Monday, September 14, 2015

Microsoft Visual Studio

Microsoft Visual Studio is an integrated development environment (IDE) from Microsoft. It is used to develop computer programs for Microsoft Windows, as well as web sitesweb applications and web services. Visual Studio uses Microsoft software development platforms such as Windows APIWindows FormsWindows Presentation FoundationWindows Storeand Microsoft Silverlight. It can produce both native code and managed code.
Visual Studio includes a code editor supporting IntelliSense (the code completion component) as well as code refactoring. The integrated debugger works both as a source-level debugger and a machine-level debugger. Other built-in tools include a forms designer for building GUI applications, web designerclass designer, and database schema designer. It accepts plug-ins that enhance the functionality at almost every level—including adding support for source-control systems (likeSubversion) and adding new toolsets like editors and visual designers for domain-specific languages or toolsets for other aspects of the software development lifecycle (like the Team Foundation Server client: Team Explorer).
Visual Studio supports different programming languages and allows the code editor and debugger to support (to varying degrees) nearly any programming language, provided a language-specific service exists. Built-in languages include C,[5] C++and C++/CLI (via Visual C++), VB.NET (via Visual Basic .NET), C# (via Visual C#), and F# (as of Visual Studio 2010[6]). Support for other languages such as MPython, and Ruby among others is available via language services installed separately. It also supports XML/XSLTHTML/XHTMLJavaScript and CSS. Java (and J#) were supported in the past.
Microsoft provides "Community" editions of its Visual Studio at no cost. Commercial versions of Visual Studio along with select past versions are available for free to students via Microsoft's DreamSpark program.[7]
Microsoft provides a preview of Visual Studio Code for free with a proprietary license.[8] It is a source code and text editor, along with other features, for Linux, OS X, and Windows
Prior to Visual Studio Version 4.0, there were Visual Basic 3, Visual C++, Visual FoxPro and Visual SourceSafe as separate products.
Product nameCodenameVersion numbercl.exe
version
Supported .NET
Framework versions
Release date
Visual Studio 4.0N/A4.0N/AN/AApril 1995
Visual Studio 97Boston5.0N/AN/AFebruary 1997
Visual Studio 6.0Aspen6.012.00N/AJune 1998
Visual Studio .NET (2002)Rainier7.013.001.0February 13, 2002
Visual Studio .NET 2003Everett7.113.101.1April 24, 2003
Visual Studio 2005Whidbey8.014.002.0, 3.0November 7, 2005
Visual Studio 2008Orcas9.015.002.0, 3.0, 3.5November 19, 2007
Visual Studio 2010Dev10/Rosario10.016.002.0 – 4.0April 12, 2010
Visual Studio 2012Dev1111.017.002.0 – 4.5.2September 12, 2012
Visual Studio 2013Dev1212.018.002.0 – 4.5.2October 17, 2013
Visual Studio 2015Dev1414.019.002.0 – 4.6July 20, 2015

Tuesday, July 28, 2015

Facebook

https://www.facebook.com/pages/Travelaroundgeorgia/ Please LIke

Sunday, July 19, 2015

BlackHat Hacker

black hat hacker is a hacker who "violates computer security for little reason beyond maliciousness or for personal gain" (Moore, 2005).Black hat hackers form the stereotypical, illegal hacking groups often portrayed in popular culture, and are "the epitome of all that the public fears in a computer criminal". Black hat hackers break into secure networks to destroy, modify, or steal data; or to make the network unusable for those who are authorized to use the network. Black hat hackers are also referred to as the "crackers" within the security industry and by modern programmers. Crackers keep the awareness of the vulnerabilities to themselves and do not notify the general public or the manufacturer for patches to be applied. Individual freedom and accessibility is promoted over privacy and security. Once they have gained control over a system, they may apply patches or fixes to the system only to keep their reigning control. Richard Stallman invented the definition to express the maliciousness of a criminal hacker versus a white hat hacker who performs hacking duties to identify places to repair.

Wednesday, June 10, 2015

Tor(anonymity network)

Tor is free software for enabling anonymous communication. The name is an acronym derived from the original software project name The Onion Router.[6] Tor directs Internet traffic through a free, worldwide, volunteer network consisting of more than six thousand relays[7] to conceal a user's location and usage from anyone conducting network surveillance or traffic analysis. Using Tor makes it more difficult for Internet activity to be traced back to the user: this includes "visits to Web sites, online posts, instant messages, and other communication forms".[8] Tor's use is intended to protect the personal privacy of users, as well as their freedom and ability to conduct confidential communication by keeping their Internet activities from being monitored. An extract of a Top Secret appraisal by the National Security Agency (NSA) characterized Tor as "the King of high-secure, low-latency Internet anonymity" with "no contenders for the throne in waiting",[9] and the Parliamentary Office of Science and Technology deemed it, with approximately 2.5 million users daily "by far the most popular anonymous internet communication system." [10]
Onion routing is implemented by encryption in the application layer of a communication protocol stack, nested like the layers of an onion, used to anonymize communication. Tor encrypts the original data, including the destination IP address, multiple times and sends it through a virtual circuitcomprising successive, randomly selected Tor relays. Each relay decrypts a layer of encryption to reveal only the next relay in the circuit in order to pass the remaining encrypted data on to it. The final relay decrypts the innermost layer of encryption and sends the original data to its destination without revealing, or even knowing, the source IP address. Because the routing of the communication is partly concealed at every hop in the Tor circuit, this method eliminates any single point at which the communication can be de-anonymized through network surveillance that relies upon knowing its source and destination.
An adversary unable to defeat the strong anonymity that Tor provides may try to de-anonymize the communication by other means. One way this may be achieved is by exploiting vulnerable software on the user's computer.[11] The NSA has a technique that targets outdated Firefox browsers codenamed EgotisticalGiraffe,[12] and targets Tor users in general for close monitoring under its XKeyscore program.[13][14] Attacks against Tor are an active area of academic research,[15][16] which is welcomed by the Tor Project itself.[17]

Friday, May 15, 2015

Video game console

video game console is a device that outputs a video signal or visual image to display a video game. The term "video game console" is used to distinguish a console machine primarily designed for consumers to use for playing video games in contrast to arcade machines orhome computers. It includes the home video game consoles, the handheld game consoles, the microconsoles and the dedicated consoles.
Although Ralph Baer had built working game consoles by 1966, it was nearly a decade before Pong made them commonplace in home theaters. Through evolution over the years, game consoles have expanded to function as CD playersDVD playersweb browsersset-top boxes and more.
Although the first video games appeared in the 1950s,[1] they were played on massive computers connected to vector displays, not analog televisions.Ralph H. Baer conceived the idea of a home video game in 1951. In the late 1960s while working for Sanders Associates he created a series of video game console designs. One of these designs, which gained the nickname of the 1966 "Brown Box", featured changeable game modes and was demonstrated to several TV manufacturers, ultimately leading to an agreement between Sanders Associates and Magnavox.[2]
In 1972 Magnavox released the Magnavox Odyssey, the first home video game console which could be connected to a TV set. Ralph Baer's initial design had called for a huge row of switches that would allow gamers to turn on and off certain components of the console (the Odyssey lacked a CPU) to create slightly different games like tennis, volleyball, hockey, and chase. Magnavox replaced the switch design with separate cartridges for each game. Although Baer had sketched up ideas for cartridges that could include new components for new games, the carts released by Magnavox all served the same function as the switches and allowed gamers to choose from the Odyssey's built-in games.
The Odyssey only initially sold about 100,000 units,[3] making it moderately successful, and it was not until Atari's arcade game Pong popularized video games, that the public began to take more notice of the emerging industry. By autumn 1975, Magnavox, bowing to the popularity of Pong, cancelled the Odyssey and released a scaled-down version that played only Pong and hockey, the Odyssey 100. A second, "higher end" console, the Odyssey 200, was released with the 100 and added on-screen scoring, up to four players, and a third game—Smash. Almost simultaneously released with Atari's own home Pong console through Sears, these consoles jump-started the consumer market. All three of the new consoles used simpler designs than the original Odyssey did with no board game pieces or extra cartridges.
In the years that followed, the market saw many companies rushing similar consoles to market. After General Instrument released their inexpensive microchips, each containing a complete console on a single chip, many small developers began releasing consoles that looked different externally, but internally were playing exactly the same games.
Most of the consoles from this era were dedicated consoles playing only the games that came with the console. These video game consoles were often just called video games, because there was little reason to distinguish the two yet. While a few companies like Atari, Magnavox, and newcomer Coleco pushed the envelope, the market became flooded with simple, similar video games.
NEC brought the first fourth-generation console to market with their PC Engine (or Turbografx16) when Hudson Soft approached them with an advanced graphics chip. Hudson had previously approached Nintendo, only to be rebuffed by a company still raking in the profits of the NES. The TurboGrafx used the unusual HuCard format to store games. The small size of these proprietary cards allowed NEC to re-release the console as ahandheld game console. The PC Engine enjoyed brisk sales in Japan, but its North American counterpart, the TurboGrafx, lagged behind the competition. The console never saw an official release in Europe, but clones and North American imports were available in some markets starting in 1990.
NEC advertised their console as "16-bit" to highlight its advances over the NES. This started the trend of all subsequent fourth generations consoles being advertised as 16 bit. Many people still refer to this generation as the 16-bit generation, and often refer to the third generation as "8-bit".
Sega scaled down and adapted their Sega System 16 (used to power arcade hits like Altered Beast and Shinobi) into the Mega Drive (or Genesis) and released it with a near arcade-perfect port of Altered Beast. Sega's console met lukewarm sales in Japan, but skyrocketed to first place in PAL markets, and made major inroads in North America. Propelled by its effective "Genesis does what Nintendon't" marketing campaign, Sega capitalized on the Genesis's technological superiority over the NES, faithful ports of popular arcade games, and competitive pricing.
Arcade gaming company, SNK developed the high end Neo Geo MVS arcade system which used interchangeable cartridges similar to home consoles. Building on the success of the MVS, SNK repackaged the NeoGeo as the Neo Geo AES home console. Though technologically superior to the other fourth-generation consoles, the AES and its games were prohibitively expensive, which kept sales low and prevented it from expanding outside its niche market and into serious competition with Nintendo and Sega. The AES did, however, amass a dedicated cult following, allowing it to see new releases into the 2000s.
The fourth generation graphics chips allowed these consoles to reproduce the art styles that were becoming popular in arcades and on home computers. These games often featured lavish background scenery, huge characters, broader color pallettes, and increased emphasis on dithering and texture. Games written specifically for the NES, like Megaman, Shatterhand, andSuper Mario Bros 3 were able to work cleverly within its limitations. Ports of the increasingly detailed arcade and home computer games came up with various solutions. For example when Capcom released Strider in the arcade they created an entirely separate Strider game for the NES that only incorporated themes and characters from the arcade.
In 1990 Nintendo finally brought their Super Famicom to market and brought it to the US as the Super Nintendo Entertainment System (SNES) a year later. Its release marginalized the TurboGrafx and the Neo Geo, but came late enough for Sega to sell several million consoles in North America and gain a strong foothold. The same year the SNES was released Sega released Sonic the Hedgehog, which spiked Genesis sales, similar to Space Invaders on the Atari. Also, by 1992 the first fully licensed NFL Football game was released: NFL Sports Talk Football '93, which was available only on the Genesis. This impact on Genesis sales, and the overall interest of realistic sports games, would start the trend of licensed sports games being viewed as necessary for the success of a console in the US.
While Nintendo enjoyed dominance in Japan, and Sega in Europe, the competition between the two was particularly fierce and close in North America. Ultimately, the SNES outsold the Genesis, but only after Sega discontinued the Genesis to focus on the next generation of consoles.
One trait that remains peculiar to the fourth generation is the huge number of exclusive games. Both Sega and Nintendo were very successful and their consoles developed massive libraries of games. Both consoles had to be programmed in assembly to get the most out of them. A game optimized for the Genesis could take advantage of its faster CPU and sound chip. A game optimized for the SNES could take advantage of its graphics and its flexible, clean sound chip. Some game series, like Castlevania, saw separate system exclusive releases rather than an attempt to port one game to disparate platforms.
When compact disc (CD) technology became available midway through the fourth generation, each company attempted to integrate it into their existing consoles in different ways. NEC and Sega released CD add-ons to their consoles in the form of the PC Engine CD and Sega CD, but both were only moderately successful. NEC also released the TurboDuo which combined the PC Engine and its CD add-on into one machine, which could read Hucards and compact discs. SNK released a third version of the NeoGeo, the Neo Geo CD, allowing the company to release its games on a cheaper medium than the AES's expensive cartridges, but it reached the market after Nintendo and Sega had already sold tens of millions of consoles each. Nintendo partnered with Sony to work on a CD addon for the SNES, but the deal fell apart when they realized how much control Sony wanted. Sony would use their work with Nintendo as the basis for their Playstation game console. While CDs became an increasingly visible part of the market, CD-reading technology was still expensive in the 90s, limiting NEC's and Sega's add-ons' sales.