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4. Release the mouse button and boing!, a drop shadow appears. This is a default
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of the frequency spectrum indicating the approximate wavelengths for red and violet light, which represent the boundaries of visible light. Note that red light has a wavelength of 680 nm while violet light has a wavelength of 410 nm. Because every electromagnetic wave has a unique frequency and wavelength associated with it, we can draw the wave corresponding to each color of light. For example, Figure 2.5 illustrates the electromagnetic wave corresponding to the color red. Note that its frequency is 428.570 GHz, or 428,570 billion cycles per second. Thus, when you view red light, your eye receives over 400 trillion waves per second. Also note that the wavelength of red light is 700 nm long, which is 7 ten-millionths of a meter. When we discuss the operation of lasers later in this book, we ll see that the wavelength employed varies with the application as well as the properties of optical fiber. For local area networks (LANs), lasers typically operate at wavelengths of 850 and 1300 nm. For cable TV and telephone communications, lasers typically have source wavelengths of 1310 and 1550 nm. One of the key properties of optical fiber that governs the use of lasers at certain frequencies is the relationship between attenuation and wavelength when light flows through a fiber-optic system. Figure 2.6 provides a general illustration of that relationship. Note that one of the major operational requirements of an optical fiber transmission system is to provide the lowest possible level of attenuation when light is being transmitted. If you examine Figure 2.6, you will note three windows where attenuation at certain wavelengths are generally lower than at other wavelengths. By using lasers or LEDs tuned to wavelengths within these windows, it becomes possible to transmit for longer distances before requiring the use of amplifiers. This, in turn, reduces the cost of
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FIGURE 9.8. Example of surface failure by pitting and spalling (gear teeth). (Source: Graham, J.D., Pitting of Gear Teeth, Handbook of Mechanical Wear, C. Lipson, Ed., U. Mich. Press, pp. 138 43, 1961, with permission.)
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The NAUN is the closest station on the ring to the reporting station. The NAUN will change as stations insert and remove themselves from the ring. Most Token-Ring MAU ports are numbered in sequence. If there are stations active on port 6 and port 8 only, then the station in port 8 will have its NAUN as the station in port 6. Should a station in port 7 become active, then it would become the new NAUN for the station in port 8. NAUNs are discovered by each Ring Station during the Neighbor Notification process. Each Token-Ring network elects one of its attached stations to serve as the Active Monitor through a process called claiming. The station with the highest numerical Token-Ring address present on the ring at the time of claiming is chosen to be the Active Monitor. The purpose of the Active Monitor is to ensure orderly and efficient data interchange on the ring by ensuring regular circulation of the token, controlling transmission priority, maintaining appropriate ring delay, and several other functions. Token-Ring networks often make use of a bridging method called source routing. Source routing, more correctly termed source route bridging, makes extensive use of broadcast messages in order to establish routes between nodes across multiplering networks. This broadcast traffic can become excessive in large networks, and can have negative impact on network performance. Token-Ring networks carrying SNA data traffic also can be very susceptible to time delays. Sessions often can be dropped if the frame transmission latency exceeds the timeout value, which can occur regularly on congested networks or on networks that are interconnected by WAN links over long distances. Data link switching (DLSw) and other methods are often used to counter this potential performance problem. Key performance parameters for Token-Ring networks include utilization percentage, frame rate, average frame size, and hard and soft error rates. These performance parameters are summarized in Table 14.3; the major types of hard and soft errors are described in the following subsections.
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Mainframes Minicomputers Print, file servers PCs, workstations Transceivers NICs Hubs, stackable and modular (concentrators) Bridges, routers Switches
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Description Specify a traffic level, in terms of percent utilization, to be maintained under all circumstances. The traffic generator will add a variable load to the existing network traffic to maintain the specified value. Specify a traffic level, in terms of percent utilization or frames per second, to be transmitted on the network. This load will be transmitted regardless of the existing traffic level on the network. Specify a traffic profile, in terms of a statistical distribution, to be transmitted on the network. Specify the maximum amount of time, typically in microseconds, to be allowed before the traffic generator transmits the next frame. Specify the minimum amount of time, typically in microseconds, to be allowed before the traffic generator transmits the next frame. Specify the precise amount of time, typically in microseconds, before the traffic generator transmits the next frame. Transmit one specific frame. Transmit a specified sequence of frames. Transmit the contents (whole or a specified section) of the capture buffer. Transmit a file of data that was previously captured from the network under test. Specify the rate at which to inject errors into the payload being transmitted (typically specified in errors per second). Specify the type of protocol errors to be injected. Specify the type of transmission errors to be injected. Transmit the specified payload once. Transmit the specified payload the number of times specified by the user. Transmit the specified payload continuously until the traffic generator is stopped by the user.
John Buchanon, Electronic Arts Rob Catto, Full Sail Real World Education Dustin Clingman, Full Sail Real World Education Christopher Erhart, DigiPen Institute of Technology Nick Fortugno, gameLab Ian Horswill, Northwestern University Jesper Juul, IT University of Copenhagen Frank Lantz, gameLab Andrew Leker, Mind Control Software Ray Muzyka, BioWare Corp. Kirk Owen, Octagon Entertainment Ken Perlin, NYU Simon Redmon, Liverpool John Moores University Dave Rorhl, EA.com Matthew Southern, Liverpool John Moores University Michael Sweet, Audiobrain Mark Voelpel, CUNY
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In the previous sections, you learned how to make adjustments to your digital images. However, sometimes you only need to adjust part of an image, for example, applying the Brightness/Contrast command to just the person in the image and not the background. You can apply an adjustment, or for that matter a filter (which will be covered in 8), to a portion of an image after you make a selection. You have several tools available for selecting portions of an image, which will be discussed in the upcoming sections.
To see the power of interfaces in action, we will look at a practical example. In earlier chapters, you developed a class called Queue that implemented a simple fixed-size queue for characters. However, there are many ways to implement a queue. For example, the queue can be of a fixed size or it can be growable. The queue can be linear, in which case it can be used up, or it can be circular, in which case elements can be put in as long as elements are being taken out. The queue can also be held in an array, a linked list, a binary tree, and so on. No matter how the queue is implemented, the interface to the queue remains the same, and the methods Put( ) and Get( ) define the interface to the queue independently of the details of the implementation. Because the interface to a queue is separate from its implementation, it is easy to define a queue interface, leaving it to each implementation to define the specifics. Here we will create an interface for a character queue and three implementations. All three implementations will use an array to store the characters. One queue will be the SimpleQueue class developed earlier. Another will be a circular queue. In a circular queue, when the end of the underlying array is encountered, the get and put indices automatically loop back to the start. Thus, any number of items can be stored in a circular queue as long as items are also being taken out. The final implementation creates a dynamic queue, which grows as necessary when its size is exceeded.
NOTE We ll talk about them in greater detail in 11.
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Securing the System
PART I
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