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Wednesday, September 28, 2011

Internet Stones Ages Virus vs Anti-Virus (B.C Computer)

Internet Stones Ages Virus vs Anti-Virus (B.C Computer)
Damn! A Virus

Internet Stones Ages Virus vs Anti-Virus (B.C Computer)
Good thing I have an anti virus program

internet emails printing purpose jokes

internet emails printing purpose jokes

Technology Bytes (Joke)

Technology Bytes (Joke)

Internet Joke on Technical Support

Internet Joke on Technical Support

Internet Reality when the cyber dream meets reality (Internet Cartoon Story Joke)

Internet Reality when the cyber dream meets reality
(Internet Cartoon Story Joke)

It's always so exciting chatting with you BLA.BLA.BLA (Internets Joks)

It's always so exciting chatting with you BLA.BLA.BLA (Internets Joks)

I Love my Computer (Cartoons Jokes)

I Love my Computer (Cartoons Jokes)

I am chatting only with you (Internet Reality Cartoons Jokes)

I am chatting only with you (Internet Reality Cartoons Jokes)

Jokes Damn I Lost the Connection (Internet/Computers)

Jokes Damn I Lost the Connection (Internet/Computers)

Internet Reality Cartoon Joke

Internet Reality Cartoon Joke

Cartoon Joke on Internet eMail

Cartoon Joke on Internet eMail
Thank you for calling. please leave a message.
in case i forget to check my message,
please send your message as an audio file to my e-mail,
then send me a fax t oremind me to check my email,
then call back to remind me to check my fax

Hi Speed Internet Dude Cartoons Jokes

Hi Speed Internet Dude Cartoons Jokes

Cartoon Doctor vs Internet

Cartoon Joke Doctor vs Internet
Nurse, get on the internet, go to surgery.com scroll down
and click on the "are you totally lost?" icon

Computer vs Humen Jokes (Can't you do anything right?)

Computer vs Humen Jokes (Can't you do anything right?)

Joke Babies can be downloaded from internet


Joke Babies can be downloaded from internet


Thursday, September 15, 2011

3G Mobile Technology (Third Generation Cellular System)

3G refers to the third generátion of mobile telephony (thát is, cellulár) technology. The third generátion, ás the náme suggests, follows two eárlier generátions.

The first generátion (1G) begán in the eárly 80's with commerciál deployment of Ádvánced Mobile Phone Service (ÁMPS) cellulár networks. Eárly ÁMPS networks used Frequency Division Multiplexing Áccess (FDMÁ) to cárry ánálog voice over chánnels in the 800 MHz frequency bánd.

The second generátion (2G) emerged in the 90's when mobile operátors deployed two competing digitál voice stándárds. In North Ámericá, some operátors ádopted IS-95, which used Code Division Multiple Áccess (CDMÁ) to multiplex up to 64 cálls per chánnel in the 800 MHz bánd. Ácross the world, mány operátors ádopted the Globál System for Mobile communicátion (GSM) stándárd, which used Time Division Multiple Áccess (TDMÁ) to multiplex up to 8 cálls per chánnel in the 900 ánd 1800 MHz bánds.

The Internátionál Telecommunicátions Union (ITU) defined the third generátion (3G) of mobile telephony stándárds IMT-2000 to fácilitáte growth, increáse bándwidth, ánd support more diverse ápplicátions. For exámple, GSM could deliver not only voice, but álso circuit-switched dátá át speeds up to 14.4 Kbps. But to support mobile multimediá ápplicátions, 3G hád to deliver pácket-switched dátá with better spectrál efficiency, át fár greáter speeds.

3G Mobile Services


However, to get from 2G to 3G, mobile operátors hád máke "evolutionáry" upgrádes to existing networks while simultáneously plánning their "revolutionáry" new mobile broádbánd networks. This leád to the estáblishment of two distinct 3G fámilies: 3GPP ánd 3GPP2.

The 3rd Generátion Pártnership Project (3GPP) wás formed in 1998 to foster deployment of 3G networks thát descended from GSM. 3GPP technologies evolved ás follows.

Generál Pácket Rádio Service (GPRS) offered speeds up to 114 Kbps.

Enhánced Dátá Rátes for Globál Evolution (EDGE) reáched up to 384 Kbps.

UMTS Widebánd CDMÁ (WCDMÁ) offered downlink speeds up to 1.92 Mbps.

High Speed Downlink Pácket Áccess (HSDPÁ) boosted the downlink to 14Mbps.

LTE Evolved UMTS Terrestriál Rádio Áccess (E-UTRÁ) is áiming for 100 Mbps.


GPRS deployments begán in 2000, followed by EDGE in 2003. While these technologies áre defined by IMT-2000, they áre sometimes cálled "2.5G" becáuse they did not offer multi-megábit dátá rátes. EDGE hás now been superceded by HSDPÁ (ánd its uplink pártner HSUPÁ). Áccording to the 3GPP, there were 166 HSDPÁ networks in 75 countries át the end of 2007. The next step for GSM operátors: LTE E-UTRÁ, básed on specificátions completed in láte 2008.


3G Cell Services

Á second orgánizátion, the 3rd Generátion Pártnership Project 2 (3GPP2) -- wás formed to help North Ámericán ánd Ásián operátors using CDMÁ2000 tránsition to 3G. 3GPP2 technologies evolved ás follows.


• One Times Rádio Tránsmission Technology (1xRTT) offered speeds up to 144 Kbps.

• Evolution Dátá Optimized (EV-DO) increásed downlink speeds up to 2.4 Mbps.

• EV-DO Rev. Á boosted downlink peák speed to 3.1 Mbps ánd reduced látency.

• EV-DO Rev. B cán use 2 to 15 chánnels, with eách downlink peáking át 4.9 Mbps.

• Ultrá Mobile Broádbánd (UMB) wás sláted to reách 288 Mbps on the downlink.


1xRTT becáme áváiláble in 2002, followed by commerciál EV-DO Rev. 0 in 2004. Here ágáin, 1xRTT is referred to ás "2.5G" becáuse it served ás á tránsitionál step to EV-DO. EV-DO stándárds were extended twice – Revision Á services emerged in 2006 ánd áre now being succeeded by products thát use Revision B to increáse dátá rátes by tránsmitting over multiple chánnels. The 3GPP2's next-generátion technology, UMB, máy not cátch on, ás mány CDMÁ operátors áre now plánning to evolve to LTE insteád.

In fáct, LTE ánd UMB áre often cálled 4G (fourth generátion) technologies becáuse they increáse downlink speeds án order of mágnitude. This lábel is á bit premáture becáuse whát constitutes "4G" hás not yet been stándárdized. The ITU is currently considering cándidáte technologies for inclusion in the 4G IMT-Ádvánced stándárd, including LTE, UMB, ánd WiMÁX II. Goáls for 4G include dátá rátes of leást 100 Mbps, use of OFDMÁ tránsmission, ánd pácket-switched delivery of IP-básed voice, dátá, ánd streáming multimediá.

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Cellular networks generation of standards for mobiles phones, telecommunications, data services (0G, 1G, 2G, 3G, 4G, 5G)


Cellular Generations 1G, 2G, 3G, 4G


Cellular Generations 1G, 2G, 3G, 4G

Cellular Generations 0G 1G 2G 3G 4G 5G

Cellular Generations 0G 1G 2G 3G 4G 5G

Cellular Generations 0G 1G 2G 3G 4G 5G

Cellular networks generation of standards for mobiles phones, telecommunications, data services



0G (radio telephones) - MTS · MTA · MTB · MTC · IMTS · MTD · AMTS · OLT · Autoradiopuhelin


1G - AMPS family - AMPS (TIA/EIA/IS-3, ANSI/TIA/EIA-553) · N-AMPS (TIA/EIA/IS-91) · TACS · ETACS


1G - Other - NMT · Hicap · Mobitex · DataTAC


2G - GSM/3GPP family - GSM · CSD


2G - 3GPP2 family - cdmaOne (TIA/EIA/IS-95 and ANSI-J-STD 008)


2G - AMPS family - D-AMPS (IS-54 and IS-136)


2G - Other - CDPD · iDEN · PDC · PHS


2G transitional (2.5G, 2.75G) - GSM/3GPP family - HSCSD · GPRS · EDGE/EGPRS (UWC-136)


2G transitional (2.5G, 2.75G) - 3GPP2 family - CDMA2000 1X (TIA/EIA/IS-2000) · 1X Advanced


2G transitional (2.5G, 2.75G) - Other - WiDEN


3G (IMT-2000) - 3GPP family - UMTS (UTRAN) · WCDMA-FDD · WCDMA-TDD · UTRA-TDD LCR (TD-SCDMA)


3G (IMT-2000) - 3GPP2 family - CDMA2000 1xEV-DO Release 0 (TIA/IS-856)


3G transitional (3.5G, 3.75G, 3.9G) - 3GPP family - HSPA · HSPA+ · LTE (E-UTRA)


3G transitional (3.5G, 3.75G, 3.9G) - 3GPP2 family - CDMA2000 1xEV-DO Revision A (TIA/EIA/IS-856-A) · EV-DO Revision B (TIA/EIA/IS-856-B) · DO Advanced


3G transitional (3.5G, 3.75G, 3.9G) - IEEE family - Mobile WiMAX (IEEE 802.16e) · Flash-OFDM · IEEE 802.20


4G (IMT-Advanced) - 3GPP family - LTE Advanced (E-UTRA)


4G (IMT-Advanced) - IEEE family - WiMAX-Advanced (IEEE 802.16m)


5G - Research concept, not under formal development

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Nokia, Apple, Samsung, Google, Android OS, Symbian OS, Windows Phone, iPone OS, MeeGo, Palm, Palm OS, Sony Ericson, Mobile, Tablets, iPod, iPad, Laptop, Siemens, Blackberry, WAP, USA, UK, England, France, Russia, Spain, Brazil, Tunisia, Egypt, India, Australia, China,  Korea, Japan, Germany, Microsoft, 0G, 2G, 3G, 4G, 5G, RIM

Mobile Operating System Market Share Comparisons

Smart Phone OS Market Share

Mobile Operating System (OS) Market Share Comparisons

Mobile Operating System (OS) Market Share Comparisons

Nokia, Apple, Samsung, Google, Android OS, Symbian OS, Windows Phone, iPone OS, MeeGo, Palm, Palm OS, Sony Ericson, Mobile, Tablets, iPod, iPad, Laptop, Siemens, Blackberry, WAP, USA, UK, England, France, Russia, Spain, Brazil, Tunisia, Egypt, India, Australia, China,  Korea, Japan, RIM, Bada, Germany, Microsoft, Smart Phone, Touch Screen, Hand Held Devices, 3 G, 2 G, 4 G

Overview of AAA (Authentication, Authorization, Accounting

An Overview of AAA
AAA process, consisting of authentication, authorization, and accounting. This model serves to manage and report all transactions from start to finish. The following questions serve well as a mimicking of the functionality by asking:

Who are you? (Authentication Process)

What services am I allowed to give you? (Authorization Process)

What did you do with my services while you were using them? (Accounting Process)

Before AAA was introduced, individual equipment had to be used to authenticate users. Without a formal standard, each machine likely had a different method of authentication; some might have used profiles, while others might have used Challenge/Handshake Authentication Protocol (CHAP) authentication, and still others might have queried a small internal database with SQL. The major problem with this helter-skelter model is one of scalability: while keeping track of users on one piece of network equipment might not be a huge manageability obstacle, increasing capacity by adding other equipment (each with its own authentication methods) quickly ballooned the process into a nightmare. Kludgy scripts were written to halfway automate the process, but there was no real way to monitor usage, automatically authenticate users, and seamlessly provide a variety of services.

The AAA Working Group was formed by the IETF to create a functional architecture that would address the limitations of the system described above. Obviously, there was a need to focus on decentralizing equipment and monitoring usage in heterogeneous networks. ISPs (Internet Service Providers) began offering services other than just standard dial-up, including ISDN, xDSL, and cable-modem connectivity, and there needed to be a standard way in which users could be verified, logged on, and monitored throughout the network. After much work, the AAA architecture was born.


Overview of AAA (Authentication, Authorization, Accounting



A Word About Terminology
When discussing AAA and RADIUS, the terms "client" and "server" often come up. However, there can be some confusion about which of these roles a particular machine is playing in a specific transaction. Let's take a look at each of these roles.

A client, in the traditional sense, is a machine that makes requests of and uses resources on another machine. In the AAA framework, and with RADIUS specifically, the client can be the end user who wants to connect to a network's resources—in other words, a service consumer. However, in another context, an AAA client can be the machine that sends AAA-style packets to and from an AAA server. This is the strictest sense of the "client" term.

A server is commonly known as the machine of which clients request resources. In AAA, this can be the network server—a NAS machine or some other concentrator—or an AAA server that authenticates, authorizes, and performs accounting functions. How the word "server" is meant really depends on the context of the architecture on which the discussion is based.

The AAA model focuses on the three crucial aspects of user access control: authentication, authorization, and accounting, respectively. A closer look at each of these steps are:

Authentication
Authentication is the process of verifying a person's (or machine's) declared identity. You're familiar with the most common form of authentication, using a combination of logon ID and a password, in which the knowledge of the password is a representation that the user is authentic. Distributing the password, however, destroys this method of authenticating, which prompted creators of e-commerce sites and other Internet-business transactors to require a stronger, more reliable authenticator. Digital certificates is one of the solutions here, and over the next five to ten years it's likely that using digital certificates as a part of the public key infrastructure (PKI) will become the preferred authenticator on the Internet.

The key aspect of authentication is that it allows two unique objects to form a trust relationship—both are assumed to be valid users. Trust between systems allows for such key functionality as proxy servers, in which a system grants a request on behalf of another system and allows AAA implementations to span heterogeneous networks supporting different types of clients and services. Trust relationships can become quite complex.

Authorization
Authorization involves using a set of rules or other templates to decide what an authenticated user can do on a system. For example, in the case of an Internet service provider, it may decide whether a static IP address is given as opposed to a DHCP-assigned address. The system administrator defines these rules.

So-called "smart implementations" of AAA servers have logic that will analyze a request and grant whatever access it can, whether or not the entire request is valid. For instance, a dial-up client connects and requests multilink bonding. A generic AAA server will simply deny the entire request, but a smarter implementation will look at the request, determine that the client is only allowed one dial-up connection, and grant the one channel while refusing the other.

Accounting
Rounding out the AAA framework is accounting, which measures and documents the resources a user takes advantage of during access. This can include the amount of system time or the amount of data a user has sent and/or received during a session. Accounting is carried out by the logging of session statistics and usage information and is used for authorization control, billing, trend analysis, resource utilization, and capacity-planning activities.

Accounting data has several uses. An administrator can analyze successful requests to determine capacity and predict future system load. A business owner can track time spent on certain services and bill accordingly. A security analyzer can look at denied requests, see if a pattern emerges, and possibly ward off a hacker or freeloader. The moral here is that the accounting data is of great utility to an AAA server administrator.

Android Operating System (Mobile Devices) by Google

Android is an operating system for mobile devices such as smart phones and tablet computers (smartphones, netbooks, tablet computers, Google TV, etc). It is developed by the “Open Handset Alliance” led by “Google”.

Android consists of a kernel based on the Linux kernel, with middleware, libraries and APIs written in C and application software running on an application framework which includes Java-compatible libraries based on Apache Harmony. Android uses the Dalvik virtual machine with just-in-time compilation to run compiled Java code. Android has a large community of developers writing applications ("apps") that extend the functionality of the devices. Developers write primarily in a customized version of Java.

The main hardware platform for Android is the ARM architecture. There is support for x86 from the Android-x86 project,[87] and Google TV uses a special x86 version of Android.

Android Framework/Architecture

Wednesday, August 17, 2011

Google Birthday Doodles Logos (Happy Birthday Google)

12th Birthday of Google

11th Birthday of Google

10th Birthday of Google

9th Birthday of Google

8th Birthday of Google

7th Birthday of Google

6th Birthday of Google

5th Birthday of Google

4th Birthday of Google

Information Technology, Society and Science Relationship


Information Technology, Society and Science Relationship


Information Technology, Society and Science Relationship

Science (Social and Natural),
IT (Information Exchange and Management)
& Society (Aka the tax Payer)

Society -> IT:
demand, business and private interests, investments, financial support, user friendliness, customer feedback
IT -> Society:
online communities, the global village, connectivity, impact on opinion and decision making processes, democracy and economy, virtual reality

Science -> Society:
Science is the only news, public outreach, science journalism, blogs [you are here] etcsociety -> science:
science is done by scientists, sociology of science, direct and indirect influence through financial support ethics, culture, history and tradition.IT -> Science:
organization of communities, networks, collaborations, communications, opinion making processes.science -> IT:
Research, networks and complex systems, communication sciences, hard and software developments.

Google Happy New Year Logos (Doodles) Collection

Google Happy New Year Logo (Doodle) Year 2011

Google Happy New Year Logo (Doodle) Year 2010

Google Happy New Year Logo (Doodle) Year 2009

Google Happy New Year Logo (Doodle) Year 2008

Google Happy New Year Logo (Doodle) Year 2007

Google Happy New Year Logo (Doodle) Year 2005

Google Happy New Year Logo (Doodle) Year 2004

Google Happy New Year Logo (Doodle) Year 2003

Google Happy New Year Logo (Doodle) Year 2002

Google Happy New Year Logo (Doodle) Year 2001

Google Happy New Year Logo (Doodle) Year 2000

Tuesday, August 9, 2011

Futuristic Computer Technology (Year 2050)


Future Computers Year 2050
Source: HowStuffWorks
Dated: 09-Aug-2011

What do you think computers will be like in 2050?
What will the computers of tomorrow be like? Will we still be using keyboards and mice or will we actually live inside a partially digital world? Here’s what we think is in store for the future of computing but share with us your predictions in the comments!

Moore's law predicts that the number of discrete elements on a square-inch silicon integrated circuit will double every two years. While it's not exactly a direct relationship, you can interpret that to mean that computers will double in processing power every two years. That means in the years between 2010 and 2050, computer processing power will double 20 times if Moore's law holds true.

In 2010, IBM introduced the zEnterprise 196 (z196), which boasted a processor capable of running at 5.2 gigahertz (GHz) -- the fastest commercially available processor at that time. That means the z196 processor ran at 5.2 billion cycles per second. Every instruction a processor executes requires a set number of clock ticks. The more clock ticks a processor squeezes into a second, the more instructions that processor can complete in a given amount of time. That's what we mean when we say a 5.2-GHz processor is faster than a 3.2-GHz processor -- the 5.2-GHz microchip is capable of executing more instructions than the 3.2-GHz chip in the same amount of time.

Futuristic computer technology for Year 2050

If 5.2 GHz was the top speed in 2010, what will it be in 2050? Assuming engineers can find ways to keep up with Moore's law and processor speed actually doubles every 24 months, by 2050 we'd have a chip capable of running at 5,452,595 gigahertz, or nearly 5.5 petahertz. It's hard to imagine what kind of applications we could direct such a machine to tackle. Complex computational problems, such as building virtual simulations of the human brain, may become a relatively simple task. Some futurists believe we may even create machines with intelligence far greater than our own. Perhaps those machines could discover ways to improve processing speeds even faster than humans can. Before long, you could have a self-improving device pushing the physical limits of how fast machines can process information.

While this dream of the future is popular among a certain segment of computer scientists and futurists, other people are more skeptical. Perhaps the human mind is far more complex than we understand. Thinking may involve more than just electrochemical messages passed between neurons. Perhaps there's a hormonal element that subtly shapes how we think. If that's the case, it may be that pure computational horsepower won't be enough to create a machine capable of what we consider thought.

Setting aside the artificial intelligence debate for a moment, what might futuristic computers look like? They might actually be invisible. Pervasive computing is a type of technology that incorporates computers into just about anything you can imagine. Buildings, highways, vehicles and even the clothing you wear might have built-in computer elements. Coupled with networking technology, the world of 2050 may be one in which the very environment around you is part of a massive computing system.

In such a world, your digital life and your real life could overlap seamlessly. We see hints of this world in today's technology. There are hundreds of smartphone applications that add a digital layer over our perception of the real world. They might help you navigate around a strange city or discover a new favorite restaurant tucked away in a corner somewhere. These applications still require us to activate programs on mobile devices and use those devices as a lens through which we can see the digital world. In the future, we may be able to accomplish the same thing using glasses, contact lenses or perhaps even ocular implants. Imagine being able to look at the world through one of a million different filters, all of which provide different kinds of information to you instantaneously.

Then again, it's possible that our ingenuity won't be enough to keep up with Moore's law after a few more microprocessor generations. Perhaps our computers will be more mundane and functional. But considering the way they've transformed our world over the last 50 years, I'm willing to bet 2050 will be an exotic, digital era. What do you think?

We want to hear what your predictions are for the future of computing. Share your ideas in our comments section!