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CN-cs3591 lab manuval

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CN-cs3591 lab manuval

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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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ANGEL

COLLEGE OF ENGINEERING
AND TECHNOLOGY
TIRUPUR – 641665
(AN ISO 9001:2015 CERTIFIED INSTITUTION)

BONAFIDE CERTIFICATE

Register Number……………………………………………..

This is to certify that the bonafide record work done by

..……………………………………………………………………………………………………of B.E. Computer Science And

Engineering branch for the 05 semester during the academic year 2023-2024 in the

CS3591- Computer Networks Laboratory.

Signature of Signature of

Faculty in-charge Head of the Department

Submitted for the University Practical Examination held on ………………………………

INTERNAL EXAMINER EXTERNAL EXAMINER


INDEX
EX.NO DATE EXPERIMENT TITLE PAGE. MARKS SIGNATURE
NO
1 Learn to use commands like tcpdump
,netstat,ifconfig,nslookup and traceroute.capture ping
and trace route PDUs using a network protocol
analyser and examine.
2 Write a HTTP web client program to download a web
page using TCP sockets
3 Applications using TCP sockets like:
a)echo client and echo server
b)chat

4 Simulation of DNS using UDP Sockets

5 use a tool like wireshark to capture packets and


examine the packets.

6 Write a code simulating ARP /RARP protocols

7 Study of network(NS) and simulation of congestion


control algorithms using NS.

8 Study of TCP/UDP performance using Simulation tool.

9 Simulation of distance vector/link state routing


algorithm .

10 Simulation of an error correction code (like CRC)


EX.NO:1
Learn to use commands like tcpdump, netstat, ifconfig, nslookup and traceroute.
Capture ping and traceroute PDUs using a network protocol analyzer and examine.

AIM: To Learn to use commands like tcpdump, netstat, ifconfig, nslookup and traceroute ping.

PRE LAB DISCUSSION:

Tcpdump:
The tcpdump utility allows you to capture packets that flow within your network to assist in network
troubleshooting. The following are several examples of using tcpdump with different options. Traffic is captured
based on a specified filter.
Netstat
Netstat is a common command line TCP/IP networking available in most versions of Windows,
Linux, UNIX and other operating systems.
Netstat provides information and statistics about protocols in use and current TCP/IP network
connections.
ipconfig ipconfig is a console application designed to run from the Windows command prompt. This
utility
allows you to get the IP address information of a Windows computer.
From the command prompt, type ipconfig to run the utility with default options. The output of thedefault
command contains the IP address, network mask, and gateway for all physical and virtual network
adapter. nslookup
The nslookup (which stands for name server lookup) command is a network utility program used to obtain
information about internet servers. It finds name server information for domains by querying the Domain Name
System.
Trace route:
Traceroute is a network diagnostic tool used to track the pathway taken by a packet on an IP network from
source to destination. Traceroute also records the time taken for each hop the packet makes during its route to
the destination

Commands:

Tcpdump:
Display traffic between 2 hosts:
To display all traffic between two hosts (represented by variables host1 and host2): # tcpdump host
host1 and host2
Display traffic from a source or destination host only:
To display traffic from only a source (src) or destination (dst) host: #
tcpdump src host
# tcpdump dst host
Display traffic for a specific protocol
Provide the protocol as an argument to display only traffic for a specific protocol, for example tcp, udp,
icmp, arp
# tcpdump protocol
For example to display traffic only for the tcp traffic : #
tcpdump tcp
Filtering based on source or destination port
To filter based on a source or destination port:
# tcpdump src port ftp # tcpdump
dst port http

2. Netstat
Netstat is a common command line TCP/IP networking available in most versions of Windows,
Linux, UNIX and other operating systems.
Netstat provides information and statistics about protocols in use and current TCP/IP network
connections. The Windows help screen (analogous to a Linux or UNIX for netstat reads as follows: displays
protocol statistics and current TCP/IP network connections.

#netstat

3. ipconfig

In Windows, ipconfig is a console application designed to run from the Windows command prompt. This
utility allows you to get the IP address information of a Windows computer.
Using ipconfig
From the command prompt, type ipconfig to run the utility with default options. The output of the default command
contains the IP address, network mask, and gateway for all physical and virtual network adapter.

#ipconfig
4. nslookup
The nslookup (which stands for name server lookup) command is a network utility program used to obtain
information about internet servers. It finds name server information for domains by querying the Domain Name
System.

The nslookup command is a powerful tool for diagnosing DNS problems. You know you're experiencing a DNS
problem when you can access a resource by specifying its IP address but not its DNS name.

#nslookup

5. Trace route:

Traceroute uses Internet Control Message Protocol (ICMP) echo packets with variable time to live (TTL) values.
The response time of each hop is calculated. To guarantee accuracy, each hop is queried multiple times (usually
three times) to better measure the response of that particular hop.
Traceroute is a network diagnostic tool used to track the pathway taken by a packet on an IP network from
source to destination. Traceroute also records the time taken for each hop the packet makes during its route to
the destination. Traceroute uses Internet Control Message Protocol (ICMP) echo packets with variable time to
live (TTL) values.

The response time of each hop is calculated. To guarantee accuracy, each hop is queried multiple times
(usually three times) to better measure the response of that particular hop. Traceroute sends packets with TTL
values that gradually increase from packet to packet, starting with TTL value of one. Routers decrement TTL
values of packets by one when routing and discard packets whose TTL value has reached zero, returning the
ICMP error message ICMP Time Exceeded.

For the first set of packets, the first router receives the packet, decrements the TTL value and drops the
packet because it then has TTL value zero. The router sends an ICMP Time Exceeded message back to the
source. The next set of packets are given a TTL value of two, so the first router forwards the packets, but the
second router drops them and replies with ICMP Time Exceeded.
Proceeding in this way, traceroute uses the returned ICMP Time Exceeded messages to build a list of routers that
packets traverse, until the destination is reached and returns an ICMP Echo Reply message.

With the tracert command shown above, we're asking tracert to show us the path from the local computer all
the way to the network device with the hostname www.google.com.
#tracert google.com

6. Ping:

The ping command sends an echo request to a host available on the network. Using this command, you can
check if your remote host is responding well or not. Tracking and isolating hardware and software problems.
Determining the status of the network and various foreign hosts. The ping command is usually used as a simple
way to verify that a computer can communicate over the network with another computer or network device. The
ping command operates by sending Internet Control Message Protocol (ICMP) Echo Request messages to the
destination computer and waiting for a response

# ping172.16.6.2
Performance 20

Program 40

Result 20

Record 20

Total 100

RESULT:
Thus the various networks commands like tcpdump, netstat, ifconfig, nslookup and traceroute ping are
executed successfully.
Ex.No: 2
Write a HTTP web client program to download a web page using TCP sockets

AIM:
To write a java program for socket for HTTP for web page upload and download .

PRE LAB DISCUSSION:


• HTTP means HyperText Transfer Protocol. HTTP is the underlying protocol used by the World
Wide Web and this protocol defines how messages are formatted and transmitted, and what
actions Web servers and browsers should take in response to various commands.
• For example, when you enter a URL in your browser, this actually sends an HTTP command to
the Web server directing it to fetch and transmit the requested Web page.
• The other main standard that controls how the World Wide Web works is HTML, which covers
how Web pages are formatted and displayed. HTTP functions asa request–response protocol
in the client–server computing model.
• A web browser, for example, may be the client and an application running on a computer hosting
a website may be the server.
• The client submits an HTTP request message to the server. The server, which provides resources
such as HTML files and other content, or performs other functions on behalf of the client,
returns a responsemessage to the client.
• The response contains completion status information about the request and may also
contain requested content in its message body.

ALGORITHM:

Client:
1. Start.
2. Create socket and establish the connection with the server.
3. Read the image to be uploaded from the disk
4. Send the image read to the server 5. Terminate the connection
6. Stop.

Server:
1. Start
2. Create socket, bind IP address and port number with the created socket and make server a listening server.
3. Accept the connection request from the client
4. Receive the image sent by the client.
5. Display the image.
6. Close the connection.
7. Stop.
PROGRAM
Client

import javax.swing.*;
import java.net.*; import
java.awt.image.*; import
javax.imageio.*; import
java.io.*;
import java.awt.image.BufferedImage; import
java.io.ByteArrayOutputStream; import
java.io.File;
import java.io.IOException; import
javax.imageio.ImageIO; public
class Client
{ public static void main(String args[]) throws Exception {
Socket soc; BufferedImage
img = null; soc=new

Socket("localhost",4000);

System.out.println("Client is running.
"); try {
System.out.println("Reading image from disk. "); img =
ImageIO.read(new File("digital_image_processing.jpg"));
ByteArrayOutputStream baos = new ByteArrayOutputStream();
ImageIO.write(img, "jpg", baos);
baos.flush(); byte[] bytes = baos.toByteArray();
baos.close(); System.out.println("Sending
image to server.");
OutputStream out = soc.getOutputStream();
DataOutputStream dos = new DataOutputStream(out);
dos.writeInt(bytes.length); dos.write(bytes,
0, bytes.length);
System.out.println("Image sent to server. ");
dos.close(); out.close();
}
catch (Exception e)
{
System.out.println("Exception: " + e.getMessage());
soc.close();
}
soc.close();
}
}

Server

import java.net.*; import


java.io.*; import
java.awt.image.*; import
javax.imageio.*; import
javax.swing.*; class
Server
{ public static void main(String args[]) throws Exception
{
ServerSocket server=null;
Socket socket;
server=new ServerSocket(4000);
System.out.println("Server Waiting for image");
socket=server.accept(); System.out.println("Client connected.");
InputStream in = socket.getInputStream();
DataInputStream dis = new DataInputStream(in);
int len = dis.readInt();
System.out.println("Image Size: " + len/1024 + "KB"); byte[] data = new byte[len];
dis.readFully(data);
dis.close(); in.close();
InputStream ian = new ByteArrayInputStream(data);
BufferedImage bImage = ImageIO.read(ian);
JFrame f = new JFrame("Server");
ImageIcon icon = new ImageIcon(bImage);
JLabel l = new JLabel(); l.setIcon(icon);
f.add(l);
f.pack();
f.setVisible(true);
}
}

OUTPUT:
When you run the client code, following output screen would appear on client side.
Performance 20

Program 40

Result 20

Record 20

Total 100

RESULT:
Thus the socket program for HTTP for web page upload and download was developed and
executed successfully.
Ex.No: 3 Applications using TCP sockets like: Echo client and echo server,
Chat and File Transfer

AIM
To write a java program for application using TCP Sockets Links

PRE LAB DISCUSSION:


• In the TCP Echo client a socket is created. Using the socket a connection is made to the server using
the connect() function. After a connection is established, we send messages input from the user and
display the data received from the server using send() and read() functions.
• In the TCP Echo server, we create a socket and bind to a advertized port number. After binding the
process listens for incoming connections. Then an infinite loop is started to process the client
requests for connections. After a connection is requested, it accepts the connection from the client
machine and forks a new process.
• The new process receives data from the lient using recv() function and echoes the same data using
the send() function. Please note hat this server is capable of handling multiple clients as it forks a
new process for every client trying to connect to the server. TCP socket routines enable reliable IP
communication using the transmission control protocol (TCP).
• The implementation of the Transmission Control Protocol (TCP) in the Network Component. TCP
runs on top of the Internet Protocol (IP). TCP is a connection- oriented and reliable, full duplex
protocol supporting a pair of byte streams, one for each direction.
• A TCP connection must be established before exchanging data. TCP retransmits data that do not
reach the final destination due to errors or data corruption. Data is delivered in the sequence of its
transmission

cho client and echo server

ALGORITHM

Client
1. Start
2. Create the TCP socket
3. Establish connection with the server
4. Get the message to be echoed from the user
5. Send the message to the server
6. Receive the message echoed by the server
7. Display the message received from the server
8. Terminate the connection
9. Stop
Server
1. Start
2. Create TCP socket, make it a listening socket
3. Accept the connection request sent by the client for connection establishment
4. Receive the message sent by the client
5. Display the received message
6. Send the received message to the client from which it receives
7. Close the connection when client initiates termination and server becomes a listeningserver, waiting
for clients.
8. Stop.

PROGRAM:
EchoServer.java
import java.net.*;
import java.io.*;
public class EServer
{ public static void main(String args[])
{
ServerSocket s=null;
String line;
DataInputStream is; PrintStream
ps; Socket
c=null; try
{ s=new ServerSocket(9000);
}
catch(IOException e)
{
System.out.println(e);
} try
{
c=s.accept();
is=new DataInputStream(c.getInputStream());
ps=new PrintStream(c.getOutputStream());
while(true)
{ line=is.readLine();
ps.println(line);
}
}
catch(IOException e)
{
System.out.println(e);
}
}
}

EClient.java import
java.net.*; import
java.io.*; public class
EClient
{ public static void main(String arg[])
{
Socket c=null;
String line;
DataInputStream is,is1;
PrintStream os;
try
{
InetAddress ia = InetAddress.getLocalHost();
c=new Socket(ia,9000);
}
catch(IOException e)
{
System.out.println(e);
} try
{
os=new PrintStream(c.getOutputStream());
is=new DataInputStream(System.in); is1=new
DataInputStream(c.getInputStream());
while(true)
{
System.out.println("Client:");
line=is.readLine(); os.println(line);
System.out.println("Server:" + is1.readLine());
}
}
catch(IOException e)
{
System.out.println("Socket Closed!");
}
}}
OUTPUT
Server
C:\Program Files\Java\jdk1.5.0\bin>javac EServer.java C:\
Program Files\Java\jdk1.5.0\bin>java EServer C:\Program
Files\Java\jdk1.5.0\bin>
Client
C:\Program Files\Java\jdk1.5.0\bin>javac EClient.java
C:\Program Files\Java\jdk1.5.0\bin>java EClient Client:
Hai Server
Server:Hai Server
Client: Hello
Server:Hello
Client:end
Server:end Client:ds
Socket Closed!

B.Chat
ALGORITHM

Client
1. Start
2. Create the UDP datagram socket
3. Get the request message to be sent from the user
4. Send the request message to the server
5. If the request message is ―END‖ go to step 10
6. Wait for the reply message from the server
7. Receive the reply message sent by the server
8. Display the reply message received from the server
9. Repeat the steps from 3 to 8
10. Stop
Server
1. Start
2. Create UDP datagram socket, make it a listening socket
3. Receive the request message sent by the client
4. If the received message is ―END‖ go to step 10
5. Retrieve the client‘s IP address from the request message received
6. Display the received message
7. Get the reply message from the user 8. Send the reply message to the client 9. Repeat the steps from 3 to 8.
10. Stop.

PROGRAM
UDPserver.java import
java.io.*; import
java.net.*; class
UDPserver
{ public static DatagramSocket ds;
public static byte buffer[]=new byte[1024]; public static
int clientport=789,serverport=790;
public static void main(String args[])throws Exception
{ ds=new DatagramSocket(clientport);
System.out.println("press ctrl+c to quit the program");
BufferedReader dis=new BufferedReader(new InputStreamReader(System.in));
InetAddress ia=InetAddress.geyLocalHost(); while(true)
{
DatagramPacket p=new DatagramPacket(buffer,buffer.length);
ds.receive(p);
String psx=new String(p.getData(),0,p.getLength());
System.out.println("Client:" + psx);
System.out.println("Server:");
String str=dis.readLine();
if(str.equals("end")) break;
buffer=str.getBytes();
ds.send(new DatagramPacket(buffer,str.length(),ia,serverport));
}
}
}
UDPclient.java
import java .io.*;
import java.net.*;
class UDPclient
{ public static DatagramSocket ds; public static int
clientport=789,serverport=790; public static void
main(String args[])throws Exception
{ byte buffer[]=new byte[1024]; ds=new
DatagramSocket(serverport);
BufferedReader dis=new BufferedReader(new InputStreamReader(System.in));
System.out.println("server waiting");
InetAddress ia=InetAddress.getLocalHost();
while(true)
{
System.out.println("Client:"); String str=dis.readLine();
if(str.equals("end")) break; buffer=str.getBytes(); ds.send(new
DatagramPacket(buffer,str.length(),ia,clientport)); DatagramPacket
p=new DatagramPacket(buffer,buffer.length); ds.receive(p);
String psx=new String(p.getData(),0,p.getLength());
System.out.println("Server:" + psx);
}
}
}

OUTPUT:
Server

C:\Program Files\Java\jdk1.5.0\bin>javac UDPserver.java


C:\Program Files\Java\jdk1.5.0\bin>java UDPserver
press ctrl+c to quit the program
Client:Hai Server
Server:Hello Client
Client:How are You
Server:I am Fine
Client
C:\Program Files\Java\jdk1.5.0\bin>javac UDPclient.java
C:\Program Files\Java\jdk1.5.0\bin>java UDPclient
server waiting Client:Hai Server
Server:Hello Clie
Client:How are You
Server:I am Fine
Client:end

C. File Transfer

AIM:

To write a java program for file transfer using TCP Sockets.


Algorithm

Server

1. Import java packages and create class file server.


2. Create a new server socket and bind it to the port.
3. Accept the client connection
4. Get the file name and stored into the BufferedReader.
5. Create a new object class file and realine.
6. If file is exists then FileReader read the content until EOF is reached.
7. Stop the program.

Client

1. Import java packages and create class file server.


2. Create a new server socket and bind it to the port.
3. Now connection is established.
4. The object of a BufferReader class is used for storing data content which has been retrievedfrom socket
object.

5. The connection is closed.


6. Stop the program.
PROGRAM
File Server :
import java.io.BufferedInputStream;
import java.io.File; import
java.io.FileInputStream;
import java.io.OutputStream;
import java.net.InetAddress; import
java.net.ServerSocket; import
java.net.Socket
public class FileServer
{ public static void main(String[] args) throws Exception
{
//Initialize Sockets
ServerSocket ssock = new ServerSocket(5000); Socket
socket = ssock.accept();
//The InetAddress specification
InetAddress IA = InetAddress.getByName("localhost");

//Specify the file


File file = new File("e:\\Bookmarks.html");
FileInputStream fis = new FileInputStream(file);
BufferedInputStream bis = new BufferedInputStream(fis); //Get
socket's output stream
OutputStream os = socket.getOutputStream(); //ReadFile
Contents into contents array byte[]
contents;
long fileLength = file.length(); long
current = 0; long start =
System.nanoTime(); while(current!
=fileLength){ int size = 10000;
if(fileLength - current >= size) current
+= size;
else{ size = (int)(fileLength - current);
current = fileLength;
} contents = new
byte[size];
bis.read(contents, 0, size);
os.write(contents);
System.out.print("Sending file ... "+(current*100)/fileLength+"% complete!");
} os.flush();
//File transfer done. Close the socket connection!
socket.close(); ssock.close();
System.out.println("File sent succesfully!");
}}

File Client:
import java.io.BufferedOutputStream;
import java.io.FileOutputStream; import
java.io.InputStream; import
java.net.InetAddress; import
java.net.Socket;

public class FileClient { public static void main(String[]


args) throws Exception{
//Initialize socket
Socket socket = new Socket(InetAddress.getByName("localhost"), 5000); byte[]
contents = new byte[10000];
//Initialize the FileOutputStream to the output file's full path. FileOutputStream fos = new
FileOutputStream("e:\\Bookmarks1.html");
BufferedOutputStream bos = new BufferedOutputStream(fos);
InputStream is = socket.getInputStream();
//No of bytes read in one read() callint
bytesRead = 0;
while((bytesRead=is.read(contents))!=-1) bos.write(contents,
0, bytesRead);
bos.flush(); socket.close();
System.out.println("File saved successfully!");
}
}
Output server

E:\nwlab>java FileServer Sending


file ... 9% complete!
Sending file ... 19% complete!
Sending file ... 28% complete!
Sending file ... 38% complete!
Sending file ... 47% complete!
Sending file ... 57% complete!
Sending file ... 66% complete!
Sending file ... 76% complete!
Sending file ... 86% complete!
Sending file ... 95% complete!
Sending file ... 100% complete!
File sent successfully!

E:\nwlab>client E:\
nwlab>java FileClient
File saved successfully!

E:\nwlab>

Performance 20

Program 40

Result 20

Record 20

Total 100

RESULT:
Thus the java application program using TCP Sockets was developed and executed
successfully.
Ex.No: 4 Simulation of DNS using UDP Sockets

AIM
To write a java program for DNS application

PRE LAB DISCUSSION:

• The Domain Name System (DNS) is a hierarchical decentralized naming system for computers,
services, or other resources connected to the Internet or a private network. It associates various
information with domain names assigned to each of the participating entities.
• The domain name space refers a hierarchy in the internet naming structure. This hierarchy has
multiple levels (from 0 to 127), with a root at the top. The following diagram shows the domain
name space hierarchy.
• Name server contains the DNS database. This database comprises of various names and their
corresponding IP addresses. Since it is not possible for a single server to maintain entire DNS
database, therefore, the information is distributed among many DNS servers.
• Types of Name Servers
• Root Server is the top level server which consists of the entire DNS tree. It does not contain the
information about domains but delegates the authority to the other server
• Primary Server stores a file about its zone. It has authority to create, maintain, and update the zone
file.
• Secondary Server transfers complete information about a zone from another server which may be
primary or secondary server. The secondary server does not have authority to create or update a
zone file.
• DNS is a TCP/IP protocol used on different platforms. The domain name space is divided into
three different sections: generic domains, country domains, and inverse domain.
• The main function of DNS is to translate domain names into IP Addresses, which computers can
understand. It also provides a list of mail servers which accept Emails for each domain name.
Each domain name in DNS will nominate a set of name servers to be authoritative for its DNS
records.

ALGORITHM
Server
1. Start
2. Create UDP datagram socket
3. Create a table that maps host name and IP address
4. Receive the host name from the client
5. Retrieve the client‘s IP address from the received datagram 6. Get the IP address mapped for the host name
from the table.
7. Display the host name and corresponding IP address
8. Send the IP address for the requested host name to the client
9. Stop. Client
1. Start
2. Create UDP datagram socket.
3. Get the host name from the client
4. Send the host name to the server
5. Wait for the reply from the server
6. Receive the reply datagram and read the IP address for the requested host name 7. Display the IP address.
2. Stop.

PROGRAM
DNS Server
java import java.io.*;
import java.net.*; public
class udpdnsserver
{ private static int indexOf(String[] array, String str)
{ str = str.trim();
for (int i=0; i < array.length; i++)
{ if (array[i].equals(str)) return i;
}
return -1;
}
public static void main(String arg[])throws IOException
{
String[] hosts = {"yahoo.com", "gmail.com","cricinfo.com", "facebook.com"}; String[] ip =
{"68.180.206.184", "209.85.148.19","80.168.92.140", "69.63.189.16"};
System.out.println("Press Ctrl + C to Quit");
while (true) {
DatagramSocket serversocket=new DatagramSocket(1362);
byte[] senddata = new byte[1021]; byte[]
receivedata = new byte[1021];
DatagramPacket recvpack = new DatagramPacket(receivedata, receivedata.length);
serversocket.receive(recvpack);
String sen = new String(recvpack.getData());
InetAddress ipaddress = recvpack.getAddress(); int
port = recvpack.getPort();
String capsent;
System.out.println("Request for host " + sen);
if(indexOf (hosts, sen) != -1) capsent =
ip[indexOf (hosts, sen)];
else capsent = "Host Not Found";
senddata = capsent.getBytes();
DatagramPacket pack = new DatagramPacket (senddata, senddata.length,ipaddress,port);
serversocket.send(pack); serversocket.close();
}}}
UDP DNS Client java
import java.io.*;import
java.net.*;
public class udpdnsclient
{ public static void main(String args[])throws IOException
{
BufferedReader br = new BufferedReader(new InputStreamReader(System.in));
DatagramSocket clientsocket = new DatagramSocket();
InetAddress ipaddress; if
(args.length == 0) ipaddress =
InetAddress.getLocalHost();
else
ipaddress = InetAddress.getByName(args[0]);
byte[] senddata = new byte[1024];
byte[] receivedata = new byte[1024];int
portaddr = 1362;

System.out.print("Enter the hostname : ");

String sentence = br.readLine();


Senddata = sentence.getBytes();
DatagramPacket pack = new DatagramPacket(senddata,senddata.length,
ipaddress,portaddr); clientsocket.send(pack);
DatagramPacket recvpack =new DatagramPacket(receivedata,receivedata.length);
clientsocket.receive(recvpack);
String modified = new String(recvpack.getData());
System.out.println("IP Address: " + modified);
clientsocket.close();
}}

OUTPUT
Server javac
udpdnsserver.java java
udpdnsserver
Press Ctrl + C to Quit Request for host yahoo.com
Request for host cricinfo.com
Request for host youtube.com

Client
>javac udpdnsclient.java
>java udpdnsclient
Enter the hostname : yahoo.com IP
Address: 68.180.206.184
>java udpdnsclient
Enter the hostname : cricinfo.com IP
Address: 80.168.92.140
>java udpdnsclient
Enter the hostname : youtube.com IP
Address: Host Not Found
Performance 20

Program 40

Result 20

Record 20

Total 100

RESULT:
Thus the java application program using UDP Sockets to implement DNS was developed and
executed successfully.
Ex.No: 5 Use a tool like Wireshark to capture packets and examine the packets

AIM

To Use a tool like Wireshark to capture packets and examine the packets.

PROCEDURE

To install Wireshark, a popular network protocol analyzer, follow these

steps: Step 1: Download the installer


Visit the official Wireshark website at https://www.wireshark.org/. Navigate to the "Download" section and select
the windows installer for your operating system.

Step 2: Run the installer


Once the installer is downloaded, locate the file and run it. Follow the on-screen prompts to start the installation
process.

Step 3: Choose installation options


During the installation, you will be presented with various options. You can choose the default settings or
customize them based on your preferences. These options may include selecting additional features, such as
WinPcap or Npcap (packet capture libraries), and choosing whether to install Wireshark as a system-wide tool.

Step 4: Install additional components (if required)


Depending on your operating system, you may need to install additional components such as WinPcap or Npcap.
These components provide the underlying packet capture functionality for Wireshark. If prompted, follow the
onscreen instructions to install these components.

Step 5: Complete the installation


Once all the necessary components and options are selected, the installer will proceed with the installation process.
Wait for the installation to finish.

Step 6: Launch Wireshark


After the installation is complete, you can launch Wireshark by locating the application in system's applications
menu.

We can now use it to capture, analyze, and inspect network traffic.


Run the application with administrator privileges.

Click on the network interface you want to capture packets from in the interface list. Then click the "Start" button (a
green shark fin icon) or select "Capture" from the menu and choose "Start".
Wireshark will begin capturing packets on the selected network interface. You can observe the captured packets
in real-time in the main Wireshark window. The packets will be displayed as a list, with details such as source and
destination IP addresses, protocols, packet lengths, etc.

To filter the captured packets based on specific criteria, you can use the filter bar located at the top of the Wireshark
window. Enter your filter expression in the filter bar and press Enter or click the "Apply" button to apply the filter.

You can filter packets based on various criteria such as IP addresses, protocols, port numbers, packet types, etc.
Wireshark uses a syntax called Wireshark Display Filters, which allows you to construct complex filtering
expressions.

For example, to filter packets only from a specific IP address, you can use the following filter expression:
ip.src == 192.168.1.100

To filter packets using multiple criteria, you can combine filters using logical operators such as "and" and "or". For
example:
ip.src == 192.168.1.100 and tcp.port == 80

After applying a filter, Wireshark will display only the packets that match the specified criteria. You can further
analyze and inspect these filtered packets to gather information about the network traffic.

Clear or disable the filter to view the entire packet capture again.

Performance 20

Program 40

Result 20

Record 20

Total 100

RESULT
Thus the installation of Wireshark to capture packets and examine the packets tool was completed
successfully.
Ex.No:6

Write a code simulating ARP /RARP protocols

AIM:

To write a java program for simulating ARP and RARP protocols using TCP.

PRE LAB DISCUSSION:

• Address Resolution Protocol (ARP) is a low-level network protocol for translating network layer
addresses into link layer addresses. ARP lies between layers 2 and 3 of the OSI model, although
ARP was not included in the OSI framework and allows computers to introduce each other across
a network prior to communication. Because protocols are basic network communication units,
address resolution is dependent on protocols such as ARP, which is the only reliable method of
handling required tasks.
• The Address Resolution Protocol (ARP) is a communication protocol used for
discovering the link layer address, such as a MAC address, associated with a given internet layer
address,
• When configuring a new network computer, each system is assigned an Internet Protocol (IP)
address for primary identification and communication. A computer also has a unique media access
control (MAC) address identity. Manufacturers embed the MAC address in the local area network
(LAN) card. The MAC address is also known as the computer‘s physical address.
• Address Resolution Protocol (ARP) is used to resolve an IPv4 address (32 bit Logical Address) to
the physical address (48 bit MAC Address). Network Applications at the Application Layer use
IPv4 Address to communicate with another device.
•Reverse Address Resolution Protocol (RARP) is a network protocol used to resolve a data link
layer address to the corresponding network layer address. For example, RARP is used to
resolve a Ethernet MAC address to an IP address.
• The client broadcasts a RARP packet with an ethernet broadcast address, and it's own physical
address in the data portion. The server responds by telling the client it's IP address. Note there is
no name sent. Also note there is no security.
• Media Access Control (MAC) addresses need to be individually configured on the servers by an
administrator. RARP is limited to serving only IP addresses. Reverse ARP differs from the
Inverse Address Resolution Protocol which is designed to obtain the IP address associated with a
local Frame Relay data link connection identifier. In ARP is not used in Ethernet.
ALGORITHM:

Client

1. Start the program


2. Create socket and establish connection with the server.
3. Get the IP address to be converted into MAC address from the user.
4. Send this IP address to server.
5. Receive the MAC address for the IP address from the server.
6. Display the received MAC address
7. Terminate the connection
Server

1. Start the program


2. Create the socket, bind the socket created with IP address and port number and make it a listening socket.
3. Accept the connection request when it is requested by the client.
4. Server maintains the table in which IP and corresponding MAC addresses arestored.
5. Receive the IP address sent by the client.
6. Retrieve the corresponding MAC address for the IP address and send it to the client.
7. Close the connection with the client and now the server becomes a listening server waiting for
the connection request from other clients 8. Stop

PROGRAM
Client: import
java.io.*; import
java.net.*; import
java.util.*; class
Clientarp
{ public static void main(String args[])
{ try
{
BufferedReader in=new BufferedReader(new InputStreamReader(System.in)); Socket
clsct=new Socket("127.0.0.1",139)
DataInputStream din=new DataInputStream(clsct.getInputStream());
DataOutputStream dout=new DataOutputStream(clsct.getOutputStream());
System.out.println("Enter the Logical address(IP):");
String str1=in.readLine();
dout.writeBytes(str1+'\n';
String str=din.readLine();
System.out.println("The
Physical Address is: "+str);
clsct.close();
}
catch (Exception e)
{
System.out.println(e);
}}
}

Server:
import java.io.*;
import java.net.*;
import java.util.*;
class Serverarp
{ public static void main(String args[])
{
try{
ServerSocket obj=new
ServerSocket(139); Socket
obj1=obj.accept();
while(true) {
DataInputStream din=new DataInputStream(obj1.getInputStream());
DataOutputStream dout=new DataOutputStream(obj1.getOutputStream()); String
str=din.readLine();
String ip[]={"165.165.80.80","165.165.79.1"};
String mac[]={"6A:08:AA:C2","8A:BC:E3:FA"};
for(int i=0;i<ip.length;i++)
{ if(str.equals(ip[i]))
{ dout.writeBytes(mac[i]+'\n'); break; }
}
obj.close();
}
}
catch(Exception e)
{
System.out.println(e);
}}
}
Output:
E:\networks>java Serverarp
E:\networks>java Clientarp
Enter the Logical address(IP):
165.165.80.80
The Physical Address is: 6A:08:AA:C2

(b) Program for Reverse Address Resolution Protocol (RARP) using UDP

ALGORITHM:

Client
1. Start the program
2. Create datagram socket
3. Get the MAC address to be converted into IP address from the user.
4. Send this MAC address to server using UDP datagram.
5. Receive the datagram from the server and display the corresponding IP address.
6. Stop

Server
1. Start the program.
2. Server maintains the table in which IP and corresponding MAC addresses arestored.
3. Create the datagram socket
4. Receive the datagram sent by the client and read the MAC address sent.
5. Retrieve the IP address for the received MAC address from the table.
6. Display the corresponding IP address.
7. Stop

PROGRAM:
Client:
import java.io.*;
import java.net.*;
import java.util.*;
class Clientrarp12
{ public static void main(String args[]) {
try
{
DatagramSocket client=new DatagramSocket(); InetAddress
addr=InetAddress.getByName("127.0.0.1"); byte[] sendbyte=new byte[1024];
byte[] receivebyte=new byte[1024];
BufferedReader in=new BufferedReader(new InputStreamReader(System.in));

System.out.println("Enter the Physical address (MAC):")

String str=in.readLine(); sendbyte=str.getBytes();


DatagramPacket sender=newDatagramPacket(sendbyte,sendbyte.length,addr,1309);
client.send(sender);
DatagramPacket receiver=new DatagramPacket(receivebyte,receivebyte.length);
client.receive(receiver);

String s=new String(receiver.getData()); System.out.println("The

Logical Address is(IP): "+s.trim()); client.close(); }

catch(Exception e)
{
System.out.println(e);
}}} Server:
import java.io.*;
import java.net.*;
import java.util.*;
class Serverrarp12
{
public static void main(String args[])
{ try{
DatagramSocket server=new DatagramSocket(1309);
while(true)
{ byte[] sendbyte=new byte[1024]; byte[]
receivebyte=new byte[1024];
DatagramPacket receiver=new DatagramPacket(receivebyte,receivebyte.length);
server.receive(receiver);
String str=new String(receiver.getData());
String s=str.trim();
InetAddress addr=receiver.getAddress();int
port=receiver.getPort();
String ip[]={"165.165.80.80","165.165.79.1"};
String mac[]={"6A:08:AA:C2","8A:BC:E3:FA"};
for(int i=0;i<ip.length;i++)
{ if(s.equals(mac[i])) {
sendbyte=ip[i].getBytes(); DatagramPacket sender = new
DatagramPacket(sendbyte,sendbyte.length,addr,port);

server.send(sender);
}} break; break;

}}}catch(Exception e)
{
System.out.println(e);
}}} Output: I:\
ex>java Serverrarp12
I:\ex>java Clientrarp12
Enter the Physical address (MAC):
6A:08:AA:C2
The Logical Address is(IP): 165.165.80.80

Performance 20

Program 40

Result 20

Record 20

Total 100

RESULT :
Thus the program for implementing to display simulating ARP and RARP protocols was
executed successfully and output is verified.
Ex.No: 7 Study of Network simulator (NS) and Simulation of Congestion Control
Algorithms using NS

AIM:
To Study Network simulator (NS).and Simulation of Congestion Control Algorithms
using NS

PRE LAB DISCUSSION:

NET WORK SIMULATOR (NS2)


Ns Overview
• Ns Status
• Periodical release (ns-2.26, Feb 2003)
• Platform support
• FreeBSD, Linux, Solaris, Windows and Mac
Ns functionalities
Routing, Transportation, Traffic sources, Queuing disciplines, QoS
Congestion Control Algorithms
• Slow start
• Additive increase/multiplicative decrease
• Fast retransmit and Fast recovery
Case Study: A simple Wireless network.
Ad hoc routing, mobile IP, sensor-MAC Tracing, visualization and various utilities s
NS(Network Simulators)
Most of the commercial simulators are GUI driven, while some network simulators are CLI
driven. The network model / configuration describes the state of the network (nodes, routers, switches,
links) and the events (data transmissions, packet error etc.). An important output of simulations are the
trace files. Trace files log every packet, every event that occurred in the simulation and are used for
analysis. Network simulators can also provide other tools to facilitate visual analysis of trends and
potential trouble spots.
Most network simulators use discrete event simulation, in which a list of pending "events" is
stored, and those events are processed in order, with some events triggering future events—such as the
event of the arrival of a packet at one node triggering the event of the arrival of that packet at a
downstream node.
Simulation of networks is a very complex task. For example, if congestion is high, then estimation
of the average occupancy is challenging because of high variance. To estimate the likelihood of a buffer
overflow in a network, the time required for an accurate answer can be extremely large. Specialized
techniques such as "control variates" and "importance sampling" have been developed to speed simulation.
Examples of network simulators
There are many both free/open-source and proprietary network simulators. Examples of notable network
simulation software are, ordered after how often they are mentioned in research papers:
1. ns (open source)
2. OPNET (proprietary software)
3. NetSim (proprietary software)
Uses of network simulators
Network simulators serve a variety of needs. Compared to the cost and time involved in setting up
an entire test bed containing multiple networked computers, routers and data links, network simulators are
relatively fast and inexpensive. They allow engineers, researchers to test scenarios that might be
particularly difficult or expensive to emulate using real hardware - for instance, simulating a scenario with
several nodes
or experimenting with a new protocol in the network. Network simulators are particularly useful in
allowing researchers to test new networking protocols or changes to existing protocols in a controlled and
reproducible environment. A typical network simulator encompasses a wide range of networking
technologies and can help the users to build complex networks from basic building blocks such as a variety
of nodes and links. With the help of simulators, one can design hierarchical networks using various types
of nodes like computers, hubs, bridges, routers, switches, links, mobile units etc.
Various types of Wide Area Network (WAN) technologies like TCP, ATM, IP etc. and Local Area
Network (LAN) technologies like Ethernet, token rings etc., can all be simulatedwith a typical simulator
and the user can test, analyze various standard results apart from devising some novel protocol or strategy
for routing etc. Network simulators are also widely used to simulate battlefield networks in
Networkcentric warfare.
There are a wide variety of network simulators, ranging from the very simple to the very complex.
Minimally, a network simulator must enable a user to represent a network topology, specifying the nodes
on the network, the links between those nodes and the traffic between the nodes. More complicated
systems may allow the user to specify everything about the protocols used to handle traffic in a network.
Graphical applications allow users to easily visualize the workings of their simulated environment. Text-
based applications may provide a less intuitive interface, but may permit more advanced forms of
customization.

Packet loss
Packet loss occurs when one or more packets of data travelling across a computer network fail to
reach their destination. Packet loss is distinguished as one of the three main error types encountered in
digital communications; the other two being bit error and spurious packets caused due to noise.
Packets can be lost in a network because they may be dropped when a queue in the network node
overflows. The amount of packet loss during the steady state is another important property of a congestion control
scheme. The larger the value of packet loss, the more difficult it is for transport layer protocols to maintain high
bandwidths, the sensitivity to loss of individual
packets, as well as to frequency and patterns of loss among longer packet sequences is strongly
dependent on the application itself.

Throughput
Throughput is the main performance measure characteristic, and most widely used. In
communication networks, such as Ethernet or packet radio, throughput or network throughput is the
average rate of successful message delivery over a communication channel. Throughput is usually
measured in bits per second (bit/s or bps), and sometimes in data packets per second or data packets per
time slot. This measures how soon the receiver is able to get a certain amount of data send by the sender. It
is determined as the ratio of the total data received to the end to end delay. Throughput is an important
factor which directly impacts the network performance.

Delay
Delay is the time elapsed while a packet travels from one point e.g., source premise or network
ingress to destination premise or network degrees. The larger the value of delay, the more difficult it is for
transport layer protocols to maintain high bandwidths. We will calculate end to end delay

Queue Length
A queuing system in networks can be described as packets arriving for service, waiting for service if
it is not immediate, and if having waited for service, leaving the system after being served. Thus queue
length is very important characteristic to determine that how well the active queue management of the
congestion control algorithm has been working.
Congestion control Algorithms
Slow-start is used in conjunction with other algorithms to avoid sending more data than the network is
capable of transmitting, that is, to avoid causing network congestion. The additive increase/multiplicative
decrease (AIMD) algorithm is a feedback control algorithm. AIMD combines linear growth of the
congestion window with an exponential reduction when a congestion takes place. Multiple flows using
AIMD congestion control will eventually converge to use equal amounts of a contended link. Fast
Retransmit is an enhancement to TCP that reduces the time a sender waits before retransmitting a lost
segment.

Program:
include <wifi_lte/wifi_lte_rtable.h>
struct r_hist_entry *elm, *elm2;
int num_later = 1; elm =
STAILQ_FIRST(&r_hist_);
while (elm != NULL && num_later <= num_dup_acks_){
num_later;
elm = STAILQ_NEXT(elm, linfo_);
}

if (elm != NULL){ elm =


findDataPacketInRecvHistory(STAILQ_NEXT(elm,linfo_));

if (elm != NULL){ elm2 = STAILQ_NEXT(elm, linfo_); while(elm2


!= NULL){ if (elm2->seq_num_ < seq_num && elm2-
>t_recv_ <
time){

STAILQ_REMOVE(&r_hist_,elm2,r_hist_entry,linfo_);delete
elm2;
} else elm = elm2;
elm2 = STAILQ_NEXT(elm, linfo_);
}
}
}
}
void DCCPTFRCAgent::removeAcksRecvHistory(){ struct
r_hist_entry *elm1 = STAILQ_FIRST(&r_hist_); struct
r_hist_entry *elm2;

int num_later = 1;
while (elm1 != NULL && num_later <= num_dup_acks_){
num_later;
elm1 = STAILQ_NEXT(elm1, linfo_);
}

if(elm1 == NULL)
return;
elm2 = STAILQ_NEXT(elm1, linfo_);
while(elm2 != NULL){ if (elm2->type_ ==
DCCP_ACK){
STAILQ_REMOVE(&r_hist_,elm2,r_hist_entry,linfo_); delete
elm2;
} else { elm1 =
elm2;
}
elm2 = STAILQ_NEXT(elm1, linfo_);
}}
inline r_hist_entry
*DCCPTFRCAgent::findDataPacketInRecvHistory(r_hist_entry *start){ while(start
!= NULL && start->type_ == DCCP_ACK)
start = STAILQ_NEXT(start,linfo_);
return start;
}

Performance 20

Program 40

Result 20

Record 20

Total 100

Result:
Thus we have Studied Network simulator (NS) and Simulation of Congestion Control
Algorithms using NS.
Ex.No: 8

Study of TCP/UDP performance using Simulation tool.

AIM:

To simulate the performance of TCP/UDP using NS2.

PRE LAB DISCUSSION:

• TCP is reliable protocol. That is, the receiver always sends either positive or negative acknowledgement
about the data packet to the sender, so that the sender always has bright clue about whether the data packet
is reached the destination or it needs to resend it.
• TCP ensures that the data reaches intended destination in the same order it was sent.
• TCP is connection oriented. TCP requires that connection between two remote points be established before
sending actual data.
• TCP provides error-checking and recovery mechanism.
• TCP provides end-to-end communication.
• TCP provides flow control and quality of service.
• TCP operates in Client/Server point-to-point mode.
• TCP provides full duplex server, i.e. it can perform roles of both receiver and sender.
• The User Datagram Protocol (UDP) is simplest Transport Layer communication protocol available of the
TCP/IP protocol suite. It involves minimum amount of communication mechanism. UDP is said to be an
unreliable transport protocol but it uses IP services which provides best effort delivery mechanism. UDP is
used when acknowledgement of data does not hold any significance.
• UDP is good protocol for data flowing in one direction.
• UDP is simple and suitable for query based communications.
• UDP is not connection oriented.
• UDP does not provide congestion control mechanism.
• UDP does not guarantee ordered delivery of data.
• UDP is stateless.
• UDP is suitable protocol for streaming applications such as VoIP, multimedia streaming.
TCP Performance
Algorithm
1. Create a Simulator object.
2. Set routing as dynamic.
3. Open the trace and nam trace files.
4. Define the finish procedure.
5. Create nodes and the links between them.
6. Create the agents and attach them to the nodes.
7. Create the applications and attach them to the tcp agent.
8. Connect tcp and tcp sink.
9. Run the simulation.

PROGRAM:
set ns [new Simulator]
$ns color 0 Blue
$ns color 1 Red
$ns color 2 Yellow set n0
[$ns node] set n1 [$ns
node] set n2 [$ns node] set
n3 [$ns node] set f [open
tcpout.tr w] $ns trace-all $f
set nf [open tcpout.nam w]

$ns namtrace-all $nf


$ns duplex-link $n0 $n2 5Mb 2ms DropTail
$ns duplex-link $n1 $n2 5Mb 2ms DropTail
$ns duplex-link $n2 $n3 1.5Mb 10ms DropTail
$ns duplex-link-op $n0 $n2 orient right-up
$ns duplex-link-op $n1 $n2 orient right-down
$ns duplex-link-op $n2 $n3 orient right
$ns duplex-link-op $n2 $n3 queuePos
0.5 set tcp [new Agent/TCP]
$tcp set class_ 1 set sink [new
Agent/TCPSink] $ns attach-
agent $n1 $tcp

$ns attach-agent $n3 $sink $ns


connect $tcp $sink set ftp
[new Application/FTP]

$ftp attach-agent $tcp


$ns at 1.2 "$ftp start"
$ns at 1.35 "$ns detach-agent $n1 $tcp ; $ns detach-agent $n3 $sink"
$ns at 3.0
"finish" proc
finish {} {
global
ns f

nf$ns flush-

trace close $f close $nf

puts "Running nam.."


exec xgraph tcpout.tr -geometry 600x800

& exec nam tcpout.nam &


}
exit 0
$ns
run

Output

UDP Performance

ALGORITHM :

1. Create a Simulator object.


2. Set routing as dynamic.
3. Open the trace and nam trace files.
4. Define the finish procedure.
5. Create nodes and the links between them.
6. Create the agents and attach them to the nodes.
7. Create the applications and attach them to the UDP agent.
8. Connect udp and null agents.
9. Run the simulation.

PROGRAM:
set ns [new Simulator]
$ns color 0 Blue
$ns color 1 Red
$ns color 2 Yellow set n0
[$ns node] set n1 [$ns
node] set n2 [$ns node] set
n3 [$ns node] set f [open
udpout.tr w] $ns trace-all $f
set nf [open udpout.nam w]

$ns namtrace-all $nf


$ns duplex-link $n0 $n2 5Mb 2ms DropTail
$ns duplex-link $n1 $n2 5Mb 2ms DropTail
$ns duplex-link $n2 $n3 1.5Mb 10ms DropTail
$ns duplex-link-op $n0 $n2 orient right-up
$ns duplex-link-op $n1 $n2 orient right-down
$ns duplex-link-op $n2 $n3 orient right
$ns duplex-link-op $n2 $n3 queuePos
0.5 set udp0 [new Agent/UDP] $ns
attach-agent $n0 $udp0 set cbr0 [new
Application/Traffic/CBR]

$cbr0 attach-agent $udp0


set udp1 [new
Agent/UDP]

$ns attach-agent $n3 $udp1 $udp1 set


class_ 0 set cbr1 [new
Application/Traffic/CBR] $cbr1 attach-
agent $udp1 set null0 [new Agent/Null]

$ns attach-agent $n1


$null0 set null1 [new

Agent/Null]
$ns attach-agent $n1 $null1
$ns connect $udp0 $null0
$ns connect $udp1 $null1
$ns at 1.0 "$cbr0 start" $ns at
1.1 "$cbr1 start" puts [$cbr0
set packetSize_] puts [$cbr0
set interval_] $ns at 3.0
"finish" proc finish {} { global
ns f nf $ns flushtrace close $f
close $nf puts "Running
nam.." exec nam udpout.nam

& exit 0
}
$ns run

Output:

Performance 20

Program 40

Result 20

Record 20

Total 100

RESULT :
Thus the study of TCP/UDP performance is done successfully.
Ex.No: 9

Simulation of Distance Vector/ Link State Routing algorithm

AIM:

To simulate the Distance vector and link state routing protocols using NS2.

PRE LAB DISCUSSION:

LINK STATE ROUTING


Routing is the process of selecting best paths in a network. In the past, the term routing was also
used to mean forwarding network traffic among networks. However this latter function is much better
described as simply forwarding. Routing is performed for many kinds of networks, including the telephone
network (circuit switching), electronic data networks (such as the Internet), and transportation networks.
This article is concerned primarily with routing in electronic data networks using packet switching
technology.
In packet switching networks, routing directs packet forwarding (the transit of logically addressed
network packets from their source toward their ultimate destination) through intermediate nodes.
Intermediate nodes are typically network hardware devices such as routers, bridges, gateways, firewalls, or
switches. General-purpose computers can also forward packets and perform routing, though they are not
specialized hardware and may suffer from limited performance. The routing process usually directs
forwarding on the basis of routing tables which maintain a record of the routes to various network
destinations. Thus, constructing routing tables, which are held in the router's memory, is very important for
efficient routing. Most routing algorithms use only one network path at a time. Multipath routing
techniques enable the use of multiple alternative paths.
In case of overlapping/equal routes, the following elements are considered in order to decide
which routes get installed into the routing table (sorted by priority):
1. Prefix-Length: where longer subnet masks are preferred (independent of whether it is
within a routing protocol or over different routing protocol)
2. Metric: where a lower metric/cost is preferred (only valid within one and the same
routing protocol)
3. Administrative distance: where a lower distance is preferred (only valid between different
routing protocols)
Routing, in a more narrow sense of the term, is often contrasted with bridging in its assumption
that network addresses are structured and that similar addresses imply proximity within the network.
Structured addresses allow a single routing table entry to represent the route to a group of devices. In large
networks, structured addressing (routing, in the narrow sense) outperforms unstructured addressing
(bridging). Routing has become the dominant form ofaddressing on the Internet. Bridging is still widely
used within localized environments.
b. Flooding
Flooding is a simple routing algorithm in which every incoming packet is sent through every
outgoing link except the one it arrived on. Flooding is used in bridging and in systems such as Usenet and
peer-to-peer file sharing and as part of some routing protocols, including OSPF, DVMRP, and those used
in ad-hoc wireless networks. There are generally two types of flooding available, Uncontrolled Flooding
and Controlled Flooding. Uncontrolled Flooding is the fatal law of flooding. All nodes have neighbours
and route packets indefinitely. More than two neighbours creates a broadcast storm.
Controlled Flooding has its own two algorithms to make it reliable, SNCF (Sequence Number
Controlled Flooding) and RPF (Reverse Path Flooding). In SNCF, the node attaches its own address and
sequence number to the packet, since every node has a memory of addresses and sequence numbers. If it
receives a packet in memory, it drops it immediately while in RPF, the node will only send the packet
forward. If it is received from the next node, it sends it back to the sender.

Distance vector Routing:


In computer communication theory relating to packet-switched networks, a distance- vector
routing protocol is one of the two major classes of routing protocols, the other major class being the
linkstate protocol. Distance-vector routing protocols use the Bellman–Ford algorithm, Ford–Fulkerson
algorithm, or DUAL FSM (in the case of Cisco Systems's protocols) to calculate paths.
A distance-vector routing protocol requires that a router informs its neighbors of topology changes
periodically. Compared to link-state protocols, which require a router to inform all the nodes in a network
of topology changes, distance-vector routing protocols have less computational complexity and message
overhead.
The term distance vector refers to the fact that the protocol manipulates vectors (arrays) of
distances to other nodes in the network. The vector distance algorithm was the original ARPANET routing
algorithm and was also used in the internet under the name of RIP (Routing Information Protocol).
Examples of distance-vector routing protocols include RIPv1 and RIPv2 and IGRP.

Method
Routers using distance-vector protocol do not have knowledge of the entire path to a
destination. Instead they use two methods:
1. Direction in which router or exit interface a packet should be forwarded.
2. Distance from its destination
Distance-vector protocols are based on calculating the direction and distance to any link in a
network. "Direction" usually means the next hop address and the exit interface. "Distance" isa measure of
the cost to reach a certain node. The least cost route between any two nodes is the route with minimum
distance. Each node maintains a vector (table) of minimum distance to
every node. The cost of reaching a destination is calculated using various route metrics. RIP uses the hop
count of the destination whereas IGRP takes into account other information such as node delay and
available bandwidth.
Updates are performed periodically in a distance-vector protocol where all or part of a router's
routing table is sent to all its neighbors that are configured to use the same distance- vector routing
protocol. RIP supports cross-platform distance vector routing whereas IGRP is a Cisco Systems
proprietary distance vector routing protocol. Once a router has this information it is able to amend its own
routing table to reflect the changes and then inform its neighbors of the changes. This process has been
described as ‗routing by rumor‗ because routers are relying on the information they receive from other
routers and cannot determine if the information is actually valid and true. There are a number of features
which can be used to help with instability and inaccurate routing information.
EGP and BGP are not pure distance-vector routing protocols because a distance-vector protocol
calculates routes based only on link costs whereas in BGP, for example, the local route preference value
takes priority over the link cost.

Count-to-infinity problem
The Bellman–Ford algorithm does not prevent routing loops from happening and suffers from the
count-to-infinity problem. The core of the count-to-infinity problem is that if A tells B that it has a path
somewhere, there is no way for B to know if the path has B as a part of it. To see the problem clearly,
imagine a subnet connected like A–B–C–D–E–F, and let the metric between the routers be "number of
jumps". Now suppose that A is taken offline. In the vector- update-process B notices that the route to A,
which was distance 1, is down – B does not receive the vector update from A. The problem is, B also gets
an update from C, and C is still not aware of the fact that A is down – so it tells B that A is only two jumps
from C (C to B to A), which is false. This slowly propagates through the network until it reaches infinity
(in which case the algorithm corrects itself, due to the relaxation property of Bellman–Ford).

ALGORITHM:

1. Create a Simulator object.


2. Set routing as dynamic.
3. Open the trace and nam trace files.
4. Define the finish procedure.
5. Create nodes and the links between them.
6. Create the agents and attach them to the nodes.
7. Create the applications and attach them to the udp agent.
8. Connect udp and null..
9. At 1 sec the link between node 1 and 2 is broken.
10. At 2 sec the link is up again.
11. Run the simulation.
LINK STATE ROUTING PROTOCOL

PROGRAM
set ns [new Simulator] $ns
rtproto LS set nf [open
linkstate.nam w] $ns
namtrace-all $nf set f0 [open
linkstate.tr w]

$ns trace-all
$f0 proc finish
{} { global ns f0 nf $ns
flushtrace close $f0
close $nf exec nam
linkstate.nam

& exit 0
} for {set i 0} {$i <7} {incr
i}

{ set n($i) [$ns node]


} for {set i 0} {$i <7} {incr i}
{

$ns duplex-link $n($i) $n([expr ($i+1)%7]) 1Mb 10ms DropTail


} set udp0 [new Agent/UDP] $ns
attach-agent $n(0) $udp0 set cbr0 [new
Application/Traffic/CBR]
$cbr0 set packetSize_ 500
$cbr0 set interval_ 0.005
$cbr0 attach-agent $udp0
set null0 [new

Agent/Null]
$ns attach-agent $n(3) $null0
$ns connect $udp0 $null0
$ns at 0.5 "$cbr0 start"
$ns rtmodel-at 1.0 down $n(1) $n(2)
$ns rtmodel-at 2.0 up $n(1) $n(2)

$ns at 4.5 "$cbr0 stop"


$ns at 5.0 "finish"

$ns run

Output:
DISTANCE VECTOR ROUTING ALGORITHM

ALGORITHM:
1. Create a simulator object
2. Set routing protocol to Distance Vector routing
3. Trace packets on all links onto NAM trace and text trace file
4. Define finish procedure to close files, flush tracing and run NAM
5. Create eight nodes
6. Specify the link characteristics between nodes
7. Describe their layout topology as a octagon
8. Add UDP agent for node n1
9. Create CBR traffic on top of UDP and set traffic parameters.
10. Add a sink agent to node n4
11. Connect source and the sink 12. Schedule events as follows:
a. Start traffic flow at 0.5
b. Down the link n3-n4 at 1.0
c. Up the link n3-n4 at 2.0
d. Stop traffic at 3.0
e. Call finish procedure at 5.0
13. Start the scheduler
14. Observe the traffic route when link is up and down
15. View the simulated events and trace file analyze it
16. Stop
PROGRAM
#Distance vector routing protocol – distvect.tcl
#Create a simulator object
set ns [new Simulator] #Use
distance vector routing
$ns rtproto DV #Open
the nam trace file set nf
[open out.nam w]
$ns namtrace-all $nf #
Open tracefile set nt
[open trace.tr w] $ns
trace-all $nt
#Define 'finish' procedure
proc finish {}
{ global ns nf $ns flush-
trace #Close the
trace file close $nf
#Execute nam on the trace file
exec nam -a out.nam & exit 0
}
# Create 8 nodes set n1 [$ns
node] set n2 [$ns node] set n3
[$ns node] set n4 [$ns node]
set n5 [$ns node] set n6 [$ns
node] set n7 [$ns node] set n8
[$ns node] # Specify link
characterestics
$ns duplex-link $n1 $n2 1Mb 10ms DropTail
$ns duplex-link $n2 $n3 1Mb 10ms DropTail
$ns duplex-link $n3 $n4 1Mb 10ms DropTail
$ns duplex-link $n4 $n5 1Mb 10ms DropTail
$ns duplex-link $n5 $n6 1Mb 10ms DropTail
$ns duplex-link $n6 $n7 1Mb 10ms DropTail
$ns duplex-link $n7 $n8 1Mb 10ms DropTail
$ns duplex-link $n8 $n1 1Mb 10ms DropTail
# specify layout as a octagon $ns duplex-link-
op $n1 $n2 orient left-up
$ns duplex-link-op $n2 $n3 orient up
$ns duplex-link-op $n3 $n4 orient right-up
$ns duplex-link-op $n4 $n5 orient right
$ns duplex-link-op $n5 $n6 orient right-down
$ns duplex-link-op $n6 $n7 orient down
$ns duplex-link-op $n7 $n8 orient left-down
$ns duplex-link-op $n8 $n1 orient left #Create a
UDP agent and attach it to node n1set udp0 [new
Agent/UDP]
$ns attach-agent $n1 $udp0
#Create a CBR traffic source and attach it to udp0 set cbr0 [new Application/Traffic/CBR]
$cbr0 set packetSize_ 500
$cbr0 set interval_ 0.005
$cbr0 attach-agent $udp0
#Create a Null agent (a traffic sink) and attach it to node n4 set
null0 [new Agent/Null] $ns
attach-agent $n4 $null0
#Connect the traffic source with the traffic sink
$ns connect $udp0 $null0
#Schedule events for the CBR agent and the network dynamics
$ns at 0.0 "$n1 label Source"
$ns at 0.0 "$n4 label Destination"
$ns at 0.5 "$cbr0 start"
$ns rtmodel-at 1.0 down $n3 $n4
$ns rtmodel-at 2.0 up $n3 $n4
$ns at 4.5 "$cbr0 stop"
#Call the finish procedure after 5 seconds of simulation time
$ns at 5.0 "finish"
#Run the simulation
$ns run

OUTPUT
$ ns distvect.tcl
Performance 20

Program 40

Result 20

Record 20

Total 100

RESULT:

Thus the simulation for Distance vector and link state routing protocols was done using
NS2.
Ex.No:10 Simulation of an Error Correction Code (like CRC)

AIM:
To implement error checking code using java.

PRE LAB DISSCUSSION:

The cyclic redundancy check, or CRC, is a technique for detecting errors in digital data, but not
for making corrections when errors are detected. It is used primarily in data transmission.
In the CRC method, a certain number of check bits, often called a checksum, are appended to
the message being transmitted. The receiver can determine whether or not the check bits agree with
the data, to ascertain with a certain degree of probability whether or not an error occurred in
transmission.
CRC involves binary division of the data bits being sent by a predetermined divisor agreed
upon by the communicating system. The divisor is generated using polynomials. So, CRC is also
called polynomial code checksum.
CRC uses Generator Polynomial which is available on both sender and receiver side. An
example generator polynomial is of the form like x3 + x + 1. This generator polynomial represents
key 1011. Another example is x2 + 1 that represents key 101.
Sender Side (Generation of Encoded Data from Data and Generator Polynomial (or Key)):
• The binary data is first augmented by adding k-1 zeros in the end of the data
• Use modulo-2 binary division to divide binary data by the key and store remainder of division.
• Append the remainder at the end of the data to form the encoded data and send the same

Receiver Side (Check if there are errors introduced in transmission)

Perform modulo-2 division again and if remainder is 0, then there are no errors.

Modulo 2 Division:

• The process of modulo-2 binary division is the same as the familiar division process we use for decimal
numbers. Just that instead of subtraction, we use XOR here.
• In each step, a copy of the divisor (or data) is XORed with the k bits of the dividend (or key).
• The result of the XOR operation (remainder) is (n-1) bits, which is used for the next step after 1 extra bit is
pulled down to make it n bits long.
• When there are no bits left to pull down, we have a result. The (n-1)-bit remainder which is appended at the
sender side.
ALGORITHM:

1. Start the Program


2. Given a bit string, append 0S to the end of it (the number of 0s is the same as the degreeof the generator
polynomial) let B(x) be the polynomial corresponding to B.
3. Divide B(x) by some agreed on polynomial G(x) (generator polynomial) and determine the remainder
R(x). This division is to be done using Modulo 2 Division.
4. Define T(x) = B(x) –R(x)
5. (T(x)/G(x) => remainder 0)
6. Transmit T, the bit string corresponding to T(x).
7. Let T‘ represent the bit stream the receiver gets and T‘(x) the associated polynomial. The receiver divides
T1(x) by G(x). If there is a 0 remainder, the receiver concludes T = T‘ and no error occurred otherwise,
the receiver concludes an error occurred and requires a retransmission
8. Stop the Program

PROGRAM:

import java.io.*;
class crc_gen
{
public static void main(String args[]) throws IOException {
BufferedReader br=new BufferedReader(new InputStreamReader(System.in));int[]
data; int[] div; int[] divisor; int[] rem; int[] crc;
int data_bits, divisor_bits, tot_length;
System.out.println("Enter number of data bits : "); data_bits=Integer.parseInt(br.readLine());
data=new int[data_bits];
System.out.println("Enter data bits : "); for(int
i=0; i<data_bits; i++)
data[i]=Integer.parseInt(br.readLine());
System.out.println("Enter number of bits in divisor : ");
divisor_bits=Integer.parseInt(br.readLine()); divisor=new int[divisor_bits];
System.out.println("Enter Divisor bits : ");
for(int i=0; i<divisor_bits; i++)
divisor[i]=Integer.parseInt(br.readLine());
System.out.print("Data bits are : "); for(int
i=0; i< data_bits; i++)
System.out.print(data[i]);
System.out.println();
System.out.print("divisor bits are : ");
for(int i=0; i< divisor_bits; i++)
System.out.print(divisor[i]);
System.out.println();
*/ tot_length=data_bits+divisor_bits-1;
div=new int[tot_length]; rem=new
int[tot_length];
crc=new int[tot_length];
/* CRC GENERATION */ for(int i=0;i<data.length;i++)
div[i]=data[i];
System.out.print("Dividend (after appending 0's) are : "); for(int i=0; i< div.length; i++)
System.out.print(div[i]); System.out.println(); for(int j=0; j<div.length; j++){ rem[j] =
div[j];
}
rem=divide(div, divisor, rem);
for(int i=0;i<div.length;i++)
{

//append dividend and remainder

crc[i]=(div[i]^rem[i]);
}
System.out.println();
System.out.println("CRC code : ");
for(int i=0;i<crc.length;i++)
System.out.print(crc[i]);

/* ERROR DETECTION */
System.out.println();
System.out.println("Enter CRC code of "+tot_length+" bits : "); for(int i=0; i<crc.length; i++)
crc[i]=Integer.parseInt(br.readLine()); System.out.print("crc bits are : "); for(int i=0; i<
crc.length; i++)
System.out.print(crc[i]);
System.out.println(); for(int
j=0; j<crc.length; j++){ rem[j]
= crc[j];
}
rem=divide(crc, divisor, rem); for(int
i=0; i< rem.length; i++)
{
if(rem[i]!=0)
{
System.out.println("Error");
break;
} if(i==rem.length-1)
System.out.println("No Error");
}
System.out.println("THANK YOU.............)");
}
static int[] divide(int div[],int divisor[], int rem[])
{ int
cur=0;
while(true)
{
for(int i=0;i<divisor.length;i++)
rem[cur+i]=(rem[cur+i]^divisor[i]);
while(rem[cur]==0 && cur!=rem.length-1)
cur++; if((rem.length-cur)<divisor.length)
break;
} return
rem;
}
}

OUTPUT :
Enter number of data bits :
7
Enter data bits :
1
0
1
1
0
0
1
Enter number of bits in divisor :
3
Enter Divisor bits :
1
0
1
Dividend (after appending 0's) are : 101100100
CRC code :
101100111
Enter CRC code of 9 bits : 1
01
1
0
0
1
0
1
crc bits are : 101100101
Error
THANK YOU..........)
BUILD SUCCESSFUL (total time: 1 minute 34 seconds)
Performance 20

Program 40

Result 20

Record 20

Total 100

RESULT:

Thus the above program for error correction code using was executed successfully.

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