Apa Itu Sepak Bola ? Sepak Bola adalah permainan bola yang dimaikan oleh dua tim dengan masing-masing beranggotakan sebelas orang. Olahraga ini sangat digemari dan terkenal sampai ke manca negara yang dimainkan oleh berbagai kalangan jenis usia baik usia tua maupun muda. Permainan dari sepak bola ini bertujuan untuk mencetak gol/memasukan bola kedaerah gawang lawan sebanyak - banyaknya dengan menggunakan bola kulit berukuran 27-28inci. Lapangan yang digunakan dalam permainan sepak bola ini umumnya berumput hijau dengan lebar lapang 50-100 yard dan panjang 100-300 yard. Gawang tempat mencetak gol terletak di bagian ujung lapangan dengan dibatasi jaring berukuran tinggi 8 kaki dan lebar 24 kaki.
Jumat, 16 Februari 2018
Senin, 24 Juli 2017
Sejarah dan Pengertian Sistem Editing
A. Sejarah Video Editing
Sejarah
Film
1.
Edwin S. Porter- “A trip to the
moon”
·
The
life of American Fireman = film
pertama yang menerapkan prinsip-prinsip editing film modern dengan membuat 20
rangkaian shot menjadi satu rangkaian cerita
·
The
great train robery = seperti editing yang ada saat ini dengan
menggunakan konsep narrative continuity
2.
David Wark Griffith- “mbahnya editing” = editing konstruksi dramatis, variasi
shot (ELS, CU, cut away, tracking shot), parallel cutting
·
The
greaser’s gauntlet = menyambung gambar dengan tipe shot yang
berbeda disebut dengan MATCH-CUTTING
·
Enorch
arden = menggunakan
LS, MS, CU dengan tujuan untuk mengajak penonton secara emosional serta menciptakan
efek dramatisir
·
The
lonely villa =menggunakan
parallel cutting dengan mengkonstruksi sebuah scene kemudian menyambung
beberapa gambar dengan durasi yang lebih pendek sehingga menciptakan efek
lebih mendramatisir
3.
Vsevolod I. Pudkovin
·
Sebuah film
seharusnya dapat melibatkan emosi penonton
·
Konstruksi
gambar ketika di edit (constructive editing) merupakan hal yang penting dalam
editing
4.
Sergei Mikhailovich Eisenstein
·
Sebuah shot
seharusnya tidak sekedar disambung dengan shot yang lain, namun harus
dibenturkan (montage attraction) dan akan menghasilkan makna yang baru
(intellectual montage)
B.
Sistem
Editing
Usaha menampilkan dan membuat tayangan
menjadi lebih berguna dan enak ditonton
·
Shot
·
Unsur
pendukung: suara, sound effect, music
Tujuan:
·
Memilih gambar dan klip yang terbaik
·
Menambahkan efek, grafik, musik, dll
·
Mengubah gaya dan suasana hati dan
langkah dari gambar
·
Memberikan sudut yang menarik bagi
hasil rekaman
·
Memindahkan klip video yang tidak
dikehendaki
C.
Workflow
Editing
1.
Plan
the project
·
Tahapan yang paling penting
·
Gunakan PENAMAAN yang konsisten
·
Gunakan satu folder utama untuk
menyimpan semua file yang dibutuhkan
·
Pikirkan juga siapa target audience
untuk menyesuaikan style editing dengan
project
2.
Gather
media
·
Kumpulkan semua file dalam satu tempat,
terstruktur dan mudah diakses
·
Hasil rekaman, gambar, audio, video dan
apapun yang dibutuhkan
3.
Label
everything
·
Berikan label pada semua media dengan
keyword agar mudah diakses
4.
Start
building your story
·
Tidak perlu khawatir tentang
ketidaksempurnaan
·
Buatlah general framework
·
Mulai melihat dan menentukan klip yang
harus dimasukkan ke dalam timeline
5.
Organize
·
Perhatikan klip yang ada di timeline,
periksa apakah sequence yang ada sudah sesuai dengan urutan
6.
Trim
·
Ketika semua klip sudah terstruktur,
putuskan mana bagian yang akan dipotong
·
Akan lebih baik melakukan pemotongan
untuk mendapatkan cerita yang baik kemudian lakukan pemotongan untuk durasi
7.
Add
transitions
·
Lakukan editing pada produk seperti
menggunakan cuts, dissolves, wipes
·
Jangan berlebihan
·
Fokus pada apa yang diperlukan terlebih
dahulu kemudian mulai tambahkan transisi untuk membuat hasil editing lebih
halus
8.
Add
text & effect
·
Ketika komponen cerita sudah lengkap,
mulailah melakukan editing dengan menggunakan teks dan gambar jika diperlukan
9.
Mix
audio
·
Disebut juga “audio sweetening”
·
Tahap untuk menambahkan musik, audio
efek dan sebagainya sesuai kebutuhan
10. Color
correct
·
Langkah ini merupakan langkah terakhir
setelah semua proses sebelumnya sudah selesai
·
Bisa menggunakan NLE atau aplikasi
pendukung
11. Output
·
Sebelum melakukan exporting video
sesuai format yang dibutuhkan, pastikan resolusi, kualitas (bitrate), jenis
scanning (progressive atau interlance), fps
·
Sesuaikan dengan media distribusinya
12. Archive
·
Simpan semua data yang diperlukan
·
Hapus semua klip atau elemen lain yang
sudah pasti 100% tidak akan digunakan lagi
·
Simpan apapun yang diperlukan jika
dibutuhkan editing tambahan
Rabu, 31 Agustus 2016
Configure a Switch - LAN Switching and Wireless
LAN SWITCHING AND WIRELESS – CHAPTER 2
MODIFIED BY TONY CHEN
OBJECTIVES
·
Summarize
the operation of Ethernet as defined for 100/1000 Mbps LANs in the IEEE 802.3
standard.
·
Explain
the functions that enable a switch to forward Ethernet frames in a LAN.
·
Configure
a switch for operation in a network designed to support voice, video, and data
transmissions.
·
Configure
basic security on a switch that will operate in a network designed to support
voice, video, and data transmissions.
key
elements of Ethernet/802.3 networks
- CSMA/CD
·
Ethernet
signals are transmitted to every host connected to the LAN using a special set
of rules to determine which station can access the network.
·
The
set of rules that Ethernet uses is based on the IEEE carrier sense multiple
access/collision detect (CSMA/CD) technology.
·
Note:
CSMA/CD is only used with half-duplex communication typically found in hubs.
Full-duplex switches do not use CSMA/CD.
- Carrier Sense
–
In
CSMA/CD, all devices that have messages to send must listen before
transmitting.
•
If
a device detects a signal from another device, it waits before attempting to
transmit.
•
When
there is no traffic detected, a device transmits its message.
•
While
this transmission is occurring, the device continues to listen for traffic on
the LAN.
•
After
the message is sent, the device returns to its default listening mode.
- Multi-access
–
If
the signals of one device are not detected by a second device, the second
device may also start to transmit.
•
The
media now has two devices transmitting signals at the same time.
•
The
messages propagate across the media until they encounter each other.
•
At
that point, the signals mix and the messages are destroyed, a collision.
•
Although
the messages are corrupted, the remaining signals continues to propagate across
the media.
- Collision Detection
–
When
a device is in listening mode, it can detect when a collision occurs on the
media,
•
because
devices can detect an increase in amplitude of the signal above the normal
level.
- Jam Signal and Random Backoff
–
When
collision is detected, the transmitting devices send out a jamming signal.
–
The
jamming signal notifies the other devices of a collision, so that they invoke a
backoff algorithm.
•
This
backoff algorithm causes all devices to stop transmitting for a random amount
of time, which allows the collision signals to subside.
•
A
random backoff period ensures that the devices in the collision do not try to
send traffic again at the same time, which would cause the whole process to
repeat.
•
During
the backoff period, a third device may transmit before either of the two
involved in the collision have a chance to re-transmit.
- Communications in a switched LAN network occur in three ways
–
Unicast:
•
In
unicast transmission, there is just one sender and one receiver.
•
Unicast
transmission is the predominant form of transmission on LANs and within the
Internet.
•
Examples
of unicast transmissions include HTTP, SMTP, FTP, and Telnet.
–
Broadcast:
•
In
this case, there is just one sender, but the information is sent to all
connected receivers.
•
Broadcast
transmission is essential when sending the same message to all devices on the
LAN.
•
An
example of a broadcast transmission is the ARP sends to all computers on a LAN.
–
Multicast:
•
Communication
in which a frame is sent to a specific group of devices or clients.
•
Multicast
transmission clients must be members of a logical multicast group to receive
the information.
•
An
example of multicast transmission is the video and voice transmissions
associated with a network-based, collaborative business meeting.
Ethernet
Frame
·
Ethernet
Frame
–
The
Ethernet frame structure adds headers and trailers around the Layer 3 PDU to
encapsulate the message.
·
Preamble
and Start Frame (7 bytes) Delimiter Fields (1 byte)
–
The
Preamble and SFD fields are used for synchronization and to get the attention
of the receiving nodes.
·
Destination
MAC Address Field (6 bytes)
–
The
address in the frame is compared to the MAC address in the device. If there is
a match, the device accepts the frame.
·
Source
MAC Address Field (6 bytes)
–
It
identifies the originating NIC or interface. Switches use this address to add
to their lookup tables.
·
Length/Type
Field (2 bytes)
–
It
defines the exact length of the frame's data field. This field is used later as
part of the Frame Check Sequence (FCS) to ensure that the message was received
properly.
·
Data
and Pad Fields (46 to 1500 bytes)
–
It
contain the encapsulated data from a higher layer, which is a generic Layer 3
PDU. All frames must be at least 64 bytes long (minimum length aides the
detection of collisions). If a small packet is encapsulated, the Pad field is
used to increase the size of the frame to the minimum size.
·
Frame
Check Sequence Field (4 bytes)
–
It
detects errors in a frame. The receiving device receives the frame and
generates a CRC to look for errors. If the calculations do not match, the frame
is dropped.
Ethernet
auto-negotiation
·
Each
Ethernet frame (or packet) starts out with a sequence of bits
that alternate between 1 and 0 that looks like this: 1010101010101010.... Each
value (1 or 0) is represented by a specific state change, so when these bits
are transmitted, the electrical signal on the Ethernet media transitions from
"high" to "low" and back at the same speed the bits are
being transmitted.
·
To
determine the speed, the interface needs to measure only the time between the
transitions.
o
If
an interface is not capable of doing a higher speed, the bit pattern will look
like signal noise, just like human speech played at ten times the normal speed
sounds like noise.
o
If
each interface starts at its highest speed and works down, it can sync to the
first speed it understands from the other side.
·
This
passive system allows the interfaces to determine a common speed very quickly
with a great deal of reliability. It is also worth pointing out that the
contents and format of the data that is sent is irrelevant, just the fact that
the data is sent.
·
The
only way to detect, or attempt to guess, if the other side of a link can do
full-duplex or not is to start transmitting something as soon as you start to
receive a signal from the other end.The other side will start to receive your
transmission before finishing up their own.
o
If
the other side is happy with this, it must be in full-duplex mode.
o
If
the other side thinks a collision has taken place, you know the other interface
is in half-duplex mode.
·
Due
to the problems with the older auto-sensing schemes (and the less than perfect
ability of auto-negotiation to get things correct), many people have gotten in
the habit of "forcing" an interface into a specific mode.
·
In
general, it is standard practice here at the University of Illinois U-C campus
to hand configure all switch uplink interfaces and router interfaces to a
specific mode of operation, and not rely on any of the auto-negotiating or
auto-sensing systems.
Ethernet
errors
·
When
transmitting smaller data packets, a Pad field must be added to bring the total
size of the Ethernet packet up to at least 64 bytes.
MAC Address
·
MAC
Address
–
An
Ethernet MAC address is a two-part 48-bit binary value expressed as 12
hexadecimal digits.
•
The
address formats be similar to 00-05-9A-3C-78-00
–
All
devices connected to an Ethernet LAN have MAC-addressed interfaces.
–
The
NIC uses the MAC address to determine if a message should be passed to the
upper layers.
•
The
MAC address is permanently encoded into a ROM chip on a NIC. This type of MAC
address is referred to as a burned in address (BIA).
–
Some
vendors allow local modification of the MAC address.
·
The
MAC address is made up of the organizational unique identifier (OUI) and the
vendor assignment number.
–
Organizational
Unique Identifier
•
The
OUI is the first part of a MAC address. It is 24 bits long and identifies the
manufacturer of the NIC card. The IEEE regulates the assignment of OUI numbers.
Within the OUI, there are 2 bits that have meaning only when used in the
destination address, as follows:
–
Broadcast
or multicast bit: Indicates to the receiving interface that the frame is
destined for all or a group of end stations on the LAN segment.
–
Locally
administered address bit: If the vendor-assigned MAC address can be modified
locally, this bit should be set.
–
Vendor
Assignment Number
•
The
vendor-assigned part of the MAC address is 24 bits long and uniquely identifies
the Ethernet hardware. It can be a BIA or modified by software indicated by the
local bit.
MAC
Address: I/G bit and U/L
bit
·
The
first 2 bits of a MAC address are used as I/G bit and U/L bit.
·
I/G
bit and U/L bit
·
The
first two bits of a destination address convey certain information:
–
I/G
= 0
•
Individual
address: the destination is a singe node.
–
I/G
= 1
•
Group
address: the destination is a group of LAN nodes (multicast or broadcast
address).
–
U/L
= 0
•
Universally
administered address: the adapter uses its burned-in MAC address.
–
U/L
= 1
•
Locally
administered address: the adapter uses a logical address (assigned by network
administrator). U/L=1 may result in a hex code of 0x02 in the first byte. The
U/L bit is always set when a logical address is assigned (even if the assigned
address doesn't follow this convention). Therefore, it is impossible to imitate
a burned-in address; but other logical address may be imitated at any time.
·
Source
addresses don't use the I/G bit (because multiple stations cannot be the source
of a single frame). The first bit of a source address doesn't have any special
meaning in Ethernet LANs; in Token-Ring LANs, it is used as RII bit (RII =
routing information indicator). The RII bit indicates that source routing
information will follow the source address.
IEEE 802
& EUI-64 Address
·
IEEE
EUI-64 addresses
–
The
IEEE EUI-64 address represents a new standard for network interface addressing.
The company ID is still 24-bits in length, but the extension ID is 40 bits,
creating a much larger address space for a network adapter manufacturer. The
EUI-64 address uses the U/L and I/G bits in the same way as the IEEE 802
address.
·
Mapping
IEEE 802 addresses to EUI-64 addresses
·
Mapping
EUI-64 addresses to IPv6 interface identifiers
Duplex
Settings
·
There
are 2 types of duplex settings used on an Ethernet:
·
Half
Duplex:
–
Half-duplex
relies on unidirectional data flow where sending and receiving data are not
performed at the same time.
•
This
is similar to how walkie-talkies function in that only one person can talk at
any one time.
•
efficiency
is typically at 50 to 60 percent of the 10-Mb/s bandwidth
–
Half-duplex
uses CSMA/CD to help reduce the collisions.
–
Half-duplex
are typically in older hardware, such as hubs.
•
Nodes
that are attached to hubs that share their connection to a switch port must
operate in half-duplex mode.
–
Nodes
can operate in a half-duplex mode if the NIC card cannot be configured for full
duplex operations.
•
In
this case the port on the switch defaults to a half-duplex as well.
·
Full
Duplex:
–
In
full-duplex communication, data flow is bidirectional, so data can be sent and
received at the same time.
•
Most
Ethernet, Fast Ethernet, and Gigabit Ethernet NICs sold today offer full-duplex
capability.
–
In
full-duplex mode, the collision detect circuit is disabled.
•
Frames
sent by the two connected end nodes cannot collide because the end nodes use
two separate circuits in the cable.
–
Each
full-duplex connection uses only one port.
•
Full-duplex
connections require a switch that supports full duplex or a direct connection
between two nodes that each support full duplex.
Switch Port
Settings
·
A
port on a switch needs to be configured with duplex settings that match the
media type.
·
The
Cisco Catalyst switches have three settings
–
The
auto option sets autonegotiation of duplex mode. With autonegotiation
enabled, the two ports communicate to decide the best mode of operation
–
The
full option sets full-duplex mode.
–
The
half option sets half-duplex mode.
·
For
Fast Ethernet and 10/100/1000 ports, the default is auto.
·
For
100BASE-FX ports, the default is full.
·
The
10/100/1000 ports operate in either half- or full-duplex mode when they are set
to 10 or 100 Mb/s, but when set to 1,000 Mb/s, they operate only in full-duplex
mode
·
Note:
Autonegotiation can produce unpredictable results.
–
By
default, when autonegotiation fails, the Catalyst switch sets the corresponding
switch port to half-duplex mode.
•
This
type of failure happens when an attached device does not support
autonegotiation.
–
If
the device is manually configured having half-duplex on one end and full-duplex
on the other causes late collision errors at the half-duplex end.
•
To
avoid this situation, manually set the duplex parameters of the switch to match
the attached device.
Switch Port
Settings: auto-MDIX
·
auto-MDIX
–
You
used to be required to use certain cable types (cross-over, straight-through)
when connecting between specific devices, switch-to-switch or switch-to-router.
–
Instead,
you can now use the mdix auto interface configuration command in the CLI to
enable the automatic medium-dependent interface crossover (auto-MDIX) feature
•
When
the auto-MDIX feature is enabled, the switch detects the required cable type
for copper Ethernet connections and configures the interfaces accordingly.
•
Therefore,
you can use either a crossover or a straight-through cable for connections to a
copper 10/100/1000 port on the switch, regardless of the type of device on the
other end of the connection.
–
The
auto-MDIX feature is enabled by default on switches running Cisco IOS Release
12.2(18)SE or later. For releases between Cisco IOS Release 12.1(14)EA1 and
12.2(18)SE, the auto-MDIX feature is disabled by default.
MAC Address
Tables
·
MAC
Addressing and Switch MAC Address Tables
–
Switches
use MAC addresses to direct network communications to the appropriate port
toward the destination node.
·
For
a switch to know which port to use to transmit a unicast frame, it must first
learn which nodes exist on each of its ports.
·
A
switch determines how to handle incoming data frames by using its MAC address
table.
·
A
switch builds its MAC address table by recording the MAC addresses of the nodes
connected to each of its ports.
·
Once
a MAC address for a specific node on a specific port is recorded in the address
table, the switch then knows to send traffic destined for that specific node
out the port.
·
When
an incoming data frame is received by a switch and the destination MAC address
is not in the table, the switch forwards the frame out all ports, except for
the port on which it was received.
·
When
the destination node responds, the switch records the node's MAC address in the
address table from the frame's source address field.
·
In
networks with multiple interconnected switches, the MAC address tables record
multiple MAC addresses for the ports connecting the switches which reflect the
node's beyond.
Typically, switch ports used to interconnect two
switches have multiple MAC addresses recorded in the MAC address table.
MAC
Addressing and Switch MAC Address Tables
·
Step
1. The switch
receives a broadcast frame from PC 1 on Port 1.
·
Step
2. The switch
enters the source MAC address and the switch port that received the frame into
the address table.
·
Step
3. Because the
destination address is a broadcast, the switch floods the frame to all ports,
except the port on which it received the frame.
·
Step
4. The
destination device replies to the broadcast with a unicast frame addressed to
PC 1.
·
Step
5. The switch
enters the source MAC address of PC 2 and the port number of the switch port
that received the frame into the address table. The destination address of the
frame and its associated port is found in the MAC address table.
·
Step
6. The switch can
now forward frames between source and destination devices without flooding.
Bandwidth
and Throuhgput
·
A
major disadvantage of Ethernet is collisions.
–
Collisions
occur when two hosts transmit frames simultaneously.
–
When
a collision occurs, the transmitted frames are corrupted or destroyed.
–
The
sending hosts stop sending further transmissions for a random period, based on
the Ethernet 802.3 rules of CSMA/CD
·
It
is important to understand that when stating the bandwidth of the Ethernet
network is 10 Mb/s, full bandwidth for transmission is available only after any
collisions have been resolved.
–
A
hub offers no mechanisms to either eliminate or reduce collisions and the
available bandwidth that any one node has to transmit is correspondingly
reduced.
–
As
a result, the number of nodes sharing the Ethernet network will have effect on
the throughput
Collision
Domains
·
To
reduce the number of nodes on a given network segment, you can create separate
physical network segments, called collision domains
–
The
network area where frames originate and collide is called the collision domain.
–
All
shared media environments, such as those created by using hubs, are collision
domains.
–
When
a host is connected to a switch port, the switch creates a dedicated
connection. This connection is an individual collision domain.
·
When
2 connected hosts want to communicate with each other, the switch to establish
connection between these 2 ports. The switch creates the connection that is
referred to as a microsegment.
–
The
circuit is maintained until the session is terminated.
–
The
microsegment behaves as if the network has only two hosts, one host sending and
one receiving, providing maximum available bandwidth
Broadcast
Domains
·
Although
switches filter frames based on MAC addresses, they do not filter broadcast
frames.
–
A
broadcast frames must be forwarded by switches.
•
A
collection of interconnected switches forms a single broadcast domain.
–
Only
a Layer 3 entity, such as a router, or a virtual LAN (VLAN), can stop a Layer 2
broadcast domain.
–
Routers
and VLANs are used to segment both collision and broadcast domains.
·
When
a device wants to send out a Layer 2 broadcast, the destination MAC address in
the frame is set to all ones.
–
All
the devices accept and process the broadcasted frame.
–
The
broadcast domain at Layer 2 is referred to as the MAC broadcast domain.
Network
Latency
·
Latency
is the time a frame or a packet takes to travel from the source to the final
destination.
–
Users
of network-based applications experience latency when they have to wait many
minutes to access data stored in a data center.
·
Latency
has at least 3 sources.
–
First,
the time it takes the source NIC to place voltage pulses on the wire, and the
time it takes the destination NIC to interpret these pulses.
•
This
is sometimes called NIC delay, typically around 1 microsecond for a 10BASE-T
NIC.
–
Second,
the actual propagation delay as the signal takes time to travel through the
cable.
•
Longer
cable and slower nominal velocity of propagation (NVP) result in more
propagation delay.
–
Third,
latency is added based on network devices that are in the path between two
devices.
•
These
are either Layer 1, Layer 2, or Layer 3 devices.
Network
Congestion
·
The
primary reason for segmenting a LAN into smaller parts is to isolate traffic
and to achieve better use of bandwidth per user.
–
Without
segmentation, a LAN quickly becomes clogged with traffic and collisions.
·
The
most common causes of network congestion:
–
Increasingly
powerful computer and network technologies.
•
Today,
CPUs, buses, and peripherals are much faster and more powerful than those used in
early LANs, therefore they can send more data at higher rates through the
network, and they can process more data at higher rates.
–
Increasing
volume of network traffic.
•
Network
traffic is now more common because remote resources are necessary to carry out
basic work.
–
High-bandwidth
applications.
•
Software
applications are becoming richer in their functionality and are requiring more
and more bandwidth. Desktop publishing, engineering design, video on demand
(VoD), electronic learning (e-learning), and streaming video all require
considerable processing power and speed.
LAN
Segmentation
·
LANs
are segmented into a number of smaller collision and broadcast domains using
routers and switches.
·
Bridges
and Switches
–
Bridges
and switches share many attributes, several distinctions differentiate these
technologies.
•
Bridges
are generally used to segment a LAN into a couple of smaller segments.
•
Switches
are generally used to segment a large LAN into many smaller segments.
•
Bridges
have only a few ports for LAN connectivity
•
Switches
have many ports.
·
Routers
–
Because
routers do not forward broadcast traffic by default, they can be used to create
broadcast domains.
•
Each
router interface connects to a separate network, containing broadcast traffic
within the LAN segment in which it originated.
LAN Design
Consideration
·
Controlling
Network Latency
–
SWITCHES
can introduce latency on a network when oversubscribed on a busy network.
•
For
example, if a core level switch has to support 48 ports, each one capable of
running at 1000 Mb/s full duplex, the switch should support around 96 Gb/s
internal throughput if it is to maintain full wirespeed across all ports
simultaneously.
–
The
use of ROUTERS increase latency on a network.
•
When
a Layer 3 device, such as a router, needs to examine the Layer 3 addressing
information contained within the frame, it must read further into the frame
than a Layer 2 device, which creates a longer processing time.
•
However,
appropriate use of Layer 3 devices helps prevent contention from broadcast
traffic in a large broadcast domain.
LAN Design
Consideration
·
Removing
Bottlenecks
–
Bottlenecks
on a network are places where high network congestion results in slow
performance.
•
In
this figure which shows six computers and a single server are connected to the
same switch.
–
Each
workstation and the server are all connected using a 100 Mb/s NIC.
–
If
each connection was used at full capacity, each computer would be able to use
only 16.7 Mb/s, one-sixth of the 100 Mb/s bandwidth.
•
To
reduce the bottleneck to the server, additional network cards can be installed,
which increases the total bandwidth the server is capable of receiving.
–
Higher
capacity links (for example, upgrading from 100 Mb/s to 1000 Mb/s connections)
and using multiple links leveraging link aggregation technologies (for example,
combining two links as if they were one to double a connection's capacity) can
help to reduce the bottlenecks created by inter-switch links and router links.
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