Tuesday, September 18, 2007

Pre FinaL Exam

Media Development software

Tips & TricKs

3D computer graphics

3D computer graphics are different from 2D computer graphics in that a three-dimensional representation of geometric data is stored in the computer for the purposes of performing calculations and rendering 2D images. Such images may be for later display or for real-time viewing. Despite these differences, 3D computer graphics rely on many of the same algorithms as 2D computer vector graphics in the wire frame model and 2D computer raster graphics in the final rendered display. In computer graphics software, the distinction between 2D and 3D is occasionally blurred; 2D applications may use 3D techniques to achieve effects such as lighting, and primarily 3D may use 2D rendering techniques.
3D computer graphics are often referred to as 3D models. Apart from the rendered graphic, the model is contained within the graphical data file. However, there are differences. A 3D model is the mathematical representation of any three-dimensional object (either inanimate or living). A model is not technically a graphic until it is visually displayed. Due to 3D printing, 3D models are not confined to virtual space. A model can be displayed visually as a two-dimensional image through a process called 3D rendering, or used in non-graphical computer simulations and calculations.

3D computer graphics software refers to programs used to create 3D computer-generated imagery. There are typically many stages in the "pipeline" that studios use to create 3D objects for film and games, and this article only covers some of the software used. Note that most of the 3D packages have a very plugin-oriented architecture, and high-end plugins costing tens or hundreds of thousands of dollars are often used by studios. Larger studios usually create enormous amounts of proprietary software to run alongside these programs.
If you are just getting started out in 3D, one of the major packages is usually sufficient to begin learning. Remember that 3D animation can be very difficult, time-consuming, and unintuitive; a teacher or a book will likely be necessary. Most of the high-end packages have free versions designed for personal learning.



Modeling in LightWave. This interface is fairly typical of 3D packages.

A 3D scene of 8 red glass balls
The process of creating 3D computer graphics can be sequentially divided into three basic phases: 3D modeling which describes the shape of an object, layout and animation which describes the motion and placement of objects within a scene, and 3D rendering which produces an image of an object.
[edit] Modeling
Main article: 3D modeling




A 3D rendering with raytracing and ambient occlusion using Blender and Yafray
The model describes the shape of an object. The two most common sources of 3D models are those originated on the computer by an artist or engineer using some kind of 3D modeling tool, and those scanned into a computer from real-world objects. Models can also be produced procedurally or via physical simulation.
Before an object is rendered, it must be placed (layout/laid out) within a scene. This is what defines the spatial relationships between objects in a scene including location and size. Animation refers to the temporal description of an object, i.e., how it moves and deforms over time. Popular methods include keyframing, inverse kinematics, and motion capture, though many of these techniques are used in conjunction with each-other. As with modeling, physical simulation is another way of specifying motion.

Main article: 3D rendering
Rendering converts a model into an image either by simulating light transport to get photorealistic images, or by applying some kind of style as in non-photorealistic rendering. The two basic operations in realistic rendering are transport (how much light gets from one place to another) and scattering (how surfaces interact with light). This step is usually performed using 3D computer graphics software or a 3D graphics API. The process of altering the scene into a suitable form for rendering also involves 3D projection which allows a three-dimensional image to be viewed in two dimensions.


In raytracing, the number of reflections “rays” can take, as well as various other attributes, can be tailored to achieve a desired visual effect. Modeled and rendered with Ashlar Cobalt.
Before an object is rendered, it must be placed (layout/laid out) within a scene. This is what defines the



Application software classification
There are many subtypes of application software:

Enterprise software addresses the needs of organization processes and data flow, often in a large distributed ecosystem. (Examples include Financial, Customer Relationship Management, and Supply Chain Management). Note that Departmental Software is a sub-type of Enterprise Software with a focus on smaller organizations or groups within a large organization. (Examples include Travel Expense Management, and IT Helpdesk)
Enterprise infrastructure software provides common capabilities needed to create Enterprise Software systems. (Examples include Databases, Email servers, and Network and Security Management)
Information worker software addresses the needs of individuals to create and manage information, often for individual projects within a department, in contrast to enterprise management. Examples include time management, resource management, documentation tools, analytical, and collaborative. Word processors, spreadsheets, email and blog clients, personal information system, and individual media editors may aid in multiple information worker tasks.
Media and entertainment software addresses the needs of individuals and groups to consume digital entertainment and published digital content. (Examples include Media Players, Web Browsers, Help browsers, and Games)
Educational software is related to Media and Entertainment Software, but has distinct requirements for delivering evaluations (tests) and tracking progress through material. It is also related to collaboration software in that many Educational Software systems include collaborative capabilities.
Media development software addresses the needs of individuals who generate print and electronic media for others to consume, most often in a commercial or educational setting. This includes Graphic Art software, Desktop Publishing software, Multimedia Development software, HTML editors, Digital Animation editors, Digital Audio and Video composition, and many others.
Product engineering software is used in developing hardware and software products. This includes computer aided design (CAD), computer aided engineering (CAE), computer language editing and compiling tools, Integrated Development Environments, and Application Programmer Interfaces.

Specialized Usages
Most art software includes common functions, creation tools, editing tools, filters, and automated rendering modes. However, most are designed to enhance a specialized skill.


[edit] Graphic design software
Graphic design professionals favor general image editing software and page layout software commonly referred to as desktop publishing software.


Multimedia development software
Multimedia development professionals favor software with audio, motion and interactivity such as software for creating and editing hypermedia, electronic presentations (more specifically slide presentations), computer simulations and games.


Image development software
Image development professionals may use general graphic editors or may prefer more specialized software. Although images can be created from scratch with most art software, specialized software applications or advanced features of generalized applications are used for more accurate visual effects. These visual effects include:


[edit] Traditional Medium Effects
Main article: Non-photorealistic rendering
Vector editors are ideal for solid crisp lines seen in line art, poster, woodcut ink effects and mosaic effects.


Some generalized image editors, such as Photoshop are used for digital painting (representing real brush and canvas textures such as watercolor or burlap canvas) or handicraft textures such as mosaic or stained glass. However, unlike Photoshop, which was originally designed for photo editing, software such as Corel Painter and Photo-Paint were originally designed for rendering with digital painting effects and continue to evolve with more emphasis on hand-rendering styles that don't appear computer generated.


Photorealistic Effects

Unlike traditional medium effects, photorealistic effects create the illusion of a photographed image. Specialized software may contain 3-D modeling and ray tracing features to make images appear photographed. Some 3-D software is for general 3-D object modeling, whereas other 3-D software is more specialized, such as Poser for characters or Bryce for scenery. Software such as Photoshop may be used to create 3-D effects from 2-D (flat) images instead of 3-D models. AddDepth is a discontinued software for extruding 2-D shapes into 3-D images with the option of beveled effects. MetaCreations Detailer and Painter 3D are discontinued software applications specifically for painting texture maps on 3-D Models.


Hyperrealistic Effects

Specialized software may be used to combine traditional medium effects and photorealistic effects. 3-D modeling software may be exclusively for, include features for, or include the option of 3rd party plugins for rendering 3-D models with 2-D effects (e.g. cartoons, illustrations) for hyperrealistic effects. Other 2-D image editing software may be used to trace photographs or rotoscope animations from film. This allows artists to rapidly apply unique styles to what would be purely photorealistic images from computer generated imagery from 3-D models or photographs. Some styles of hyperealism may require motion visual effects (e.g. geometrically accurate rotation, accurate kinetics, simulated organic growth, life-like motion constraints) to notice the realism of the imagery. Software may be used to bridge the gap between the imagination and the law of physi

Specialized Graphic Format Handling

This may include software for handling specialized graphic file formats such as Fontographer software, which is dedicated to creating and editing computer fonts. Some general image editing software has unique image file handling features as well. Vector graphic editors handle vector graphic files and are able to load PostScript files natively. Some tools enable professional photographers to use nondestructive image processing for editing digital photography without permanently changing or duplicating the original, using the RAW image format. Other special handling software includes software for capturing images such as 2-D scanning software, 3-D scanning software and screen-capturing, or software for specialized graphic format processing such as raster image processing and file format conversion.

Specialized Usages
Most art software includes common functions, creation tools, editing tools, filters, and automated rendering modes. However, most are designed to enhance a specialized skill.

Graphic design software
Graphic design professionals favor general image editing software and page layout software commonly referred to as desktop publishing software.


Multimedia development software
Multimedia development professionals favor software with audio, motion and interactivity such as software for creating and editing hypermedia, electronic presentations (more specifically slide presentations), computer simulations and games.

Image development software
Image development professionals may use general graphic editors or may prefer more specialized software. Although images can be created from scratch with most art software, specialized software applications or advanced features of generalized applications are used for more accurate visual effects. These visual effects include:

Traditional Medium Effects
Main article: Non-photorealistic rendering
Vector editors are ideal for solid crisp lines seen in line art, poster, woodcut ink effects and mosaic effects.


Some generalized image editors, such as Photoshop are used for digital painting (representing real brush and canvas textures such as watercolor or burlap canvas) or handicraft textures such as mosaic or stained glass. However, unlike Photoshop, which was originally designed for photo editing, software such as Corel Painter and Photo-Paint were originally designed for rendering with digital painting effects and continue to evolve with more emphasis on hand-rendering styles that don't appear computer generated.


Photorealistic Effects

Unlike traditional medium effects, photorealistic effects create the illusion of a photographed image. Specialized software may contain 3-D modeling and ray tracing features to make images appear photographed. Some 3-D software is for general 3-D object modeling, whereas other 3-D software is more specialized, such as Poser for characters or Bryce for scenery. Software such as Photoshop may be used to create 3-D effects from 2-D (flat) images instead of 3-D models. AddDepth is a discontinued software for extruding 2-D shapes into 3-D images with the option of beveled effects. MetaCreations Detailer and Painter 3D are discontinued software applications specifically for painting texture maps on 3-D Models.


Hyperrealistic Effects

Specialized software may be used to combine traditional medium effects and photorealistic effects. 3-D modeling software may be exclusively for, include features for, or include the option of 3rd party plugins for rendering 3-D models with 2-D effects (e.g. cartoons, illustrations) for hyperrealistic effects. Other 2-D image editing software may be used to trace photographs or rotoscope animations from film. This allows artists to rapidly apply unique styles to what would be purely photorealistic images from computer generated imagery from 3-D models or photographs. Some styles of hyperealism may require motion visual effects (e.g. geometrically accurate rotation, accurate kinetics, simulated organic growth, life-like motion constraints) to notice the realism of the imagery. Software may be used to bridge the gap between the imagination and the law of physics.


Specialized Graphic Format Handling

This may include software for handling specialized graphic file formats such as Fontographer software, which is dedicated to creating and editing computer fonts. Some general image editing software has unique image file handling features as well. Vector graphic editors handle vector graphic files and are able to load PostScript files natively. Some tools enable professional photographers to use nondestructive image processing for editing digital photography without permanently changing or duplicating the original, using the RAW image format. Other special handling software includes software for capturing images such as 2-D scanning software, 3-D scanning software and screen-capturing, or software for specialized graphic format processing such as raster image processing and file format conversion.

Tuesday, August 28, 2007


A CPU cache is a cache used by the central processing unit of a computer to reduce the average time to access memory. The cache is a smaller, faster memory which stores copies of the data from the most frequently used main memory locations. As long as most memory accesses are to cached memory locations, the average latency of memory accesses will be closer to the cache latency than to the latency of main memory.
The diagram to the right shows two memories. Each location in each memory has a datum (a cache line), which in different designs ranges in size from 8 to 512 bytes. The size of the cache line is usually larger than the size of the usual access requested by a CPU instruction, which ranges from 1 to 16 bytes. Each location in each memory also has an index, which is a unique number used to refer to that location. The index for a location in main memory is called an address. Each location in the cache has a tag, which contains the index of the datum in main memory which has been cached. In a CPU's data cache, these entries are called cache lines or cache blocks.
When the processor wishes to read or write a location in main memory, it first checks whether that memory location is in the cache. This is accomplished by comparing the address of the memory location to all tags in the cache that might contain that address. If the processor finds that the memory location is in the cache, we say that a cache hit has occurred, otherwise we speak of a cache miss. In the case of a cache hit, the processor immediately reads or writes the data in the cache line. The proportion of accesses that result in a cache hit is known as the hit rate, and is a measure of the effectiveness of the cache.
In the case of a cache miss, most caches allocate a new entry, which comprises the tag just missed and a copy of the data from memory. The reference can then be applied to the new entry just as in the case of a hit. Misses are comparatively slow because they require the data to be transferred from main memory. This transfer incurs a delay since main memory is much slower than cache memory, and also incurs the overhead for recording the new data in the cache before it is delivered to the processor.




Processor with instructions that operate on different data types stored in the same single logical register file

A processor with instructions to operate on different data types stored in a single logical register file. According to one aspect of the invention, a first set of instructions of a first instruction type operates on the contents of what at least logically appears to software as a single logical register file. The first set of instructions appears to access the single logical register file as a flat register file. In addition, a first instruction of a second instruction type operates on the logical register file. However, the first instruction appears to access the logical register file as a stack referenced register file. Furthermore, sometime between starting the execution of the first set of instructions and completing the execution of the first instruction, all tags in a set of tags indicating whether corresponding registers in the single logical register file are empty or non-empty are caused to indicate non-empty states.

Integrated data processing system having CPU core and parallel independently operating DSP module utilizing successive approximation analog to digital and PWM for parallel disconnect

An integrated data processing system includes a shared internal bus for transferring both instructions and data. A shared bus interface unit is connected to the shared internal bus and connectable via a shared external bus to a shared external memory array such that instructions and data held in the shared external memory array are transferrable to the shared internal bus via the shared bus interface unit. A general purpose (GP) central processing unit (CPU) is connected to the shared internal bus for retrieving GP instructions. The GP CPU includes an execution unit for executing GP instructions to process data retrieved by the GP CPU from the shared internal bus. A digital signal processor (DSP) module connected to the shared internal bus, the DSP module includes a signal processor for processing an externally-provided digital signal received by the DSP module by executing DSP command-list instructions. Execution of DSP command-list code instructions by the DSP module is independent of and in parallel with execution of GP instructions by the GP CPU. A shared internal memory that holds command-list code instructions and is connected for access by the DSP module for retrieval of command-list code instructions for execution by the DSP module and for access by the GP CPU for storage and retrieval of instructions and data.

Tuesday, August 7, 2007

Network topology

is the study of the arrangement or mapping of the elements (links, nodes, etc.) of a network, especially the physical (real) and logical (virtual) interconnections between nodes A local area network (LAN) is one example of a network that exhibits both a physical and a logical topology. Any given node in the LAN will have one or more links to one or more other nodes in the network and the mapping of these links and nodes onto a graph results in a geometrical shape that determines the physical topology of the network. Likewise, the mapping of the flow of data between the nodes in the network determines the logical topology of the network. It is important to note that the physical and logical topologies might be identical in any particular network but they also may be different. Any particular network topology is determined only by the graphical mapping of the configuration of physical and/or logical connections between nodes - Network Topology is, therefore, technically a part of graph theory. Distances between nodes, physical interconnections, transmission rates, and/or signal types may differ in two networks and yet their topologies may be identical.




UTP

Cabling This type of cable is very cheap to purchase and is flexible and easy to install. It is also used by other networking systems than Ethernet and may for instance be used to provide telephone lines to offices. The common of UTP cabling for many purpose eases installation and management of the cabling. Some types of twisted pair cables can be used for communications up to 10 Gbps.

Maximum Distance

Maximum cable lengh for ethernet depends on what kind of ethernet you are talking about! Here are some details on the most popular kinds of ethernet. (UTP = unshieldedt wisted fair)

Gigabit Ethernet (over copper), 1000baseT Speed: 1000 Mbps Max Len: 100 Meters Cable: UTP, RJ-45 connectors Fast Ethernet, 100baseT Speed: 100 Mbps Max Len: 100 Meters Cable: UTP, RJ-45 connectors Twisted Pair Ethernet, 10baseT Speed: 10 Mbps Max Len: 100 Meters Cable: UTP, RJ-45 connectors Thin Ethernet , 10 base 2 Speed: 10 Mbps Max Len: 185 Meters Cable: RG-58 type coax, 50 ohm impedance Thick Ethernet, 10 base 5 Speed: 10 Mbps Max Len: 500 Meters Cable: RG-58 type coax, 50 ohm impedance
<>> Cost-Effective, Carrier-Grade STPs >> Exceptional Flexibility - TDM, ATM and IP-Based SS7 Links >> Support Latest SIGTRAN Protocols >> Robust High Availability Platforms >> Network-Proven Solutions Traditionally, the costs associated with ownership and maintenance of a pair of STP nodes has been prohibitively expensive for all but the larger wireline and wireless service providers. Performance Technologies’ family of cost-effective, carrier-class SEGway™ STPs paves the way for service providers to finally take charge of their SS7 network and gain a competitive advantage as they look to grow their network and roll out new value-add services. SEGway STPs support any-to-any connectivity, (SS7, IP-SIGTRAN, ATM) for maximum flexibility. This flexibility protects a service provider’s investment by connecting existing and future nodes and applications to meet evolving telecommunication infrastructure requirements. SEGway systems are well-suited for deployment in both existing TDM and IP-based networks. Today’s networks are expanding exponentially to address the increase in traffic due to mobile services, network convergence, and new applications and SEGway solutions are built to scale to meet these needs. Our flexible approach to feature activation and capacity expansion ensures that SEGway products can easily adapt to the demands of the market without costly deployment of additional platforms.

Maximum Speed of STP

12 Mbps 1.5 Mbps Cable STP UTP Max. Cable length 5 meter 3 meter Connector A-Series or B-Series Max. amount of HUBs 5 Max. amount of units 127

Firewire

As shown in the diagram at the left, the standard Firewire cable actually consists of six wires. Data is sent via two separately-shielded twisted pair transmission lines. The two twisted pairs are crossed in each cable assembly to create a transmit-receive connection. Two more wires carry power (8 to 40 v, 1.5 a max.) to remote devices. Currently, these power lines are rarely used. The wires terminate in gameboy-style plugs, also shown at the left. Sony uses a 4 conductor cable for the connection to the DV camcorders and DVCRs. They are like the above mentioned setup, but without the power wires. They terminate in smaller, 4prong connectors. To connect a Sony DV camcorder or DVCR with a standard IEE1394 Firewire device or interface card, you need an adapter cable, 4prong on one side, 6 on the other. It simply connects the data lines while omitting the power connection. According to the standard, the IEEE 1394 "wire" is good for 400 Megabits per second over 4.5 meters. The standard cable uses 28 AWG signal pairs with 40 twist/meter. The power pair in the standard cable is 22 AWG. Longer cable runs can be achieved by using thicker cable or by lowering the bit rate. DV users, keep in mind that the signaling rate of the Sony DV camcorders is only 100 Megabit per second. Can it use longer cables? The answer is: Yes. Although way outside of the spec, several people have reported successful 100 Mbit/sec transmissions over more than 20 meters using standard cable. There are also reports of thicker cables being used to span lengths of 30 meters or more at 100 Megabit per second. If you are the adventurous type, you can try using unshielded twisted pair (UTP). Don't notify the FCC before doing this, and if your neighbors complain about strange stuff on their TV sets, stop the experiment. We even have received reports about someone who was running 100 Mb/s 1394 over 50 meters of Cat-5 UTP! According to lore, he ran isochronous video for several days without a single frame dropped due to errors.

FireWire Advantages

FireWire provides many advantages over other peripheral interconnection technologies. The cables are as simple to connect as a telephone cord--there is no need for screws or latches. And, unlike SCSI technology, FireWire is autoconfiguring--so it eliminates SCSI device ID conflicts and the need for terminators. FireWire is also a hot plug-and-play technology, which means that a device can be disconnected and then reconnected without the need to restart the computer. FireWire is fast--it can transfer digital data at 200 megabits per second, with a planned increase to 400 megabits per second and beyond. And, the FireWire technology supports expansion--up to 63 devices can be attached on the same FireWire bus. Finally, FireWire includes support for isochronous data transfer, which provides guaranteed bandwidth for real-time video and audio streams. Real-time data transfer for multimedia applications 100, 200, & 400Mbits/s data rates today; 800 Mbits/s and multi-Gbits/s upgrade path Live connection/disconnection without data loss or interruption Automatic configuration supporting "plug and play" Free form network tool allowing mixing branches and daisy-chains No separate line terminators required Guaranteed bandwidth assignments for real-time applications Common connectors for different devices and applications One of the most important uses of FireWire as the digital interface for consumer electronics and AV peripherals. FireWire is a peer-to-peer interface. This allows dubbing from one camcorder to another without a computer. It also allows multiple computers to share a given peripheral without any special support in the peripheral or the computers.

Optical Cable

Corporation is a leading manufacturer of fiber optic cables primarily sold into the enterprise market, and the premier manufacturer of military land tactical fiber optic cable for the U.S. military. Founded in 1983, Optical Cable Corporation pioneered the design and production of fiber optic cables for the most demanding military field applications, as well as fiber optic cables suitable for both indoor and outdoor use. The Company's current broad product offering is built on the evolution of these fundamental technologies, and is designed to provide end-users with fiber optic cables that are easy and economical to install, provide a high degree of reliability and offer outstanding performance characteristics. Optical Cable Corporation sells its products worldwide for uses ranging from commercial and campus installations to customized products for specialty applications and harsh environments, including military applications. The Company manufactures its high quality fiber optic cables at its ISO 9001:2000 registered facility located in Roanoke, Virginia.


Costs

Optical Cable BX04080DWLSA900O BX04-080D-WLSA-900-OFNR-04LC Item# BX04080DWLSA900O Regular Price: $420.95 Sale Cost: $396.

ROANOKE, Va., June 12 /PRNewswire-FirstCall/ -- Optical Cable Corporation (Nasdaq: OCCF) today announced financial results for its fiscal second quarter and the six months ended April 30, 2007. Second Quarter 2007 Financial Results Optical Cable reported net income of $65,000, or $0.01 per basic and diluted share for its second quarter ended April 30, 2007, as compared to a net loss of $309,000, or $0.05 per basic and diluted share for the same period last year. Net sales for the second quarter of fiscal 2007 decreased 0.9% to $11.1 million, compared to net sales of $11.2 million for the comparable period last year. However, net sales for the second quarter of fiscal 2007 sequentially increased 20.0% compared to net sales of $9.3 million during the first quarter of fiscal 2007. Optical Cable's gross profit margin improved during the second quarter of fiscal 2007 compared to the same period last year. Gross profit margin for the second quarter of fiscal 2007 increased to 34.1%, compared to 30.3% for the second quarter of fiscal 2006. Also during the second quarter of fiscal year 2007, Optical Cable's manufacturing lead times decreased and its manufacturing efficiencies increased compared to the second quarter of 2006. These improvements are in part the result of Optical Cable's successful implementation of the major portions of its new enterprise resource planning ("ERP") system by the end of the second quarter of fiscal 2007. Selling, general and administrative expenses ("SG&A expenses") for the second quarter of fiscal 2007 decreased 5.0% to $3.7 million compared to $3.9 million for the same period last year. Contributing to the net decrease in SG&A expenses for the second quarter were decreases in employee compensation costs.

Color Coding UTP

Use quality grade UTP Category 5/5e/6 networking cable, don't skimp on this. Shielded cable works also, but isn't necessary. Bulk cable comes in many types, there are 2 basic categories, solid and braided cable. Braided cable tends to work better in "patch" applications for desktop use. It is more flexible and resiliant than solid cable and easier to work with, but really meant for shorter lengths. Solid cable is meant for longer runs in a fixed position. Plenum rated cable should/must be used whenever the cable travels through an air circulation space. For example, above a false celing or below a raised floor. There are 8 color coded wires. These wires are twisted into 4 pairs of wires, each pair has a common color theme. One wire in the pair being a solid or primarily solid colored wire and the other being a primarily white wire with a colored stripe (Sometimes cheap cable doesnt have any color on the striped cable, the only way to tell is to check which other wire it is twisted around). Examples of the naming schemes used are: Orange (alternatively Orange/White) for the solid colored wire and White/Orange for the striped cable. The twists are extremely important. They are there to counteract noise and interference. It is important to wire according to a standard to get proper performance from the cable. The hardware expects the cable to have certain properties, a cable that does not fall within tolerance will cause errors and or failures. Besides, this maintains all your cables to the standards and makes it easy to find errors and cross-over cables. The standard for generic LAN telecommunications cabling is known as the TIA/EIA-568-A standard. It is chartered to include criteria for planning, installation, and performance metrics that will support a multivendor environment defining next-generation cabling such as Category 5E and Category 6, provide performance specifications for hybrid and bundled cables such as SpeedPull, and further define fiber usage including connectors, distances and 50 micron wavelengths. This standard also specifies two wiring standards for a 8-position modular connector (RJ45) that is used in UTP ethernet networks. The two wiring standards, T568A and T568B


Standard, Straight-Through Wiring (both ends are the same):568A RJ45 Pin # Wire Color Wire Diagram Signal* 1 White/Green Transmit+ 2 Green Transmit- 3 White/Orange

Receive+Cross-Over Cable: RJ45 Pin # (END 1) Wire Color Diagram End #1 1 White/Orange 2 Orange 3 White/Green 4 Blue 5 White/Blue 6 Green 7 White/Brown 8 Brown RJ45 Pin # (END 2) Wire Color Diagram End #2 1 White/Green 2 Green 3 White/Orange 4 Blue 5 White/Blue 6 Orange 7 White/Brown 8 Brown 4 Blue

Unused 5 White/Blue Unused 6 Orange Receive- 7 White/Brown Unused 8 Brown Unused

Procedure/steps of p'cs

Uninstall Existing Audio Software It's essential to wipe out every trace of your PC's existing sound software first. Go to Start, Settings, Control Panel, and choose Add/Remove Programs. Highlight the entry for the existing sound card software (if any) and click Add/Remove. Most sound card software will uninstall all files, drivers, and applications that relate to the sound card, but you might need to uninstall several different software components from the Add/Remove Programs list. If you can't find anything that relates to the sound card in the Add/Remove Programs list, check for uninstall options in the sound card software. 2. Change the Sound Card If your PC has its sound support built into the motherboard, you'll need to disable that sound support before you can install your new card. This is usually done through your PC's setup program or by setting a jumper on the motherboard. (Procedures vary; see your manual.) Power down your PC, unplug it from the wall, and remove the cover. Don an antistatic wrist strap and clip it to a grounded metal surface. Make sure you disconnect all cables connected to the sound card, both internal and external. (Keep track of which cable goes where.) Remove the screw holding the sound card, and remove the card. Locate a free PCI slot, carefully insert the new sound card, and fasten it down with a screw. 3. Hook Up the Equipment Now's the time to hook up the internal and external cables and peripherals to your new card. Shown here are typical connections for the Sound Blaster Live Platinum 5.1 card we installed. Other cards vary. Of course, your connections may be simple, such as just a speaker and microphone. Internal audio inputs are interchangeable; the TAD input, for example, can take sound from your TV tuner card.

Wi Fi

Short for wireless fidelity and is meant to be used generically when referring of any type of 802.11 network, whether 802.11b, 802.11a, dual-band, etc. The term is promulgated by the Wi-Fi Alliance. Any products tested and approved as "Wi-Fi Certified" (a registered trademark) by the Wi-Fi Alliance are certified as interoperable with each other, even if they are from different manufacturers. A user with a "Wi-Fi Certified" product can use any brand of access point with any other brand of client hardware that also is certified. Typically, however, any Wi-Fi product using the same radio frequency (for example, 2.4GHz for 802.11b or 11g, 5GHz for 802.11a) will work with any other, even if not "Wi-Fi Certified." Formerly, the term "Wi-Fi" was used only in place of the 2.4GHz 802.11b standard, in the same way that "Ethernet" is used in place of IEEE 802.3. The Alliance expanded the generic use of the term in an attempt to stop confusion about wireless LAN interoperability. Also see the Wireless LAN Standards chart in the Quick Reference section of Webopedia.

Wi-Fi was originally a brand licensed by the Wi-Fi Alliance to describe the embedded technology of wireless local area networks (WLAN) based on the IEEE 802.11 standard. As of 2007, common use of the term Wi-Fi has broadened to describe the generic wireless interface of mobile computing devices, such as laptops in LANs. The term Wi-Fi was chosen as a play on the term "Hi-Fi", and is often thought to be an abbreviation for wireless fidelity, though the Wi-Fi Alliance no longer recognizes such. Wi-Fi and the Wi-Fi CERTIFIED logo are registered trademarks of the Wi-Fi Alliance, the trade organization that tests and certifies equipment compliance with the 802.11 standards. Common uses for Wi-Fi include Internet and phone access, gaming, and network connectivity for consumer electronics such as televisions, DVD players, and digital cameras. In spite of media reports about possible health risks from Wi-Fi, scientific studies have failed to show a causal effect.

Friday, July 20, 2007

Difference Between LAN and WAN


LAN

Up to now we've been talking about Ethernet and I've made reference to the fact that Ethernet is a LAN.

A LAN is a Local Area Network. Local is generally referred to a network contained within a building or an office or a campus.

Examples:

  1. You might have a LAN for example on a University campus or between office blocks in an office park.

  2. A big corporate perhaps like Anglo American, would generally have a LAN that might span several buildings.

To set up a LAN -relatively speaking- is cheap. If you want to put an extra couple of network points or an extra couple of devices on the network, it 's not very expensive to do that.




WAN

Using a similar example, a Wide Area Network is a network that connects campuses.

What I'm going to do is write down some short descriptions of what a WAN is:

1. A WAN is generally slow. If we compare that to a LAN, we said that Ethernet could run up to 1000 Mbs, currently, certainly in South Africa, the fastest WAN is 155 Mbs, so you can see in a LAN we can talk up to 1000 Mbs whereas in a WAN, at the moment, currently, today in South Africa, we can only take, literally a 10th of the speed.

2. WAN's are expensive. If we look at the path of telecommunications, we need to connect two offices, one in Pretoria and one in Johannesburg together - it 's an expensive operation even for a slow line.

One of the differences between a WAN (Wide Area Network) and a LAN (Local Area Network) is the set-up cost. WAN generally are to connect remote offices and when we talk about remote offices we generally refer to the remote offices as those that are outside the campus. For example, if we have an office in Pretoria and we have an office in Cape Town, these are remote offices. There is no chance that we can connect the LAN between Cape Town and Pretoria. In a LAN we connect local offices whereas in a WAN we can connect remote offices.









Example establishment of LAN and WAN



WAN Technologies CCNA 4 Companion Guide is the official supplemental textbook for the CCNA 4 course of the Cisco Networking Academy Program. Completely revised from the previous edition with new examples and explanations, this textbook includes original material developed by the author, yet it fully aligns with the CCNA 4 curriculum. Written by an experienced author who present material in a comprehensive manner--using his own voice and own examples--this new edition augments student understanding of course material. The new edition incorporates improved features to aid instructors and enhance student comprehension. For example, chapters align with course modules in both name and number, and chapter objectives are stated as questions to encourage students to think about and find answers as they read chapters. End-of-chapter questions and summaries align with chapter objectives to emphasize key topics, while key terms are listed in each chapter opener in the order of occurrence to alert students to upcoming vocabulary words. In addition, new features include "How To" quick references for step-by-step tasks; real-world examples and all-new illustrations; concise explanations with a focus on word usage and sentence structure for improved readability; and correlations to the CCNA exam in Chapter Objectives, Check Your Understanding questions, and new Challenge Activities.




Tuesday, July 17, 2007

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Computer networking is a process of sharing data and shared resources between two or more connected computers. The shared resources can include printer, Fax modem, Hard disk, CD - DVD Rom, Database and the data files. A computer network can be divided into a small or local area network, a networking between computers in a building of a office (LAN), medium sized network (MAN), a network between two offices in a city and Wide network (WAN) a network between the computers, one is locally and the other can be thousands of miles away in any other country of the world.
WAN connectivity is achieved by a network device known as “Router”. The internet is the world’s largest WAN network, where millions of computers from all over the globe and connected with each other.
Networking is the practice of linking two or more computers or devices with each other. The connectivity can be wired or wireless. A computer network can be categorized in different ways, depends on the geographical area as mentioned above.
There are two main types of the computer network client-server and peer to peer. In the client server computing, a computer plays a major role known as server, where the files, data in the form of web pages, docs or spread sheet files, video, database & resources are placed.
All the other computers in the client/server network are called clients and they get the data from the server. In the peer to peer network all the computers play the same role and no computer act as a centralized server. In the major businesses around the world client-server network model is in major use.
A network topology defines the structure, design or layout of a network. There are different topologies like bus, ring, star, mesh, hybrid etc. The star topology is most commonly used network topology. In the star topology, all the computers in the network are connected with a centralized device such as hub or switch. Thus forms a star like structure. If the hubs/switch fails to work for any reason then all the connectivity and communication between the computers of a network will be halted.
In the network, a common communication language is used by the computers and the network devices and this language is known as protocols. The most commonly used and popular protocols on the internet and in the home and other networks is called TCP/IP. TCP/IP is not a singleprotocol but it is a suite of several protocols.
A network can be a wired or wireless and TCP/IP protocol can work both in types of network.
A data flow in a computer network can be divided into seven logical layers called OSI layersmodel that was developed by Intel and Xerox Corporation and was standardized by ISO.
1. Application layer 2. Presentation layer 3. Session layer 4. Transport layer 5. Network layer 6. Data Link layer
2. a. Media access control sub-layer
b. Logical link control sub-layer 7. Physical layer.
A network can be divided into different scales and ranges and it depends on the requirement of the network and the geographical location. Computer Network can be divided into Local Area Network, Personal Area Network, Campus Area Network, Wireless Local Area Network,Metropolitan Area Network and Wide Area Network.
There are several network connection methods like HomePNA, Power line communication, Ethernet and Wifi connection method.A network can also be categorized into several different types based on the services it provides like Server farms, Storage area networks, Value control networks, Value-Added networks,SOHO network, Wireless network and Jungle networks.
B. Bashir manages this website
Networking Tutorials and regularly writes articles on various topics such as Computer Networking Network Troubleshooting Tips Wireless Networking, Computer Hardware, Certifications, How Tos, Network Security Guide and computer tips.