If a switch doesn't have a destination in its table it floods to all (but the sending) ports. Why doesn't it always do this if it can, since it would be faster than doing a look up in a table? I guess it has to do with collision: when 2 nodes transmit on the same medium simultaneously. But collisions can always happen anyways, and can be fixed using CSMA. I guess CSMA is slow and wants to be avoided?
It would be nice if we had tags for hubs and flooding.
Best Answer
cpt_fink and Shane already gave good answers, but I will add $0.02...
Let's assume you flood every frame that comes into a switch, you're essentially turning what we know as switches into a hub. That causes problems with:
FYI: YLearn provided some practical examples of how flooding causes problems in wired networks.
A final thought:
If switches always flooded instead of learning mac-addresses, switched topologies would no longer be viable in modern networks. Engineers would resort to routing as quickly as possible because the three issues listed above are deal-killers for many wired network designs.
Interestingly enough, wireless 802.11 only implements privacy and security from the list above; otherwise wifi has the aforementioned problems with "flooding" non-broadcast traffic to all hosts (technically it isn't flooding, but the result is the same). 802.11's privacy and security measures make wifi at least a viable option.
EDIT:
I am afraid you have misunderstood why people choose switches over hubs. People choose switches instead of hubs, because all three disadvantages listed above are a problem for wired networks.
802.11 wifi has two of the three problems that hubs have; however, the privacy and security measures built into wifi make it a feasible choice in some situations.
Apologies for confusing you with the term "line-rate". Line-rate means you're sending traffic as fast as the wired NIC can. On gigabit ethernet links, line-rate depends on the packet size you send, but line-rate cannot exceed the transmit speed of a GE NIC, which is 1,000,000,000 bits per second.