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which is most demanding amongcompiler design and clientserver computing at present?
i got 2 options to study in MCA among compiler design and client server computing...i am confused about which one to select...i want to select that which is the most demanding nowadays as i dont have any personal interests among these...
Compiler designer is a *****. Writing a compiler is a hell of a lot of work, every thing from token recognition and parsing, tree building, syntax checking etc... a lot of work. So if you want demanding go compiler design, but I don't see it as being useful.
What is the easiest and mostcost effective way toimplement server basedcomputing?
If the current IT environment uses a mixture of windows and Unix/Linux applications in a distributed manner, how can we change to a server based approach?
Changing to a server base will required a centralized administration. i.e centralize servers hosting various applications depending on the numbers of client involve will determine the type of server hardware type. One of the easiest way in rolling out applications to your client in an effective manner and also to save administrative time is to deploy terminal services. Mostly if your type of application is a per user licensing, it is cheaper to run terminal services so that client computers connect to the server directly to use the application or connect via another dedicated system for that application usage. This will reduce the number of licensing you will need to buy for every client. In network point of view, you can implement layer 3-4 switches to reduce collision and broadcast domain. and also to reduce the number of switches and to have a robust network .. Layer 3-4 switches are switch with VLAN capabilties. Regards
is it possible to play a gameremotely located on a serverusing the servers computingresources?
online games usually load on to the players ram and use the players processor and may only transmit(once fully running)only few bits of imformation , such as player score\move. but is it possible for the game to run on a entirely different computer(server) and users just get the video feed using the internet and commands from keyboard and mouse are fed back to the server. If so what would be the minimum internet speed required to run such a service
My basic problem with this is two-fold. 1. The server could not handle the processing for too many users unless it's a very very basic game. But whatever the server did, there would always be a lag between what's happening in the game, and what's actually showing up on your screen. The fact that the server would have to send, essentially, streaming video of what it's rendering would jack up the processing power in itself. So bottom-line, with today's technology it is not possible unless an extremely large amount of money is put into a system.
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