In the 1970s, Norman Abramson and his colleagues at the University of Hawaii devised a new and elegant method to solve the channel allocation problem. Their work has been extended by many researchers since then (Abramson, 1985).
Although Abramson's work, called the ALOHA system, used ground-based radio broadcasting, the basic idea is applicable to any system in which uncoordinated users are competing for the use of a single shared channel. There are two versions of ALOHA: pure and slotted. They differ with respect to whether time is divided into discrete slots into which all frames must fit. Pure ALOHA does not require global time synchronization; slotted ALOHA does.
The basic idea of an ALOHA system is simple: let users transmit whenever they have data to be sent. There will be collisions, of course, and the colliding frames will be damaged. However, due to the feedback property of broadcasting, a sender can always find out whether its frame was destroyed by listening to the channel, the same way other users do. If the frame was destroyed, the sender just waits a random amount of time and sends it again.
The waiting time must be random or the same frames will collide over and over, in lockstep. Systems in which multiple users share a common channel in a way that can lead to conflicts are widely known as contention systems.
We have made the frames all the same length because the throughput of ALOHA systems is maximized by having a uniform frame size rather than by allowing variable length frames.
Pure ALOHA
Whenever two frames try to occupy the channel at the same time, there will be a collision and both will be garbled. If the first bit of a new frame overlaps with just the last bit of a frame almost finished, both frames will be totally destroyed and both will have to be retransmitted later. The checksum cannot (and should not) distinguish between a total loss and a near miss. Bad is bad.
The station then transmits a frame containing the line and checks the channel to see if it was successful. If so, the user sees the reply and goes back to typing. If not, the user continues to wait and the frame is retransmitted over and over until it has been successfully sent. Let the ''frame time'' denote the amount of time needed to transmit the standard, fixed-length frame. At this point we assume that the infinite population of users generates new frames according to a Poisson distribution with mean N frames per frame time. If N > 1, the user community is generating frames at a higher rate than the channel can handle, and nearly every frame will suffer a collision. For reasonable throughput we would expect 0 < N < 1. In addition to the new frames, the stations also generate retransmissions of frames that previously suffered collisions.
» Superior to fixed assignment when there are large number of bursty stations.
» Adapts to varying number of stations.
» Theoretically proven throughput maximum of 18.4%.
» Requires queuing buffers for retransmission of packets.