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99 Fall Group Meeting

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  • 1. Provide Wireless Technology and Architectural Evaluation This objective calls for investigation on the cutting edge technologies in wireless and thin-client equipment,and the forecast of what would be available in the near future for the best performance and price consideration. 2. Develop Software and System Infrastructure We plan to design an overall wireless campus architecture, including the acquisition of wireless and thin-client devices, the number of required components, and their hierarchical distribution and appropriate layout structure. We will also develop software infrastructure for teaching and learning in wireless networks. This infrastructure includes software components for (i) lecture presentation and student/teacher communication, (ii) graphical user interface design, (iii) multimedia applications for information searching and contents retrieval. 3. Create Wireless Quality Education Service and Content This objective focuses on the development of courseware for wireless setting. The developed courseware will emphasise high interaction and user-friendly multimedia contents. It will also develop wireless-based testing mechanism. Students can perform test in the wireless environment, and testing questions can be dynamically adjusted according to students' learning progress and capabilities.
  • FHSS is well known for its ability to resist interference and its ability to scale.
  • Before the release of Windows 95, most games were released for the DOS platform, usually using something like DOS4GW or some other 32-bit DOSextender to obtain access to 32-bit protected mode. Windows 95, however, seemed to signal the beginning of the end of the DOS prompt. Games developers began to wonder how they were going to write games optimally that would run under Windows 95 - games typically need to run in full-screen mode, and need to get as close as possible to your hardware. Windows 95 seemed to be "getting in the way" of this. DOS had allowed them to program as "close to the metal" as possible, that is, get straight to the hardware, without going through layers of abstraction and encapsulation. In those days, the extra overhead of a generic API would have made games too slow. So Microsoft's answer to this problem was a Software Development Kit (SDK) called DirectX API can work with Visual C, Watcom C and Borland C Provide standard way: For example, Direct3D provides a "standard" programming interface that can be used to access the 3D hardware acceleration features of almost all 3D cards on the market which have Direct3D drivers written for them. In theory this is supposed to make it possible for one application to transparently run as it is supposed to across a wide variety of different hardware configurations. In practice, it usually isn't this simple.
  • DirectX is designed with hardware acceleration in mind. It tries to provide the lowest possible level access to hardware, while still remaining a generic interface. HAL provide standard interface for accessing the same kind of hardware Request for hardware, search if the hardware exist, if no , use HEL 2 possibilities of using HEL: ignore or use software to simulate Provide the lowest possible level access to hardware. Speed... Abstraction of hardware: developers no need to concern about the implementation details of that hardware. reducing the complexity of installation and configuration. Support future hardware just install the newer version of direct x and ur program will support the new hardware automatically.
  • Transcript

    • 1. Wireless Campus LYU9902 By Starsky Wong, Marti Wong 1999, All rights reserved 11th Oct, 99
    • 2. Content of this presentation
      • Introduction to our FYP - Wireless Campus
      • Introduction to Wireless Devices
      • Evaluation of some Wireless Devices
      • Introduction to WinSock
      • Programming with WinSock
      • Some other feature of WinSock
      • Introduction to DirectX
      • Structure of DirectX
      • Our Progress
      • Our Future Work
    • 3. Introduction to our FYP Wireless Campus
      • Provide Wireless Technology and Architectural Evaluation
      • Develop Software and System Infrastructure
      • Create Wireless Quality Education Service and Content
    • 4. Introduction to Wireless Devices
      • Mostly use Radio Frequency (RF)
      • Why Wireless ?
      - Mobility, Installation Speed and Simplicity, Installation Flexibility, Scalability … etc.
      • Wireless LAN Configurations
    • 5. Evaluation of some Wireless Devices 1, Proxim RangeLAN2 Wireless LAN Proxim uses license-free 2.4 GHz Frequency Hopping Spread Spectrum (FHSS) technology for robustness and scalability. Ethernet and Token Ring Access Points Radio Data Rate : 1.6 Mbps Channels : Supports 15 independent virtual channels Range : 150 meters indoor, 300+ meters outdoors Platform : Windows 95/98/NT, WinCE RangeLAN2 7401/02 PC Card Specifications
    • 6. Evaluation of some Wireless Devices (cont’d) 2, Apple iBook Airport Specifications Radio Data Rate : 11 Mbps Range : 150 meters indoor Platform : MacOS 8.6 iBook, Airport station and Airport card
    • 7. Evaluation of some Wireless Devices (cont’d) 3, WaveLAN WaveLAN IEEE Turbo PC Card WavePOINT-II Access Point Specifications Radio Data Rate : 2 - 6 Mbps (4 Speed Options, can be chosen by user) Range : 120 - 540 meters indoor (Depends on speed) Platform : Windows 95/98/NT, WinCE, Apple, IEEE 802.11 (e.g. Linux) Use Frequency Band from 2400MHz to 2483.5 MHz
    • 8. Introduction to WinSock 1, What is WinSock ?
      • WinSock is a network API for Microsoft Windows
      • Provide generic network services
      WinSock 1 : Support TCP/IP only WinSock 2 : Support TCP/IP, IPX/SPX, DecNet, OSI .. more
      • Protocol support :
      • Programming paradigm
      Event driven programming paradigm Physical Network WinSock Application WinSock API Hardware API
    • 9. Programming with WinSock Connection-Oriented Initialize WinSock WSAStartup() Initialize WinSock WSAStartup() Client Server Step 1 Create a Socket socket() Create a Socket socket() Step 2 Find the server gethostbyname() gethostbyaddr() Name the Socket bind() Step 3 Close Socket shutdown() closesocket() Close Socket shutdown() closesocket() Step 6 Release WinSock WSACleanup() Release WinSock WSACleanup() Step 7 Send/Receive send() recv() Send/Receive send() recv() Step 5 Connect to Server connect() Accept Client listen() accept() Step 4 Connection established
    • 10. Programming with WinSock (cont’d) Connectionless Initialize WinSock WSAStartup() Initialize WinSock WSAStartup() Client Server Step 1 Create a Socket socket() Create a Socket socket() Step 2 Find the server gethostbyname() gethostbyaddr() Name the Socket bind() Step 3 Close Socket shutdown() closesocket() Close Socket shutdown() closesocket() Step 5 Release WinSock WSACleanup() Release WinSock WSACleanup() Step 6 Send/Receive sendto() recvfrom() Send/Receive recvfrom() sendto Step 4
    • 11. Some other feature of WinSock 1,Blocking Mode
      • Event driven programming paradigm
      • Mode of Communication
      2,Non-Blocking Mode (Asynchronous Mode) 3,Multithreading Mode
    • 12. Introduction to Direct X What is Direct X?
      • Direct X is an API for Microsoft windows.
      • Provide a standard way of accessing many different hardware devices
      • Consists of five main sections:
      • - DirectDraw (2 dimensional graphics capabilities, surfaces, double buffering, etc)
      • - Direct3D (A relatively extensively functional 3D graphics programming API.)
      • - DirectSound (Sound; 3D sound)
      • - DirectPlay (Simplifies network game development)
      • - DirectInput (Handle input device)
    • 13. Structure of DirectX Advantages:
      • provide the lowest possible level access to hardware
      • Abstraction of hardware.
      • Support new hardware automatically
      Structure of Direct X DIRECT X HEL HAL Hardware
    • 14. Why Use Direct X in our project?
      • We want to write some fancy educational applications.
      • Cannot find better substitute.
      • The build-in libraries are too slow.
    • 15. Our Progress
      • Study WinSock
      • Study Direct X
      • Build our graphical engine
      • Build our audio library
      • Evaluation of wireless devices
      • Write some sample programs
      Snapshots of our sample programs
    • 16. The Graphical Engine
      • Define attributes to each frame
      • We have built our own class to encapsulate the details of direct draw.
      • Cut frames automatically
      • Define area segments to each frame
    • 17. The Audio Library
      • We have built our own class to encapsulate the details of direct sound.
      • Support WAV file with different sample rate.
      • Different sounds can be overlap at the same time.
      • Support 2 modes of playing: normal mode & looping mode
    • 18. Our Sample Program (1) WinTalk
    • 19. Our Sample Program (2) Apple Chess
    • 20. Our Sample Program (3) Plane
    • 21. Our Sample Program (4) Ball
    • 22. Our Future Work
      • Try to write a multi client application.
      • Design and develop an interactive educational application.
      • Experience the programming of asynchronous mode.