'CS&E/Network'에 해당되는 글 8건
- 2008/01/07
- 2006/08/12
- 2006/07/15
- 2006/07/08
- 2006/05/22
- 2006/05/15
- 2006/04/05
- 2006/03/27


도메인 신청에 대해서 아무것도 모르던 때에 현재 도메인을 구입해서 상대적으로 가격이 엄청 비쌌던 후이즈에서 신청을 했었습니다. (후이즈는 왜 이렇게 비쌀까요?)
전 원래 그 가격에만 등록이 돼는 줄 알았는데... 쩝...
하여간 슬슬 기간도 반년정도만 남아서 dotname으로 등록 기관을 이전했습니다.
생각보다 엄청 간단하더군요. ;;
그냥 기존의 등록기관에서 AUTH CODE를 받아서 새로운 등록 기관으로 신청만 하면 돼더라는...
Examples of distance-vector routing protocols include RIPv1 or 2 and IGRP.
Working
The distance-vector routing protocol assumes a network connected through several routers, each of which is connected to two or more computer networks. Each network may be connected to one or more routers.
The description below describes a very simple distance-vector routing protocol:
Advantage and Disadvantage
Distance-vector routing protocols are simple and efficient in small networks, and require little, if any management. However, they do not scale well, and have poor convergence properties, which has led to the development of more complex but more scalable link-state routing protocols for use in large networks. They suffer from the "Count to Infinity problem".
The link-state protocol is performed by every switching node in the network (i.e. nodes which are prepared to forward packets; in the Internet, these are called routers). The basic concept of link-state routing is that every node receives a map of the connectivity of the network, in the form of a graph showing which nodes are connected to which other nodes.
Each node then independently calculates the best next hop from it for every possible destination in the network. (It does this using only its local copy of the map, and without communicating in any other way with any other node.) The collection of best next hops forms the routing table for the node.
This contrasts with distance-vector routing protocols, which work by having each node share its routing table with its neighbors. In a link-state protocol, the only information passed between the nodes is information used to construct the connectivity maps.
Detailed Description : Distributing maps
This description covers only the simplest configuration; i.e. one with no areas, so that all nodes do have a map of the entire network. The hierarchical case is somewhat more complex; see the various protocol specifications.
As previously mentioned, the first main stage in the link-state algorithm is to give a map of the network to every node. This is done with several simple subsidiary steps.
Determining the neighbours of each node
First, each node needs to determine what other nodes it is connected to, over fully-working links; it does this using a simple reachability protocol which it runs separately with each of its directly-connected neighbours.
Distributing the information for the map
Next, each node periodically makes up a short message, the link-state advertisement, which:
Identifies the node which is producing it.
Identifies all the other nodes to which it is directly connected.
Includes a sequence number, which increases every time the source node makes up a new version of the message.
This message is then flooded throughout the network. As a necessary precursor, each node in the network remembers, for every other node in the network, the sequence number of the last link-state message which it received from that node. With that in hand, the method used is simple.
Starting with the node which originally produced the message, it sends a copy to all of its neighbours. When a link-state advertisement is received at a node, the node looks up the sequence number it has stored for the source of that link-state message. If this message is newer (i.e. has a higher sequence number), it is saved, and a copy is sent in turn to each of that node's neighbours.
This procedure rapidly gets a copy of the latest version of each node's link-state advertisement to every node in the network.
Creating the map
Finally, with the complete set of link-state advertisements (one from each node in the network) in hand, it is obviously easy to produce the graph for the map of the network.
The algorithm simply iterates over the collection of link-state advertisements; for each one, it makes links on the map of the network, from the node which sent that message, to all the nodes which that message indicates are neighbours of the sending node.
No link is considered to have been correctly reported unless the two ends agree; i.e. if one node reports that it is connected to another, but the other node does not report that it is connected to the first, there is a problem, and the link is not included on the map.
Notes about this stage
The link-state message giving information about the neighbours is recomputed, and then flooded throughout the network, whenever there is a change in the connectivity between the node and its neighbours, e.g. when a link fails. Any such change will be detected by the reachability protocol which each node runs with its neighbours.
Detailed description: Calculating the routing table
As initially mentioned, the second main stage in the link-state algorithm is to produce routing tables, by inspecting the maps. This is again done with several steps.
Calculating the shortest paths
Each node independently runs an algorithm over the map to determine the shortest path from themselves to every other node in the network; generally some variant of Dijkstra's algorithm is used.
Basically, a node maintains two data structures: a tree containing nodes which are "done", and a list of candidates. The algorithm starts with both structures empty; it then adds to the first one the node itself. The algorithm then repetitively:
Adds to the second (candidate) list all nodes which are connected to the node just added to the tree (excepting of course any nodes which are already in either the tree or the candidate list).
Of the nodes in the candidate list, moves to the tree (attaching it to the appropriate neighbour node already there) the one which is the closest to any of the nodes already in the tree.
Repeat as long as there are any nodes left in the candidate list. (When there are none, all the nodes in the network will have been added to the tree.)
This procedure ends with the tree containing all the nodes in the network, with the node on which the algorithm is running as the root of the tree. The shortest path from that node to any other node is indicated by the list of nodes one traverses to get from the root of the tree, to the desired node in the tree.
Filling the routing table
With the shortest paths in hand, filling in the routing table is again obviously easy.
For any given destination node, the best next hop for that destination is the node which is the first step from the root node, down the branch in the shortest-path tree which leads toward the desired destination node.
To create the routing table, it is only necessary to walk the tree, remembering the identity of the node at the head of each branch, and filling in the routing table entry for each node one comes across with that identity.
Optimizations to the algorithm
The algorithm described above was made as simple as possible, to aid in ease of understanding. In practise, there are a number of optimizations which are used.
Most importantly, whenever a change in the connectivity map happens, it is necessary to recompute the shortest-path tree, and then recreate the routing table. The BBN work discovered how to recompute only that part of the tree which could have been affected by a given change in the map.
Also, the routing table would normally be filled in as the shortest-path tree is computed, instead of making it a separate operation.
Adhoc Network
In computer networking, ad-hoc is a network connection method which is most often associated with wireless devices. The connection is established for the duration of one session and requires no base station. Instead, devices discover others within range to form a network for those computers. Devices may search for target nodes that are out of range by flooding the network with broadcasts that are forwarded by each node. Connections are possible over multiple nodes (multihop ad-hoc network). Routing protocols then provide stable connections even if nodes are moving around. Both Nintendo's DS and Sony's PlayStation Portable use Ad-Hoc connections for wireless multiplayer gaming.
See IEEE 802.11, Bluetooth, or ultra-wide band. The alternative is infrastructure, with a base station that manages the network for its range.
The term ad-hoc network can also refer to an independent basic service set (IBSS).
Sensor network
A sensor network is a computer network of many, spatially distributed devices using sensors to monitor conditions at different locations, such as temperature, sound, vibration, pressure, motion or pollutants. Usually these devices are small and inexpensive, so that they can be produced and deployed in large numbers, and so their resources in terms of energy, memory, computational speed and bandwidth are severely constrained. Each device is equipped with a radio transceiver, a small microcontroller, and an energy source, usually a battery. The devices use each other to transport data to a monitoring computer.
Sensor networks involve three areas: sensing, communications, and computation (hardware, software, algorithms). Very useful technologies are wireless database technology such as queries, used in a wireless sensor network, and network technology to communicate with other sensors, especially multihop routing protocols. For example, ZigBee is a wireless protocol used by Motorola in home control systems.
요즘 준비중인 프로그램이 있습니다. 이녀석이 약간은 분산처리와 비슷한 냄새를 풍기는 놈인데... 이녀석을 다루면서 요즘 참 네트워크를 잘 짜기도 힘들겠구나 싶습니다.
제가 말하는 녀석은 C/S모델이 아닌 말그대로 분산형 처리. Self Routing, Self Recovery 모델을 지원하는 네트워크를 구성하는 녀석들을 말합니다. 이 녀석들을 보면 이 프로로콜을 고안하고 구현한 사람들이 결코 평범한 두뇌를 자랑하는 사람이 아니라는 생각이 듭니다. 각자가 C/S 모두인 이 녀석들은 조금만 컨트롤을 잘못해도 네트웍 전체가 엉켜버리는 군요.
아 답답해... ㅡ.ㅡ;; 그래도 결국엔 네트워크를 붙이는 일을 성공했습니다. 이제 제가 구현하려고 한 프로그램의 대충 50% 정도가 완성된 것 같습니다. 아직도 멀었네요. 한 한달은 빡시게 굴러야 완성되지 않을까 싶습니다. ㅜ.ㅜ
다중 사용자의 connect 를 처리하기 위한 방법은 총 3가지의 방식으로 구분한다.