Thursday, March 17, 2011

WiFi Technology


What is Wi-Fi?

WiFi is a wireless technology brand owned by the Wi-Fi Alliance intended to improve the operating of wireless products. Common applications for Wi-Fi include Internet and VoIP phone access, gaming, and network connectivity for consumer electronics such as mobile phones, laptops, game consoles, MP3 players and PDA's. Wi-Fi also allows connectivity which enables devices to connect directly with each other. This connectivity mode is useful in consumer electronics and gaming applications.
It's faster and has a greater range than Bluetooth, and is ideal for home or office connectivity. In the near future, wireless networking may become so widespread that you can access the Internet just about anywhere at any time, without using wires. The easy access of emails for business orientated individuals is also a bonus, as urgent messages can be downloaded on the go once the email settings are configured on to the WiFi enabled handset.
The mobile phones market has received a lot of attention lately as several operators across the world have launched various types of handsets which allow users to connect to the Internet via Wi-Fi, the iPhone being the ultimate example.

Mobile VoIP

A new study from a London-based research firm claims that mobile voice-over-IP will become a mainstream form of communication by the end of 2012, based on rapid growth of voice-over-3G wireless users. Disruptive Analysis said its research shows mobile VoIP will eclipse fixed-mobile convergence services that use dual-mode handsets with voice-over-WiFi capabilities.
VoIP has become popular largely because of the cost advantages to consumers over traditional telepone networks. VoIP calls can be placed across the Internet. Most Internet connections are charged using a flat fee structure. Using the Internet connection for both data traffic and voice calls can allow consumers to get rid of one monthly payment. In addition, VoIP plans do not charge a per-minute fee for long distance. For International calling, the monetary savings to the consumer from switching to VoIP technology can be enormous.
Today, Skype, TruPhone and a company called Fring already offer VoIP over 3G smartphones and 3G-enabled laptops allowing users to communicate with other VoIP users via the Internet. This service is expected to provide customers with a cheaper alternative to connecting calls via GSM in the near future.

HSDPA

High-Speed Downlink Packet Access (HSDPA) is a 3G (third generation) mobile telephony communications protocol in the High-Speed Packet Access (HSPA) family, which allows networks based on Universal Mobile Telecommunications System (UMTS) to have higher data transfer speeds and capacity. Current HSDPA deployments support down-link speeds of 1.8, 3.6, 7.2 and 14.4 Mbit/s. Further speed increases are planned for the near future

The Latest Mobile Phone Technology


The latest mobile phone handsets provide a wide range of services and technology that allows the user to be as interactive as possible with the global community. These new mobile technologies offer the user accessibility to the worldwide web via WiFi connectivity, download and transfer large amounts of data via high speed connectivity and find a location via satellite with mobile Global Positioning Systems (GPS) devices.
Todays mobile phones have now evolved to incorporate all types of online activity, here is a little breakdown of some of the latest technology to grasp the mobile market.


Neelesh SiNgh

Tuesday, March 1, 2011

Difference between time sharing and multitasking


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1.Time-sharing refers to sharing a computing resource among many users by multitasking.Because early mainframes and minicomputers were extremely expensive it was rarely possible to allow a single user exclusive access to the machine for interactive use. But because computers in interactive use often spend much of their time idly waiting for user input it was suggested that multiple users could share a machine by using one user's idle time to service other users. Similarly small slices of time spent waiting for disk tape or network input could be granted to other users.The concept was first described publicly in early 1957 by Bob Bemer as part of an article in Automatic Control Magazine. The first project to implement a time-sharing system was initiated by John McCarthy in late 1957 on a modified IBM 704 and later an additionally modified IBM 7090 computer. Although he left to work on Project MAC and other projects one of the results of the project known as the Compatible Time Sharing System or CTSS was demonstrated in November 1961. CTSS has a good claim to be the first time-sharing system and remained in use until 1973. The first commercially successful time-sharing system was the Dartmouth Time-Sharing System (DTSS) which was first implemented at Dartmouth College in 1964 and subsequently formed the basis of General Electric's computer bureau services. DTSS influenced the design of other early timesharing systems developed by Hewlett Packard Control Data Corporation UNIVAC and others (in addition to introducing the BASIC programming language).Other historical timesharing systems some of them still in widespread use include: IBM CMS (part of VM/CMS) IBM TSS/360 (never finished; see OS/360) IBM Time Sharing Option (TSO) KRONOS (and later NOS) on the CDC 6000 series Michigan Terminal System Multics MUSIC/SP WYLBUR RSTS/E UNIX

Time-division multiplexing

















Time-division multiplexing (TDM) is a type of digital or (rarely) analog multiplexing in which two or more signals or bit streams are transferred apparently simultaneously as sub-channels in one communication channel, but are physically taking turns on the channel. The time domain is divided into several recurrenttimeslots of fixed length, one for each sub-channel. A sample byte or data block of sub-channel 1 is transmitted during timeslot 1, sub-channel 2 during timeslot 2, etc. One TDM frame consists of one timeslot per sub-channel plus a synchronization channel and sometimes error correction channel before the synchronization. After the last sub-channel, error correction, and synchronization, the cycle starts all over again with a new frame, starting with the second sample, byte or data block from sub-channel 1, etc.