Everything posted by CarrotGuy
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PC Gamer is an English-speaking magazine created in the United Kingdom in 1993 and focused on the coverage of PC video games. It is published monthly by Future plc. The magazine has several regional editions, and has become the magazine specialized in this type of video games most sold in the United States and the United Kingdom.The magazine covers news about the videogames industry, advances of new titles and reviews on the latest and most po[CENSORED]r PC games, as well as other topics related to hardware, mods, "classic" games and others. Review System The reviews on PC Gamer are written by the editors of the magazine and by free writers, and rate the games with a percentage of 1% to 100%. In the US edition, no game has received a score greater than 98% (Sid Meier's Alpha Centauri, Half-Life 2, and Crysis), while the UK edition has never awarded a rating greater than 96% (Civilization II, Half -Life, Half-Life 2, Minecraft, Spelunky and Quake II). In the UK edition, the lowest numerical score was 2%, given to Big Brother 1. The sequel, Big Brother 2, received an even lower score of N / A%, the review explained that "[PC Gamer] put as much effort in the review as they put in the development of the game. " In the August 255, 2013 edition, the 2% score was matched by the review of the re-released Leisure Suit Larry: Magna Cum Laude, which originally received 3% when it first came out. In the US edition, the lowest score was 4%, given to Mad Dog McCree, upsetting the previous game with the lowest score, Skydive !, which received 5%. Editions There are two main editions of PC Gamer, a British version and an American version, both published by Future plc. Founded in the United Kingdom in November 1993, the US version was released a year later in June 1994.1 There are also numerous local editions that mainly use the material of one of the two main editions, especially the British one, including a Malaysian edition (discontinued in December 2011) and a Russian one. The Swedish edition, although it has its roots in its British counterpart, has become more independent, largely due to the immense po[CENSORED]rity of PC games compared to that of console games in Sweden, and today produces much of your own material. An Australian monthly edition was published by Perth Conspiracy Publishing since August 1998, but was discontinued in 2004. There is also a Spanish edition entitled PC Games and Players. Both the British and the American magazine are published thirteen times a year (twice in December) 1 although sometimes there are variations. Magazine The British edition of PC Gamer has been published month by month without interruption since 1993. Subscribers receive a special edition of the magazine without headlines (only the main headline and the BBFC classification). Dedicated almost exclusively to PC video games, the magazine has the reputation of offering deep reviews.9 The magazine was originally accompanied by a 3.5-inch floppy disk. A CD with demos (titled CD Gamer) was published in parallel with the flexible disc edition from edition 11 of the magazine onwards. The first disc contained all the content of the first 10 editions of floppy disks. Later, the CD edition was expanded to two discs. An edition with a 9 GB DVD known as DVD Gamer was also published in parallel with the edition of 2 CDs for a couple of years, until the production of the CD Gamer edition ceased in edition 162. The UK edition then It came only with a single double-sided DVD. In August 2011, the British magazine announced that it would stop producing the album from the 232 edition, and replace it with more pages of content within the magazine and exclusive gifts
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¤ Name : F A N T A ¤ Age : 17 ¤ Desired Tag : GeT AwAy FrOm Me Or DiE ¤ Link of your last request : - ¤ Link for hours played (minimum 10 hours) ( Click ) : https://www.gametracker.com/player/F A N T A/178.32.241.12:27015/
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Again TSMC on stage, and again not for good news. If a few days ago we reported on its 5 nm production capacity and its advance in early 2020, today we have to report this news to the cross. And, according to sources, TSMC is currently in trouble and facing the next year, which could mean delays for AMD and indirectly for NVIDIA on its graphics cards. Although we have already talked about the problems that Taiwanese are facing with the supply of wafers, a new chapter opens in this drama to accommodate more companies affected by this already titanic problem. And is that 7 nm wafers are not only going to face a supply problem today, which has forced the company to delay deliveries within a period of up to 6 months, but now TSMC advises its customers to reserve capacity of these wafers at 7 nm to face all 2020. This is, of course, something of concern, since it implies that supplies are not only limited in terms of production capacity, but have no view to improve it for next year. Obviously, this implies that leading companies such as Apple and AMD suffer the consequences of these ads. The Ryzen 3000 processors and the new Threadripper 3 would again be in a possible problem with the long-term stock, where for now we do not know what the allocation and priorities of TSMC will be, not only with AMD, but with the rest of the Affected companies Common sense makes us think that Taiwanese will allocate a larger volume of wafers to their preferred customers, which in this case would be the two named companies, but with the takeoff again of Apple and its iPhones, it is not clear who has the pan taken by the handle in front of TSMC. As if they were sighted, NVIDIA is also going to be affected by the problems in TSMC. His leap to Samsung, which we talked about months ago, was providential for the situation that the smelter will face in the face of 2020 and where NVIDIA would have no place at 7 nm and 7 nm +. Samsung on the other hand, although with delays, will have them as premium customers because of the high volume they expect from chips in their new EUV node. But until then, NVIDIA will have to adjust its accounts, since TSMC will adjust the number of wafers for the 16, 12 and 10 nm nodes, which means there will be delays for the delivery of Turing chips. Yesterday we talked about the movements of Huang's to be more profitable economically, but today's announcement by the sources once again questions that movement, where it is expected that NVIDIA already knew about these delays by managers since Taiwan Thus, both AMD and NVIDIA will begin to experience a situation that is somewhat unknown to them, since it has not been a similar situation for many years. The problem they face is that Intel will arrive in 2020 with Gen 11 and in 2021 it is expected to be competitive against the big two in terms of graphics cards. Will Samsung finally save the chestnuts from the fire to the two main manufacturers of GPUs in the world? Will AMD continue with TSMC if it shows that it cannot meet the demand? And perhaps the most important question will the supply and prices of GPUs remain stable? Many questions, few answers, but what is clear is that this situation will have a final outcome, the problem is knowing where it is focused.
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¤ Name : [SajawaL] ¤ Age : 17 ¤ Desired Tag : Engaged ¤ Link of your last request : - ¤ Link for hours played (minimum 10 hours) ( Click ) :HERE ARE MY HOURS ON MY OLD NICK
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¤ Nickname: [SajawaL] ¤ Nume: - ¤Varsta: ¤ Tara: ¤ Oras: ¤ Jocuri favorite: ¤ Emisiuni preferate: ¤ Filme preferate: ¤ Ce gen de muzica asculti: ¤ Ce doresti sa faci în viata: ¤ Actori preferati: ¤ Actrite preferate: ¤ Esti Fumator ? / Ce marca de Tigari fumezi: ¤ Mancaruri preferate: ¤ Bauturi alcoolice Preferate: ¤ Sucuri preferate: ¤ În ce Tara ai dori sa Locuiesti: ¤ Echipa de fotbal preferata: ¤ Model auto Preferat: ¤ O scurta descriere despre tine: ¤ Cum ai auzit de NewLifeZm : ¤ Daca ai câstiga 1 milion de dolari, care ar fi primul lucru pe care l-ai face ?:
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There are bikes that are difficult to catalog, and possibly Blenchmann's BMW Giggerl is a good example of that. This impressive preparation comes from Austria and takes as a base a peaceful R NineT to become something beast, between 'dragster' and 'Mad Max' motorcycle. At the aesthetic level, a set of tanks, colines and semicarenado, has been created by hand, which has the air intakes with the double kidney typical of BMW cars, and just above an LED headlight, after a minimum screen. The same semi-trailer has wing-shaped extensions that integrate LED indicators and rear-view mirrors. After the deposit, a minimum colin supports a single-seater seat. The same fairing is painted only on the right side, like half finished and puncture worn, giving this post-apocalyptic image. The work that has been done to integrate keel-shaped leaks deserves special attention. Finally, the spoke wheels give a curious retro touch. or what is clear is that this BMW Giggerl from Blenchmann has a lot of personality.
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They’re the chunky, thick-soled throwbacks to the 1990s known as “dad shoes.” And they’re beloved by millennials, whose fascination with retro footwear has brought Fila back from the dead. They’ve also helped Yoon Yoon-soo amass an unlikely fortune. Gene, as he’s known in English, is estimated to be worth about $830 million through his stake in Fila Korea Ltd., which acquired the global Fila brand in 2007 in what South Korean media called a shrimp swallowing a whale. Yoon went on to oversee a revival in Fila’s fortunes, sending shares of his company surging. Central to Fila’s comeback was its move to bring back iconic products from the ’90s, targeting shoppers craving classic looks. Its “Disruptor 2” sneakers, for example, reintroduced in 2017, were among the most po[CENSORED]r women’s shoes at one point last year, according to global fashion search platform Lyst. Fila estimates that more than 10 million pairs were sold as of January. Jenner, Rihanna Fila has also been helped by celebrities wearing its products -- U.S. model Kendall Jenner and singer Rihanna have both been seen in clothing bearing Fila’s iconic red, white and blue logo -- and by its relatively low pricing. “Fila changed its target from people in their 30s and 40s to younger customers while cutting prices,” said Na Eun-chae, an analyst at Seoul-based brokerage Korea Investment & Securities Co. “That worked well, along with its focus on the shoe segment.” Fila Korea shares have surged 400% from the start of last year through Friday, boosting its market value to $4.3 billion. The stock rose as much as 0.4% in early trading Monday. Yoon and his family own about 20% of the company. Yoon, a late bloomer who graduated from college in his 30s, started at Fila in 1991 as head of the company’s South Korea business, earning an annual salary of $1.5 million. But he had his sights set on bigger things. In January 2007, he spearheaded a $400 million leveraged buyout of the global Fila brand and all its subsidiaries. In 2010, he took the company public in South Korea. Originally started in Italy in 1911, Fila had been sold to U.S. private equity firm Cerberus Capital Management in 2003. Its heyday ended in the 2000s when it suffered from declining sales and management made excessive investments. Another key part of Yoon’s strategy was building a majority stake, starting in 2011, in the company now called Acushnet Holdings Corp., the maker of Titleist golf balls. Acushnet listed its shares in New York in 2016. Fila Korea reported revenue of 3 trillion won ($2.6 billion) in 2018, 61% of which came from Acushnet, according to Fila Korea. Fila’s footwear and apparel sales, excluding Acushnet, saw a 52% increase to 1.2 trillion won in 2018 from the year before, the company said in a presentation. Yoon never envisioned a career in dad shoes and golf balls. His mother died of typhoid shortly after his birth. He lost his father to cancer in high school and wanted to become a doctor, but failed three times to get into medical school. He ended up studying and graduating in political science and diplomacy. His age made him an unappealing candidate for entry-level jobs at most companies. After many attempts, Yoon landed at J.C. Penney Co., buying Korean products to sell in the U.S. Later, he came across Fila in the U.S. and persuaded the firm to manufacture shoes in South Korea. After that, Yoon was asked to set up and lead the company’s Korean business, which he later bought out before acquiring the global brand. Fila now operates in more than 70 countries. The brand is seeing rapid growth in markets such as China, where Fila Korea has a 15% stake in a joint venture with Anta Sports Products Ltd.
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Microsoft and Sony usually battle it out for dominance in console video games. But in the growing realm of cloud gaming, in which games stream over the internet just as Netflix does, the two tech titans have decided to team up. Their collaboration, announced on Thursday, focuses on developing improved cloud delivery of games and other content, as well as delivery of Sony's current services using Microsoft Azure data center platform. The two companies will also join forces on developing smart image sensors using Sony's sensor capabilities and Microsoft's artificial intelligence technology. Both Microsoft and Sony currently deliver digital games via their own subscription services. Games delivered via cloud computing networks appear to be the next evolutionary stage for video games. Microsoft is expected to begin public testing of its Project xCloud game-streaming service later this year. Google plans to launch its Stadia cloud gaming service later this year, and Electronic Arts is working on its own streaming service, too. 'Minecraft' refreshed: Latest 'Minecraft' update means new blocks, better villages, and pillagers with crossbows A new 'Minecraft': Upcoming 'Minecraft Earth' to offer AR experience like 'Pokemon Go' Amazon, which owns the Twitch video game streaming platform, is reportedly developing its own game streaming service as well, and Chinese internet company and game maker Tencent is testing its own system, too. "Sony needed an infrastructure partner to remain competitive as cloud gaming and cloud services start to gain traction," said Piers Harding-Rolls, director and head of games research and lead AR/VR analyst for IHS Markit in a commentary on the Microsoft-Sony deal. "Microsoft has deep expertise in relation to games service deployment in Azure and it is building out its own cloud gaming service in Azure – it is likely this has an impact on Sony’s thinking when deciding on a partner." What does this mean for video game players? Not much today, but eventually playing video games might not require a $300 to $500 console and discs or cartridges. Microsoft already brought to market earlier this month a $249.99 Xbox One S system that has a 1TB hard drive to store downloaded games, but no Blu-ray disc drive. And players could eventually be able to play nearly all games together and against friends, even if they have different game systems, says David Pucik, vice president of gaming and digital strategy at market research firm Magid. (This has begun to be more prevalent with some titles including the po[CENSORED]r game "Fortnite," playable across Xbox, PlayStation, Nintendo Switch and mobile devices.) While the revenue-sharing and licensing issues would still need to be resolved for wider cross-platform play, "a Sony-Microsoft backend collaboration could make this process vastly simpler, a matter of flipping a digital switch," Pucik said. True cross-platform play means you could play one game across an Xbox, PlayStation or smartphone whether you are at home, at work or on the go – allowing you to save your progress in your cloud version of the game regardless of the device. "The conversation around cross-platform among highly engaged gamers suggests very clearly that the gaming public is only going to increasingly look for more seamless, integrated, less friction-full approaches to gaming, and this collaboration is a strong step to potentially being able to deliver that," he said. More ads could be added to games Free-to-play video games have become a major market force. For better or worse, cloud games could expand that as it will be easier for advertisers and publishers to integrate ads into games. Games made on discs give advertisers limited opportunities because they could not be updated in real-time, says Anne Hunter, an executive vice president of strategy and growth with research and consulting firm Kantar. "With streaming, in-game advertising has the opportunity to align to specific campaigns and ultimately use techniques such as audience targeting pervasive in other digital platforms. Increased speed and innovative sensors will also open up new ad formats in gaming not yet imagined." A potential loser? Retailers Just as the Microsoft-Sony partnership will escalate the cloud gaming competition, so will it bring more pressure on brick-and-mortar retailers already buffeted by gamers' embrace of digital downloads. "This will have a real impact on already embattled gaming retailers such as GameStop as well as on big-box stores like Walmart and Best Buy, who get foot traffic from physical game title shopping," Hunter said. For now, the deal continues Microsoft's momentum in the cloud computing business, where it remains in second place behind Amazon, says Sid Nag, research vice president at research firm Gartner. "Gaming is one application that requires massive amounts of scale, so what better platform than the cloud because it’s potentially scalable to very high capabilities," he said. Sony needs that type of scalability to satisfy its PlayStation audience in the face of Google and Microsoft's own cloud offerings, says Harding-Rolls. Even though its PlayStation Now service is the biggest cloud gaming operator globally with 36% share of the $387-million world cloud gaming market in 2018, "it is exposed in terms of cloud infrastructure and service delivery," he said. "It needs to partner to compete." PlayStation Now ($19.99 monthly, some PS4 games can be downloaded) is an on-demand video game subscription service with more than 750 games developed for PlayStation 2, PS3 and PS4. Sony also operates a broadband-delivered live TV service PlayStation Vue (starts at $44.99 monthly). Microsoft has its own subscription games service, Game Pass, with more than 100 Xbox games for $9.99 per month. Later this year, Game Pass and the Xbox Live Gold online multiplayer network ($9.99 monthly) will be available together for $14.99.
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SMPlayer intends to be a complete front-end for MPlayer, from basic features like playing videos, DVDs, and VCDs to more advanced features like support for MPlayer filters and more. One of the most interesting features of SMPlayer: it remembers the settings of all files you play. So you start to watch a movie but you have to leave... don't worry, when you open that movie again it will resume at the same point you left it, and with the same settings: audio track, subtitles, volume...
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welcome back feo
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Computer hardware includes the physical, tangible parts or components of a computer, such as the cabinet, central processing unit, monitor, keyboard, computer data storage, graphic card, sound card, speakers and motherboard.[1] By contrast, software is instructions that can be stored and run by hardware. Hardware is so-termed because it is "hard" or rigid with respect to changes or modifications; whereas software is "soft" because it is easy to update or change. Intermediate between software and hardware is "firmware", which is software that is strongly coupled to the particular hardware of a computer system and thus the most difficult to change but also among the most stable with respect to consistency of interface. The progression from levels of "hardness" to "softness" in computer systems parallels a progression of layers of abstraction in computing. Hardware is typically directed by the software to execute any command or instruction. A combination of hardware and software forms a usable computing system, although other systems exist with only hardware components. Main articles: Von Neumann architecture and Stored-program computer Von Neumann architecture scheme The template for all modern computers is the Von Neumann architecture, detailed in a 1945 paper by Hungarian mathematician John von Neumann. This describes a design architecture for an electronic digital computer with subdivisions of a processing unitconsisting of an arithmetic logic unit and processor registers, a control unit containing an instruction register and program counter, a memory to store both data and instructions, external mass storage, and input and output mechanisms.[2] The meaning of the term has evolved to mean a stored-program computer in which an instruction fetch and a data operation cannot occur at the same time because they share a common bus. This is referred to as the Von Neumann bottleneck and often limits the performance of the system.[3] Personal computer[edit] Basic hardware components of a modern personal computer, including a monitor, a motherboard, a CPU, a RAM, two expansion cards, a power supply, an optical disc drive, a hard disk drive, a keyboard and a mouse Inside a custom-built computer: power supply at the bottom has its own cooling fan The personal computer, also known as the PC, is one of the most common types of computer due to its versatility and relatively low price. Laptops are generally very similar, although they may use lower-power or reduced size components, thus lower performance. Case[edit] Main article: Computer case The computer case encloses most of the components of the system. It provides mechanical support and protection for internal elements such as the motherboard, disk drives, and power supplies, and controls and directs the flow of cooling air over internal components. The case is also part of the system to control electromagnetic interference radiated by the computer, and protects internal parts from electrostatic discharge. Large tower cases provide extra internal space for multiple disk drives or other peripherals and usually stand on the floor, while desktop cases provide less expansion room. All-in-one style designs from Apple, namely the iMac, and similar types, include a video display built into the same case. Portable and laptop computers require cases that provide impact protection for the unit. A current development in laptop computers is a detachable keyboard, which allows the system to be configured as a touch-screen tablet. Hobbyists may decorate the cases with colored lights, paint, or other features, in an activity called case modding.
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Mult mai cunoscutul GSM ne trimite către reţelele de telefonie mobilă fiind tehnologia de referinţă pentru majoritatea operatorilor din lume. Iniţial tehnologia viza strict transmisiile de voce, fiind destinată segmentului militar. Ulterior, odată cu transferulGSM-ului în zona comercială, tehnologia s-a imbunătăţit, oferind totodată servicii de Internet şi transfer de date la viteze tot mai mari. Accesul la o reţea GSM se face prin conectarea la o celulă GSM (de unde şi terminologia de ‘telefon celular’) pusă la dispoziţie de un operator, iar identitatea clientului se face pe baza unei cartele SIM. Evoluţia GSM este indicată prin generaţia tehnologică dezvoltată şi standardizată de instituţiile internaţionale. Fiecare generaţie nouă oferă servicii mai bune şi mai fiabile. La noi în ţară se foloseşte2G (a doua generaţie) iar mariile companii de telecomunicaţie au făcut deja primii paşi la trecerea către 3G prin achiziţionarea licenţelor respective. Serviciul de voce Serviciile de voce sunt disponibile în reţelele WiFi prin intermediul protocolului de comunicaţie VoIP. Acesta se foloseşte de conexiunea la Internet oferită de infrastructura wireless pentru a transmite datele de voce între clienţi. Acoperirea geografică este preocuparea majoră pentru telefonia WiFi, însă odată cu răspândirea tehnologiei wireless putem spera la mai mult decât la cele câteva hotspot-uri publice. Alte probleme cu care se confruntă echipamentele de telefonie WiFi sunt aceleaşi care subminează calitatea traficului în reţelele wireless: degradarea semnalului, interferenţele mediului şi securitatea. Momentan punctul forte al tehnologiei WiFi cu siguranţă nu îl constituie serviciile de telefonie, dezavantajele enumerate mai sus dar şi imposibilitatea apelării numerelor de urgenţă fac dintr-un telefon WiFi o simplă curiozitate. Tehnologia GSM are avantajul că a fost proiectată de la început pentru a oferi servicii de voce, noile generaţii GSM oferind îmbunătăţiri de calitate, securitate şi capacitate a sistemelor. Securitatea comunicaţiei precum şi avantajul unui suport bun din partea unui operator sunt punctele cheie ale telefoniei GSM. Cea mai spectaculoasă caracteristică a viitoarei generaţi 3G este video-telefonia care permitetransmisia simultană a datelor audio şi video. Acesta va constitui totodată un standard al viitorului telecomunicaţiilor. Transferul de date În functie de standardul folosit, lăţimea de bandă pentru o conexiune WiFi poate fi de la 11 Mbps (802.11b) până la 54 Mbps (802.11a/g). Desigur aceste viteze sunt afectate de distanţa dintre dispozitive, de interferenţe, de puterea semnalelor sau de overhead. În realitate nu vom putea reuşi viteze mai mari de 5-7 Mbps, iar dacă mai luăm in considerare concurenţa altor dipozitive pentru banda respectivă ne putem declara fericiţi cu o viteză de 1-2 Mbps. În cazul reţelelor GSM lăţimea de bandă depinde de generaţia tehnologică. Comparativ cu reţelele WiFi, nu vom vedea viteze de transfer de ordinul megabiţilor înainte de 3G, iar ordinul zecilor de megabiţi este rezervat pentru 4G. La capitolul transferului de date mai este nevoie de timp până când tehnologia GSM va constitui o soluţie viabilă pentru transferul de fişiere audio sau video de pe Internet. Internetul În prezent WAP-ul este cea mai po[CENSORED]ră aplicaţie destinată accesului la Internet de pe telefoanele mobile. Aplicaţia WAP este un browser simplificat şi permite vizualizarea paginilor WEB special scrise pentru platformele mobile. Majoritatea telefoanelor mobile GSM au incorporate câte un minibrowser adaptat telefonului respectiv. O alta modalitate de acces la Internet în reţelele GSM este prin GPRS. Acesta asigură conectarea permanentă la Internet prin intermediul reţelei mobile şi face posibilă navigarea pe Internet precum şi utilizarea unor servicii de email, tranzacţii bancare, transfer de fişiere sau messenger. Alt serviciu care devine posibil prin GPRS este Internet-sharing. Acesta permite accesul la Internet al PC-ului tău prin intermediul telefonului mobil. În ceea ce priveşte WiFi, însuşi nucleul tehnologiei are la bază conectarea la Internet, echipamentele wireless şi tipul lor fiind cele care pun la dispoziţie serviciile care ne interesează. Evoluţia celor două tehnologii nu pare a fi paralelă şi este de asteptat ca la un moment cele două să se intersecteze. Standardul 4G se preconizează a integra multe aplicaţii şi capabilităţi WiFi. A patra generaţie de reţele wireless GSM impune identificarea fiecărui dispozitiv GSM printr-un IP (Ipv6) iar gluma telefonului care face cartofi prajiţi nu ar fi departe de adevăr. Telefonul n-ar şti să-i facă dar cu siguranţă ar putea să îţi controleze cuptorul cu microunde. Totul pe calea undelor Un număr mare de dispozitive mobile a început să îţi invadeze viaţa iar lucrurile sunt d-abia la început. Nu va fi mult până când vei putea să îţi vizionezi talkshow-ul preferat de pe telefonul mobil în timp ce astepţi să se descarce de pe Internet albumul preferat de jazz. Tehnologiile fără fir ne vor schimba viaţa oferindu-ne mobilitatea de care avem toţi nevoie. În Japonia progresul industriei mobile a cunoscut o evoluţie explozivă de când autorităţile s-au implicat în dezvoltarea unei infrastructuri IT naţionale. Deşi tehnologiile WiFi şi GSM se adresează unor segmente diferite de piaţă, ele au multe caracteristici comune şi viitorul le va apropia tot mai mult din perspectiva serviciilor oferite. În continuare voi face o paralelă intre cele două tehnologii. WiFi se referă la tehnologiile folosite la funcţionarea WLAN-urilor (Wireless Local Area Network)conform setului de specificaţii 802.11, emise de organizaţia internaţională IEEE. Termenul provine de la WiFi Alliance, un grup de companii care au aderat prin produsele lor la standardele şi specificaţiile dezvoltate de IEEE. În cadrul alianţei fac parte companii renumite precum Cisco, Microsoft, Intel, Nokia, Motorola, AMD şi multe altele. Tehnologia WiFi este folosită la comunicaţia între dispozitive precum laptopuri, PDA-uri, telefoane, televizoare şi alte echipamente electronice. În esenţă, dacă laptopul tău are o placă de reţea wireless 802.11b/g certificată WiFi înseamnă că n-ar trebui să ai probleme de compatibilitate la conectarea cu un PDA cu suport WiFi 802.11b/g. O conexiune WiFi se poate face în modurile ad-hoc sau infrastructure. În primul caz dispozitivele îşi negociază reciproc conectarea creându-şi singure un canal de comunicaţie. În al doilea, conectarea se face la un Access point care stabileşte parametrii de transmisie şi care leagă dispozitivul la reţea. Identitatea clientului este definită de o adresă IP setată manual sau atribuită automat de un server.
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