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Example research essay topic: Digital Subscriber Line Packet Switching - 1,945 words

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... streaming multiple voice channels, adding impressive play animations and generally making the gaming experience pretty enjoyable. Most of this fun is beyond the capability of our Baseline System. In order to really enjoy all casino games available online there should be: IBM PC compatible computer, Pentium II 200 MHz, 32 MB RAM, 16 -bit color video card (800 x 600 resolution) and all the rest: mouse, keyboard etc. The major upgrades that need to be made here are the processor, the color card and the sound card.

In the modern age of multi-media and there is not much online casino gamers going to miss with a system like this. Compromises here are limited to download speeds, online performance and game play speeds. High-end system (2 GHz, 256 MB RAM, G-Force video card) is more than enough for online gambling and is just a requirement for online 3 D action games and strategic games. Nothing lacking here and a player loaded for anything the games can throw.

Graphics and sound are up to any softwares demands: looking good and sounding great is what a player is looking for in online 3 D action game. Online and download times are as good as they need to be. There is enough space on the hard drive to install a couple full-suite gaming systems and not have to sweat it. Moreover, that extra RAM will always help: less swapping, better performance. Of course, we can keep climbing the scale, but the truth is that the needs of modern casino software and 3 D action games are met. 3 D action games have huge amount of information exchange, so there are certain requirements for the server. The gaming server is the unit that allows gamers to join and play the game.

It is a medium form many different gamers around the globe who want to play online. There are certain hardware requirements for gaming server. The hardware requirements for the server are: 400 MHz or faster Pentium-compatible CPU, 256 MB of RAM (128 MB of RAM is adequate for a development environment), 100 MB of hard disk space, CD-ROM drive, network adapter card, VGA or Super VGA monitor, Microsoft Mouse or compatible pointing device. Nevertheless, with each new year games become more sophisticated, which changes the requirements for a server. In gaming environment, the volume of traffic on a web site may dictate more stringent hardware requirements for Web servers, which depends mainly on what games are run on the server.

A gateway attaches seemingly incompatible networks, such as IBMs SNA and Digital's DECnet. In a nutshell, a gateway is a complicated form of protocol converter -- it converts multiple protocols and emulates multiple devices to provide a wide variety of services for gaming. Gaming server also has software requirements. Microsoft Windows 2000 Server or Advanced Server should be installed together with Windows 2000 Server Service Pack 1 and Microsoft Windows 2000 Hotfixes. These Hotfixes apply to Microsoft Windows 2000 Server, Microsoft Windows Advanced Server, and Microsoft Windows 2000 Professional. In addition, there should be an installation of Microsoft SQL Server 2000 or SQL Server 7. 0 available to Commerce Server on the same network.

For the SQL Server software requirements, see SQL Server Software Requirements. Gaming server requires access to either Microsoft SQL Server 2000 or SQL Server 7. 0 on the same network. Both Microsoft Office 2000 and SQL Server 2000 Client Tools install MDAC 2. 6 and the executables (d Cube files) that are required to build a cube in memory on the client computer. However, sophisticated software and hardware for online gaming is useless if the connection is slow. The most important thing for online gaming is certainly speed of connection. Internet connection is the key towards enjoying online gaming.

To make online activities, such as gaming it is truly practical to have the fastest possible connections to the Internet available. Two competing technologies may offer an answer to the bandwidth problem. Cable Modems and Asymmetric Digital Subscriber Line (ADSL) both offer the speed that consumers want. Using a Cable Modem, you connect to the Internet through the existing Cable-TV lines. In addition, if you sign up for ADSL service you are connected through the existing telephone line. Because data is not transmitted as an analog signal, line noise does not limit the connection speed, as it does with analog modems.

Both have the potential to dramatically increase how fast we surf the Internet. The technology that eventually becomes more widely accepted will be determined by availability, in the marketplace, and even in the courtroom. Before the great LAN explosion, networking, for the most part, addressed the connection of distributed devices to a central location. Although some pioneering companies, such as Digital Equipment, offered LAN technology in these early days, the bulk of the market was accustomed to a centralized computing environment. In this centralized approach, the primary concern was to find the most practical and economical way to connect terminals, printers, and other data collection / reception devices to the primary location. When connectivity was required between systems, the link was approached typically as a special-case, point-to-point operation, rather than part of a peer-oriented, distributed processing network.

However, as requests mounted to link computer systems over wide areas, multiple, point-to-point operations became very cost ineffective, and the door opened to such alternative wide-area connections as X. 25 and ISDN. Wide-area technologies have continued to evolve, and now include Frame Relay, Asynchronous Transfer Mode (ATM), and Switched Multimegabit Data Service (SMDS). The packet assembly / disassembly device is a piece of hardware that interfaces between the network and computer equipment incapable of sending or receiving packets. This function is defined in CCITT standard X. 3. The purpose of the PAD, then, is to handle the conversion of the raw data into packets for transmission into the packet-switching cloud and, conversely, handle the reassembly of information from packets received from the cloud. PADs most often are used to interface terminals into the packet-switching network, but they are also used to interface computer systems that cannot handle packet transformations on their own.

A communications controller running (normally) the LAP-B protocol. Rather than use an external device, such as a PAD, most computers use an internal interface to directly connect to the packet-switching network. These interfaces and their corresponding software drivers provide much of the same function provided by a PAD. The advantage to putting these interfaces into a computer is that computer software can directly access the link (whereas in the PAD the link was external and, for the most part, invisible to the software). For example, an office automation package can communicate with a counterpart package operating on the other side of the cloud. For terminal traffic over packet-switching networks, two additional standards come into play.

First, the CCITT X. 28 standard defines the interface between an asynchronous terminal and a PAD. Second, the CCITT X. 29 standard defines the control procedures for information exchanges between a PAD and another PAD (or an integrated controller). Just as X. 25 has become synonymous with packet-switching networks, X. 29 has become synonymous with interfacing terminals over packet-switching networks. LAN switches are used to extend overcrowded networks by providing each end user with his own piece of 4 Mbps or 16 Mbps bandwidth. In many cases, this might be more than each end user needs, however it is vital for online gaming. In this event, the token ring switch can be used to break one big token ring into multiple, smaller rings.

This approach will allow playing almost any game without any difficulties and delays. All things considered, this system-to-system connectivity hardly concerned the end user -- after all, this was the job of the communications analyst. Nevertheless, when the LAN wave finally reached the PC on the end user's desk, that user suddenly encountered and became concerned about connectivity issues. At first, it was just local (LAN) connectivity and terminal emulation.

Then, as networks grew and costs increased, products such as gateways, bridges and routers snaked their way into the LAN. Today, the end user has an unprecedented amount of power at his or her disposal. Consolidated, enterprise-wide data is no longer in the hands of a few technical elite; off-the-shelf desktop software now gives the end user the ability to access data anywhere in the enterprise whether it is on the PC, server, minicomputer, or mainframe. This progression of connectivity changed the role of the LAN.

Whereas the LAN began as a local computing environment (usually an island unto itself) it grew into an area of computing, normally linked to other computing areas. The fact that one computing area might be a LAN, another a mainframe, and yet another a combined midrange computer and PC LAN has become almost irrelevant. From this high-level perspective, the world of distributed networks can be broken down into two large categories: local-area links and wide-area links. A local area network (LAN) typically is limited to one geographic area and allows individual workstations to access data or applications on a server. In smaller LANs, a peer-to-peer arrangement can be deployed to allow each station to function as both server and client.

A wide area network (WAN), on the other hand, typically covers a large geographic area, and often links together multiple LANs. Within each category, however, are a wide variety of implementations and strategies. LANs often play a key role in modern online gaming networks. Digital Subscriber Line or more commonly known as DSL is a broad band technology that uses existing telephone lines and digital coding to create a connection to the Internet from your computer. The digital lines make the transmission of computer information faster and more reliable.

The same copper-based lines that let you make and receive telephone calls are used at a higher frequency. DSL modems are hooked up at both ends of a telephone line one in the home, the other at the nearest telephone company switching station. The modems digitally divide the telephone into three channels: One handles the telephone traffic, the other handles the upstream information from your computer to the internet; and the third channel handles the downstream information traffic from the Internet to a computer. The technology can deliver information ranging from 128 kbps to 7. 1 mbps. That is from six to 125 times faster than the standard dial-up connection's speed of 28. 8 or 56 kbps.

With DSL, it is possible to play different action games online. Digital Subscriber Line allows players to stay connected to the Internet at all times, which is vital for playing strategic games online, which in some cases take many hours. Moreover, if a person wants to stay in the game the connection should be permanent. With DSL your modem is given a number and is always connected to the Internet, this allows gamers to play online games twenty-hours a day, seven days a week without interruption, certainly, if a gamer will have enough energy to stay for such a long period in the game.

Works Cited: web The Online Gambling FAQ, web Bookman, Stacy, "The Future of DSL. " DSL Providers March 4, 2000 web (March 10, 2001). Conner, Chris "DSL: The Baskin Robbins of Broadband. " DSL Report November 2000 web (April 12, 2001). DSL Reports. com web Pastore, Michael, "Hardware: Worldwide Future of DSL Looks Bright. " Markets broadband August 15, 2000. web Ryan, Vincent. "Bandwidth, bandwidth everywhere. " Telephony Volume 240. Issue 9, (Febuary 26, 2001): 42 - 46.

Ann R. , Misa Radujko, Alex Shnitman, Gaelle Le Clef, and Johan Thureson. Future of Online Gaming, WhatIs. com. Apr 12, 2002. web


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