الثلاثاء، 20 نوفمبر 2012

Antivirus software


Antivirus or anti-virus software is software used to prevent, detect and remove malware (of all descriptions), such as: computer viruses, adware, backdoors, malicious BHOs, dialers, fraudtools, hijackers, keyloggers, malicious LSPs, rootkits, spyware, trojan horses and worms. Computer security, including protection from social engineering techniques, is commonly offered in products and services of antivirus software companies. This page discusses the software used for the prevention and removal of malware threats, rather than computer security implemented by software methods.

A variety of strategies are typically employed. Signature-based detection involves searching for known patterns of data within executable code. However, it is possible for a computer to be infected with new malware for which no signature is yet known. To counter such so-called zero-day threats, heuristics can be used. One type of heuristic approach, generic signatures, can identify new viruses or variants of existing viruses by looking for known malicious code, or slight variations of such code, in files. Some antivirus software can also predict what a file will do by running it in a sandbox and analyzing what it does to see if it performs any malicious actions.
No matter how useful antivirus software can be, it can sometimes have drawbacks. Antivirus software can impair a computer's performance. Inexperienced users may also have trouble understanding the prompts and decisions that antivirus software presents them with. An incorrect decision may lead to a security breach. If the antivirus software employs heuristic detection, success depends on achieving the right balance between false positives and false negatives. False positives can be as destructive as false negatives.Finally, antivirus software generally runs at the highly trusted kernel level of the operating system, creating a potential avenue of attack

الاثنين، 19 نوفمبر 2012

Picture about Technology








Instructional Technology


 In education, instructional technology is "the theory and practice of design, development, utilization, management, and evaluation of processes and resources for learning," according to the Association for Educational Communications and Technology (AECT) Definitions and Terminology Committee. Instructional technology is often referred to as a part of educational technology but the use of these terms has changed over the years. Educational technology is the study and ethical practice of facilitating learning and improving performance by creating, using and managing appropriate technological processes and resources. While instructional technology covers the processes and systems of learning and instruction, educational technology includes other systems used in the process of developing human capability.

Current status

Instructional technology is a growing field of study which uses technology as a means to solve educational challenges, both in the classroom and in distance learning environments. Moore (1989) argues that there are three types of learner interaction (learner-content, learner-instructor, and learner-learner interactions). In the years since Moore's article, several philosophical views have surfaced that relate Instructional technology to these types of interaction.

Most traditional researchers (those subscribing to Cognitivism) argue that learner-content interaction is perhaps the most important endeavor of Instructional technology. Some researchers (those subscribing to constructivism) argue that Moore's social interactions, (learner-instructor and learner-learner interactions), are as useful as learner-content interaction.

 

 

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الاثنين، 12 نوفمبر 2012

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powerpoint





A personal computer (PC) is any general-purpose computer whose size, capabilities, and original sales price make it useful for individuals, and which is intended to be operated directly by an end-user with no intervening computer operator. This contrasted with the batch processing or time-sharing models which allowed larger, more expensive minicomputer and mainframe systems to be used by many people, usually at the same time. Large data processing systems require a full-time staff to operate efficiently.

Software applications for personal computers include, but are not limited to, word processing, spreadsheets, databases, Web browsers and e-mail clients, digital media playback, games, and myriad personal productivity and special-purpose software applications. Modern personal computers often have connections to the Internet, allowing access to the World Wide Web and a wide range of other resources. Personal computers may be connected to a local area network (LAN), either by a cable or a wireless connection. A personal computer may be a desktop computer or a laptop, tablet, or a handheld PC.

Early PC owners usually had to write their own programs to do anything useful with the machines, even lacking an operating system. The very earliest microcomputers, equipped with a front panel, required hand-loading of a bootstrap program to load programs from external storage (paper tape, cassettes, or eventually diskettes). Before very long, automatic booting from permanent read-only memory became universal.

Today's users have access to a wide range of commercial software and freeware, which is provided in ready-to-run or ready-to-compile form. Since the early 1990s, [Microsoft]] operating systems and Intel hardware have dominated much of the personal computer market, first with MS-DOS and then with the "Wintel" (Windows + Intel) combination. Popular alternatives to Microsoft's Windows operating systems include Apple's Mac OS X and the free open-source Linux and BSD operating systems. AMD provides the major alternative to Intel's central processing units. Applications and games for PCs are typically developed and distributed independently from the hardware or OS manufacturers, whereas software for many mobile phones and other portable systems is approved and distributed through a centralized online store.


 





Computer sizes and power
Computers can be generally classified by size and power as follows, though there is considerable overlap:
  • Personal computer: A small, single-user computer based on a microprocessor.
  • Workstation: A powerful, single-user computer. A workstation is like a personal computer, but it has a more powerful microprocessor and, in general, a higher-quality monitor.
  • Minicomputer: A multi-user computer capable of supporting up to hundreds of users simultaneously.
  • Mainframe: A powerful multi-user computer capable of supporting many hundreds or thousands of users simultaneously.
  • Supercomputer: An extremely fast computer that can perform hundreds of millions of instructions per second.