Carrier-sense multiple access with collision detection (CSMA/CD) is a medium access control (MAC) method used most notably in early Ethernet technology for local area networking. It uses carrier-sensing to defer transmissions until no other stations are transmitting. This is used in combination with collision detection in which a transmitting station detects collisions by sensing transmissions from other stations while it is transmitting a frame. When this collision condition is detected, the station stops transmitting that frame, transmits a jam signal, and then waits for a random time interval before trying to resend the frame. [1]
CSMA/CD is a modification of pure carrier-sense multiple access (CSMA). CSMA/CD is used to improve CSMA performance by terminating transmission as soon as a collision is detected, thus shortening the time required before a retry can be attempted.
With the growing popularity of Ethernet switches in the 1990s, IEEE 802.3 deprecated Ethernet repeaters in 2011, [2] making CSMA/CD and half-duplex operation less common and less important.
The following procedure is used to initiate a transmission. The procedure is complete when the frame is transmitted successfully or a collision is detected during transmission. [3] : 33
The following procedure is used to resolve a detected collision. The procedure is complete when retransmission is initiated or the retransmission is aborted due to numerous collisions.
Methods for collision detection are media dependent. On a shared, electrical bus such as 10BASE5 or 10BASE2, collisions can be detected by comparing transmitted data with received data or by recognizing a higher than normal signal amplitude on the bus. [4] [5] On all other media, a carrier sensed on the receive channel while transmitting triggers a collision event. [6] Repeaters or hubs detect collisions on their own and propagate jam signals. [7] [8]
The collision recovery procedure can be likened to what happens at a dinner party, where all the guests talk to each other through a common medium (the air). Before speaking, each guest politely waits for the current speaker to finish. If two guests start speaking at the same time, both stop and wait for short, random periods of time (in Ethernet, this time is measured in microseconds). The hope is that by each choosing a random period of time, both guests will not choose the same time to try to speak again, thus avoiding another collision.
The jam signal or jamming signal is a signal that carries a 32-bit binary pattern sent by a data station to inform the other transmitting stations of the collision and that they must not transmit. [9] [10]
The maximum jam-time is calculated as follows: The maximum allowed diameter of an Ethernet installation is limited to 232 bits. This makes a round-trip-time of 464 bits. As the slot time in Ethernet is 512 bits, the difference between slot time and round-trip-time is 48 bits (6 bytes), which is the maximum jam-time.
This in turn means: A station noting a collision has occurred is sending a 4 to 6 byte long pattern composed of 16 1-0 bit combinations. [note 2]
The purpose of this is to ensure that any other node which may currently be receiving a frame will receive the jam signal in place of the correct 32-bit MAC CRC; this causes the other receivers to discard the frame due to a CRC error.
A late collision is a type of collision that happens further into the packet than is allowed for by the protocol standard in question. In 10-megabit-per-second shared-medium Ethernet, if a collision error occurs after the first 512 bits of data are transmitted by the transmitting station, [11] a late collision is said to have occurred. Importantly, late collisions are not re-sent by the NIC, unlike collisions occurring before the first 64 octets; it is left for the upper layers of the protocol stack to determine that there was loss of data.
As a correctly set up CSMA/CD network link should not have late collisions, the usual possible causes are full-duplex/half-duplex mismatch, exceeded Ethernet cable length limits, or defective hardware such as incorrect cabling, non-compliant number of hubs in the network, or a bad NIC.
A local collision is a collision that occurs at the NIC, as opposed to on the wire. A NIC cannot detect local collisions without attempting to send information.
On UTP cable, a local collision is detected on the local segment only when a station detects a signal on the RX pair at the same time it is sending on the TX pair. Since the two signals are on different pairs, there is no characteristic change in the signal. Collisions are only recognized on UTP when the station is operating in half-duplex. The only functional difference between half and full-duplex operation in this regard is whether or not the transmit and receive pairs are permitted to be used simultaneously.
A remote collision, in CSMA/CD computer networks over half-duplex media (10BASE5 or 10BASE2), is a collision that occurs when a frame shorter than the minimum length is transmitted. This frame may cause a collision at the remote end which cannot be detected by the transmitter, so the frame is not resent on the physical layer. Due to interference on the medium, its data is corrupted and frame check sequence fails, requiring recovery at a higher layer, if possible.[ citation needed ]
The channel capture effect is a phenomenon where one user of a shared medium "captures" the medium for a significant time. During this period (usually 16 frames)[ clarification needed ], other users are denied use of the medium. This effect was first seen in networks using CSMA/CD on Ethernet. Because of this effect, the most data-intense connection dominates the multiple-access wireless channel. [12] This happens in Ethernet links because of the way nodes "back off" from the link and attempt to re-access it. In the Ethernet protocol, when a communication collision happens (when two users of the medium try to send at the same time), each user waits for a random period of time before re-accessing the link. However, a user will wait ("back off") for a random amount of time proportional to the number of times it has successively tried to access the link. The channel capture effect happens when one user continues to "win" the link.
For example, user A and user B both try to access a quiet link at the same time. Since they detect a collision, user A waits for a random time between 0 and 1 time units and so does user B. Let's say user A chooses a lower back-off time. User A then begins to use the link and B allows it to finish sending its frame. If user A still has more to send, then user A and user B will cause another data collision. A will once again choose a random back-off time between 0 and 1, but user B will choose a back-off time between 0 and 3 – because this is B's second time colliding in a row. Chances are A will "win" this one again. If this continues, A will most likely win all the collision battles, and after 16 collisions (the number of tries before a user backs down for an extended period of time), user A will have "captured" the channel.
The ability of one node to capture the entire medium is decreased as the number of nodes increases. This is because as the number of nodes increases, there is a higher probability that one of the "other" nodes will have a lower back-off time than the capturing node.
The channel capture effect creates a situation where one station is able to transmit while others are continually backing off, thus leading to a situation of short-term unfairness. Yet, the situation is long-term fair because every station has the opportunity to "capture" the medium once one station is done transmitting. The efficiency of the channel is increased when one node has captured the channel.
A negative side effect of the capture effect would be the idle time created due to stations backing off. Once one station is finished transmitting on the medium, large idle times are present because all other stations were continually backing off. In some instances, back-off can occur for so long that some stations actually discard packets because maximum attempt limits have been reached.
CSMA/CD was used in now-obsolete shared-medium Ethernet variants (10BASE5, 10BASE2), and in the early versions of twisted-pair Ethernet, which used repeater hubs. Modern Ethernet networks, built with switches and full-duplex connections, no longer need to use CSMA/CD, because each Ethernet segment, or collision domain, is now isolated. CSMA/CD is still supported for backwards compatibility and for half-duplex connections. The IEEE 802.3 standard, which defines all Ethernet variants, for historical reasons still bore the title "Carrier sense multiple access with collision detection (CSMA/CD) access method and physical layer specifications" until 802.3-2008, which uses new name "IEEE Standard for Ethernet".
Ethernet is a family of wired computer networking technologies commonly used in local area networks (LAN), metropolitan area networks (MAN) and wide area networks (WAN). It was commercially introduced in 1980 and first standardized in 1983 as IEEE 802.3. Ethernet has since been refined to support higher bit rates, a greater number of nodes, and longer link distances, but retains much backward compatibility. Over time, Ethernet has largely replaced competing wired LAN technologies such as Token Ring, FDDI and ARCNET.
100BaseVG is a 100 Mbit/s Ethernet standard specified to run over four pairs of Category 3 cable. It is also called 100VG-AnyLAN because it was defined to carry both Ethernet and Token Ring frame types.
Carrier-sense multiple access with collision avoidance (CSMA/CA) in computer networking, is a network multiple access method in which carrier sensing is used, but nodes attempt to avoid collisions by beginning transmission only after the channel is sensed to be "idle". When they do transmit, nodes transmit their packet data in its entirety.
Carrier-sense multiple access (CSMA) is a medium access control (MAC) protocol in which a node verifies the absence of other traffic before transmitting on a shared transmission medium, such as an electrical bus or a band of the electromagnetic spectrum.
In computer networking, Fast Ethernet physical layers carry traffic at the nominal rate of 100 Mbit/s. The prior Ethernet speed was 10 Mbit/s. Of the Fast Ethernet physical layers, 100BASE-TX is by far the most common.
In telecommunications and computer networks, a channel access method or multiple access method allows more than two terminals connected to the same transmission medium to transmit over it and to share its capacity. Examples of shared physical media are wireless networks, bus networks, ring networks and point-to-point links operating in half-duplex mode.
ALOHAnet, also known as the ALOHA System, or simply ALOHA, was a pioneering computer networking system developed at the University of Hawaii. ALOHAnet became operational in June 1971, providing the first public demonstration of a wireless packet data network.
In the IEEE 802 reference model of computer networking, the logical link control (LLC) data communication protocol layer is the upper sublayer of the data link layer of the seven-layer OSI model. The LLC sublayer acts as an interface between the medium access control (MAC) sublayer and the network layer.
The data link layer, or layer 2, is the second layer of the seven-layer OSI model of computer networking. This layer is the protocol layer that transfers data between nodes on a network segment across the physical layer. The data link layer provides the functional and procedural means to transfer data between network entities and may also provide the means to detect and possibly correct errors that can occur in the physical layer.
A collision domain is a network segment where simultaneous data transmissions collide with one another as a result of more than one device attempting to send a packet on the network segment at the same time. The collision domain applies particularly in wireless networks, but also affected early versions of Ethernet. Members of a collision domain may be involved in collisions with one another. Devices outside the collision domain do not have collisions with those inside.
In IEEE 802 LAN/MAN standards, the medium access control (MAC), also called media access control, is the layer that controls the hardware responsible for interaction with the wired or wireless transmission medium. The MAC sublayer and the logical link control (LLC) sublayer together make up the data link layer. The LLC provides flow control and multiplexing for the logical link, while the MAC provides flow control and multiplexing for the transmission medium.
Distributed coordination function (DCF) is the fundamental medium access control (MAC) technique of the IEEE 802.11-based WLAN standard. DCF employs a carrier-sense multiple access with collision avoidance (CSMA/CA) with the binary exponential backoff algorithm.
In wireless networking, the hidden node problem or hidden terminal problem occurs when a node can communicate with a wireless access point (AP), but cannot directly communicate with other nodes that are communicating with that AP. This leads to difficulties in medium access control sublayer since multiple nodes can send data packets to the AP simultaneously, which creates interference at the AP resulting in no packet getting through.
Slot time is a concept in computer networking. It is at least twice the time it takes for an electronic pulse to travel the length of the maximum theoretical distance between two nodes. In CSMA/CD networks such as Ethernet, the slot time is an upper limit on the acquisition of the medium, a limit on the length of a packet fragment generated by a collision, and the scheduling quantum for retransmission.
A Medium Attachment Unit (MAU) is a transceiver which converts signals on an Ethernet cable to and from Attachment Unit Interface (AUI) signals.
In computer networking, carrier-sense multiple access with collision avoidance and resolution using priorities (CSMA/CARP) is a channel access method. CSMA/CARP is similar in nature to the carrier-sense multiple access with collision detection (CSMA/CD) channel access method used in Ethernet networks, but CSMA/CARP provides no detection of network collisions. Instead of detecting network collisions, CSMA/CARP attempts to avoid collisions by using a system of transmission priorities.
Autonegotiation is a signaling mechanism and procedure used by Ethernet over twisted pair by which two connected devices choose common transmission parameters, such as speed, duplex mode, and flow control. In this process, the connected devices first share their capabilities regarding these parameters and then choose the highest-performance transmission mode they both support.
Ethernet flow control is a mechanism for temporarily stopping the transmission of data on Ethernet family computer networks. The goal of this mechanism is to avoid packet loss in the presence of network congestion.
On an Ethernet connection, a duplex mismatch is a condition where two connected devices operate in different duplex modes, that is, one operates in half duplex while the other one operates in full duplex. The effect of a duplex mismatch is a link that operates inefficiently. Duplex mismatch may be caused by manually setting two connected network interfaces at different duplex modes or by connecting a device that performs autonegotiation to one that is manually set to a full duplex mode.
The 5-4-3 rule, also referred to as the IEEE way, is a design guideline for Ethernet computer networks covering the number of repeaters and segments on shared-medium Ethernet backbones in a tree topology. It means that in a collision domain there should be at most 5 segments tied together with 4 repeaters, with up to 3 mixing segments. Link segments can be 10BASE-T, 10BASE-FL or 10BASE-FB. This rule is also designated the 5-4-3-2-1 rule with there being two link segments and one collision domain.