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Introduc on to Show Networking
JOHN HUNTINGTON
ZIRCON DESIGNS PRESS
Copyright © 2020 by John Huntington, All Rights Reserved
No part of this book may be reprinted or reproduced or utilized in any form or by any
electronic, mechanical, or other means, now known or hereafter invented, including
photocopying and recording, or in any information storage or retrieval system, without
permission in writing from the publisher.
Although every precaution has been taken to verify the accuracy of the information
contained herein, the author and publisher assume no responsibility for any errors or
omissions. No liability is assumed for damages that may result from the use of information
contained within.
www.zircondesigns.com
Print ISBN-13: 978-1-7357638-0-4
LCCN: 2020918289
PREFACE
What’s Included and Not Included? xiv
For Whom Is is Book Written? xv
How Should is Book Be Used? xv
Conventions xvi
Disclaimers xvi
anks to My Production Team xvi
Website and Lecture Videos xvi
CHAPTER 1
INTRODUCTION
What Is a Network? 1
How are Networks Used on Shows? 1
Lighting Networks 1
Sound Networks 3
Video Networks 3
Scenery Networks 4
Networks for Pyro, Costumes, Props, Show Control, You Name It! 5
Network Types 5
Local Area Network (LAN) 6
Wide Area Network (WAN) 6
Internet 6
Networking Concepts 6
Bit Rate/Bandwidth 6
Determinism 7
Data Encoding 7
Error Detection 8
Packets and Frames 8
Packet Forwarding 8
Networking Using Electricity 10
TIA Category Cables 10
Shielded or Unshielded Cables 11
Solid or Stranded Conductors 11
RJ45 (8P8C) Connectors 11
TIA-568 Cabling Standard 12
Networking Using Light 14
Fiber Types 14
Connectors 15
Networking Using Radio 15
Layering 15
Open Systems Interconnect (OSI) Model 17
Here’s Everything You Need To Know About Show Networking! 19
CHAPTER 2
ETHERNET
Logical Link Control (LLC) 22
Media Access Control (MAC) 22
CSMA/CD 22
MAC Address 22
Frame Check Sequence 23
Physical Layer (PHY) 23
Ethernet Implementations 24
100Mbit/s 24
1 Gbit/s 24
2.5 and 5 Gbit/s 24
10 Gbit/s 24
Higher Rates 24
Ethernet Hardware 25
Network Interface Controller 25
Hubs 26
Switches 27
Routers 28
Media Converters and Bridges 29
Power over Ethernet (PoE) 29
IEEE 802.11 “Wi-Fi” 30
Basic Structure 31
Service Set IDenti er 31
Security Issues 31
Should You Use Wi-Fi On Your Show? 32
Why Ethernet is Good for Our Industry 33
CHAPTER 3
NETWORK OPERATIONS
Transmission Control Protocol (TCP) 36
User Datagram Protocol (UDP) 36
Internet Protocol (IP) 36
Address Classes 37
Broadcast Address 38
Loopback/Localhost IP Address 38
Private IP Addresses 38
Setting IP Addresses 39
Dynamic Host Con guration Protocol (DHCP) 39
Link-Local Addresses 40
Static/Fixed IP Addresses 41
Useful Commands Working with IP Addresses 41
Subnets 43
A Simpli ed Subnet Mask Approach 44
Example Network with One Subnet 45
Example Network with Two Subnets 47
Address Resolution Protocol (ARP) 50
ARP Command 52
Ports 52
IPv6 53
A New Address Format and Shorthand 54
Pre x/Subnet 55
ree Types of Transmission 55
Global Unicast 55
Multicast 56
Anycast 56
IPv6 Network Systems 56
IPv6 in Show Networking? 56
Why IP Networking is Good For Our Industry 57
CHAPTER 4
CHAPTER 5
EXAMPLE NETWORKS
Network Design/Implementation Process 83
1: Analyze Network Needs 84
2: Design Address/Subnet Scheme 84
3: Determine Network Topology 84
4: Document the Network 84
5: Build, Label, and Verify the Network 85
6: Implement Security 85
7: Maximize Operational Reliability 86
Example Lighting Network 86
Example Sound Network 89
Example Video Network 93
Example Scenery Control Network 97
Example Managed Show Control Network 99
Explaining e Network 107
CONCLUSION
Contact Info and Blog 113
INDEX
Index 125
TABLE OF CONTENTS
PREFACE
is book re ects the impact of a dramatic, decades-long evolution in
entertainment control technology1, which started in the mid 1980s as
digital control protocols replaced older analog approaches. ings developed
rapidly from there, with networks rst appearing in show systems in the
mid 1990s. With the explosion of a ordable computing and networking
power, by the 2010s, mature networks were lling show-critical roles on all
kinds of productions, and the eld morphed from a bunch of individual,
point-to-point connection methods to a variety of protocols and digital
media data transported over a ubiquitous digital highway system: Ethernet.
is technological maturation led me to write the book you are reading,
which traces its roots back to 1994, when the rst edition of my Control
Systems for Live Entertainment was published. at book (and its successors)
covers the broad world of entertainment control (individual control systems
as found in lighting, sound, video, machinery, pyro, lasers, etc.) and also
show control (connecting two or more entertainment control systems
together). I followed the market evolution over two more editions of that
book over a couple decades, and then, re ecting the rise of the network, I
reorganized the entire book for the self-published 2012 edition and
changed the title to Show Networks and Control Systems. Five years later, I
issued a second edition, and actually cut material out of the book because
networks had become so dominant.
By design, and re ecting the realities of the market today, Introduction to
Show Networking is smaller and less comprehensive than its predecessor. It
is not meant to replace the larger book, but as networks have matured and
been made easier to use by the brilliant engineers working for our
manufacturers, many show technicians today will spend their career
working on a mature hardware platform, and will be operating primarily at
a higher virtual level. And at this level, they don’t need to understand the
low-level details that were so important in comprehending 1980s vintage
control approaches. If you set things up right, use good-quality gear, and
follow some basic best practices, Ethernet just works. And since it’s
everywhere on shows, I hope this book will help technicians understand the
basics of how it works; with the information here as a starting point, there
are myriad resources available for the more advanced information, tailored
to each usage.
WHAT’S INCLUDED AND NOT INCLUDED?
As the title Introduction to Show Networking suggests, this book is an
introduction to the networks found on live shows: concerts, theatre
productions, corporate and special events, cruise ship revues, wrestling
shows, houses of worship, museum presentations, fountain spectaculars, etc.
—any kind of show presented live for an audience. While we borrow and
share technology with other forms of entertainment such as movies and
television, those forms are not speci cally included here. However, the
basics of Ethernet are the same whether used in a concert or on a lm set,
so while the applications may be di erent, the core technologies covered
here are the same. In addition, beyond a few examples, I don’t focus a lot on
speci c usage by any particular show department, and this, too, is by design:
a network is a network, and an IP address is an IP address, whether that IP
address is used to transport streaming audio/video, lighting control data or
pyro ring information.
is book focuses on understanding the basic technologies that allow data
to be transported across a show network. By design, some complex
operational protocols are introduced here but not explained fully, because
while it’s important for show techs to understand what some complex
protocol o ers us, and how to use it, they don’t really need to know the gory
details in order to use it e ectively. However, if (like me) you nd the low-
level details intriguing out of curiosity (if not need), to try and get a low-
level understanding of something like gigabit Ethernet or a modern
network-based control or distribution protocol, you may need to develop
some pretty advanced programming and engineering chops. I had a
reasonably low-level understanding of the early versions of Ethernet, but
even after learning about and teaching this stu for more than 20 years now,
I really have no low-level understanding about the electrical workings of
gigabit Ethernet transmission. And that’s because I don’t really need to
spend time learning that low-level, head-splitting detail in order to make a
working, reliable system (my main interest).
And while I will mention the Internet here, and productions may (carefully)
connect to it for either interactivity or maintenance, the complex operations
of the larger Internet or corporate networks are also outside our scope here,
and are well documented elsewhere (that said, I do have some thoughts
about how to manage those connections—see “Show Networking Best
Practices” on page 77). I don’t speci cally cover Internet streaming here, but
again, the principles and best networking practices used on live shows can
apply. I also don’t discuss any speci c gear or show software in this book;
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one reason for that is that the gear changes constantly, and in addition the
speci c ways that some networking features are implemented vary a lot by
manufacturer. Finally, this book also does not include details on the control
protocols that form so much of the basis of many entertainment control
systems and much of the larger Show Networks and Control Systems book.
at information remains available there and on many other sources,
including my blog at www.controlgeek.net.
FOR WHOM IS THIS BOOK WRITTEN?
While not every entertainment technician needs to be a networking expert,
I do believe that everyone working in entertainment technology should have
at least a basic understanding of these critical technologies, since they are
found on all kinds of shows in any department that uses technology. at
said, this is a topic best approached by those who already have some
experience in lighting, sound, video, scenery control, etc; it’s easier to
muddle through some of the arcane details here if you already are passionate
about an area of our eld. In addition, since I’m assuming most readers (like
me) love building stu more than they enjoy dealing with abstract
information, I use a bottom-up approach, talking about cabling and the like
before getting to the abstract layering concepts that traditionally are used to
introduce networking technologies.
HOW SHOULD THIS BOOK BE USED?
I have attempted here to present the information in a form readable straight
through by motivated, independent readers, while also making the structure
modular enough to be useful for working professionals and educators (I
teach classes based on the book myself ).
To keep the applicability of the information here as broad as possible, if you
see a computer represented in a diagram, imagine that could be anything on
a show network: lighting console, network-enabled speaker, video server,
pyro controller, etc.
You can do a lot in networking without understanding binary, but things
like IP addresses are a lot easier to understand if you have a foundation in
number bases. Since readers may or may not bring that knowledge, I’ve
included an introduction in the “Appendix: Numbering Systems” on page
115.
CONVENTIONS
ere are a number of cross references in this book. In print, they should
refer to a page number; in electronic form they should take you to the
related part of the book. However, I’ve only included forward cross
references here when speaking about something we haven’t covered yet. To
look backward, there is a detailed Table of Contents and an Index.
If a term is bolded, then it is a “key” term; I generally mark the rst major
usage of the term in the book.
Text in a box like this is an aside, historical or other informa on that is related
to the topic in ques on but not part of the main ow.
DISCLAIMERS
And now for the “It’s not my fault!” disclaimers: While I’ve made every e ort
to ensure that the information in this book is accurate, DO NOT
implement anything in any product or system based solely on the
information in this book. e goal here is understanding; if you want to go
to the next level—implementation—you need to obtain information from
the appropriate standards or other organizations. Additionally, while
networks can be used to control dangerous stu , safety is the
responsibility of system designers and operators.
THANKS TO MY PRODUCTION TEAM
Literally hundreds of people helped me with this book and its predecessors
over the years. But I want to extend a special thanks to Aaron Bollinger for
creating all the excellent illustrations in the book; Shelbye Reese, who
designed the fantastic layout and the cover, and Michael Lawrence for copy
editing.
WEBSITE AND LECTURE VIDEOS
Errata for this book, my blog, and much more is available on my website:
http://www.controlgeek.net. In addition, the site features lecture
videos for chapters in the book:
I developed a timeline wrote an article about this evolution for Lighting and Sound
America that is available on my website, www.controlgeek.net.
Chapter 1
INTRODUCTION
WHAT IS A NETWORK?
A network is two or more devices using a common physical infrastructure
to allow each connected computer to communicate with all the others. Any
device connected by the network is called a node; if the node has data to
communicate, it may be referred to as a host. Ethernet, the most widely-
used network standard, o ers incredible exibility and power at a low cost,
and—built correctly—Ethernet networks are robust, reliable and perform
many mission-critical functions on our shows.
Networks are found on shows of all sizes, primarily serving two roles. First,
networks transport control data to operate show equipment (lights, sound
playback systems, video servers, automated scenery controllers, rigging
controllers, pyro and special e ect devices, etc.); this is a critical function
they have been serving since the 1990s. Additionally, once network capacity
increased, networks became widely used to transport, or “stream1”, digital
audio and video media. e real power of Ethernet is that—built correctly
—the same network could work well in either role, carrying just about any
kind of digital data for a show.
HOW ARE NETWORKS USED ON SHOWS?
Before moving on to details, let’s take a look at how networks are used in
various ways on shows, and introduce—at a high level—some realistic show
networks, which we will revisit in detail at the end of the book. At this
point, since we haven’t covered any of the fundamentals, don’t worry about
how these systems work; instead focus on how they are structured and being
used.
Ligh ng Networks
Lighting systems are all about control, and, traditionally, connections have
been implemented with 1980s vintage point-to-point serial lighting control
approaches like DMX512-A (Digital MultipleX) and RDM (Remote
Device Management). As networking became cheaper and more powerful,
network-based approaches to carrying lighting data such as Art-Net™,
Streaming ACN (sACN, Architecture for Control Networks) and RDMnet
became available2. Lighting networks can directly connect to controlled
devices such as moving lights, dimmers, LED xtures, and even fog
machines and media servers. Or, the network might act as a backbone,
transporting control data out to a “gateway”, which converts it to older
serial protocols like DMX512-A for direct, non-networked connections.
Example Ligh ng Network
is example lighting network for a simple system installed in a small venue
is a mixture of both approaches, connecting a control console with several
lights and a wireless remote phone app, and also transporting data to a
gateway for traditional DMX control:
Sound Networks
As sound systems moved from analog to digital in the late 1990s, digital
audio started to be transported over standard networking equipment, and
this led to the eventual development of proprietary media networking
approaches like Audinate’s Dante®, or open approaches like AES-67 and
the multi-named AVB (Audio Video Bridging) / TSN (Time-Sensitive
Networking) / “Milan®”. In addition, networks are used to transport a
number of proprietary audio control systems implemented by
manufacturers, as well as open control standards like OSC (Open Sound
Control), MIDI (Musical Instrument Digital Interface) and AES-70
(Open Control Architecture).
Example Sound Network
In this example sound network for a one-o show, we share some
networking hardware to transport two separate networks; one carries remote
control data for the console; the other transports digital audio:
Video Networks
As computing power increased in the late 1990s, networks started being
used widely as the control and distribution backbones of many video
systems. And then in the 2010s, as a ordable networks became capable of
carrying and routing high-resolution digital video signals, open standards
like SDVoE (Software De ned Video over Ethernet) and SMPTE 2110
were developed.
Example Video Network
is example video system for a permanent show in a museum is actually
made up of two physically-separated networks: one for control and one for
distribution of the high resolution video signals; some devices connect to
both networks via separate physical connections.
Scenery Networks
In scenic automation and rigging systems, networking started being used in
the late 1990s to transmit control data between various controllers,
input/output (IO) systems, and controlled devices; much of this is done via
proprietary approaches from a single manufacturer, and this closed approach
is often used to implement safety-rated connections. In addition, for
simpler applications, protocols adapted from the days of serial, point-to-
point connections like ModBusTCP are used. And as networks became
ubiquitous, approaches to share positional data safely between systems, such
as RTTrPM (Real-Time Tracking Protocol - Motion), became available.
Example Scenery Network
Scenic automation systems typically draw on the world of industrial
controls, which, like the entertainment industry, builds on top of Ethernet
as a backbone. is simple scenic automation system connects a controller, a
remote pendant, a computer for display and editing of cues, and two drive
units:
Networks for Pyro, Costumes, Props, Show Control, You Name It!
Networking presents such a powerful and a ordable infrastructure that it is
the obvious choice to carry just about any kind of digital data. You will nd
it in one form or another behind all kinds of systems throughout live shows.
In addition, networks are ideal for show control applications, which
connect together two or more entertainment control systems (lighting,
sound, video, etc.), allowing the connected systems to synchronize or
interact3.
Keep these systems and applications in mind as we work through all the
underlying details of networks; we will revisit, expand on and explain each
of these example networks outlined above in the nal chapter of this book
(see the example systems on page 83).
NETWORK TYPES
We can break down networks into two basic types: Local Area Network
(LAN) and Wide Area Network (WAN).
Local Area Network (LAN)
A Local Area Network (LAN) covers a “small area,” ranging from two
devices up to a single building or a small group of buildings, and is typically
owned and maintained by one organization. Most show networks are
LANs.
Wide Area Network (WAN)
A Wide Area Network (WAN) covers long distances, a wide area, or a
broad geographic area. Of course, the best known usage of a WAN is to
connect to the Internet. WANs typically use a “common carrier” such as a
phone company for some or all of their connections and, therefore, are
rarely entirely owned and operated by a single organization. WANs are a
separate area of specialty, mostly outside of the scope of this book, and are
rarely used for live entertainment applications except in the largest
applications (e.g., a theme park).
Internet
e Internet is basically a network of networks. To the user, the Internet
appears to be one giant network; but, in fact, the user’s network, through
their Internet service provider (ISP), is simply connected to many other
private and public networks. e Internet Protocol (IP, page 36) is the basis
of this system.
NETWORKING CONCEPTS
Before moving on to some practical concepts, let’s go through some
abstract, but important networking concepts.
Bit Rate/Bandwidth
A digital data link carries a binary4 stream of 1s and 0s. e rate of
transmission is known as the bit rate, which is measured in bits per second
(bit/s, or BPS). Bit rate measurements use the International System of
Units (SI) pre xes, so it’s very common to see something like Mbit/s, a
megabit (1 million) per second, or Gbit/s, a gigabit (1 billion) per second.
Whatever the transmission medium, there is always some limit as to how
much data a single communications connection can handle; this capacity is
known as the channel’s bandwidth. A “high bandwidth” connection can
carry more than a “low bandwidth” link.
Determinism
All networks have some transmission latency (delay), and in the wider
Information Technology (IT) industry, if a web page is a bit slower to load
today than it was yesterday it’s an inconvenience. But in our industry, a
delayed light cue could expose the workings of a magic trick, and ill-timed,
stutter-y audio or video could ruin a live concert. So, the timely delivery of
data as a critical need is one of the things that sets our industry apart from
the larger business networking world, and it drives the way we design and
con gure our networks. Data communications systems that can deliver data
in a predictable amount of time are said to be deterministic. Actually
guaranteeing a delivery time can involve complex systems; in many cases,
“good enough” delivery time is more than adequate for the task, especially
when we are sending relatively small amounts of data over systems with a
very large available bandwidth.
Data Encoding
To allow systems to communicate over a network, we must rst agree on the
way that machines model and represent the physical world, and make sure
that all devices communicating with one another use an agreed-upon
approach. For speci c kinds of data like audio samples, “Light Cue 13 Go,”
or “platform move at 66% speed,” there are speci c standards5. However,
deserving a mention here are three interrelated, open data character
encoding standards prevalent in the world of networking: the American
Standard Code for Information Interchange (ASCII), Unicode, and the
Universal Character Set’s (UCS) widely used UTF-8 variant.
ASCII (pronounced ASS-kee) was standardized in the early 1960s, and is
basically a grown-up version of a communication game you may have played
as a child: substituting numbers for letters of the alphabet in order to send
coded messages. For example, to send the text “Ethernet” in ASCII, the
following decimal and hex6 numbers would be used:
Character E t h e r n e t
Hex 45 74 68 65 72 6E 65 74
ASCII was, and UTF-8 is now, one of the most widely-used standards in
computing and networking, and many other standards reference or use
them. UTF-8 and Unicode are backwards compatible, and in basic control
systems we’re likely to be using pretty simple characters, so most people call
just this standard “ASCII”7.
Error Detec on
No communications link is perfect; there is always some possibility of an
error occurring in the transmission—whether caused by noisy lighting
dimmers or a loose connector. Error detection schemes add some data to
the information traveling over the link, and o er the receiver a mechanism
to determine if the data was corrupted during transmission (or storage). e
Cyclic Redundancy Check (CRC) approach, which is included in
Ethernet, is an extremely e ective error-detection method, with accuracy
approaching 100% in many implementations. Basically, with the CRC
approach, the data to be checked is treated as a block of bits, which is
divided using a specially designed polynomial. e result of the division is
transmitted along with the data for veri cation by the receiver. If the
receiver detects some corruption, it can request for the data to be resent, or
discard it.
PACKETS AND FRAMES
In “old school” analog or point-to-point digital connections, a continuous,
physical data communications pathway exists between two (or a few)
communicating devices, which simply sends voltages representing
information back and forth. Networks, on the other hand, share a common
physical infrastructure to create virtual connections, so the data tra c must
be managed, or packaged, in some way. e most typical approach is to
break the data up into packets or frames with each unit containing a small
chunk of the larger data stream. (Whether a data unit is called a packet or a
frame depends basically on what layer it occupies; more on that shortly on
page 15). e packetized nature of networks adds another level of
complexity, since it’s possible for packets to arrive at the receiving node
delayed, out of order, or corrupted. Higher-level protocols are required to
handle these issues, but the bene ts of exibility and sophisticated cross-
system interoperability far outweigh the drawbacks.
Packet Forwarding
Packets on a network can be delivered in di erent ways, depending on the
application, and the network components can make a decision on a packet-
by-packet basis whether to forward (or not) a packet to a particular
interface. e three basic delivery types we will cover are unicast, multicast,
and broadcast. e di erent approaches can each have a place in a network,
depending on what is needed, and networks can operate in di erent modes
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together the numbers at the top of the columns put into his hand.
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What was his meaning?
171. A teacher, having fifteen young ladies under her care, wished
them to take a walk each day of the week. They were to walk in five
divisions of three ladies each but no two ladies were to be allowed
to walk together twice during the week. How could they be arranged
to suit the above conditions?
173. What number is that, which, added separately to 100 and 164,
shall make them perfect squares?
182. What animal that always has a cold chin is used to keep the
ladies’ chins warm?
183. What two reasons why a young lady going to the altar is certainly
going wrong?
186. When does the tongue assume the functions of the teeth?
189. There is a word of six letters. Take off three letters at either
end, and add another letter, and it will make one of the most useful
members of the body.
192. Why is a tailor finishing your pants like a polite host serving his
guests with water-fowl?
193. What was a month old at Cain’s birth, that is not five weeks old
now?
194. What looks worse on a lady’s foot than a darned stocking?
207. There are two numbers whose product added to the sum of their
squares is 109, and the difference of whose squares is 24.
212. What is that which the dead and living do at the same time?
227. One man said to another, “Give me one of your sheep, and I
shall have twice as many as you.” The other replied, “No, give me
one of yours, and I shall have as many as you.” How many had
each?
228. Where were potatoes first found?
232. I am a word of four letters. Take off my hat, and you have
something which you do every day. Take off my head, and you have
a preposition. Leave off my head and put on my hat, and you have
something used before a door. Entire, and taken backward, with my
two middle letters transposed, I am a very convenient thing. I,
myself, am often eaten.
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into four pieces in such a way as to allow him to weigh any number
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254. Required to divide 45 in four parts, so that the first part with
two added, the second with two subtracted, the third divided by
two, the fourth multiplied by two, shall equal each other.
258. Why were the Scribes and Pharisees like a great conflagration?
260. X U R, X U B,
X, 2 X U R 2 me.
262. Several things are necessary to make this sport safe and pleasant.
First, a strong bar on which to balance your board or plank. Secondly,
a strong, straight-grained board or plank, which will not crack nor twist.
Thirdly, an equal weight at each end, or nearly so. Fourthly, a clear
head, and a steady hand, or foot, to keep up an even motion. With
these all right, you will go up and down as easily and smoothly as men
of business do, or political parties;—but, hallo there, boys, John has
tumbled off, and you will have a smash at the other end, which will
leave John’s partner in doubt whether he is up or down.
267. Henry is four feet high and William is five. The sum of their
heights multiplied by five is equal to their father’s age, plus fifteen.
How old was their father?
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