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Module 8 - Ethernet Switching

CCNA 1 version 3.1
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8.1 Ethernet Switching
8.2 Collision Domains and Broadcast Domains
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Define bridging and switching.
Define and describe the content-addressable memory (CAM) table.
Define latency.
Describe store-and forward and cut-through switching modes.
Explain Spanning-Tree Protocol (STP).
Define collisions, broadcasts, collision domains, and broadcast domains.
Identify the Layer 1, 2, and 3 devices used to create collision domains and
broadcast domains.
Discuss data flow and problems with broadcasts.
Explain network segmentation and list the devices used to create segments.
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Layer 2 bridging
As more nodes are added to an Ethernet physical segment, contention for the
media increases. Ethernet is a shared media. The addition of more nodes
increases the demands on the available bandwidth and places additional loads
on the media.
A solution to the problem is to break the large segment into parts and separate it
into isolated collision domains.
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Learn addresses
Learn a stations location by examining the source address.
Sends out all ports when destination address is a broadcast, multicast
or an unknown address.
Forwards when the destination is located on a different interface.
Filters when the destination is located on the same interface.
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Layer 2 bridging
A bridge is divide a collision domain but has no effect on a logical or broadcast
domain. A bridge will create more collision domains but will not add broadcast
domains, the entire network will share the same logical broadcast address
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Layer 2 switching
A switch is essentially a fast, multi-port bridge, which can contain
dozens of ports, each port creates its own collision domain.
In a network of twenty nodes, twenty collision domains exist if each
node is plugged into its own switch port.
If an uplink port is included, one switch creates twenty-one single-
node collision domains.
A switch dynamically builds and maintains a Content-Addressable
Memory (CAM) table, holding all of the necessary MAC information for
each port.
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Switch operation
A switch is simply a bridge with many ports. When only one node is connected
to a switch port, the collision domain on the shared media contains only two
nodes. The two nodes in this small segment, or collision domain, consist of the
switch port and the host connected to it. These small physical segments are
called microsegments
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Switch operation
Another capability emerges when only two nodes are connected. In a network
that uses twisted-pair cabling, one pair is used to carry the transmitted signal
from one node to the other node. A separate pair is used for the return or
received signal. It is possible for signals to pass through both pairs
simultaneously. The capability of communication in both directions at once is
known as full duplex.
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Switch Characteristic
Content-addressable memory (CAM) is memory that essentially works
backwards compared to conventional memory. Entering data into the
memory will return the associated address. Using CAM allows a
switch to directly find the port that is associated with a MAC address
without using search algorithms.
An application-specific integrated circuit (ASIC) is a device consisting
of undedicated logic gates that can be programmed to perform
functions at logic speeds. Operations that might have been done in
software can now be done in hardware using an ASIC. The use of
these technologies greatly reduced the delays caused by software
processing and enabled a switch to keep pace with the data demands
of many microsegments and high bit rates.
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Latency is the delay between the time a frame first starts to leave the source
device and the time the first part of the frame reaches its destination.
A wide variety of conditions can cause delays as a frame travels from source
to destination:
- Media delays
- Circuit delays
- Software delays
- Delays caused by the content of the frame( in network devices)
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Switch modes: Store and forwards
The entire frame is stored before being forwarded, this gives the switch software
an opportunity to verify the Frame Check Sequence (FCS) to ensure that the
frame was reliably received before sending it to the destination. If the frame is
found to be invalid, it is discarded at this switch rather than at the ultimate
destination, this mode is called store-and-forward.
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Switch modes: Cut-through
A switch can start to transfer the frame as soon as the destination MAC
address is received. Switching at this point is called cut-through switching and
results in the lowest latency through the switch.
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Switch modes: Fragment-Free
A compromise between the cut-through and store-and-forward modes is the
fragment-free mode. Fragment-free reads the first 64 bytes, which includes
the frame header, and switching begins before the entire data field and
checksum are read. This mode verifies the reliability of the addressing and
Logical Link Control (LLC) protocol information to ensure the destination and
handling of the data will be correct.
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Switch Modes
When using cut-through methods of switching, both the source port and
destination port must be operating at the same bit rate in order to keep
the frame intact. This is called synchronous switching.
If the bit rates are not the same, the frame must be stored at one bit rate
before it is sent out at the other bit rate. This is known as asynchronous
switching. Store-and-forward mode must be used for asynchronous
Asymmetric switching provides switched connections between ports of
unlike bandwidths, such as a combination of 100 Mbps and 1000 Mbps.
Asymmetric switching is optimized for client/server traffic flows in which
multiple clients simultaneously communicate with a server, requiring
more bandwidth dedicated to the server port to prevent a bottleneck at
that port.
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Spanning-Tree Protocol Operation
When multiple switches are arranged in a simple hierarchical tree, switching
loops are unlikely to occur. However, switched networks are often designed
with redundant paths to provide for reliability and fault tolerance.
Switching loops can occur by design or by accident, and they can lead to
broadcast storms that will rapidly overwhelm a network.
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Spanning-Tree Protocol Operation
Switches are provided with a standards-based protocol called the
Spanning-Tree Protocol (STP).
Each switch in a LAN using STP sends special messages called Bridge
Protocol Data Units (BPDUs) out all its ports to let other switches know
of its existence and to elect a root bridge for the network. The switches
then use the Spanning-Tree Algorithm (STA) to resolve and shut down
the redundant paths.
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Spanning-Tree Protocol State
Each port on a switch using Spanning-Tree Protocol exists in one of the
following five states:
- Blocking
- Listening
- Learning
- Forwarding
- Disabled
The result of resolving and eliminating loops using STP is to create a logical
hierarchical tree with no loops. However, the alternate paths are still available
should they be needed.
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8.2 Collision Domains and
Broadcast Domains
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Types of Networks
Shared media environment Occurs when multiple hosts have access to the
same medium.
Extended shared media environment Is a special type of shared media
environment in which networking devices can extend the environment so that it
can accommodate multiple access or longer cable distances
Point-to-point network environment Is widely used in dialup network
connections and is the most familiar to the home user
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Collision domains
Collision domains are the connected physical network segments where
collisions can occur . Collisions cause the network to be inefficient. When a
collision happens on a network, all transmission stops for a period of time.
The length of this period is determined by a back-off algorithm for each
network device. The types of devices that interconnect the media segments
define collision domains. These devices have been classified as OSI Layer
1, 2 or 3 devices.
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Collision domains
Layer 1 devices, such as repeaters and hubs, serve the primary function of
extending the Ethernet cable segments. Since Layer 1 devices pass on
everything that is sent on the media, the more traffic that is transmitted
within a collision domain, the greater the chances of collisions.
The four repeater rule in Ethernet states that no more than four repeaters or
repeating hubs can be between any two computers on the network.
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Round-trip Delay Calculation
To assure that a repeated 10BASE-T network will function properly, the round-
trip delay calculation must be within certain limits otherwise all the
workstations will not be able to hear all the collisions on the network. Repeater
latency, propagation delay, and NIC latency all contribute to the four repeater
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Round-trip Delay Calculation
Exceeding the four repeater rule can lead to violating the maximum delay limit.
When this delay limit is exceeded, the number of late collisions dramatically
increases. A late collision is when a collision happens after the first 64 bytes of
the frame are transmitted. These late collision frames add delay that is referred
to as consumption delay. As consumption delay and latency increase, network
performance decreases.
The 5-4-3-2-1 rule requires that the following guidelines should not be
Five segments of network media
Four repeaters or hubs
Three host segments of the network
Two link sections (no hosts)
One large collision domain
The 5-4-3-2-1 rule also provides guidelines to keep round-trip delay time in a
shared network within acceptable limits.
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Increasing Collision Domain
One important skill for a networking professional is the ability to
recognize collision domains. Connecting several computers to a single
shared-access medium that has no other networking devices attached
creates a collision domain.
Layer 1 devices extend but do not control collision domains.
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Layer 2 devices segment or divide collision domains. Controlling frame
propagation using the MAC address assigned to every Ethernet device
performs this function. Layer 2 devices, bridges, and switches, keep track
of the MAC addresses and which segment they are on. By doing this
these devices can control the flow of traffic at the Layer 2 level.
These smaller collision domains will have fewer hosts and less traffic than
the original domain.
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The fewer hosts that exist in a collision domain, the more likely the media will be
available. As long as the traffic between bridged segments is not too heavy a
bridged network works well. Otherwise, the Layer 2 device can actually slow down
communication and become a bottleneck itself.
Layer 3 devices do not forward collisions. Because of this, the use of Layer 3
devices in a network has the effect of breaking up collision domains into smaller
by bridge
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Layer 2 broadcasts
To communicate with all
collision domains, protocols
use broadcast and multicast
frames at Layer 2 of the OSI
model. When a node needs
to communicate with all hosts
on the network, it sends a
broadcast frame with a
destination MAC address
0xFFFFFFFFFFFF. This is an
address to which the network
interface card (NIC) of every
host must respond.
Layer 2 devices
forwards all
broadcast traffic
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Layer 2 broadcasts
Because the NIC must interrupt the CPU to process each broadcast or multicast
group it belongs to, broadcast radiation affects the performance of hosts in the
Workstations broadcast an Address Resolution Protocol (ARP) request every time
they need to locate a MAC address that is not in the ARP table. When broadcast and
multicast traffic peak due to storm behavior, peak CPU loss can be orders of
magnitude greater than average.
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Broadcast domains segmentation
A broadcast domain is a
grouping of collision domains
that are connected by Layer
2 devices. Broadcasts have
to be controlled at Layer 3,
as Layer 2 and Layer 1
devices have no way of
controlling them.
Broadcast domains are
controlled at Layer 3
because routers do not
forward broadcasts. Routers
actually work at Layers 1, 2,
and 3.
Layer 3 forwarding is based
on the destination IP address
and not the MAC address.
Layer 3 devices is
contain broadcast
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Introduction to data flow
Data flow in the context of collision and broadcast domains focuses on how data frames
propagate through a network.
It refers to the movement of data through Layer 1, 2 and 3 devices and how data must be
Layer 1 devices do no filtering, Layer 2 devices filter data frames based on the destination
MAC address. Layer 3 devices filter data packets based on IP destination address.
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What is a network segment?
Section of a network that is bounded by bridges, routers, or switches.
In a bus topology, a segment is a continuous electrical circuit that is often connected to
other such segments with repeaters.
In the TCP specification to describe a single transport layer unit of information. The
terms datagram, frame, message, and packet are also used to describe logical
information groupings at various layers of the OSI reference model and in various
technology circles.
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TCP/IP segment
To properly define the term segment, the context of the usage must be
presented with the word. If segment is used in the context of TCP, it would
be defined as a separate piece of the data. If segment is being used in the
context of physical networking media in a routed network, it would be seen
as one of the parts or sections of the total network.
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Bridging and switching evolution
Content-addressable memory (CAM)
Bridging latency
Store-and-forward and cut-through switching modes
Spanning-Tree Protocol (STP)
Collisions, broadcasts, collision domains, and broadcast domains
The Layer 1, 2, and 3 devices used to create collision domains and
broadcast domains
Data flow and problems with broadcasts
Network segmentation and the devices used to create segments