple clients talking to a
local server
For the Enterprise Connection of multiple servers across a
network To utilise fully requires low cost, high speed
bandwidth
Features of Server S/W
Wait for client initiated requestsExecute many requests at the same timeAre able to prioritise requestsCan run activities in backgroundAre resilient and keep runningMain contenders; Netware Windows (and NT) Server Unix/Linux
Features of Client S/W
Communicate service requests to a serverNeeds to be robustProvide protection from programs that crashProvide a mechanism for file transferProvide multi taskingAllow background processes to take place
Client/Server bottlenecks
Client and servers are subject to constraints from Memory CPU cycles Network and disc input/output System bus throughput
Client/Server Design Issues
User requirements (applications, response rate, latency etc)NOS (free choice or pre-determined)Topology (technology determined)Server placement (on the network)Thick/thin client (balance of services)Groupware (CSCW) useMaintenance (ability/cost)
Protocol Issues
TCP/IP protocol performance depends on The implementation/stack used The OS and platform Packet size distribution of the application Background traffic characteristics of the
contended paths LAN, MAN, WAN media properties , overheads
and BERs Intermediate device-forwarding characteristics TCPs sliding window behaviour
Typical bottlenecks
The LAN/WAN interface WANs are typically an order of magnitude slower
Routers need to buffer WAN traffic Buffers require sufficient memory Insufficient buffer space leads to more re-
transmissions – lowering efficiency
Queuing/buffering also increases end-to-end latency Some applications may not tolerate high latency,
timeout and re-transmissions will occur increasing the problem
Data modelling
Gather information of the users to derive Application maps
Which are used and where Data flow
How much data flows from machine to machine Traffic types
Terminal/host, Client/Server, Peer-to-peer, Server-to server, Distributed entity traffic
Local:Remote 80:20 50:50 in modern intranets Build user-type and server profiles Traffic matrices
Characterise data in and data out of each site
Hierarchical network design
Three-layer architecture Backbone layer
High-speed switching layer Mesh design for resilience/minimise outages
Distribution layer Link points between campus LANs and core
backbone Access layer
End user interface Typically LAN environment
Advantages of hierarchical network design
Scalability Easier to add to the network
Manageability Easier to identify location of problems
Broadcast traffic segmentation Traffic confined to smaller broadcast
domains Less traffic over expensive links
Ethernets
Generic Ethernet design rules Max. stations in a collision domain =1024
(collision domain is where the time taken to transmit a min. frame is shorter than the time to detect a collision)
Only use repeaters at link-ends Avoid exceeding standard specs No more than 4 repeaters in a collision domain No more than 3 coax segments in a collision domain Inter-repeater links are best implemented by fibre
(10baseFL, 10baseFB) or 10baseT 10base5, 10base2 and 10baseT can be mixed if
wanted
LAN performance considerations
Fixed parameters Bit rate, slot time etc
Variable factors Packet length distribution No.of hosts in a collision domain Arrival rate of frames Average length of cable Distance between nodes Average medium acquisition time
Ethernet design rules
To optimise performance Use shorter cables - Long cables
increase collision detection time Do not attach too many nodes to a
segment Use largest possible packet size – this
reduces collisions Try not to mix real-time and heavy
bulk data traffic in the same collision domain
VLANs
Logical hierarchy imposed on a flat switched network allowing Scalability Formation of workgroups Simplified admin Better security
Wireless LANs
Use Wireless LAN access points(WLAP) Simplest LAN use single WLAP
Effectively a wireless star topology Multiple WLAPs can be used
Can incorporate wired and wireless segments
WLAPS can support 10-50 clients Over a 30-60m radius (depends on radio transmission
environment)
Wireless LANs can simplify installation and reduce costs – especially in smaller and older buildings
Summary
Good design should optimise performanceMany factors affect performance Technology Software tuning Physical environment
The interaction of all network components needs to be considered