Showing posts with label Computer. Show all posts
Showing posts with label Computer. Show all posts

Contoh Model Dalam Struktur Data

Contoh  Model data dapat dikelompokkan berdasarkan konsep pembuatan deskripsi
struktur basis data, yaitu:

a) Model data konsepsual (high level) menyajikan konsep tentang bagaiman user
memandang atau memperlakukan data. Dalam model ini dikenalkan tiga konsep
penyajian data yaitu:

  •  Entity (entitas) merupakan penyajian obyek, kejadian atau konsep dunia nyatayang keberadaannya secara eksplisit didefinisikan dan disimpan dalam basisdata, contohnyaMahasiswa,Matakuliah, Dosen, Nilai dan lain sebagainya
  •  Atribute (atribut) adalah keterangan-keterangan yang menjelaskan
    karakteristik dan suatu entitas seperti NIM, Nama, Fakultas, Jurusan untuk
    entitasMahasiswa.

  •  Relationship (hubungan) merupakan hubungan atau interaksi antara satu
    entitas dengan yang lainnya, misalnya entitas pelanggan berhubungan dengan
    entitas barang yang dibelinya.

b) Model data fisikal (low level) merupakan konsep bagaimana deskripsi detail data
disimpan ke dalam komputer dengan menyajikan informasi tentang format
rekaman, urutan rekaman, dan jalur pengaksesan data yang dapat membuat
pemcarian rekaman data lebih efisien.

c) Model data implementasi (representational) merupakan konsep deskripsi data
disimpan dalam komputer dengan menyembunyikan sebagian detail deskripsi data
sehingga para user mendapat gambaran global bagaimana data disimpan dalam
komputer. Model ini merupakan konsep model data yang digunakan oleh model
hirarki, jaringan dan relasional.

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Progaming Kinect Sederhana - Prosessing


Ini Contoh Program sederhana dengan prosessing menggunakan Simple Open Ni
import SimpleOpenNI.*;
SimpleOpenNI      context;
// memanggil NITE Lib

XnVSessionManager sessionManager;
XnVFlowRouter     flowRouter;

PointDrawer       pointDrawer;
void setup()
{
  context = new SimpleOpenNI(this);
  context.setMirror(true);
 
  // Mengecek Kedalaman - untuk cek kinect

  if(context.enableDepth() == false)
  {
     println("Can't open the depthMap, Kinek belum terkoneksi");
     exit();
     return;
  }
 
  // enable the hands + gesture
  context.enableGesture();
  context.enableHands();

  // setup NITE

  sessionManager = context.createSessionManager("Click,Wave", "RaiseHand");

  pointDrawer = new PointDrawer();
  flowRouter = new XnVFlowRouter();
  flowRouter.SetActive(pointDrawer);
 
  sessionManager.AddListener(flowRouter);
          
  size(context.depthWidth(), context.depthHeight());
  smooth();
}
// setting kinect
void draw()
{
  background(200,0,0);
  // update the cam
  context.update();
 
  // update nite
  context.update(sessionManager);
 
  // draw depthImageMap
  image(context.depthImage(),0,0);
 


// draw the list
pointDrawer.draw(); }
void keyPressed()
{
switch(key)
{

case 'e':// end sessions
    sessionManager.EndSession();
    println("end session");
    break;
  }
}

// session
void onStartSession(PVector pos)
{
  println("onStartSession: " + pos);
}
void onEndSession()
{
  println("onEndSession: ");
}
void onFocusSession(String strFocus,PVector pos,float progress)
{
  println("onFocusSession: focus=" + strFocus + ",pos=" + pos + ",progress=" + progress);
}


// Interface
// PMenggambar Pointnter dan vector garis


class PointDrawer extends XnVPointControl
{
  HashMap    _pointLists;
  int        _maxPoints;
  color[]    _colorList = { color(255,0,0),color(0,255,0),color(0,0,255),color(255,255,0)};
 
  public PointDrawer()
  {
    _maxPoints = 30;
    _pointLists = new HashMap();
  }
   
  public void OnPointCreate(XnVHandPointContext cxt)
  {

    addPoint(cxt.getNID(),new PVector(cxt.getPtPosition().getX(),cxt.getPtPosition().getY(),cxt.getPtPosition().getZ()));
   
    println("OnPointCreate, handId: " + cxt.getNID());
  }
 
  public void OnPointUpdate(XnVHandPointContext cxt)
  {
 
    addPoint(cxt.getNID(),new PVector(cxt.getPtPosition().getX(),cxt.getPtPosition().getY(),cxt.getPtPosition().getZ()));
  }
 
  public void OnPointDestroy(long nID)
  {
    println("OnPointDestroy, handId: " + nID);
   
    // remove list
    if(_pointLists.containsKey(nID))
       _pointLists.remove(nID);
  }
 
  public ArrayList getPointList(long handId)
  {
    ArrayList curList;
    if(_pointLists.containsKey(handId))
      curList = (ArrayList)_pointLists.get(handId);
    else
    {
      curList = new ArrayList(_maxPoints);
      _pointLists.put(handId,curList);
    }
    return curList; 
  }
 
  public void addPoint(long handId,PVector handPoint)
  {
    ArrayList curList = getPointList(handId);
   
    curList.add(0,handPoint);     
    if(curList.size() > _maxPoints)
      curList.remove(curList.size() - 1);
  }
 
  public void draw()
  {
    if(_pointLists.size() <= 0)
      return;
     
    pushStyle();
      noFill();
     
      PVector vec;
      PVector firstVec;
      PVector screenPos = new PVector();
      int colorIndex=0;
     
      // draw Handlist
      Iterator itrList = _pointLists.entrySet().iterator();
      while(itrList.hasNext())
      {
        strokeWeight(2);
        stroke(_colorList[colorIndex % (_colorList.length - 1)]);

        ArrayList curList = (ArrayList)itrList.next().getValue();    
       
        // draw line
        firstVec = null;
        Iterator itr = curList.iterator();
        beginShape();
          while (itr.hasNext())
          {
            vec = itr.next();
            if(firstVec == null)
              firstVec = vec;
             
            // calc the screen pos
            context.convertRealWorldToProjective(vec,screenPos);
            vertex(screenPos.x,screenPos.y);   
          }
        endShape();  
 
        // draw pos Tangan
        if(firstVec != null)
        {
          strokeWeight(8);
          context.convertRealWorldToProjective(firstVec,screenPos);
          point(screenPos.x,screenPos.y);
        }
        colorIndex++;
      }
     
    popStyle();
  }

}


Hasil Dari Program Bila DIjalankan Adalah Pointer Yang melekat pada tangan dan bila digerakan adakan menghasilkan garis merah yang mengikuti tangan ^^ silahakan dicoba

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Belajar membuat Kinect Sederhana Visual Studio

Disini kita akan belajar gimana membuat kinect sederhana dengan Visual Studios Link aja disni

Perbagian

1- Pengenalan -----

2- Progaming sederhana kinect    Visual Stuidos - Xna - c++

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Kinect Progaming sederhana VisualC Part1



Kinect Untuk Pemula
Pengenalan dulu oke
kita mulai siapin alat/software yang diperluin buat belajar kinect




Kinect ( Ini sih udah PASTI!!! )
selain komputer dan internet, alat ini mutlak diperluin banget buat mulai ngembangin kinect..boleh minjem punya temen atau punya kantor, tapi saya sih lebih nyaranin kalo punya sendiri, soalnya untuk ngikutin tutorial saya ini, saya jamin perlu waktu lama, kalo minjem punya temen kan kasian ntar makin lama dibalikinnya



Visual Studio 2010/ 2012
Yup, seperti biasa. Pihak Microsoft menganjurkan menggunakan software ini untuk membuat aplikasi yang berhubungan dengan semua produk mereka..diluar alasan itu sendiri, saya sayang menganjurkan kalian terbiasa menggunakan tools ini karena memang sangat perfect untuk membuat aplikasi commercial..Baik itu aplikasi Kinect, Microsoft Surface, Silverlight, bahkan game dengan XNA sekalipun..dan kalo bisa beli software yang asli yah, soalnya update an nya berguna banget..hehe.

Jangan takut mahal harganya, Microsoft menyediakan Visual Studi Express Edition untuk mereka yang ingin mencoba software ini dengan cuma-cuma..memang library nya jauh dibandingkan yg versi Professional atau yg Ultimate..tapi kalo untuk sekedar bikin aplikasi kecil, Visual Studio Express Edition ini udah cukup kok :D



Silakan Download di :

Udah kelar belom Download + Install nya? Kalo udah yuk kita lanjut ke bagian utamanya :p

Kinect SDK + Kinect Developer Toolkit
Yup, installer ini mutlak kalo kalian mau ngikutin tutorial kinect dari blog saya ini..saya sendiri lebih prefer ngegunain SDK ini karena lebih stabil, dan terpercaya ( dari Microsoft gitu loh )



Download aja SDK nya disini :

Ada beberapa software penunjuang Kinect SDK yaitu :

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Program kinect sederhana VisualStudios part2

 KINECT SEDERHANA

Kali ini saya akan pandu kalian membuat program kinect sederhana, pake console..untuk yang terbiasa ngoding trus ngompile di dos pasti udah familiar nih..yup, kita cuma akan menampilkan hasil berupa angka-angka yang dihasilkan oleh device kinect saat menjalakan fitur DepthFrame nya :D

Oh iya, karena takut postingan nya kepanjangan, saya anggap kalian udah lumayan familiar sama Visual Studio yah..bagi yang belom, tutorial nya banyak kok, jangan takut..hehe

Okeh, mari kita mulai pelajarannya!!!!




Kinect Console Programming

  • Jalankan aplikasi Visual Studio yang kalian miliki, minimal Visual Studio 2010 yah
  • Bikin project baru, caranya File-> Project...
  • Trus pada bagian Installed Templates, pilih Visual C# -> Console Application
  • Masukkin nama projectnya terserah kalian yah, kalo saya sih "kinectConsole", untuk Solution name nya samain aja, jangan lupa juga box "create directory for solution" yang ada di pojok kanan bawah dicentang yah
Kalo udah sesuai langkah - langkah diatas, tampilannya jadi kayak gini nih :




Beberapa langkah - langkah abis ini mutlak diinget nih, karena kalian pasti ngelakuin hal yg sama berulang-ulang kalo mau ngoding kinect di Visual Studio
  • Di Solution Explorer, klik kanan pada folder References, lalu pilih Add References...
  • Akan muncul window references, pilih tab .NET, lalu cari Microsoft.Kinect di baris Component Name, kemudian pilih OK ( kalo library nya gak ada, berarti agan sekalian pasti belom install Microsoft Kinect SDK, coba install dulu ya :D )
  • Buka file Program.cs dari Solution Explorer, akan terdapat coding seperti berikut:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text; 
namespace kinectConsole
{
    class Program
    {
        static void Main(string[] args)
        {
        }
    }
}
  • Masukkan deklarasi namespace untuk microsoft kinect agar kita dapat menggunakan semua class yang tersedia
using Microsoft.Kinect;
  • Deklarasikan variabel sebagai sebuah instansi dari sensor kinect ( saya memakai nama variabel myKinect ):
KinectSensor myKinect = KinectSensor.KinectSensors[0];
  • Berhubung yang kita pakai adalah fitur depth dari kinect, maka berikan perintah untuk menggunakan sensor depth di dalam kamera:
myKinect.DepthStream.Enable();
  • Nah, sekarang sensor depth nya udah diaktifin nih, tapi programnya belom ada yg nangkep hasil buffering depth nya, untuk itu kita harus bikin sebuah "event handler" untuk menangani proses penangkapan data dari kinect nya:
myKinect.DepthFrameReady +=
Abis nulis coding diatas, pasti muncul semacem tooltip, nah kalian tinggal menekan tombol "TAB", maka otomatis akan jadi seperti ini:
myKinect.DepthFrameReady += new EventHandler(myKinect_DepthFrameReady);
eit, jangan di enter dulu, tekan dulu tombol TAB sekali lagi agar visual studio otomatis ngebikin method yang dimaksud, scara otomatis, akan muncul suatu method seperti dibawah ini :
static void myKinect_DepthFrameReady(object sender, DepthImageFrameReadyEventArgs e)
        {

            throw new NotImplementedException();

        }
  • Langkah penting selanjutnya yang harus kita lakukan adalah mengaktifkan kamera kinect, atau dengan kata lain meng-ON kan kinect nya ( ini sih penting banget, kalo sampe lupa, percuma lah kita ngoding panjang tapi kinect nya gak diaktifin :D )
myKinect.start();
Darisini, kita sudah punya 2 method di file class MainWindow..digunakan untuk  mengaktifkan sensor depth, mengaktifkan kinect dan juga mengambil data yang diperoleh melalui sensor depth.
static void Main(string[] args)
{
KinectSensor myKinect = KinectSensor.KinectSensors[0];
myKinect.DepthStream.Enable();
myKinect.DepthFrameReady += new EventHandler(myKinect_DepthFrameReady);
myKinect.Start();
          while (Console.ReadKey().Key != ConsoleKey.Spacebar) { }
}
static void myKinect_DepthFrameReady(object sender, DepthImageFrameReadyEventArgs e)
{
                      throw new NotImplementedException(); 
}
Oke, mari kita lanjutkan lagi programnya sampai selesai, by the way, kalian jangan sekedar mengcopy-paste code yang saya kasih yah, harus pahami juga, biar nantinya ngerti kalo mau mulai ngedevelop program sendiri 

  • dapatkan depth frame dari kinect yang kita gunakan untuk nantinya data ini akan diberikan pada event handler di class MainWindow
using (DepthImageFrame depthFrame = e.OpenDepthImageFrame())
{
 
}
  • Kita harus memastikan bahwa kinect mendapat data dari depth, dan jika ternyata tidak maka program harus selesai sampai disitu
if (depthFrame == null){return;}
  • jika ternyata program bisa melewati tes diatas, maka dapat dipastikan bahwa kinect mempunyai sejumlah data yang didapat melalui sensor depth nya, untuk itu maka kita harus membuat suatu buffer untuk menampung seluruh data tersebut
short[] depthData = new short[depthFrame.PixelDataLength];
  • Lalu program harus meng-copy data ke dalam array tersebut
depthFrame.CopyPixelDataTo(depthData);
  • Selanjutnya yang akan kita lakukan adalah menampilkan bit-bit data hasil buffer sensor depth kinect
foreach (var bit in bits)Console.Write(bit);
  • Eit program belom selesai, masukkan kode berikut agar window console tidak otomatis menutup, kecuali jika kita menekan tombol escape
while (Console.ReadKey().Key != ConsoleKey.Spacebar) { }
Berikut adalah tampilan koding lengkap nya :
static void Main(string[] args){
KinectSensor myKinect = KinectSensor.KinectSensors[0];            myKinect.DepthStream.Enable();
myKinect.DepthFrameReady += new EventHandler(myKinect_DepthFrameReady);myKinect.Start();            while (Console.ReadKey().Key != ConsoleKey.Spacebar) { }
}
static void myKinect_DepthFrameReady(object sender, DepthImageFrameReadyEventArgs e){
using( DepthImageFrame depthFrame = e.OpenDepthImageFrame()){
if (depthFrame == null){return;
}
short[]depthData = new short[depthFrame.PixelDataLength];
depthFrame.CopyPixelDataTo(depthData);
foreach (var bit in depthData)Console.Write(bit);
}
}


Dan berikut tampilan final nya :



Selesai sudah aplikasi sederhana kali ini, sejujurnya tutorial satu ini tidak bertujuan membangun sebuah aplikasi keren, hanya dikhususkan agar kalian mengerti dasar - dasar membangun aplikasi kinect dan juga struktur nya.
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Error sulution wmp.dll at system32


EROR and message wmp.dll no found

this solution

download  wmp.rar and extract this file to wmp.dll

link -------- download wmp.rar

2 Copy paste this file to "C:\Windows System32"

3 open "run"  or startmenu klick "run"

4 write "regsvr32 wmp.dll" at run for registered file wmp.dll

5 sulution clear



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Meaning OF Aurora Mozilla / What is it



What Is Aurora Mozilla
This program is beta of beta Mode from mozzila
this is Procedure

1- AURORA Program develop By mozzila at first is Aurora this browser is under stable from beta mode and most all experiment of mozilla at this version

2- FIREFOX Beta This Browser program is develop after aurora at beta mode not Final
meaninf of this is this program is not official release to all user

3- Final Release This Mozilla browser is Final Mature Product and use people to stable use
and can integrate with all add on

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Cara Uninstal Pcman Clinet Tanpa Instal Ulang OS

Cara Bypass Biling PC man / Uninstal Pcman Client

Sekilas PCMan
> Sebenarnya PCman Adalah Program Biling buatan Korea dengan bahsa korea dan inggis
> Tetapi gemscool sebagai cabang (KREON) perusaan korea yang menjadi portal game di indonesia membuat program tersebut menjadi ahasa indonesia agar dapat digunakan di indonesia dengan mudah. mengingat PB game gemscool yang menjdi booming di indonesia 



LANGKAH Unintal PCMAN client

1- Ketika and menggetikan salah IP server saat pertama instal Pcman Adna tidak perlu bingung atau instal ulang OS

2- Coba restart Kompi client dan pilih menu Boot Pada save mode Dengan cara tekan F8 pada saat boot awal sama seperti saat menekan F2

3- Setelah masuk SAFE Mode Windows Anda Bisa melakukan login sebagai administrator

4- setelah Login Anda coba masuk ke uninstal program dan carilah Pcman Client .

5- Kemudian Hapus registri Pcman Client Dari Pc dengan CC cleaner / Restore window tepat point sebelum instalsi Pcman Client

6- Restart kembali Pc Client Beres ........ Tinggal instal lagi PCman Dengan IP benar (Jgn salah Lagi)

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Meaning of RMI

Definition of RMI in networking and aplication


RMI is an extension of the local method invocation that allows an object that lives in one process to invoke the method object in another process. (George Coulouris p. 166). RMI is a remote method call technique which more is generally better than RPC. RMI uses object-oriented programming paradigm (Object Oriented Programming). RMI allows us to send the object as a parameter of the remote method. With the permissibility of a Java program to call methods on remote objects, RMI allows users to develop distributed Java applications on the network. RMI applications often consist of two separate programs of server and client. Application servers typically make some sort of remote objects, provide references to those objects that can be accessed, as well as client waiting menginvoke / invoke method of remote objects. Remote client application to get a reference to one or more remote objects in the server and run method of the object. RMI provides the mechanism by which the server and client communicate danmemberikan mutual information. Such applications are often called distributed object applications.

Standard Java RMI system architecture with local RMI registries in FMC notation (www.fmc-modeling.org).
  • RMI server object (re)binds itself to the local RMI registry running on the same machine—(re)binding to a remote RMI registry is prohibited (AccessException).
  • RMI clients lookup the specific RMI registry to get a remote reference (a client stub), to the server object. 
  • RMI client invokes methods on the remote server object via the client stub.

2. Concept
Distributed object applications often do the following:
  • locating remote objects: Applications can use one of two mechanisms to obtain references to remote objects. Applications can register a remote object with the RMI naming facilities (naming facility) that is rmiregistry or her application can pass and return remote object references as part of normal operation.
  • Communicate with remote objects: Details of communication between remote objects are handled by the RMI, the programmer remote communication looks like a standard Java method invocation.
  • Call (load) in the bytecode for object-pass: Because RMI allows a caller () to pass to object to a remote object, RMI objects provide the mechanisms required to load the object code, as well as transmit data 
The following illustration describes the RMI distributed application that uses the registry to obtain references to remote objects. Server calls registry to associate (bind) a name with the remote object. Client looking for a remote object with its name on the registry server and to invoke a method of the object. This illustration also shows the RMI systems using the Web server to call the class bytecodes, from server to client and from client to server, for objects that are needed.





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Kenapa Aha Muncul IKLAN ?

  1. View 2x For Real Size  / Open In New Tab
 Atau Seperti Ini

 Atau Seperti Ini juga


Pastinya Anda merasa Tidak nyaman saaat Browsing keluar IKlan, Apalagi selalu kluar setelah ganti page / reload page

Alplikasi ini berbasis injeksi java pada browser anda setelah koneksi modem

Ngak tau apa ini kebijakan baru aha ?
Tetapi ini sangat tidak menyenangkan selain mengganggu ini juga membuat loading lebih lama



Tips untuk menghilagkan iklan aha

1- Pake Adblock Untuk firefox user - Plugin untuk block Iklan
2- Pake plugin Firefox yang lain selain adblock juga bisa untuk browser lain coba cari plugin yang cocok juga
3- Pake Source Block Yaitu Cari asal iklan di popertis dari iklan ini dan block dengan aplikasi alamat sumber tersebut
4- Block awal saat anda mengkoneksi Modem anda untuk windows 7 setelah anda koneksi otomatis akan ada persetujuan ijin untuk menjalankan aplikasi java pada komputer anda - pilih No


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Advantages and Guide VPS | Other Hosting Type

In Indonesia Today a dedicated server is considered the best by many people about business web hosting. But, it turns out that Indonesia has a VPS stands for Virtual Private Server





Indonesia has three advantages over dedicated servers.

  • Efficient: Although resource used by VPS Indonesia in the data center divided by another client, the cost to rent a VPS Indonesia is also can be smaller because of other clients as well bear it.
  • Without Upgrading Old Time: With VPS Indonesia, you do not need to wait a long time if you decide to upgrade or downgrade. In contrast, dedicated not easy to upgrade and moved without additional hardware that in fact it took more.
  • Similar Function: Turns VPS Indonesia have similar functions dedicated. You can install anything on onfigurasi whichever you think most suitable.

Depending on your needs, VPS Indonesia can offer performance similar to dedicated with a cheaper cost and with no time to upgrade. Virtual Private Server Indonesia could be an option for those who want to wrestle in the world hosting without spending funds dramatically.

Benefits of Using VPS 
Currently, there are three types of web hosting Indonesia: 
  • Indonesia VPS,
  • shared server
  • dedicated servers.
You could say, VPS Indonesia is the midpoint between shared and dedicated. With VPS Indonesia, customers can use a function similar to a dedicated server at a price almost as cheap as shared.Each VPS Indonesia is able to run a full operating system and can be rebooted independently, although installed on the same computer with other virtual machines.
 
Each virtual machine has the same function with a real computer so that each client's privacy will be maintained. In short, most of Indonesia VPS features can be added to the features shared and dedicated though as the cheapest option.Server virtualization also helps in the consolidation of servers that will lead to cost optimization. Cost VPS Indonesia in the data center can also be suppressed by reducing the physical infrastructure that is not so electrical equipment, real estate, and HVAC. Management and maintenance can also be submitted to the provider so that customers do not have to hassle to take care of their servers.Several advantages over VPS Indonesia is expected to be a material consideration for those customers who want to find a web hosting service that has good performance and low cost.



Guide and Tips on Finding the Right VPS  
For those of you who want to use web hosting for your site, VPS Indonesia could become an attractive alternative. However, how to find the right VPS Indonesia of the many existing VPS. The following tips can you try to learn:

  1. Platform: When looking for a VPS provider Indonesia, verify what platform they use. Platforms such as VMWare offering advanced virtualization management for servers and other important features.
  2. RAM capacity: This is a key feature VPS service Indonesia. Server performance is very dependent on the RAM. If you only have one site, 512 MB RAM is enough for you. But if you have multiple sites with high traffic, look for VPS Indonesia that have 2 GB of RAM to the top.
  3. Flexibility: VPS must be customized specifications if there was a sudden increase or decrease in traffic.
  4. Server Control Panel: CP should have otomasisasi functions to manage server and user-friendly
  5. Price: Looking for a cheap VPS Indonesia is not an obstacle for many people, but if you want to operate the site as much as possible, the price is the last point is concerned.
  6. Customer Support: If CS can answer any question properly, you can be sure if they're the Indonesia VPS provider you're looking for.To get a good deal and the success of your site, the six points above should be considered in looking for a VPS Indonesia.




3 Advantages of VPS than Shared HostingAlong with the development of technology, small and medium enterprises have been many who switch from shared to VPS or Virtual Private Server Indonesia Indonesia. They have the decision because there are three main advantages over Shared Hosting VPS Indonesia:
  1. VPS Indonesia provide more security about the resource. No one else on the server can use more resources than you. So, you are actually entitled to the resources provided to you.
  2. In Shared Hosting, e-mail server and joined the main server, but in VPS Indonesia, separate e-mail server so that if there are other accounts on the server is attacked, e-mail address will remain safe.
  3. The program you install will not affect the other accounts on the same server and vice versa.With the above advantages, VPS Indonesia could become an important asset for the privacy and security of your account. 

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Meaning Of Network | Computer Network

A computer network is a group of more computers connected to each electronically. This means that the computers can "talk" to each other and that every computer in the network can send information to the others. Usually, this means that the speed of the connection is fast - faster than a normal connection to the Internet. Some basic types of computer networks include:



  • A local area network (often called a LAN) connects two or more computers, and may be called a corporate network in an office or business setting.
  • An "internetwork", sometimes called a Wide Area Network (because of the wide distance between networks) connects two or more smaller networks together. The largest internetwork is called the Internet .

Computers can be part of several different networks. Networks can also be parts of bigger networks. The local area network in a small business is usually connected to the corporate network of the larger company. Any connected machine at any level of the organization may be able to access the Internet , for example to demonstrate computers in the store, display its catalogue through a web server , or convert received orders into shipping instructions.

Microsoft Windows , Linux and most other operating systems use TCP/IP for networking. Apple Macintosh computers used Appletalk in the past, but it uses TCP/IP now.

To set up a network an appropriate media is required. This can be wired or wireless. Twisted-pair, co-axial or fiber-optic are examples of cable and infra-red, blue-tooth, radio-wave, micro-wave etc. are wireless media used for networking. When you are working with a mere LAN, computers, media and peripherals are sufficient. But when you are working with a wider range you have use some additional devices like bridge, gateway or router to connect different small or large networks. And obviously a protocol must be maintained.

To set up a network you have to select an appropriate topology to arrange the hardware devices using the media. Topologies generally used are bus-topology, ring-topology, star-topology, tree-topology, object-oriented topology etc. Among these star-topology and tree-topology are most popular nowadays.



Meaning Of Network
Understanding Network
Network is a set of computers connected by cable to each computer so that other computers can be mutual communication, exchange of information sharing files, printers, etc..Network is divided into 2
  1. Standalone
  2. Network

T
ype - Type of Coverage Based Networks
1. Local Area Networking (LAN)The network that is bounded by a relatively small area, generally bounded by the area like an office environment in a building, or a school, and usually not far from about 1 km square.
2. Metropolitan Area Networking (MAN)That is a wider network of LAN, MAN typically covers an area larger areas such as provincial, inter-building. Why MAN is said to be more extensive than a LAN?, Well, because the MAN network is connected from multiple LAN networks connected through a switch again.
3. Wide Area Networking (WAN)A network that is usually already in scope by means of satellite or submarine cable as an example of a whole network BANK BNI in Indonesia or in other States. Using the WAN infrastructure, a bank that is in Bandung can contact the branch office in Hong Kong, in just a few minutes. WANs are usually rather complicated and very complex, using many means for connecting between the LAN and WAN to the Global Communications such as the Internet.
  • Physical topology refers to the physical design of a network including the devices, location and cable installation.
  • Logical topology refers to how data is actually transferred in a network as opposed to its physical design. In general physical topology relates to a core network whereas logical topology relates to basic network.

Network Topology
Any particular network topology is determined only by the graphical mapping of the configuration of physical and / or logical connections the between nodes. The study of network topology uses graph theory. Distances the between nodes, physical interconnections, transmission rates, and / or signal types may differ in two networks and yet Their topologies may be identical.


  • A - Point-to-point  ( Permanent (Dedicated) - Switched )         
  • B - Bus                   (Linear Bus - Distributed Bus)                     
  • C - Star                  (Extended Star - Distributed Star)              
  • D - Ring                                                                                            
  • E - Mesh                (Fully Connected - Partially Connected)    
  • F - Tree                                                                                             
  • G - Hybrid                                                                                        
  • H - Daisy chain                                                                              

Type - the type of network topology
 

A- Point-to-point Topology
The simplest topology is a permanent link between two endpoints. Switched point-to-point topologies are the basic model of conventional telephony. The value of a permanent point-to-point network is unimpeded communications between the two endpoints. The value of an on-demand point-to-point connection is proportional to the number of potential pairs of subscribers, and has been expressed as Metcalfe's Law.

    Permanent (dedicated)
 Easiest to understand, of the variations of point-to-point topology, is a point-to-point communications channel that appears, to the user, to be permanently associated with the two endpoints. A children's tin can telephone is one example of a physical dedicated channel.
Within many switched telecommunications systems, it is possible to establish a permanent circuit. One example might be a telephone in the lobby of a public building, which is programmed to ring only the number of a telephone dispatcher. "Nailing down" a switched connection saves the cost of running a physical circuit between the two points. The resources in such a connection can be released when no longer needed, for example, a television circuit from a parade route back to the studio.

    Switched:
 Using circuit-switching or packet-switching technologies, a point-to-point circuit can be set up dynamically, and dropped when no longer needed. This is the basic mode of conventional telephony.

B- Bus Topology 
Bus topology is the topology that thinking about one cable that connects to the server computer so who wants to get into a bus topology must connect the cable to the BNC cable BNCnya server. Because this topology using a BNC cable.
 In local area networks where the bus topology is used, each node is connected to a single cable. Each computer or server is connected to the single bus cable. A signal from the source Travels in Both directions to all machines connected on the bus cable until it finds the intended recipient. If the machine address does not match the intended address for the data, the machine ignores the data. Alternatively, if the data matches the machine address, the data is accepted. Since the bus topology consists of only one wire, it is rather inexpensive to implement compared to other topologies Pls. However, the low cost of implementing the technology is offset by the high cost of managing the network. Additionally, since only one cable is utilized, it can be the single point of failure. If the network cable is terminated on Both ends and without termination Pls and Pls stop the data transfer cable breaks, the entire network Will be down.

    
Linear bus

The type of network topology in the which all of the nodes of the network are connected to a common transmission medium of the which has exactly two endpoints (this is the 'bus', the which is also commonly Referred to as the backbone, or trunk) - all data That is the between-transmitted nodes in the network is transmitted over this common transmission medium and is Able to be received by all nodes in the network simultaneously.
Note: The two endpoints of the common transmission medium are normally terminated with a device Called a terminator That Exhibits the characteristic impedance of the transmission medium and the which dissipates or absorbs the energy That Remains in the signal to Prevent the signal from being reflected or propagated back onto the transmission medium in the Opposite direction, the which would cause interference with and degradation of the signals on the transmission medium.

    
Distributed bus

The type of network topology in the which all of the nodes of the network are connected to a common transmission medium of the which has more than two endpoints That are created by adding branches to the main section of the transmission medium - the physical distributed bus topology functions in exactly the same fashion as the physical linear bus topology (ie, all nodes share a common transmission medium).
        Notes:
  1. All of the endpoints of the common transmission medium are normally terminated using a 50 ohm resistor.
  2. The linear bus topology is Sometimes Considered to be a special case of the distributed bus topology - ie, a distributed bus with no branching segments.
  3. The physical distributed bus topology is incorrectly Sometimes Referred to as a physical tree topology - however, although the physical distributed bus topology resembles the physical tree topology, it differs from the physical tree topology in That there is no central node to the which any other nodes are connected, since this hierarchical functionality is replaced by the common bus.

C- Star Topology
 Star topology is a topology that uses the switch as the connecting cable between jaringa. Thus, this topology is more frequently used than the topology that because the cost is cheaper and faster trasperdata. Since switching the speed governing data.
 In local area networks with a star topology, each network host is connected to a central hub with a point-to-point connection. The network does not necessarily have to resemble a star to be classified as a star network, but all of the nodes on the network must be connected to one central device. All traffic that traverses the network passes through the central hub. The hub acts as a signal repeater. The star topology is considered the easiest topology to design and implement. An advantage of the star topology is the simplicity of adding additional nodes. The primary disadvantage of the star topology is that the hub represents a single point of failure.

    Notes

  •  A point-to-point link (described above) is sometimes categorized as a special instance of the physical star topology – therefore, the simplest type of network that is based upon the physical star topology would consist of one node with a single point-to-point link to a second node, the choice of which node is the 'hub' and which node is the 'spoke' being arbitrary.
  • After the special case of the point-to-point link, as in note (1) above, the next simplest type of network that is based upon the physical star topology would consist of one central node – the 'hub' – with two separate point-to-point links to two peripheral nodes – the 'spokes'.
  • Although most networks that are based upon the physical star topology are commonly implemented using a special device such as a hub or switch as the central node (i.e., the 'hub' of the star), it is also possible to implement a network that is based upon the physical star topology using a computer or even a simple common connection point as the 'hub' or central node.
  • Star networks may also be described as either broadcast multi-access or nonbroadcast multi-access (NBMA), depending on whether the technology of the network either automatically propagates a signal at the hub to all spokes, or only addresses individual spokes with each communication.
Extended star
  • A type of network topology in which a network that is based upon the physical star topology has one or more repeaters between the central node (the 'hub' of the star) and the peripheral or 'spoke' nodes, the repeaters being used to extend the maximum transmission distance of the point-to-point links between the central node and the peripheral nodes beyond that which is supported by the transmitter power of the central node or beyond that which is supported by the standard upon which the physical layer of the physical star network is based. 
  • If the repeaters in a network that is based upon the physical extended star topology are replaced with hubs or switches, then a hybrid network topology is created that is referred to as a physical hierarchical star topology, although some texts make no distinction between the two topologies.
    Distributed Star
  • A type of network topology that is composed of individual networks that are based upon the physical star topology connected together in a linear fashion – i.e., 'daisy-chained' – with no central or top level connection point (e.g., two or more 'stacked' hubs, along with their associated star connected nodes or 'spokes').
D- Ring Topology 
Ring topology is topologically connected to the two landcard. So the data delivery form clockwise and counter-clockwise. So that data transmission is often not up to the destination computer because it must pass through another computer first.
A network topology that is set up in a circular fashion in which data travels around the ring in one direction and each device on the right acts as a repeater to keep the signal strong as it travels. Each device incorporates a receiver for the incoming signal and a transmitter to send the data on to the next device in the ring. The network is dependent on the ability of the signal to travel around the ring.

E- Mesh Topology

The value of fully meshed networks is proportional to the exponent of the number of subscribers, assuming that communicating groups of any two endpoints, up to and including all the endpoints, is approximated by Reed's Law.
The value of fully meshed networks is proportional to the exponent of the number of subscribers, assuming that communicating groups of any two endpoints, up to and including all the endpoints, is approximated by Reed's Law.

    Fully connected


Fully connected mesh topology
The number of connections in a full mesh = n(n - 1) / 2.

Note: The physical fully connected mesh topology is generally too costly and complex for practical networks, although the topology is used when there are only a small number of nodes to be interconnected (see Combinatorial explosion).
    Partially connected

Partially connected mesh topology

The type of network topology in which some of the nodes of the network are connected to more than one other node in the network with a point-to-point link – this makes it possible to take advantage of some of the redundancy that is provided by a physical fully connected mesh topology without the expense and complexity required for a connection between every node in the network. 
Note: In most practical networks that are based upon the partially connected mesh topology, all of the data that is transmitted between nodes in the network takes the shortest path between nodes, except in the case of a failure or break in one of the links, in which case the data takes an alternative path to the destination. This requires that the nodes of the network possess some type of logical 'routing' algorithm to determine the correct path to use at any particular time.


F-Tree Topology
The type of network topology in which a central 'root' node (the top level of the hierarchy) is connected to one or more other nodes that are one level lower in the hierarchy (i.e., the second level) with a point-to-point link between each of the second level nodes and the top level central 'root' node, while each of the second level nodes that are connected to the top level central 'root' node will also have one or more other nodes that are one level lower in the hierarchy (i.e., the third level) connected to it, also with a point-to-point link, the top level central 'root' node being the only node that has no other node above it in the hierarchy (The hierarchy of the tree is symmetrical.) Each node in the network having a specific fixed number, of nodes connected to it at the next lower level in the hierarchy, the number, being referred to as the 'branching factor' of the hierarchical tree.This tree has individual peripheral nodes.
  1.  A network that is based upon the physical hierarchical topology must have at least three levels in the hierarchy of the tree, since a network with a central 'root' node and only one hierarchical level below it would exhibit the physical topology of a star.
  2. A network that is based upon the physical hierarchical topology and with a branching factor of 1 would be classified as a physical linear topology.
  3.  The branching factor, f, is independent of the total number of nodes in the network and, therefore, if the nodes in the network require ports for connection to other nodes the total number of ports per node may be kept low even though the total number of nodes is large – this makes the effect of the cost of adding ports to each node totally dependent upon the branching factor and may therefore be kept as low as required without any effect upon the total number of nodes that are possible.
  4. The total number of point-to-point links in a network that is based upon the physical hierarchical topology will be one less than the total number of nodes in the network.
  5.  If the nodes in a network that is based upon the physical hierarchical topology are required to perform any processing upon the data that is transmitted between nodes in the network, the nodes that are at higher levels in the hierarchy will be required to perform more processing operations on behalf of other nodes than the nodes that are lower in the hierarchy. Such a type of network topology is very useful and highly recommended. 
definition : Tree topology is a combination of Bus and Star topology.

G- Hybrid Topology
Hybrid networks use a combination of any two or more topologies in such a way that the resulting network does not exhibit one of the standard topologies (e.g., bus, star, ring, etc.). For example, a tree network connected to a tree network is still a tree network topology. A hybrid topology is always produced when two different basic network topologies are connected. Two common examples for Hybrid network are: star ring network and star bus network
  1. A Star ring network consists of two or more star topologies connected using a multistation access unit (MAU) as a centralized hub.
  2. A Star Bus network consists of two or more star topologies connected using a bus trunk (the bus trunk serves as the network's backbone).

While grid and torus networks have found popularity in high-performance computing applications, some systems have used genetic algorithms to design custom networks that have the fewest possible hops in between different nodes. Some of the resulting layouts are nearly incomprehensible, although they function quite well.

A Snowflake topology is really a "Star of Stars" network, so it exhibits characteristics of a hybrid network topology but is not composed of two different basic network topologies being connected together. Definition : Hybrid topology is a combination of Bus ,Star and ring topology.
H- Daisy chain Topology
 Except for star-based networks, the easiest way to add more computers into a network is by daisy-chaining, or connecting each computer in series to the next. If a message is intended for a computer partway down the line, each system bounces it along in sequence until it reaches the destination. A daisy-chained network can take two basic forms: linear and ring.
  • A linear topology puts a two-way link between one computer and the next. However, this was expensive in the early days of computing, since each computer (except for the ones at each end) required two receivers and two transmitters.
  • By connecting the computers at each end, a ring topology can be formed. An advantage of the ring is that the number of transmitters and receivers can be cut in half, since a message will eventually loop all of the way around. When a node sends a message, the message is processed by each computer in the ring. If a computer is not the destination node, it will pass the message to the next node, until the message arrives at its destination. If the message is not accepted by any node on the network, it will travel around the entire ring and return to the sender. This potentially results in a doubling of travel time for data.
Source Brandon Harris Wikipedia
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