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The History of the Mental Health Consumer Movement

This is a book on the history of the mental health consumer movement.

A History of Recovery
In researching the history of the mental health consumer-recovery movement, we come upon many obstacles. These obstacles range from a lack of clarity over terminology, miscommunication or misunderstanding of what recovery is.

When asking about the history being told to consider books by Dr. E. Fuller Torrey or the Williard suitcase exhibit which are quite interesting to any person who would be interested in learning about mental illness and the history of mental illness; but not necessarily about recovery. Other consumer efforts such as Patricia Deegan’s activism to reclaim the history of lives lost due to the uncaring mental health system of the past hundred years are by all means worthy to mention.

This is known as “recovery of our heritage as consumers.” Tragic as it is, and we do not want to disregard the waste of human life, this is not the history of recovery but the history we need to recover.

The history of recovery must be about recovery. In the Williard suitcase exhibit part of the work of Darby Penney and Peter Statsny “The Lives They Left Behind” also tells of more tragic stories of human lives disregarded and gives us a better understanding of psychosocial aspects of mental illness. But again the creation of the exhibit as well as the reclaiming of history are current events and therefore do not constitute the history of recovery but more so are the making of history that will endure.

Many users (clients) of mental health services refer to themselves as “consumers.” This term “consumer” is often resented by those being labeled as such. They feel that being a consumer erroneously signifies that service users have the power to choose services most suitable to their needs. Others feel it is an affirmation of “empowerment” as a part of the supply and demand cycle.

Those who object contend that consumers have neither choices, leverage, nor power to select services. Instead, some consumers refer to themselves as “survivors” or “ex-patients” to denote that they have survived what they experienced as oppression by the mental health system. This distinction can best be understood in its historical context.

Some may break down the Mental Health Consumer Movement into to two other movements such as the psychiatric survivor movement and the consumer movement; one side of the recovery spectrum as being more propsychiatry while the prior being more closer identified with the antipsychiatry movement.

Chapters

 * 1) The Rise of the Consumer Movement


text: User talk:71.166.130.34

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Template talk:.NET Framework 3.0

The book has been to a new location Introduction to .NET Framework 3.0-Ravichandar84 (talk) 01:40, 19 February 2008 (UTC)

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User talk:Tango21961

Come introduce yourself at the new users page. If you have any questions, you can ask there or contact me personally. Νεοπτόλεμος ( talk | email | contribs ) 02:11, 19 February 2008 (UTC)

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text: User talk:122.105.34.75

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User talk:Brownout

Welcome!
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User talk:Btreanor

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User talk:LambaJan~enwikibooks

Welcome!
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Your account will be renamed
Hello,

The developer team at Wikimedia is making some changes to how accounts work, as part of our on-going efforts to provide new and better tools for our users like cross-wiki notifications. These changes will mean you have the same account name everywhere. This will let us give you new features that will help you edit and discuss better, and allow more flexible user permissions for tools. One of the side-effects of this is that user accounts will now have to be unique across all 900 Wikimedia wikis. See the announcement for more information.

Unfortunately, your account clashes with another account also called LambaJan. To make sure that both of you can use all Wikimedia projects in future, we have reserved the name LambaJan~enwikibooks that only you will have. If you like it, you don't have to do anything. If you do not like it, you can pick out a different name.

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Welcome!
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Wikijunior Big Cats print version
Hello. I noticed your comment about numerous spelling mistakes in the Wikijunior Big Cats PDF version. I have almost finished assembling a new PDF version that I am planning on printing. I would be very grateful if you donated a bit of your time by proofreading it and also giving any other comments regarding layout, etc.

The new version can be found at http://www.scribd.com/doc/2490736/Wikijunior-Big-Cats. To get an idea of what the book will look like, view it in "Book mode" by going iPaper --> View mode --> Book mode. Thanks for your interest!

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The developer team at Wikimedia is making some changes to how accounts work, as part of our on-going efforts to provide new and better tools for our users like cross-wiki notifications. These changes will mean you have the same account name everywhere. This will let us give you new features that will help you edit and discuss better, and allow more flexible user permissions for tools. One of the side-effects of this is that user accounts will now have to be unique across all 900 Wikimedia wikis. See the announcement for more information.

Unfortunately, your account clashes with another account also called Deshu. To make sure that both of you can use all Wikimedia projects in future, we have reserved the name Deshu~enwikibooks that only you will have. If you like it, you don't have to do anything. If you do not like it, you can pick out a different name.

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text: Category:Book:Introduction to Crochet

title: Category:Book:Introduction to Crochet


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User:Lantonov

Lyudmil Antonov, PhD. Theoretical Physics

title: User:Lantonov


text:
Trainz/Introduction

A concise overview
The software is centered about a powerful database and database manager called the ContentManager.exe which doubles as an FTP download manager over a secure internet link, a three dimensional graphical user interface (GUI) world building tool called Surveyor that allows railroad route construction and a GUI run-time Driver module which lets people enter their own virtual world and operate realistically modeled trains. You don't have to be a bona fide railroad enthusiast to enjoy Trainz, but it helps you to get started, for Trainz is likely to be the most complicated and sophisticatedsoftware suite most average people will ever possess or touch!

Fortunately, while the early learning curve is daunting, the software is user friendly and there is a bit of help, from the TrainzOnline Wiki to this Wikibook. User knowledge can bloom once the user taps into the excellent .pdf file manuals and the Trainz communities. Over the years, there have been and still are also quite a few Trainz veterans that have put together how-to tutorials pages, and many of those will be featured here with a synopsis and links ahead of our coverage. The new user will find even dated How-To tutorials for Trainz UTC, TRS2004 and TRS2006 still have relevance as the Surveyor and Driver user interfaces have remained very stable and only changed incrementally.

As an aid to beginners and for those developing new routes, Trainz has a simplified driving mode called DCC, which provides a 'virtual dial' for train direction and speed, much as many users would be familiar with when operating home model railroad sets. The realistic CAB mode models real world trains physics requiring much more planning ahead since controls have delays and friction forces are realistic — with steel wheels on steel rails one does not stop nor start a heavy train on a dime! — and both physics models incorporate the extra mass of train-car loads into the mix of behavioral effects (although the effects are just far milder with DCC mode when driving a heavy coal train loaded to the gills).

The software system is extensible and flexible. For example, one can have a Trainz world where one only drives boats and ships, never seeing a railway! Similarly, many Trainzers have tricked out automobiles to cruise their layouts' road ways, and there is an odd airplane or two flying the skies at the whim of the layout designers and CC's—our valued creative content creators.

The Trainz world is one in which each version's content, including that you make especially for yourself, is upgradable to the next improved version. At the same time the creative efforts of legions of Trainzers who have collaboratively built up a freeware library of over 280,000 assets available to become content on a route (layout). In Trainz-speak, an asset is a library item available on the DLS and/or locally where it is prepped and filed away by Content Manager and is available to the GUI modules—if and when used and placed in a container, it becomes content. The biggest container in that hierarchy is a route, which in the physical Model Railroad milieu, is called a layout; a term which is used interchangeably in the Trainz milieu, which is frequently spoken of as 'V-scale Model Railroading', for 'Virtual scale'.

The product entered development in 1997 and reached Beta testing as Trainz V0.9 in 2000 and was at that time bundled with the Gmax 3D modeling software. The Beta test version was circulated among model railroad clubs primarily in the United Kingdom, the United States and Australia, who cheerfully leaned into the challenge and created much of the original routes and content aided with the expertise of Auran developers. From the start, Trainz has been a vibrant online community, and still is. Like any large community, the Trainz community has sub-communities, which offer members an environment of philosophical togetherness and collaborative co-operation. Most of these sub-groups have their own forums, icons, logos, and names. The user will see notable user groups such as Blue Sky Interactive, Cardiff Workshops, HP-Trainz, JointedRail, Razorback-Railway, Trainzproroutes, Trainzland, Zatovisualworks—some of which offer professional-grade Trainz Payware, and some have become N3V/Auran partners, providing high quality new routes in various new releases. These and newer organizations like individual members of Yesterdayz Trainz appear in the main Auran/N3V web forum as well as other forums like TPR's and their popular content you'll find is used in many DLS downloadable routes and often content included with the different Trainz versions. They stand apart from the greater Trainz community only in the way an organ is distinguishable from the body, they are an important part of the culture, and the fruits of their collaborations are the heart and soul of the best Trainz has to offer.

The downside
Like many major software systems, the Trainz publisher releases service packs (SP) which combine bug fixes and release of new features within one version of Trainz. In the corporate world there is usually an IT consultant or in-house staff available to manage these upgrades, but in the Trainz world - one occupied by private users - you will have to act as your own IT department. Fortunately the community will give you quite a bit of help. It is almost a certainty that anything you experience will be an experience many have had and solved before you.

Service Packs in Trainz are free, which is not always the case in equally powerful commercial database products. The scenario editor tool in Trainz SP3 modified the game so much that many Trainzers consider it a second major release. The tool was continued in the line's second major release, the 2003 release of the classic and best selling TRS2004. Many Trainzers have forgotten that that version had its initial share of bugs and even the occasional Big Blue Screen of Death (BBSoD). A similar bug-hunting experience (without the BBSoDs!) has been ongoing with the new technologies in TS2012, which includes Speedtree tech, but whereas TRS2004 become iconic and was put on a pedestal after the release of SP4, and TRS2006 had similar eminence (some hardcore devotees are just now switching up to newer versions in mid-2013!) the newest Trainz simulator is still experiencing minor teething troubles, having bitten into the promising world of multi-core microprocessors, 64 bit processing and advanced graphics cards. It is however, unlikely a new user will be as critical or even notice many of the nits the Trainz tried-and-true power users are cataloging. The developers record for dealing with such is excellent and there is every reason to believe they will overcome the sometimes raucous and demanding voices of complaint on the forums at Auran.com.

More upside
Trainz 2004 was radically different from Trainz 1.0-1.3 in many important ways, yet enabled importing content (route maps, world making things like buildings, trees, miniature people, and even animals) from versions Trainz 1.0-1.3 (sometimes named TRS2001 or Trainz 2001), as is the case with all Trainz content - it can be imported, albeit at times needing some minor tweaks in the process. Trainz 2006 made similar strides, was perhaps more popular and in introducing the unified ContentManager with its combined upload/download and database management functions, stabilized Trainz into modes and forms of operations readily recognizable in today's versions. Versions since have improved upon that, and TS2009 made great strides in adding features to surveyor, justly earning the moniker, World Builder Edition.

Consequently, the list of available assets with which to unleash one's individual creativity just continues to grow, and a version tracking and control system can match the needs of a die-hard TRS2004 or TRS2006 devotee, as well as support an upgraded version suitable for TRS2009, TRS2010, or TRS2012. Taking new assets and even some routes and reverting changes in order to make them compatible with older versions is also possible, but more difficult.

The manual released as a PDF file with Trainz 2006 was so good that it is still published as the definitive Trainz operating manual for later versions, with updates to indicate the newer features. The Content Creation Manual from 2006 is a similar stalwart reference on how to make things in and for Trainz, but is now augmented by an online Wiki, accessible even from within Trainz operating environments. The Trainz Wiki reference pages, when different from the PDF manuals are the definitive word on the latest changes to asset definition and operation, although they do not always reflect the latest changes. When an asset has upgrading problems to a new version, the Trainz Wiki specifications of the technology generally show the way the advancing technology requires a new definition, or has superceded an old method. The technology changes listed therein are directly updated on the Trainz Wiki by the programmers and others.

As a consequence, Trainz is the oldest, most successful and flexible series of ever-improving computer simulators for running a realistically modeled 3D virtual reality world and interacting with the locomotives and interactive railway industries which are the focus of the series. There have been several simulators with better graphics engines, among them industry software giant Microsoft, but none with the staying power and huge library of user created content free to all registered users. {{void|1=

Releases and Versions
Each new retail release (a year coded name like TRS2006,TS2010, and now TS12) has usually included some new routes (usually in a partnership arrangement from one of the major user groups noted above) as well as re-validated (including older 'standard' routes bundled on many releases) for the new retail 'base version'. Such world building assets are the focus of many a talented content creator whose knowledge of graphics and painstaking dedication produce marvelous three dimensional self-defining graphical objects such as train cars (rolling stock), locomotives, interactive industries, scenery industries and other buildings, road and water transport vehicles (with visible traffic), landscaping scenery, animals, airports, track-side objects or other landscape assets such as telephone poles, road signs, billboards, interactive docks, cranes, railroad crossings at and for the new tech level in the new release/version. All assets in Trainz, including routes have a and a technology level tracking number called the. Trainz corporate website enables access to about 280,000 such possible extensions (assets) to one's virtual worlds, for free! As each Trainz release is upgraded by a Service pack the 'Trainz Version' incrementally increases in lock step, and assets created for that technology capability are tagged with a Trainz-build tag number matching the Version number. The one refers to installed run time software technology—which also has an more exacting 'code build number' which uniquely identifies the version and increments with any specific patches the user has added, so is a bit more refined, while the Trainz-build tag refers to an assets base technology level like the base version number. The three correspond in lockstep, with the code build number being more focused and refined, so used in bug reports. Typically these upgrades extend incrementally the graphics delivery and abilities of the Trainz virtual worlds, and many service packs also extend capabilities by adding user requested feature improvements. In a very real sense, today's and tomorrow's Trainz versions are an invention of the vibrant on-line community joint effort and devotion. Both the N3V 'Trainz Wiki and the web forum actively request features from users and offer a programmer-developer two way communications channel to and from the user base. This like the decision to focus the products on a less demanding video technology level is a philosophical and deliberate policy on the developers and company's part—Trainz is not and likely never will be a software system aimed at the newest or latest-greatest computer technologies and video cards—in stark contrast to the interactive demanding technologies needed for high end video gaming—but one written for and carefully targeting the average computer system capabilities retailed several years ago, thus spreading their market to the common folk who can't throw money away upgrading to the newest and expensive fads in computing. Put another way, once you put a version of Trainz on a computer that runs it comfortably, you have a lot of reason to keep the machine without replacing it for a long, long time. With a capable machine, the next version or two may also run fine, but you will likely benefit after half-a-decade by upgrading the old video card to one with more on card processing and memory. The new SpeedTree and Level of detail (an adjustment decreasing graphics rendering needs at longer Length of distances viewed) technologies are deliberately designed to both increase computational speed (they off load their drawing tasks off of your main Computer microprocessor (CPU) onto the optimized-for-graphics co-processors on today's video cards) and diminish computational loading, whether it be for Trainz or Hollywood. This graphics mode is the wave of the future now bearing fruit in computer gaming and simulations, feeding today's generation of high definition monitors or televisions.

An operational overview
In the simulator's run time environments (called 'Driver') the simulator is in 'play mode' and so might be confused with a mere computer game. Driver is the module which runs the virtual world and lets you travel through a 3D manifestation, a scenario or problem is known as a 'Session, most being designed to play until finished in one sitting, 'a session' of playing railroad engineer''. However in a full Trainz install (Some game like driving only versions have been published, including those for newer cell phone operating systems) you can become the world creator and alter and adjust the game play mode and the world content to add or subtract from the driving experience. World building itself is fun, and perhaps the most addictive feature of the game, aside from creating your own 3D content, which again is engrossingly rewarding. For example, for a first foray into the world building module Surveyor, a new user might choose to extend and expand on one of the bundled Driver (game play) sessions to change the end conditions and scoring such that a long freight haul to a schedule scenario is morphed into one which also requires one to break down the train's consist (various connected cars) and deliver them to certain local industries outside the railyard which was the original session's destination (the stopping point of the original session). The next trial in surveyor might find one adding an industry off a new siding, adding consists and locomotives, and exploring the logic of the command sequences which define how a session operates. The important thing to realize is every new thing can be tackled in your own good time on a schedule of your choosing, with no pressure from your boss, and everything is sensible and your knowledge of things which at first look seem arcane and mysterious will become logical and commonplace in short order. The only requirement is a willingness to break things (experiment)—even failures have a reward, as now you know one thing which will not work! This is possible as Trainz won't allow the new user to overwrite the stock content of ten-to-twelve railroads that are the part of each release in the series, and each of those will have one to six game playing scenarios, or 'Driver sessions' in Trainz-speak, that are also protected—so Trainz automatically clones such content giving the new user a private, single user, modified version which is equally playable. Similarly, when instead the new user attempts to change the Trainz Route (virtual world, or layout in Model Railroading), the system will then clone the original to make a private copy and the Session, so one can explore the benefits of such a world change immediately.

Trainz is thus extensible immediately and each release bundles a little bit of Railroad Enthusiast Created and debugged content in the release. It differs from the competing products in it's facility to create or alter a layout at will, and for-pay expansions are just as, if not more so available for Trainz, whereas such competing products require for-pay purchases to add in. Content expansion has then one important difference and that is most content is end-user created by people that take pride in their work and most of the time keep it updated, and it's mostly free, so when a Trainzer sets the system aside for their own good reasons (job, family), dies or, becomes infirm or, is otherwise unable or unwilling to contribute further, we in the greater community continue his or her legacy in such cases. The majority of this content is Freeware (though sometimes the licensing is restricted*) after all and hosted on a central server where it is easy to find; if there are a few things which are a bit dated, we all got what we paid for and expecting perfection when paying nothing is foolish—more so, for we also all get that good start that a little update fix will make current, so griping about it is just plain silly if something is out of date and a tech level or two behind. It was free. This book will also guide you in such little fix-ups.

* Technically all content is copyrighted, but shared under a copy forward licensing arrangement similar to the GNU copy forward license or such similar licenses as content archived on the Wikimedia Foundation's, or for that fact, this Wikibook. The common license in Trainz is the asset must attribute the original creator when changed, and may not be used for commercial gain. This is very much true of all these similar licensing modes.

How to proceed
The intent of this book is to guide you in various aspects of the many simulator learning curves. This is from the outside, a complicated package, but one which is easy to master step by step. Content creation is a foray into 3D modeling and another stage of growth and learning only tackled once one becomes familiar with the basic system, the web sites, and has some fun driving and world building. This part of the book is a general reference, and can be checked with and against advice received on the web boards, for many tips herein originate there and are vetted for relevancy and clarity.

The basic requirements are a computer with a separate relatively up-to-date graphics card and drivers but because much of the content is end user created and some is more computer friendly than others no matter how fast your computer is a content creator who doesn't think in terms of performance can sometime seem to bring it to its knees. When a software asset (a route and session, in this case) runs roughly and sometimes staggers, this is a likely cause.

A major source of information is the and in particular new users should read. At this point the book becomes like a railyard, with several diverging tracks. There is the general reference branch, which also details information by retail release names (Trainz 1.x, TRS2004 and UTC, TRS2006 and the Trainz Classics, TRS2009, TRS2010 and TRS2012).

On content creation
If you are new to creating content then please pay careful attention to new assets being made available in the community, and bear in mind that many users see nice features on the greater body of other users' work such as Level of Detail (LoD), working animated couplings (more applicable to UK items), shadows, visible loads, visible bulk loads, animated loading and unloading, changeable loco / wagon numbers and specular lighting and will expect to see them on yours. Yes many older assets on the Download Station do not have these features, but these are increasingly unused. Even simple scenery buildings these days will frequently have a smoking chimney and night mode lighting, may be available in several versions (Base house, house + garage, house+garage+breezeway/patio between, and perhaps various colors or siding looks etcetera). By connecting yourself up with one or more content focused open-to-new-member user groups like or   you are not only going to find people that will happily give you tips and instruction, but masters who can help you learn the many steps of creating 3D assets to professional standards levels—people that will then urge you on when ready to upload something to the bigger stage of the Download Station. }} Enjoy. If a new user, please proceed down the New User Track for additional guidance.

title: Trainz/Introduction


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text: User talk:217.41.50.184

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Fundamentals of Information Systems Security/Telecommunications and Network Security

Basic Concepts
Data Communication Telecommunication Networking Network Categories and Technologies
 * Data Communications is the transfer of data or information between a source and a receiver.
 * The source transmits the data and the receiver receives it.
 * Data Communication is interested in the transfer of data, the method of transfer and the preservation of the data during the transfer process and it does not bother of the information generation.
 * Components of a DC [[Image:Components of a DC system.png|right]]
 * Protocol- Defines the Rules and Regulations to control and manage the communication
 * Message-information/data that is needed to be conveyed to the receiver
 * Sender- to generate the data
 * Receiver- to receive/consume the data
 * Medium- a communication channel to carry the message
 * Telecommunication is the assisted transmission of signals over a distance for the purpose of communication
 * A computer network is an interconnection of a group of computers
 * An internetwork is a collection of individual networks, connected by intermediate networking devices, that functions as a single large network. Internetworking refers to the industry, products, and procedures that meet the challenge of creating and administering internetworks

OSI Reference Model
Overview
 * The Open Systems Interconnection Basic Reference Model (OSI Reference Model) is a layered, abstract description for communications and computer network protocol design, developed as part of the Open Systems Interconnection initiative by ISO.
 * The OSI is composed of seven layers, each specifying particular network functions.
 * The Seven Layers of OSI Model
 * One OSI layer communicates with another layer to make use of the services provided by the second layer.
 * The services provided by adjacent layers help a given OSI layer communicate with its peer layer in other computer systems.
 * Three basic elements are involved in layer services:
 * The service user- resides inside the layer
 * The service provider- resides inside the layer
 * The service access point (SAP)- resides between the layers
 * Advantages of Layering
 * Each layer is reasonably self-contained so that the tasks assigned to each layer can be implemented independently. This enables the solutions offered by one layer to be updated without adversely affecting the other layers.
 * Various technologies, protocols, and services can interact with each other and provide the proper interfaces to enable communications.

OSI Layer Services and Protocols

OSI Security Services

The security services that are defined in the OSI security model include
 * Data integrity - protection from modification and destruction
 * Data confidentiality - protection from disclosure
 * Authentication -verification of identity of the communication source and
 * Access control services - enable mechanisms to allow or restrict access.

Information Exchange Process
 * The seven OSI layers use various forms of control information to communicate with their peer layers in other computer systems. This control information consists of specific requests and instructions that are exchanged between peer OSI layers.
 * Control information typically takes one of two forms:
 * Headers are pre-appended to data that has been passed down from upper layers
 * Trailers are appended to data that has been passed down from upper layers
 * An OSI layer is not required to attach a header or a trailer to data from upper layers.
 * The data portion of an information unit at a given OSI layer potentially can contain headers, trailers, and data from all the higher layers. This is known as encapsulation.

TCP/IP Model
Overview The TCP/IP Advantage
 * The TCP/IP model or Internet reference model, sometimes called the DoD (Department of Defense) model or the ARPANET reference model, is a layered abstract description for communications and computer network protocol design.
 * It was created in the 1970s by DARPA for use in developing the Internet's protocols.
 * It is a suite of protocols among which TCP and IP are the two main protocols, hence the name.
 * This model was developed before the OSI Reference Model, and the Internet Engineering Task Force (IETF), which is responsible for the model and protocols developed under it, has never felt obligated to be compliant with OSI.
 * The model is composed of 5 layers
 * Physical
 * Data Link
 * Network
 * Transport
 * Application

The reasons that TCP/IP has become the most widely used protocol are as follows:
 * The flexible addressing scheme of TCP/IP allows data to be routed over even very large networks.
 * Virtually all operating systems and platforms can use TCP/IP.
 * TCP/IP offers a very large number of utilities and tools.
 * The I/Internet communication is based on TCP/IP.

TCP/IP Services and Protocols

Signals

 * Data is transmitted in the form of electromagnetic signals.
 * Signals are of two types
 * Analog Signals
 * Digital Signals

Analog Signals

 * Analog data refers to information that is continuous;
 * Analog data take on continuous values
 * Analog signals - can have an infinite number of values in a range;

Digital Signals

 * Digital data refers to information that has discrete states.
 * Digital data take on discrete values.
 * Digital signals- can have only a limited number of values.

Analog vs Digital
Periodic vs Non-Periodic Signals Signal Properties A complete sine wave in the time domain can be represented by one single spike in the frequency domain A single-frequency sine wave is not useful in data communications; we need to send a composite signal, a signal made of many simple sine waves According to Fourier analysis, any composite signal is a combination of simple sine waves with different frequencies, amplitudes, and phases.
 * In data communications, we commonly use periodic analog signals and nonperiodic digital signals.
 * Periodic analog signals can be classified as simple or composite.
 * A simple periodic analog signal, a sine wave, cannot be decomposed into simpler signals.
 * A composite periodic analog signal is composed of multiple sine waves.
 * Frequency is the rate of change with respect to time.
 * Change in a short span of time means high frequency.
 * Change over a long span of time means low frequency.
 * If a signal does not change at all, its frequency is zero.
 * If a signal changes instantaneously, its frequency is infinite.
 * Frequency and period are the inverse of each other.
 * Phase describes the position of the waveform relative to time 0.

If the composite signal is periodic, the decomposition gives a series of signals with discrete frequencies; �if the composite signal is nonperiodic, the decomposition gives a combination of sine waves with continuous frequencies. The bandwidth of a composite signal is the difference between the highest and the lowest frequencies contained in that signal. if we need to send bits faster, we need more bandwidth.
 * Digital Signals
 * In addition to being represented by an analog signal, information can also be represented by a digital signal. For example, a 1 can be encoded as a positive voltage and a 0 as zero voltage. A digital signal can have more than two levels. In this case, we can send more than 1 bit for each level.
 * A digital signal is a composite analog signal with an infinite bandwidth.
 * Baseband transmission of a digital signal that preserves the shape of the digital signal is possible only if we have a low-pass channel with an infinite or very wide bandwidth.
 * In baseband transmission, the required bandwidth is proportional to the bit rate;
 * If the available channel is a bandpass channel, we cannot send the digital signal directly to the channel; �we need to convert the digital signal to an analog signal before transmission.

Data Transmission
Data Rate Note:Increasing the levels of a signal may reduce the reliability of the system. Transmission Impairments The first, bandwidth in hertz, refers to the range of frequencies in a composite signal or the range of frequencies that a channel can pass. The second, bandwidth in bits per second, refers to the speed of bit transmission in a channel or link.
 * Data Rate Limits- depends on three factors:
 * The bandwidth available
 * The level of the signals we use
 * The quality of the channel (the level of noise)
 * Signals travel through transmission media, which are not perfect. The imperfection causes signal impairment. This means that the signal at the beginning of the medium is not the same as the signal at the end of the medium. What is sent is not what is received. Three causes of impairment are attenuation, distortion, and noise.
 * Performance
 * One important issue in networking is the performance of the network—how good is it?
 * The bandwidth-delay product defines the number of bits that can fill the link.

Network Topology
A Network topology is the study of the arrangement or mapping of the elements of a network.

Physical Topologies
Overview Topologies
 * Physical topology defines how the systems are physically connected. It represents the physical layout of the devices on the network.
 * There are five main types of physical topologies that can be used and each has its own strengths and weaknesses.

Logical Topologies
Shared Media Topology Token Based
 * The Logical topology defines how the systems communicate across the physical topologies.
 * There are two main types of logical topologies:
 * shared media topology
 * token-based topology
 * In a shared media topology, all the systems have the ability to access the physical layout whenever they need it.
 * Advantage- the systems have unrestricted access to the physical media.
 * Disadvantage-collisions: If two systems send information out on the wire at the same time, the packets collide and kill both packets.
 * Example: Ethernet- uses CSMA/CD protocol to avoid collision
 * Ideal for small networks-many networks are broken up into several smaller networks with the use of switches or hubs to reduce the collision domain.
 * Shared media networks are typically deployed in a bus, star, or hybrid physical topology.
 * The token-based topology works by using a token to provide access to the physical media.
 * In a token-based network, there is a token that travels around the network. When a system needs to send out packets, it grabs the token off of the wire, attaches it to the packets that are sent, and sends it back out on the wire. As the token travels around the network, each system examines the token. When the packets arrive at the destination systems, those systems copy the information off of the wire and the token continues its journey until it gets back to the sender. When the sender receives the token back, it pulls the token off of the wire and sends out a new empty token to be used by the next machine.
 * Advantage - no collision problems
 * Disadvantage- latency, because each machine has to wait until it can use the token, there is often a delay in when communications actually occur.
 * Token-based network are typically configured in physical ring topology because the token needs to be delivered back to the originating machine for it to release. The ring topology best facilitates this requirement

Media
Signal and data transmissions occurs between a transmitter and at least a receiver, mostly in the form of electromagnetic waves over a transmission medium (or a sequence of them). Transmission media can be classified as:
 * Guided
 * Unguided

Guided Media

 * Twisted Pair
 * Coaxial Cable
 * Fiber Optics

Unguided Media
Unguided media provides a means for transmitting electromagnetic waves but do not guide them; examples are the propagation through air, vacuum or water, all these media are unguided.

L1 Devices
Patch Panels

Modems

Data-Link Layer
Concepts and Architecture

Architecture

Transmission Technologies

Technology and Implementation

Ethernet

Wireless Local Area Networks

Address Resolution Protocol (ARP)

Point-to-Point Protocol (PPP)

Basic Concepts
Local Area Network (LAN)

Wide Area Network (WAN) Technologies

Metropolitan Area Network (MAN)

Global Area Network (GAN)

Technology and Implementation

Routers

Firewalls

End Systems

The Internet Protocol (IP)
Overview IP Characteristics IP Packet Format
 * The IP component of TCP/IP determines where packets of data are to be routed based on their destination addresses, and IP has certain characteristics related to how it handles this function.
 * The functioning of an IP based communication is analogous to Delivering Mail Through the Postal Service
 * Operates at network layer
 * Connectionless protocol- The destination device receives the data and does not return any status information to the sending device
 * Packets treated independently- A packet can be misdirected, duplicated, or lost on the way to its destination.
 * Hierarchical addressing
 * Best-effort delivery
 * No data recovery features- does not provide any special features that recover corrupted packets
 * The header consists of 12 fields + 1 optional field

IP Addressing
 * Version(4bits) :For IPv4, this has a value of 4 (hence the name IPv4).
 * Internet Header Length(4bits)  : tells the number of 32-bit words in the header. In IPv4, this field specifies the size of the header.
 * Type of Service (8bits)
 * bits 0-2: precedence
 * bit 3: 0 = Normal Delay, 1 = Low Delay
 * bit 4: 0 = Normal Throughput, 1 = High Throughput
 * bit 5: 0 = Normal Reliability, 1 = High Reliability
 * bits 6-7: Reserved for future use or for Differentiated services or for Explicit Congestion Notification
 * Total Length(16bits) : defines the entire datagram size, including header and data, in bytes.
 * Identification : primarily used for uniquely identifying fragments of an original IP datagram.
 * Flags(3bits) : used to control or identify fragments. They are (in order, from high order to low order):
 * Reserved; must be zero.
 * Don't Fragment (DF)
 * More Fragments (MF)
 * Fragment Offset(13bits) : specifies the offset of a particular fragment relative to the beginning of the original unfragmented IP datagram.
 * ''Time To Live(8bits) : helps prevent datagrams from persisting in an internetwork. When the TTL field hits zero, the packet is no longer forwarded by a packet switch and is discarded.
 * Protocol : defines the protocol used in the data portion of the IP datagram.
 * Header Checksum(16bits) :used for error-checking of the header.
 * Source address : An IP address is a group of 4, 8-bit octets for a total of 32 bits. The value for this field is determined by taking the binary value of each octet and concatenating them together to make a single 32-bit value.
 * Destination address : indicates the address of the packet receiver.
 * Options : Additional header fields may follow the destination address field, but these are not often used. Note that the value in the IHL field must include enough extra 32-bit words to hold all the options (plus any padding needed to ensure that the header contains an integral number of 32-bit words)
 * Each IP address has specific components and follows a basic format. These IP addresses can be subdivided and used to create addresses for subnetwork.
 * Each host on a TCP/IP network is assigned a unique 32-bit logical address that is divided into two main parts:
 * the network number- identifies a network, assigned by InterNIC or an ISP
 * the host number-identifies a host on a network,assigned by the local network administrator.
 * IPv4 Address representations
 * IP Address Classes
 * The IPV4 addresses are divided into five different address classes: A, B,C, D, and E.

Virtual Private Network (VPN)

Tunneling

Dynamic Host Configuration Protocol (DHCP)

Internet Control Message Protocol (ICMP)

Internet Group Management Protocol (IGMP)

Transport Layer
Concepts and Architecture

The Transmission Control Protocol (TCP)
Overview TCP Characteristics  TCP Connection Establishment  TCP segment structure
 * TCP is a connection-oriented protocol that provides data reliability between hosts. TCP has a number of unique characteristics related to the way in which it accomplishes this transmission.
 * The functioning of a TCP based communication is analogous to Sending Mail Certified(registered mail)
 * Operates at the transport layer of the TCP/IP stack
 * Provides applications with access to the network layer
 * Connection-oriented protocol- The end systems synchronize with one another to manage packet flows and adapt to congestion in the network.
 * Full-duplex mode operation
 * Error checking- provides error checking by including a checksum in the datagram to verify that the TCP header information is not corrupt
 * Sequencing of data packets- TCP segments are numbered and sequenced so that the destination can reorder segments and determine if data is missing.
 * Acknowledgment of receipt- the receiver returns an acknowledgment to the sender indicating that it received the segment.
 * Data recovery features- the receiver can request retransmission of a segment
 * TCP provides reliable transport services by establishing a connection-oriented session between the hosts. The Connection establishment is performed by using a "three-way handshake" mechanism.
 * A three-way handshake synchronizes both ends of a connection by allowing both sides to agree upon initial sequence numbers.
 * This mechanism also guarantees that both sides are ready to transmit data and know that the other side is ready to transmit as well.
 * Each host randomly chooses a sequence number used to track bytes within the stream it is sending and receiving. Then, the three-way handshake proceeds in the following manner:
 * The first host (Host A) initiates a connection by sending a packet with the initial sequence number (X) and SYN bit set to indicate a connection request.
 * The second host (Host B) receives the SYN, records the sequence number X, and replies by acknowledging the SYN (with an ACK = X + 1). Host B includes its own initial sequence number (SEQ = Y). An ACK = 20 means the host has received bytes 0 through 19 and expects byte 20 next. This technique is called forward acknowledgment.
 * Host A then acknowledges all bytes Host B sent with a forward acknowledgment indicating the next byte Host A expects to receive (ACK = Y + 1). Data transfer then can begin.
 * Consists of header(11 fields) and data sections
 * Source port (16 bits) – identifies the sending port
 * Destination port (16 bits) – identifies the receiving port
 * Sequence number (32 bits) – has a dual role
 * If the SYN flag is present then this is the initial sequence number and the first data byte is the sequence number plus 1
 * if the SYN flag is not present then the first data byte is the sequence number
 * Acknowledgment number (32 bits) – if the ACK flag is set then the value of this field is the next expected byte that the receiver is expecting.
 * Data offset (4 bits) – specifies the size of the TCP header in 32-bit words. The minimum size header is 5 words and the maximum is 15 words thus giving the minimum size of 20 bytes and maximum of 60 bytes.  This field gets its name from the fact that it is also the offset from the start of the TCP packet to the data.
 * Reserved (4 bits) – for future use and should be set to zero
 * Flags (8 bits) (aka Control bits) – contains 8 bit flags
 * CWR (1 bit) – Congestion Window Reduced (CWR) flag is set by the sending host to indicate that it received a TCP segment with the ECE flag set.
 * ECE (ECN-Echo) (1 bit) – indicate that the TCP peer is Explicit Congestion Notification(allows end-to-end notification of congestion without dropping packets)capable during 3-way handshake.
 * URG (1 bit) – indicates that the URGent pointer field is significant
 * ACK (1 bit) – indicates that the ACKnowledgment field is significant
 * PSH (1 bit) – Push function
 * RST (1 bit) – Reset the connection
 * SYN (1 bit) – Synchronize sequence numbers
 * FIN (1 bit) – No more data from sender
 * Window (16 bits) – the size of the receive window, which specifies the number of bytes (beyond the sequence number in the acknowledgment field) that the receiver is currently willing to receive
 * Checksum (16 bits) – The 16-bit checksum field is used for error-checking of the header and data
 * Urgent pointer (16 bits) – if the URG flag is set, then this 16-bit field is an offset from the sequence number indicating the last urgent data byte
 * Data (Variable bits): As you might expect, this is the payload, or data portion of a TCP packet. The payload may be any number of application layer protocols. The most common are HTTP, Telnet, SSH, FTP, but other popular protocols also use TCP.

The User Datagram Protocol(UDP)
Overview
 * The User Datagram Protocol (UDP) is a connectionless transport-layer protocol that belongs to the Internet protocol family.
 * UDP is basically an interface between IP and upper-layer processes. UDP protocol ports distinguish multiple applications   running on a single device from one another.
 * Unlike the TCP, UDP adds no reliability, flow-control, or error-recovery functions to IP. Because of UDP's simplicity, UDP headers contain fewer bytes and consume less network overhead than TCP.
 * UDP is useful in situations where the reliability mechanisms of TCP are not necessary, such as in cases where a higher-layer protocol might provide error and flow control.
 * UDP is the transport protocol for several well-known application-layer protocols, including Network File System (NFS), Simple Network Management Protocol (SNMP), Domain Name System (DNS), and Trivial File Transfer Protocol (TFTP).

TCP vs UDP

Technology and Implementation

Scanning Techniques

Denial of Service

Session Layer
Concepts and Architecture

Technology and Implementation

Remote Procedure Calls

Directory Services

Access Services

Presentation Layer
Concepts and Architecture

Technology and Implementation

Transport Layer Security (TLS)

Application Layer
Concepts and Architecture

Technology and Implementation

Asynchronous Messaging (E-mail and News)

Instant Messaging

Data Exchange (World Wide Web)

Peer-to-Peer Applications and Protocols

Administrative Services

Remote-Access Services

Information Services

Voice-over-IP (VoIP)

General References

Sample Questions

Endnotes


text:
United Nations History/Ban Ki-moon

Who is he?
Ban Ki-moon (born June 13, 1944) is a South Korean diplomat and the current Secretary-General of the United Nations.

Before becoming Secretary-General, Ban was a career diplomat in South Korea's Ministry of Foreign Affairs and in the United Nations. He entered diplomatic service the year he graduated college, accepting his first post in New Delhi. In the foreign ministry he established a reputation for modesty and competence.

Ban was the Foreign Minister of the Republic of Korea from January 2004 to November 2006. In February 2006 he began to campaign for the office of Secretary-General. Ban was initially considered to be a long shot for the office. As foreign minister of Korea, however, he was able to travel to all of the countries that were members of the United Nations Security Council, a manoeuvre that turned him into the campaign's front runner.

Childhood
Ban, the oldest of six children, was born in Eumseong in a small farming village in North Chungcheong, in 1944, while Korea was forcibly occupied by Japan. When he was three, his family moved to the nearby town of Chungju, where he was raised. During Ban's childhood, his father had a warehouse business, but the warehouse went bankrupt and the family lost its middle-class standard of living. When Ban was 6, his family fled to a remote mountainside for the duration of the Korean War. After the war, his family returned to Chungju. The U.S. military troops in Korea were the first Americans whom Ban ever met.

Diplomatic Career
After graduation from university, Ban received the top score on Korea's foreign service exam. He joined the Ministry of Foreign Affairs in May 1970, and worked his way up the career ladder during the years of the Yusin Constitution.[6]

His first overseas posting was to New Delhi where he served as vice consul and impressed many of his superiors in the foreign ministry with his competence. Ban reportedly accepted a posting to India rather than the more prestigious United States, because in India he would be able to save more money, and send more home to his family. In 1974 he received his first posting to the United Nations, as First Secretary of the South Permanent Observer Mission (South Korea only became a full UN member state on 17 September 1991).[15] After Park Chung-hee's 1979 assassination, Ban assumed the post of Director of the United Nations Division.

In 1980 Ban became director of the United Nation's International Organizations and Treaties Bureau, headquartered in Seoul. He has been posted twice to the Republic of Korea embassy in Washington, D.C. Between these two assignments he served as Director-General for American Affairs in 1990–1992. In 1992, he became Vice Chairman of the South-North Joint Nuclear Control Commission, following the adoption by South and North Korea of the Joint Declaration of the Denuclearization of the Korean Peninsula. From 1993–1994 Ban was Korea's deputy ambassador to the United States. He was promoted to the position of Deputy Minister for Policy Planning and International Organizations in 1995 and then appointed National Security Advisor to the President in 1996. Ban's lengthy career overseas has been credited with helping him avoid South Korea's unforgiving political environment.

On Kosovo
As the Security Council debated Kosovo's declaration of independence from Serbia, Secretary-General Ban Ki-moon stressed the need to ensure the stability of Kosovo, which the United Nations has run since 1999, and the safety and security of its population.

“I urge all to reaffirm and act upon their commitments to refrain from any actions or statements that could endanger peace, incite violence or jeopardize security in Kosovo and the region,” Mr. Ban told an open meeting of the Council, convened at the request of Russia and Serbia.

“My efforts – and those of my Special Representative in Kosovo – are aimed at ensuring that the political and security situation in Kosovo and in the wider region remains stable, and that the population of Kosovo, and in particular, the minority communities are protected,” he added.

title: United Nations History/Ban Ki-moon


text:
Folkstyle Wrestling/Basic Moves From Neutral

Basic moves from neutral in folkstyle wrestling.

Head and Arm (with an under hook and an over hook) you bring your over hook to your under hook and lock your hands while popping your hips out to the side you then pull your lock around their head to the mat.

Double leg you shoot your penetration step keeping your head to the outside you then turn them the opposite way of your head.

Single legs There are too many types of single leg shots to go over you have sweep singles and many different finishes.

Duck Unders while grappling you duck under your opponent's arm.

Shrug while grappling you "bump" your opponents arm over your head allowing you to get behind him.


text:
Movie Making Manual/Staff/Executive Producer

The Executive Producer is an undefined title, often given to those (or representatives of those) who facilitate the production of the movie, either by financing it or alleviating other major problems. It can range from the person who initialized contact with the people who provides financing, or the person who wrote the book that the film is based on.

Rarely in the movie business does the writer or director put up his or her own money to create a film. Instead, they get one or more Executive Producers to supply their money in exchange for part of the profits earned by the movie.

In a studio setting, the Executive Producers are supervisors of the production team, and make sure that deadlines are met, and that budgets are kept. In an independent film setting, Executive Producers generally don't interfere with the making of the film, but they still expect you to make a decent (or better) movie.


text: User talk:165.138.0.120

title: User talk:165.138.0.120