BSc CSIT (TU) Science Computer Networks (BSc CSIT, CSC258) Question Paper 2074 Nepal
This is the official BSc CSIT (TU) (Science stream) Computer Networks (BSc CSIT, CSC258) question paper for 2074, as set in the regular annual examination. It carries 60 full marks and a time allowance of 180 minutes, across 12 questions. On Kekkei you can attempt this Computer Networks (BSc CSIT, CSC258) past paper online with a timer, get instant AI feedback and step-by-step solutions, and track the topics where you lose marks — completely free. Whether you are revising for your BSc CSIT (TU) Computer Networks (BSc CSIT, CSC258) exam or solving previous years' question papers, this 2074 paper is a great way to practise under real exam conditions.
Section A: Long Answer Questions
Attempt any TWO questions.
What is a layered network architecture? Explain the OSI reference model with the functions of each of its seven layers.
Layered Network Architecture
A layered network architecture organizes the complex task of network communication into a stack of smaller, manageable layers. Each layer performs a well-defined set of functions, offers services to the layer above it, and uses the services of the layer below it. Layers communicate through interfaces, and peer layers on different machines communicate using protocols. This approach provides modularity, abstraction, interoperability, and ease of maintenance (a layer can be changed without affecting others).
OSI Reference Model
The OSI (Open Systems Interconnection) model was developed by ISO. It is a 7-layer reference model that standardizes communication functions:
| # | Layer | Data Unit | Key Function |
|---|---|---|---|
| 7 | Application | Data | User services (HTTP, FTP, SMTP) |
| 6 | Presentation | Data | Translation, encryption, compression |
| 5 | Session | Data | Dialog control, synchronization |
| 4 | Transport | Segment | End-to-end delivery, reliability |
| 3 | Network | Packet | Logical addressing, routing |
| 2 | Data Link | Frame | Framing, MAC, error/flow control |
| 1 | Physical | Bit | Transmission of raw bits |
Functions of Each Layer
- Physical Layer – Transmits raw bits over the medium. Defines voltage levels, data rate, pin layout, transmission mode (simplex/duplex), and physical topology.
- Data Link Layer – Provides node-to-node delivery. Handles framing, physical (MAC) addressing, error control (CRC), flow control, and medium access control.
- Network Layer – Responsible for source-to-destination delivery across multiple networks. Performs logical addressing (IP), routing, and congestion control.
- Transport Layer – Provides end-to-end (process-to-process) delivery. Handles segmentation/reassembly, port addressing, connection control, flow control, and error control (e.g., TCP, UDP).
- Session Layer – Establishes, manages, and terminates sessions. Provides dialog control and synchronization (checkpoints).
- Presentation Layer – Deals with syntax and semantics of data: translation, encryption/decryption, and compression.
- Application Layer – Provides the interface and services to the end user/application (HTTP, FTP, DNS, SMTP).
Mnemonic (1→7): Please Do Not Throw Sausage Pizza Away.
Compare the OSI reference model with the TCP/IP protocol suite. Explain each layer of the TCP/IP protocol architecture in detail.
OSI vs TCP/IP
| Aspect | OSI Model | TCP/IP Suite |
|---|---|---|
| Layers | 7 | 4 (or 5) |
| Developed by | ISO | DARPA/IETF |
| Nature | Reference/theoretical model | Practical, implemented |
| Layer dependency | Layers strictly independent | Layers somewhat integrated |
| Service/Interface/Protocol | Clearly separated | Not clearly separated |
| Transport reliability | Both connection-oriented & connectionless | Connection-oriented (TCP) and connectionless (UDP) |
| Usage | Conceptual guide | Basis of the modern Internet |
The OSI Application, Presentation, Session layers map to the single TCP/IP Application layer; OSI Physical + Data Link map to the TCP/IP Network Access (Host-to-Network) layer.
TCP/IP Protocol Architecture (4 layers)
-
Application Layer – Combines OSI's application, presentation and session layers. Provides protocols that user applications use: HTTP, FTP, SMTP, DNS, Telnet, SNMP. Handles data representation and dialog.
-
Transport Layer – Provides process-to-process delivery using port numbers.
- TCP – connection-oriented, reliable, ordered, with flow & error control (3-way handshake).
- UDP – connectionless, unreliable but fast and low-overhead.
-
Internet (Network) Layer – Handles logical addressing and routing of packets across networks. Core protocol is IP; supporting protocols include ICMP, IGMP, ARP/RARP. Provides best-effort, connectionless delivery.
-
Network Access / Host-to-Network Layer – Combines OSI's data link and physical layers. Defines how data is physically sent on the network: framing, MAC addressing, and transmission of bits over media (Ethernet, Wi-Fi, PPP).
Thus TCP/IP is the practical realization of the layering concept that OSI describes theoretically.
What is routing? Explain the Link State routing algorithm (Dijkstra's) in detail with a suitable example.
Routing
Routing is the network-layer process of selecting the best path for forwarding packets from a source to a destination across an internetwork. The routing algorithm running in routers builds and updates a routing table that maps destinations to next hops. Routing can be static (manual) or dynamic (adaptive, e.g., Distance Vector, Link State).
Link State Routing (Dijkstra's Algorithm)
In Link State (LS) routing, every router:
- Discovers its neighbors and learns their network addresses.
- Measures the cost (delay/metric) to each neighbor.
- Builds a Link State Packet (LSP) describing these costs.
- Floods the LSP to all routers so every router obtains the complete topology (a graph).
- Runs Dijkstra's shortest-path algorithm locally to compute the shortest path to every other node.
Dijkstra's Algorithm
Initialize: dist[source]=0, dist[v]=∞ for all v≠source
N' = { source } // set of finalized nodes
while (not all nodes in N'):
pick node w not in N' with smallest dist[w]
add w to N'
for each neighbor v of w not in N':
if dist[w] + cost(w,v) < dist[v]:
dist[v] = dist[w] + cost(w,v)
prev[v] = w
Example
Consider this weighted graph (find shortest paths from A):
4 1
A ----- B ----- C
| | |
1| 2| 5|
| | |
D ----- E ----- F
1 3
Edges: A-B=4, A-D=1, B-C=1, B-E=2, D-E=1, C-F=5, E-F=3.
Applying Dijkstra from A:
| Step | Finalized | dist(A) | dist(B) | dist(C) | dist(D) | dist(E) | dist(F) |
|---|---|---|---|---|---|---|---|
| 0 | A | 0 | 4 | ∞ | 1 | ∞ | ∞ |
| 1 | A,D | 0 | 4 | ∞ | 1 | 2 | ∞ |
| 2 | A,D,E | 0 | 4 | ∞ | 1 | 2 | 5 |
| 3 | A,D,E,B | 0 | 4 | 5 | 1 | 2 | 5 |
| 4 | +C | 0 | 4 | 5 | 1 | 2 | 5 |
| 5 | +F | 0 | 4 | 5 | 1 | 2 | 5 |
Shortest distances from A: B=4, C=5 (A→B→C), D=1, E=2 (A→D→E), F=5 (A→D→E→F).
Link state protocols (e.g., OSPF, IS-IS) converge quickly and avoid the count-to-infinity problem of distance-vector routing.
Section B: Short Answer Questions
Attempt any EIGHT questions.
Differentiate between guided and unguided transmission media.
Guided vs Unguided Transmission Media
Guided (wired) media use a physical conductor/path to carry signals; unguided (wireless) media propagate signals through air/space without a physical conductor.
| Basis | Guided Media | Unguided Media |
|---|---|---|
| Path | Physical conductor (cable) | Free space / air |
| Direction | Signal confined within the wire | Signal spreads in all directions |
| Examples | Twisted pair, coaxial cable, optical fiber | Radio waves, microwave, infrared, satellite |
| Security | More secure (harder to tap) | Less secure (easily intercepted) |
| Installation | Cabling required; less flexible | No cabling; flexible, mobile |
| Interference | Less affected by external noise | More affected by noise/weather |
| Distance | Limited by cable length | Can cover long distances (satellite) |
| Cost | Higher installation/maintenance | Lower deployment, infrastructure-light |
Summary: Guided media (bounded) physically direct the signal and offer reliability and security; unguided media (unbounded) offer mobility and wider coverage at the cost of security and noise immunity.
Explain the difference between LAN, MAN, and WAN.
LAN vs MAN vs WAN
Networks are classified by their geographical span.
| Basis | LAN | MAN | WAN |
|---|---|---|---|
| Full form | Local Area Network | Metropolitan Area Network | Wide Area Network |
| Coverage | Single building/campus (≈ up to 1 km) | A city (≈ 10–100 km) | Country/continent/global |
| Ownership | Private (single organization) | Private or public | Usually public/leased |
| Speed | High (100 Mbps–10 Gbps) | Moderate | Lower per-link, variable |
| Transmission medium | Twisted pair, fiber, Wi-Fi | Fiber, microwave | Telephone lines, satellite, fiber |
| Error rate / delay | Lowest | Medium | Highest |
| Example | Office/lab network | City-wide cable TV, campus network | The Internet |
Summary: A LAN connects devices over a small area, a MAN spans a city (often interconnecting several LANs), and a WAN interconnects LANs/MANs over very large distances — the Internet being the largest WAN.
What is bandwidth? Explain Nyquist and Shannon's theorems.
Bandwidth
Bandwidth is the range of frequencies a channel can transmit, or equivalently the maximum data-carrying capacity of a link. In the analog sense it is measured in Hertz (Hz); in the digital sense (channel capacity) it is measured in bits per second (bps).
Nyquist's Theorem (Noiseless Channel)
For a noiseless channel, the maximum bit rate is:
where = bandwidth in Hz and = number of discrete signal levels.
Example: A 3000 Hz noiseless channel with 2 levels gives bps.
Shannon's Theorem (Noisy Channel)
For a noisy channel, the maximum capacity depends on the Signal-to-Noise Ratio (SNR):
where is the linear SNR (often given in dB, where ).
Example: Hz, SNR = 30 dB ⇒ , so
Note: Shannon gives the theoretical upper bound (accounting for noise); Nyquist tells how many signal levels are needed to reach a target rate. In practice the lower of the two limits applies.
Explain various network topologies with their advantages and disadvantages.
Network Topologies
Topology is the physical or logical arrangement of nodes and links in a network.
1. Bus Topology
All devices connect to a single common backbone cable.
- Advantages: Cheap, easy to install, less cable.
- Disadvantages: Single backbone failure breaks the whole network; collisions; hard to troubleshoot.
2. Star Topology
All devices connect to a central hub/switch.
- Advantages: Easy to add/remove nodes; failure of one link doesn't affect others; easy fault isolation.
- Disadvantages: Central device is a single point of failure; more cable; cost of the hub/switch.
3. Ring Topology
Devices form a closed loop; data travels in one (or both) direction(s).
- Advantages: No collisions (token passing); orderly access; good for moderate load.
- Disadvantages: A single node/link failure can break the ring; difficult to reconfigure.
4. Mesh Topology
Every node connects to every other node ( links for full mesh).
- Advantages: Highly reliable/fault-tolerant; dedicated links give privacy and no traffic contention.
- Disadvantages: Very high cabling and I/O cost; complex installation.
5. Tree (Hierarchical) Topology
Star networks connected in a hierarchy via a backbone.
- Advantages: Scalable; easy to expand; supports many devices.
- Disadvantages: Failure of the backbone/root affects large segments; heavy cabling.
Summary table:
| Topology | Reliability | Cost | Ease of fault isolation |
|---|---|---|---|
| Bus | Low | Low | Hard |
| Star | Medium | Medium | Easy |
| Ring | Medium | Medium | Medium |
| Mesh | High | High | Easy |
| Tree | Medium | Medium | Medium |
What is framing? Explain bit stuffing and byte stuffing.
Framing
Framing is the data-link-layer function of dividing the stream of bits received from the network layer into manageable units called frames, so the receiver can identify where each frame begins and ends. The DLL adds a header and trailer (with addresses and a checksum) around the payload.
Frame boundaries can be marked using character count, byte (character) stuffing, bit stuffing, or physical-layer coding violations.
Byte (Character) Stuffing
Used in byte-oriented protocols. Each frame starts and ends with a special FLAG byte. To prevent a flag pattern occurring inside the data from being mistaken for a frame boundary, an ESC (escape) byte is inserted before any FLAG or ESC byte appearing in the data. The receiver removes the inserted ESC bytes (de-stuffing).
Example (FLAG, ESC are special bytes):
Data: A FLAG B ESC C
Stuffed (sent): FLAG A ESC FLAG B ESC ESC C FLAG
Bit Stuffing
Used in bit-oriented protocols (e.g., HDLC). The flag is the bit pattern 01111110. To ensure this pattern never appears in the data, the sender inserts a 0 after every five consecutive 1s in the data. The receiver, on seeing five 1s followed by a 0, removes (de-stuffs) that 0.
Example:
Data: 0110111111111100 (six+ consecutive 1s)
Stuffed: 011011111 0 11111 0 100 (a 0 inserted after each run of five 1s)
Key difference: Byte stuffing works on whole bytes using ESC bytes (variable-length, multiple-of-8 overhead); bit stuffing works at the bit level and is independent of character codes.
Differentiate between the Stop-and-Wait and Sliding Window protocols.
Stop-and-Wait vs Sliding Window
Both are flow-control / ARQ protocols at the data-link (or transport) layer.
| Basis | Stop-and-Wait | Sliding Window |
|---|---|---|
| Frames in transit | Only one frame sent, then sender waits for its ACK | Multiple frames (up to window size) sent before waiting |
| Window size | 1 | (e.g., for m-bit sequence numbers) |
| Efficiency / throughput | Low (link idle while waiting) | High (pipelining keeps link busy) |
| Sequence numbers | 1 bit (0,1) sufficient | Multiple bits needed |
| Utilization | (until 1), where | |
| Bandwidth use | Underutilizes high bandwidth-delay links | Efficient on high bandwidth-delay links |
| Examples | Simple stop-and-wait ARQ | Go-Back-N, Selective Repeat |
Summary: Stop-and-Wait sends one frame at a time and is simple but wastes capacity on long/fast links. Sliding Window allows several outstanding (unacknowledged) frames, achieving pipelining and much higher utilization, at the cost of larger buffers and sequence-number management.
Explain the difference between connection-oriented and connectionless services.
Connection-Oriented vs Connectionless Services
| Basis | Connection-Oriented | Connectionless |
|---|---|---|
| Connection setup | Required (handshake) before data transfer | No setup; data sent immediately |
| Phases | Setup → Data transfer → Teardown | Single phase (just send) |
| Reliability | Reliable (ACKs, retransmission) | Best-effort, unreliable |
| Ordering | Packets delivered in order | May arrive out of order |
| Path | Often a fixed virtual circuit | Each packet (datagram) routed independently |
| Overhead / delay | Higher (setup + control) | Lower, faster |
| Congestion handling | Easier (state maintained) | Harder |
| Example | TCP, telephone call, virtual circuits | UDP, IP, postal mail, datagrams |
Analogy: Connection-oriented service is like a phone call — you dial, talk, then hang up, with a guaranteed ordered connection. Connectionless service is like the postal system — each letter (packet) is addressed and sent independently with no guarantee of order or delivery.
What is UDP? Explain the UDP header format.
UDP (User Datagram Protocol)
UDP is a connectionless, unreliable transport-layer protocol. It provides process-to-process delivery using port numbers but adds no flow control, error recovery, or ordering. It is fast and low-overhead, making it suitable for real-time applications such as DNS, DHCP, VoIP, video streaming, and online gaming where speed matters more than reliability.
Key features:
- No connection establishment (no handshake).
- No acknowledgements or retransmission.
- No sequencing — datagrams are independent.
- Small fixed 8-byte header.
UDP Header Format (8 bytes)
The header has four 16-bit fields:
0 15 16 31
+----------------+----------------+
| Source Port | Destination Port|
+----------------+----------------+
| Length | Checksum |
+----------------+----------------+
| Data (payload) |
+----------------------------------+
| Field | Size | Description |
|---|---|---|
| Source Port | 16 bits | Port number of the sending process (optional) |
| Destination Port | 16 bits | Port number of the receiving process |
| Length | 16 bits | Total length of UDP datagram (header + data), minimum 8 |
| Checksum | 16 bits | Error detection over header + data + pseudo-header (optional in IPv4) |
Because the header is only 8 bytes (versus TCP's 20+), UDP has minimal overhead.
Explain CIDR (Classless Inter-Domain Routing) with an example.
CIDR (Classless Inter-Domain Routing)
CIDR is an IP addressing scheme that replaces the rigid classful (A/B/C) system with variable-length subnet masking. Instead of fixed network/host boundaries, CIDR allows the prefix length to be any value, written in slash notation as IP/n, where n is the number of bits in the network prefix.
Why CIDR?
- Reduces IPv4 address exhaustion by allocating only as many addresses as needed.
- Enables route aggregation (supernetting), shrinking routing tables.
- Removes the inefficiency of fixed classes.
Notation
For 200.10.0.0/22:
- Prefix length = 22 bits ⇒ host bits = .
- Subnet mask =
255.255.252.0. - Number of addresses = (usable hosts ).
Example (Supernetting / Aggregation)
Suppose an ISP must route to four contiguous /24 networks:
192.168.0.0/24
192.168.1.0/24
192.168.2.0/24
192.168.3.0/24
These can be aggregated into a single CIDR route:
because the first 22 bits are common (192.168.000000xx). A router now advertises one route instead of four, reducing routing-table size.
Summary: CIDR uses IP/prefix notation to allocate address blocks of any size and to aggregate multiple networks into a single advertisement, improving address utilization and routing efficiency.
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