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The endpoint, which can be a router, modem, or any properly equipped DTE, is<br />

connected <strong>to</strong> a buffered PSN packet switch, which functions as <strong>the</strong> station's gateway<br />

<strong>to</strong> <strong>the</strong> PSN. When two endpoints exchange information over a PSN, <strong>the</strong> do so over a<br />

Virtual-Circuit (VC) connection. VCs are established between PSN endpoints (much<br />

like a phone call, in some cases), using <strong>the</strong>ir PSN addresses <strong>to</strong> establish and<br />

maintain <strong>the</strong> "call" over <strong>the</strong> shared bandwidth infrastructure provided by <strong>the</strong><br />

<strong>network</strong> of interconnected buffered switches. A PSN endpoint can support single or<br />

multiple VCs between different PSN endpoints. When <strong>the</strong> PSN endpoints have<br />

established a VC, <strong>the</strong>y can exchange data. The actual data exchange is handled by<br />

formatting <strong>the</strong> data in<strong>to</strong> a frame format appropriate <strong>to</strong> <strong>the</strong> PSN type. After <strong>the</strong>y are<br />

formatted, <strong>the</strong> frames that comprise <strong>the</strong> data are handed <strong>to</strong> <strong>the</strong> PSN switch<br />

(indicating in <strong>the</strong> frame which VC should be used <strong>to</strong> deliver <strong>the</strong> data) which <strong>the</strong>n<br />

provides <strong>the</strong> transport over PSN.<br />

The advantage of PSNs is efficiency. PSNs use STDM, and share <strong>the</strong> <strong>to</strong>tal available<br />

<strong>network</strong> bandwidth between all <strong>the</strong> connected endpoints, so <strong>the</strong> bandwidth is<br />

always being used <strong>to</strong> transmit data. The available bandwidth of <strong>the</strong> PSN is<br />

determined by <strong>the</strong> number of subscribers; <strong>the</strong> trick for <strong>the</strong> carrier is <strong>to</strong> provide<br />

enough bandwidth <strong>to</strong> facilitate adequate performance for all <strong>the</strong> connected<br />

subscribers. The downside is that PSNs operate with a certain amount of inherent<br />

latency. This is because each data request is first sent <strong>to</strong> a PSN switch that buffers<br />

<strong>the</strong> request and <strong>the</strong>n transmits it when <strong>the</strong>re is enough bandwidth available <strong>to</strong><br />

complete <strong>the</strong> request. The bandwidth rate of <strong>the</strong> PSN circuit defines how much<br />

bandwidth <strong>the</strong> PSN endpoint can sustain through its interface. The PSN carrier,<br />

however, does not guarantee dedicated bandwidth, only that <strong>the</strong> bandwidth rate<br />

will be supported. For many data applications, error-free communication is what is<br />

important, not speed, so <strong>the</strong> additional latency does not present a problem. How <strong>the</strong><br />

actual bandwidth of <strong>the</strong> PSN is managed depends on which PSN technology is used<br />

<strong>to</strong> provide <strong>the</strong> transport service.<br />

X.25<br />

The first large-scale PSN implementation was X.25. This is an ITU-T <strong>network</strong>ing<br />

standard that operates at OSI-RM Layers 1, 2, and 3. X.25 <strong>network</strong>s first began <strong>to</strong><br />

appear in <strong>the</strong> 1970s, and <strong>the</strong>y provided only moderate data transmission rates.<br />

Never<strong>the</strong>less, <strong>the</strong>ir lack of speed was offset by <strong>network</strong>-level error-checking and<br />

recovery services, making X.25 a very reliable connection-oriented data transport<br />

option. X.25 provides delivery acknowledgement for each packet sent, if required.<br />

After a packet is transmitted, an acknowledgement must be received before any<br />

more are sent. This approach, needless <strong>to</strong> say, adds significant overhead <strong>to</strong> <strong>the</strong> data<br />

transmission process. These services were needed mainly because <strong>the</strong> original<br />

PSTN transport <strong>network</strong> for X.25 was based on electromechanical switches and<br />

analog transmission facilities, which were considered unreliable for data<br />

transmission.

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