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Wednesday, October 26, 2011

Virtual Private Network (VPN) Project Report

Wireless Communication
Introduction

The term "wireless" has become a generic and all-encompassing word used to describe communications in which electromagnetic waves or RF (rather than some form of wire) carry a signal over part or the entire communication path.
It is the transfer of information over a distance without the use of electrical conductors or "wires".
The distances involved may be short (a few meters as in television remote control) or long (thousands or millions of kilometers for radio communications). When the context is clear, the term is often shortened to "wireless". Wireless communication is generally considered to be a branch of telecommunications.

Examples

It encompasses various types of fixed, mobile, and portable two-way radios, cellular telephones, personal digital assistants (PDAs), and wireless networking. Other examples of wireless technology include GPS units, garage door openers and or garage doors, wireless computer peripherals ( like mice, keyboards and headsets ), satellite television, wireless gaming and cordless telephones.

Modes of Wireless Communication
Wireless communication can be via:
• radio frequency communication,
• microwave communication, for example long-range line-of-sight via highly directional antennas, or short-range communication, or
• infrared (IR) short-range communication, for example from remote controls or via Infrared Data Association (IrDA).

Applications
Applications may involve point-to-point communication, point-to-multipoint communication, broadcasting, cellular networks and other wireless networks.
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Project Report on Visual Basic

OBJECTIVE & SCOPE OF PROJECT
The main objective of this project is that to minimize the handwritten work to small as possible and provide user an automated environment in which he/she can work efficiently and also in user friendly environment.

The scope of the project generally lies at the places like schools , colleges & universities where faculties attendance maintenance are major requirement because on basis of this the salary of person can be calculated, this project is on very small basis means to say not on big scale we can implement it on bigger scale in form of maintaining student attendance ,apart from this the same concept can be applied in various business firms (public and private) which are fully automated with computer and the company has to maintain the regularity of employers also at these places it is not possible to maintain large records files which require a separate room for storage so to avoid this we made this software in which database are maintained which cover very less space then the space taken by files etc.

THEORETICAL BACKGROUND

Why VB (Visual Basic)?
Visual basic is one of the most popular programming languages in the market today. Microsoft has positioned it to fit multiple purposes in development. The language ranges from light weight vb script programming, to application specific programming with vb for applications

What is Visual Basic?
The visual part refers to the method used to create GUI.Rather then writing numerous lines of code to describe the appearance and location of interface elements , we simplify add rebuilt objects into place on screens.

VB is high level programming language evolved from earlier DOS version called BASIC. VB is event driven programming VB programs are made up of many sub programs , each has its in own program codes and each can be executed independently and at the sane time each can be linked in one way or another.

VB is designed to deploy applications across the enterprise and to scale of any size needed the ability to develop object mode is databases integration, server components, and Internet/Intranet applications provides an extensive range of capabilities and tools of the developer. In particular VB lets us to add menus, textboxes, command buttons, option buttons, check boxes, scroll bars, and file & directory boxes to blank windows. We can communicate with other window applications and perhaps most importantly we will have an easy method to let users’ control and access database.
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Voice Over IP (VOIP) Project Report

LIST OF CONTENTS
1. Introduction: VoIP
2. VoIP Architecture and Protocol Stack
3. VoIP configurations
4. Requirements, Availability, and Service Limitations
5. Introduction: Session Initiation Protocol (SIP)
6. Short History of SIP
7. Overview of Services Provided by SIP Servers
8. SIP Enabled Network
9. Threats and Risks
10. How to Protect Against Risks
11. References

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Saturday, October 15, 2011

Online Mobile Shop in ASP Dotnet Project

E-commerce is 1 with the largest driving forces behind the Internet. Even inside Internet’s earliest days, numerous sites featured a shop wherever you could order merchandise and have them shipped to your home. Of the advent of server-side techniques, just like ASP and ASP.NET, it has been much easier and cheaper for modest sites to provide their merchandise and services online. Despite the large diversity in the products these sites offer, they all have anything in common. To permit clients to pick the products they wish to order, they all feature a item catalog plus a shopping cart wherever products are stored during the shopping process. At checkout time, these merchandise are taken inside cart and commonly stored in a database so the order can be processed later. The On the internet Mobile Shop is no exception; this chapter shows you how to produce a world-wide-web shop using a shopping cart in ASP.NET 2.0. The chapter starts off using a quick tour with the On the internet Mobile Shop from an end-user’s factor of view. It guides you from the system of browsing articles or blog posts and adding them to a shopping cart, and shows you how the shopping cart is saved inside database as an order. Finally, this chapter also explains how you can control the item catalog to your On the internet Mobile Shop.

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Tuesday, October 11, 2011

Cooperative DNS Project Report

INTRODUCTION
Translation of names to network addresses is an essential predecessor to communication in networked systems. The Domain Name System (DNS) performs this translation on the Internet and constitutes a critical component of the Internet infrastructure. While the DNS has sustained the growth of the Internet through static, hierarchical partitioning of the namespace and wide-spread caching, recent increases in malicious behavior, explosion in client population, and the need for fast reconfiguration pose difficult problems. The existing DNS architecture is fundamentally unsuitable for addressing these issues. The foremost problem with DNS is that it is susceptible to denial of service (DoS) attacks. This vulnerability stems from limited redundancy in name servers, which pro-vide name-address mappings and whose overload, failure or compromise can lead to low performance, failed lookups and misdirected clients. Approximately 80% of the domain names are served by just two name servers and a surprising 0.8% by only one. At the network level, all servers for 32% of the domain names are connected to the Internet through a single gateway, and can thus be compromised by a single failure. The top levels of the hierarchy are served by a relatively small number of servers, which serve as easy targets for denial of service attacks. A recent DoS attack on the DNS crippled nine of the thirteen root servers at that time, while another recent DoS attack on Microsoft’s DNS servers severely affected the availability of Microsoft’s web services for several hours .DNS name servers are easy targets for malicious agents, partly because approximately 20% of name server implementations contain security flaws that can be exploited to take over the name servers. Second, name-address translation in the DNS incurs long delays. Recent studies have shown that DNS lookup time contributes more than one second for up to 30% of web object retrievals. The explosive growth of the namespace has decreased the effectiveness of DNS caching. The skewed distribution of names under popular domains, such as .com, has attended the name hierarchy and increased load imbalance. The use of short timeouts for popular map-pings, as is commonly employed by content distribution net-works, further reduces DNS cache hit rates. Further, manual configuration errors, such as lame delegations, can introduce latent performance problems. Finally, widespread caching of mappings in the DNS prohibits fast propagation of unanticipated changes. Since the DNS does not keep track of the locations of cached map-pings, but relies on timeout-based invalidations of stale co-pies, it cannot guarantee cache coherency. Lack of cache coherency in the DNS implies that changes may not be visible to clients for long durations, effectively preventing quick service relocation in response to attacks or emergencies.
Fresh design of the legacy DNS provides an opportunity to address these shortcomings. A replacement for the DNS should exhibit the following properties.

High Performance: Decouple the performance of DNS from the number of name servers. Achieve lower latencies than legacy DNS and improve lookup performance in the presence of high loads and unexpected changes in popularity
Resilience to Attacks: Remove vulnerabilities in the system and provide resistance against denial of service attacks through decentralization and dynamic load balancing. Self-organize automatically in response to host and network failures.
Fast Update Propagation: Enable changes in name-address mappings to quickly propagate to clients. Support secure delegation to preserve integrity of DNS records, and prohibit rogue nodes from corrupting the system.
This paper describes Cooperative Domain Name System (CoDoNS), a backwards-compatible replacement for the legacy DNS that achieves these properties. CoDoNS com-bines two recent advances, namely, structured peer-to-peer overlays and analytically informed proactive caching. Structured peer-to-peer overlays, which create and maintain a mesh of cooperating nodes, have been used previously to implement wide-area distributed hash tables (DHTs). While their self organization, scalability, and failure resilience provide a strong foundation for robust large-scale distributed services, their high lookup costs render them inadequate for demanding, latency-sensitive applications such as DNS]. CoDoNS achieve high lookup performance on a structured overlay through an analytically-driven proactive caching layer. This layer, called Beehive, automatically replicates the DNS mappings throughout the network to match anticipated demand and provides a strong performance guarantee. Specially, Beehive achieves targeted average lookup latency with a minimum number of replicas. Overall, the combination of Beehive and structured overlays provides the requisite properties for a large scale name service, suitable for deployment over the Internet.
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Sunday, October 9, 2011

Project Report on Wimax

Introduction
Worldwide Interoperability for Microwave Access, or WiMAX for short, is a next generation open standard that seeks to serve users' increasing demands for high data throughput (broadband) services such as streaming media on the internet, live video conferencing, and mobile TV on computers as well as handsets and PDAs. WiMAX is expected to be integrated into the next generation mass market consumer devices and to offer something that does not exist today – speeds similar to cable and metropolitan area coverage while on the move, all for a much lower cost than we are used to today. WiMAX already offers broadband services in many emerging and rural markets which are not supported by wireline-based technologies and started its first deployment in developed countries replacing both commonly used Wi-Fi on one hand and traditional cellular standards such as 3G.

IEEE 802.16 is the standard to state the radio frequency of fixed Broadband Wireless Access. WiMAX is the trade name of “IEEE 802.16 Standard”. IEEE 802.16 was first planned to offer the last mile for Wireless Metropolitan Area Network (WMAN) with the line of sight (LOS) of 30 – 50 km.

Basically the goal of WIMAX is to provide high speed internet access to home and business subscribers without wires. It supports legacy voice systems, voice over IP, TCP/IP, Application with different QOS requirements. 802.16 consist of the access point, base station and subscriber station. During a communication, all the information coming from a subscriber station go to the base station and retransmitted back to subscriber station. Base station can handle multiple of subscriber station. Two types of links are defined in this:-
• The downlink: From base station to the subscriber station.
• The uplink: From subscriber station to the base station.

Infrastructure of WiMAX
• A wimax tower: It is similar in concept to cell phone tower. A single wimax tower can provide coverage to very large area.
• A wimax receiver: The receiver and antenna could be a small box or a PCMCIA card, or could be built into a laptop.

Background

Historically, the main usage of wireless data-transfer was voice communication. As wireless communication standards evolved to become digital (Wi-Fi or GSM), voice has become one among several more bandwidth consuming (broadband) applications such as high definition video or games. Many wireless IP (internet protocol) network standards try to satisfy the increasing demand for more bandwidth in more locations while on the move.

Wi-Fi is the most popular and successful broadband wireless IP network standard to date. Popular Wi-Fi standards – like 802.11b and 802.11g – are used in many homes and businesses and enable internet access with high data throughput for computer notebooks, PCs, and more recently, for Smartphone users. 802.11n, the upcoming Wi-Fi standard, (currently in draft state) can double the data throughput of Wi-Fi for heavy demanding applications. A number of cities around the world are in the process of building city-wide Wi-Fi networks to allow citizens to enjoy wireless data transfer across the city (also known as a metropolitan area network). While Wi-Fi operates over a free unlicensed spectrum and is simple to install and operate, it has some major disadvantages. One of the main drawbacks is poor signal coverage; only 30 meters indoors and 200 meters outdoors. Wi-Fi as a fixed broadband standard cannot support broadband services while on the move and does not support continuous connectivity between Wi-Fi hotspots which could enable, for instance, a person going from his office to a cafe while having a continuous wireless conversation, Wi-Fi is exposed to other interferers on the same band since it runs over an unlicensed spectrum, is considered relatively insecure since it does not use enhanced encryption, is very power inefficient, and does not guarantee quality of service.

Benefits Of WiMAX

• Speed - Faster than broadband service
• Wireless - Not having to lay cables reduces cost. Easier to extend to suburban and rural areas.
• Broad Coverage- Much wider coverage than WiFi hotspot.

Benefits to Service Providers

• Allow service providers to deliver high throughput broadband based services like VoIP, high-speed Internet and Video
• Facilitate equipment compatibility
• Reduce the capital expenditures required for network expansion
• Provide improved performance and extended range

Benefits to Customers
• Range of technology and service level choices from both fixed and wireless broadband operators
• DSL-like services at DSL prices but with portability
• Rapidly declining fixed broadband prices
• No more DSL “installation” fees from incumbent.

Uses

The bandwidth and range of WiMAX make it suitable for the following potential applications:
• Connecting Wi-Fi hotspots to the Internet.
• Providing a wireless alternative to cable and DSL for "last mile" broadband access.
• Providing data and telecommunications services.
• Providing a source of Internet connectivity as part of a business continuity plan. That is, if a business has a fixed and a wireless Internet connection, especially from unrelated providers, they are unlikely to be affected by the same service outage.
• Providing portable connectivity
• Allow service providers to deliver high throughput broadband based services like VoIP, high-speed Internet and Video
• Reduce the capital expenditures required for network expansion
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Brain Fingerprinting Project Report

INTRODUCTION
This report describes new and potentially revolutionary technology for the detection of concealed information in ones brain and this technology is based on non-invasive recording of electrical brain activity. The electrical brain activity pattern recorded and of interest is a specific multifaceted electroencephalographic response (MER) that occurs within less than one second after an examinee is visually presented (via a computer screen) with words, short phrases, acronyms, or pictures that are recognized and cognitively processed by that subject. This phenomenon, coupled with its absence following the presentation of the same information to a subject for whom the material is unknown or irrelevant, is the basis for discriminating between a subject with “information present” and “information absent.” This would potentially allow for the determination of a whole host of issues of interest to the law enforcement and intelligence communities, e.g.,

• Does a suspect have knowledge connecting him to specific investigated criminal activity?

• Does an intelligence source have knowledge of the internal workings of a hostile intelligence agency that would indicate that he was an intelligence officer of that agency rather than who he claimed to be?

• Has an informant, a debriefed spy, or a suspected member of a criminal organization accurately described the entirety of his actions and knowledge?

The potential benefit of this program extends to a broad range of law enforcement applications, including organized crime, violent crime, white-collar crime, drug-related crime, foreign counterintelligence, non-traditional targets, and other categories of casework as well. This new technology promises to be of tremendous benefit both at the national level and for state and local law enforcement agencies.

When a crime is committed, traces of the event are left at the scene of the crime and elsewhere. The task of the investigators is to reconstruct what has happened and who has been involved, based on the collection of such evidence. In addition to the physical and circumstantial evidence that can be obtained, there is one place where an extensive record of the crime is stored — in the brain of the perpetrator. If this record could be tapped, criminal investigation and counterintelligence could be revolutionized.

Until recently, the only method of attempting to discern what information regarding a crime or other situation of interest was stored in the brain of a suspect or witness has been (1) to interrogate the subject, and (2) to attempt to determine whether or not the subject is lying.

In a conventional polygraph test, emotion-driven physiological responses to relevant questions (regarding the situation under investigation) are compared to responses to control questions, which are invasive, personal questions not relevant to the issue at hand that are designed to be emotionally and physiologically disturbing to the subject. A greater response to the relevant questions leads to a deceptive ("guilty") determination; a greater response to the control questions leads to a non-deceptive ("innocent") determination. In an attempt to avoid a false positive result (non-deceptive subject falsely found deceptive), the examiner must ask penetrating questions in the pre-test interview to find personal material sufficiently disturbing and stress-producing to produce effective control questions. Thus, in conventional polygraphy, innocent subjects — even if they are correctly determined to be innocent and truthful — are deceived and subjected to a highly invasive and stressful situation both during the pre-test interview and during the test.

This shortcoming is generally justified by the correct end result of finding an innocent subject non-deceptive to the relevant questions, but could be avoided altogether with Brain Fingerprinting technology, which depends entirely on information processing brain activity (i.e., recognition and processing of significant information) rather than an artful and disturbing manipulation designed to produce emotional and physiological responses to control question material. In fact, the pre-test interview for a Brain Fingerprinting technology exam is a very clinical, emotionally neutral experience for all subjects, whether or not they have specific information relevant to the situation under investigation. The in-test portion of the Brain Fingerprinting technology exam does not involve the asking of any questions, only the non-invasive recording of brain electrical activity as subject views verbal or pictorial information on a computer screen.

Dr. Farwell, the Director and Chief Scientist of Brain Fingerprinting Laboratories, Inc., Fairfield, Iowa, and his colleagues have been conducting research on this new technique for several years. Results have shown this technique to be capable of producing an "information absent" or "information present" determination, with a strong statistical confidence, in approximately 90% of the cases studied. All of the determinations were accurate: there were no false positives and no false negatives. In the other 10% of cases the mathematical algorithm determined that there was insufficient information to make determination.

Another study conducted by Dr. Farwell in collaboration with SSA Drew C. Richardson, Ph.D., FSRTC, FBI Laboratory, has also shown Brain Fingerprinting testing to be capable of detecting whether or not an individual has participated in FBI new agent training at the Academy. New FBI agents in training at the FBI Academy at Quantico were correctly identified as such, and individuals unfamiliar with the FBI were also correctly classified. The application of this technique in foreign counterintelligence is obvious: if this technology can be utilized to detect an FBI agent, it can also be used to detect agents of other organizations, including intelligence organizations, international criminal organizations, and terrorist groups.

The far-reaching implications of possessing technology to accomplish this end are obvious. With the potential availability of such technology, it is felt imperative that this methodology be further tested as soon as possible, that the research and development necessary to make this a practical technique for field use be undertaken immediately, and that the technique be implemented as soon as possible by law enforcement agencies, if and when found valid and feasible.
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Peer to Peer (P2P) Project Report

ABSTRACT
Peer-to-peer computing consists of an open-ended network of distributed computational peers, where each peer shares data and services with a set of other peers, called its acquaintances. The peer-to-peer paradigm was initially popularized by file-sharing systems such as Napster and Gnutella, but its basic ideas and principles have now found their way into more critical and complex data-sharing applications like those for electronic medical records and scientific data. In such environments, data sharing poses new challenges mainly due to the lack of centralized control, the transient nature of inter-peer connections, and the limited, ever-changing cooperation among the peers.

In the seminar we can present new solutions for data sharing and querying in a peer-to-peer data management system, that is, a peer-to-peer system where each peer manages its own database. The solutions are motivated by considering data sharing requirements of independent biological data sources. To support data sharing in such a setting, I propose the use of mapping tables containing pairs of corresponding data values that reside in different peers. I illustrate how automated tools can help manage the tables by checking their consistency and by inferring new tables from existing ones. To support structured querying, I propose a framework in which local user queries are translated, through mapping tables, to a set of queries over the acquainted peers. Finally, I present optimization techniques that enable an efficient rewriting even over large mapping tables. The proposed mechanisms have been implemented and evaluated experimentally and constitute the foundation of a prototype implementation of architecture for peer-to-peer data management.

The term “peer-to-peer” (P2P) refers to a class of systems and applications that employ distributed resources to perform a function in a decentralized manner. With the pervasive deployment of computers, P2P is increasingly receiving attention in research, product development, and investment circles. Some of the benefits of a P2P approach include: improving scalability by avoiding dependency on centralized points; eliminating the need for costly infrastructure by enabling direct communication among clients; and enabling resource aggregation.

This survey reviews the field of P2P systems and applications by summarizing the key concepts and giving an overview of the most important systems. Design and implementation issues of P2P systems are analyzed in general, and then revisited for eight case studies. This survey will help people in the research community and industry understands the potential benefits of P2P. For people unfamiliar with the field it provides a general overview, as well as detailed case studies. Comparison of P2P solutions with alternative architectures is intended for users, developers, and system administrators (IT).

Introduction
Peer-to-Peer (P2P) computing is a very controversial topic. Many experts believe that there is not much new in P2P. There is a lot of confusion: what really constitutes P2P? For example, is distributed computing really P2P or not? We believe that P2P does warrant a thorough analysis. The goals of the paper are threefold: 1) to understand what P2P is and it is not, as well as what is new, 2) to offer a thorough analysis of and examples of P2P computing, and 3) to analyze the potential of P2P computing.

The term “peer-to-peer” refers to a class of systems and applications that employ distributed resources to perform a function in a decentralized manner. The resources encompass computing power, data (storage and content), network bandwidth, and presence (computers, human, and other resources). The critical function can be distributed computing, data/content sharing, communication and collaboration, or platform services. Decentralization may apply to algorithms, data, and meta-data, or to all of them. This does not preclude retaining centralization in some parts of the systems and applications. Typical P2P systems reside on the edge of the Internet or in ad-hoc networks. P2P enables:

•Valuable externalities, by aggregating resources through low-cost interoperability, the whole is made greater than the sum of its parts

• lower cost of ownership and cost sharing, by using existing infrastructure and by eliminating or distributing the maintenance costs

• Anonymity/privacy, by incorporating these requirements in the design and algorithms of P2P systems and applications, and by allowing peers a greater degree of autonomous control over their data and resources

However, P2P also raises some security concerns for users and accountability concerns for IT. In general it is still a technology in development where it is hard to distinguish useful from hype and new from old. In the rest of the paper we evaluate these observations in general as well as for specific P2P systems and applications.

P2P gained visibility with Napster’s support for music sharing on the Web [Napster 2001] and its lawsuit with the music companies. However, it is increasingly becoming an important technique in various areas, such as distributed and collaborative computing both on the Web and in ad-hoc networks. P2P has received the attention of both industry and academia. Some big industrial efforts include the P2P Working Group, led by many industrial partners such as Intel, HP, Sony, and a number of startup companies; and JXTA, an open-source effort led by Sun. There are already a number of books published [Oram 2000, Barkai 2001, Miller 2001, Moore and Hebeler 2001, Fattah and Fattah 2002], and a number of theses and projects in progress at universities, such as Chord [Stoica et al 2001], OceanStore [Kubiatowicz et al.
2000], PAST [Druschel and Rowstron 2001], CAN [Ratnasamy 2001], and FreeNet [Clark 1999].

Here are several of the definitions of P2P that are being used by the P2P community. The Intel P2P working group defines P2P as “the sharing of computer resources and services by direct exchange between systems” [p2pwg 2001]. David Anderson calls SETI@home and similar P2P projects that do not involve communication as “inverted client-server”, emphasizing that the computers at the edge provide power and those in the middle of the network are there only to coordinate them [Anderson 2002]. Alex Weytsel of Aberdeen defines P2P as “the use of devices on the internet periphery in a non-client capacity” [Veytsel 2001]. Clay Shirky of O’Reilly and Associate uses the following definition: “P2P is a class of applications that takes advantage of resources – storage, cycles, content, human presence – available at the edges of the Internet. Because accessing these decentralized resources means operating in an environment of unstable connectivity and unpredictable IP addresses, P2P nodes must operate outside the DNS system and have significant or total autonomy from central servers” [Shirky 2001]. Finally, Kindberg defines P2P systems as those with independent lifetimes [Kindberg 2002].

In our view, P2P is about sharing: giving to and obtaining from a peer community. A peer gives some resources and obtains other resources in return. In the case of Napster, it was about offering music to the rest of the community and getting other music in return. It could be donating resources for a good cause, such as searching for extraterrestrial life or combating cancer, where the benefit is obtaining the satisfaction of helping others. P2P is also a way of implementing systems based on the notion of increasing the decentralization of systems, applications, or simply algorithms. It is based on the principles that the world will be connected and widely distributed and that it will not be possible or desirable to leverage everything off of centralized, administratively managed infrastructures. P2P is a way to leverage vast amounts of computing power, storage, and connectivity from personal computers distributed around the world.

Assuming that “peer” is defined as “like each other,” a P2P system then is one in which autonomous peers depend on other autonomous peers. Peers are autonomous when they are not wholly controlled by each other or by the same authority, e.g., the same user. Peers depend on each other for getting information, computing resources, forwarding requests, etc. which are essential for the functioning of the system as a whole and for the benefit of all peers. As a result of the autonomy of peers, they cannot necessarily trust each other and rely completely on the behavior of other peers, so issues of scale and redundancy become much more important than in traditional centralized or distributed systems.
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Project Report on HTML

INTRODUCTION
OVERVIEW:

This is dynamic website which gives all the information about a book store, helps the user to find books of their choice with little bit of introduction about the book with ease.

The website has been developed in HTML, JSP and HTML is a markup language which is in reality a backbone of any site, every site can’t structured without the knowledge of html.

If we make our web page only with the help of html, than we can’t add many of the effective features in a web page, for making a web page more effective we use various platforms such as JSP.

So here we are using these entire features to make our web pages more effective as well as efficient.
And to make our web pages dynamic we are using JSP here.

HTML (HYPERTEXTMARKUP LANGUAGE)

HTML stands for Hypertext Markup Language, and it is the language in which, until recently, virtually all Web pages were written. Now, don’t break out in hives when you hear the word “language.” You don’t need complex logical or mathematical formulas to work with HTML, and you don’t need to think like a programmer to use it. Computer programmers must think through the tasks that they want their programs to perform, and then develop an elaborate (and usually complicated) series of instructions to tell the computer what to do. Although you do need to do some thinking and planning when you use HTML, it is not nearly that difficult.

So, how does Hypertext Markup Language work?
Hypertext refers to the way in which Web pages (HTML documents) are linked together. When you click a link in a Web page, you are using hypertext. It is this system of linking documents that has made the World Wide Web the global phenomenon it has become.

Markup Language describes how HTML works. With a markup language, you simply “mark up” a text document with tags that tell a Web browser how to structure it. HTML originally was developed with the intent of defining the structure of documents (headings, paragraphs, lists, and so forth) to facilitate the sharing of scientific information between researchers. All you need to do to use HTML is to learn what type of markup to use to get the results you want

FOUR KEY CONCEPTS
The first step toward understanding and working with HTML is learning the basic terms that describe most of the functions of this language. You will come across these terms repeatedly as you use HTML and if you understand them, you will have progressed a long way toward comprehending HTML, not to mention XHTML.

ELEMENTS
All HTML pages are made up of elements. Think of an element as a container in which a portion of a page is placed. Whatever is contained inside the element will take on the characteristics of that element. For example, to identify a heading on a page, you would enclose it in a heading element

. If you want to create a table, you put the table information inside the table element
. To construct a form, you need the form element
.

TAGS

Often, you’ll find the terms element and tag used interchangeably. It’s fairly common, but not strictly accurate. An element is made up of two tags: an opening tag and a closing tag. Although it might seem somewhat picky to make this distinction, when you begin to work with XHTML (Extensible Hypertext Markup Language), it will be a very important difference to remember. If you get into the habit of distinguishing elements and tags from the very beginning, you’ll save yourself some confusion down the line.

All tags are constructed the same way. The tag begins with a “less than” sign (<), then the element name, followed by a “greater than” sign (>). For example, an opening tag for the paragraph element would look like this:

. The only difference in a closing tag is that the closing tag includes a slash (/) before the element name:

. Your content goes between the tags. A simple paragraph might look like this:


This is an HTML paragraph.

Some elements do not use closing tags because they do not enclose content. These are called empty elements. For example, the line break element
does not require a closing tag. In the case of empty elements, add a closing slash after the element name, like this:
. When a browser sees the slash, it will recognize the element as one that does not need a separate, closing tag.
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Grid Computing Project Report

Introduction to Grid Computing
In today's pervasive world of needing information anytime and anywhere, the explosive Grid Computing environments have now proven to be so significant that they are often referred to as being the world's single and most powerful computer solutions.. As a matter of fact the complexity and dynamic nature of industrial problems in today's world are much more intensive to satisfy by the more traditional, single computational platform approaches. Grid computing enables the virtualization of distributed computing and data resources such as processing, network bandwidth and storage capacity to create a single system image, granting users and applications seamless access to vast IT capabilities. Just as an Internet user views a unified instance of content via the Web, a grid user essentially sees a single, large virtual computer.

Grid computing is concerned with "coordinated resource sharing and problem solving in dynamic, multi-institutional virtual organizations." The key concept is the ability to negotiate resource-sharing- arrangements among a set of participating parties (providers and consumers) and then to use thee resulting resource pool for some purpose..

At its core, grid computing is based on an open set of standards and protocols - e.g., Open Grid Services Architecture (OGSA) - that enable communication across heterogeneous, geographically dispersed environments. With grid computing organizations can optimize computing and data resources, pool them for large capacity workloads, share them across networks and enable collaboration.

GRID COMPUTING
Computational Grid is a collection of distributed, possibly heterogeneous resources which can be used as an ensemble to execute large-scale applications

"Grid" computing has emerged as an important new field, distinguished from conventional distributed computing by its focus on large-scale resource sharing, innovative applications, and, in some cases, high-performance orientation. In this article, we define this new field.

Grid computing is a very hot topic these days. Many major IT vendors are promoting and announcing "grid," "on-demand," "adaptive infrastructure" or some closely related initiative. It's likely the buzz will only increase as these firms reorient themselves to this emerging market.

Though it may seem to be yet another "next big thing," grid computing is in fact. bringing real benefits to commercial enterprises. That's why enterprises and the software vendors that serve the analytics/business intelligence (BI) sectors are now partnering with the 'technology specialists in this space - or pushing initiatives of their own. It's particularly relevant in today hyper-competitive yet cost constrained times when companies truly do need to do more with less.

A computational grid is a hardware and software infrastructure that provides dependable, consistent, pervasive, and inexpensive access to high-end computational capabilities. "

grid computing is based on the concept of coordinated shared use of computers grid computing is a way to create a virtual supercomputer by connecting large numbers of pcs in different locations over a shared network grid computing is applying the resources of many computers in a network to a single problem at the same time.

Grid computing is concerned with "coordinated resource sharing and problem solving in dynamic; multi-institutional virtual organizations." The key concept is the ability to negotiate resource-sharing arrangements among a set of participating parties (providers and consumers) and then to use the resulting resource pool for some purpose. We noted: "The sharing that we are concerned with is not primarily file exchange but rather direct access to computers, software, data, and other resources, as is required by a range of collaborative problem-solving and resource-brokering strategies emerging in industry, science, and engineering. This sharing is, necessarily, highly controlled, with resource providers and consumers defining clearly and carefully just what is shared, who is allowed to share, and the conditions under which sharing occurs. A set of individuals and/or institutions defined by such sharing rules form what we call a virtual organization."

A Grid Checklist I suggest that the essence of the definitions above can be captured in a simple checklist, according to which a Grid is a system that:
1. coordinates resources that are NOT subject to centralized control
2. uses standard, open, general purpose protocols and interfaces
3. delivers non-trivial qualities of service

Expansion:
• Coordinates resources that are not subject to centralized control - (A Grid integrates and coordinates resources and users that live within different control domains for example, the user's desktop vs. central computing; different administrative units of the same company; or different companies; and addresses the issues of security, policy, payment, membership, and so forth that arise in these settings. Otherwise, we are dealing with a local management system.).

• Using standard, open, general-purpose protocols and interfaces - (A Grid is built from multi-purpose protocols and interfaces that address such fundamental issues as authentication, authorization, resource discovery, and resource access. As I discuss further below, it is important that these protocols and interfaces be standard and open. Otherwise, we are dealing with an application-specific system.).

• To deliver nontrivial qualities of service - (A Grid allows its constituent resources to be used in a coordinated fashion to deliver various qualities of service, relating for example to response time, throughput, availability, and security, and/or co¬-allocation of multiple resource types to meet complex user demands, so that the 'utility of the combined system is significantly greater than that of the sum of its parts.)
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Saturday, October 8, 2011

Meta Search Engines Project Report

ABSTRACT
As World Wide Web (WWW) based Internet services become more popular, information overload also becomes a pressing research problem. Difficulties with searching on the Internet get worse as the amount of information that is available increases.

A new approach to build an intelligent personal spider (agent), which is based on automatic textual analysis of Internet documents, is proposed. These personal spiders are able to dynamically and intelligently analyze the contents of the users' selected homepages as the starting point to search for the most relevant homepages based on the links and indexing.
It is straightforward to define an evaluation function that is a mathematical formulation of the user request and to define a steady state algorithm. Querying standard search engine performs the creation of individuals.

1. Introduction:

To engineer a search engine is a challenging task. Search engines index tens to hundreds of millions of web pages involving a comparable number of distinct terms. They answer tens of millions of queries every day. Despite the importance of large-scale search engines on the web, very little academic research has been done on them. Furthermore, due to rapid advance in technology and web proliferation, creating a web search engine today is very different from three years ago.

1.1 What is a search engine?
A Web search engine is a tool designed to search for information on the World Wide Web. The search results are usually presented in a list and are commonly called hits. Internet search engines are special sites on the Web that are designed to help people find information stored on other sites. There are differences in the ways various search engines work, but they all perform three basic tasks:

• They search the Internet -- or select pieces of the Internet -- based on important words.
• They keep an index of the words they find, and where they find them.
• They allow users to look for words or combinations of words found in that index.

A top search engine will index hundreds of millions of pages, and respond to tens of millions of queries per day.

1.2 How search engine works?
To find information on the hundreds of millions of Web pages that exist, a search engine employs special software robots, called spiders, to build lists of the words found on Web sites. When a spider is building its lists, the process is called Web crawling. In order to build and maintain a useful list of words, a search engine's spiders have to look at a lot of pages.

How does any spider start its travels over the Web? The usual starting points are lists of heavily used servers and very popular pages. The spider will begin with a popular site, indexing the words on its pages and following every link found within the site. In this way, the spidering system quickly begins to travel, spreading out across the most widely used portions of the Web.
Words occurring in the title, subtitles, Meta tags and other positions of relative importance were noted for special consideration during a subsequent user search.
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IPV6 Engineering Project Report

Internet Protocol Version 6 Engineering Project Report
Table of Contents
1. Introduction
2. General Network Overview
3. BIND Extensions
4. Supporting IPv6 in the Kernel and in Network Binaries
5. IP6 Name Resolution
6. Configuring IPv6 DNS and DNSSEC
1) Types of zones
2) Main Configuration file
3) Configuration file for domain
4) Starting DNS Daemon
5) Testing the Setup
7. Sample Server Applications Using IPv6
8. Conclusion

1. Introduction:-
IPv6 is the next-generation protocol designed by the Internet Engineering Task Force (IETF) to replace IPv4, the current version of the Internet Protocol. IPv4 has been remarkably resilient. However, I am not taking into consideration several issues of importance today, such as a large address space, mobility, security, auto configuration and quality of service. To address these concerns, IETF has developed a suite of protocols and standards known as IPv6, which incorporates many of the concepts and proposed methods for updating IPv4. As a result, IPv6 fixes a number of problems in IPv4 and adds many improvements and features that cater to the future mobile Internet.

IPv6 is expected to replace IPv4 gradually, with the two coexisting for a number of years in a transition period. Servers will be dual stack, supporting both IPv4 and IPv6.

BIND Extensions:-
Maintenance of address information in the DNS is one of several obstacles which have prevented site and provider renumbering from being feasible in IP version 4. To support the storage of IPv6 addresses without impeding renumbering we define the following extensions.

=> A new resource record type, “A6”, is defined to map a domain name to an IPv6 address, with a provision for indirection for leading "prefix" bits.
=> Existing queries that perform additional section processing to locate IPv4 addresses are redefined to do that processing for both IPv4 and IPv6 addresses.
=> A new resource record type, “AAAA” is defined to the Internet class that stores a single IPv6 address

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Friday, October 7, 2011

Automatic Teller Machine Engineering Project Report

INTRODUCTION
An Automated Teller Machine (ATM) allows customers to perform banking transactions anywhere and at anytime without the need of human teller. By using a debit or ATM card at an ATM, individuals can withdraw cash from checking or savings accounts, make a deposit or transfer money from one account to another or perform other functions. You can also get cash advances using a credit card at an ATM. Individuals should be aware that many banks charge transaction fees – generally ranging from Rs 50-150 per transaction - for using another bank’s ATM.

The ATM is online with the bank, that is, each transaction will be authorised by the bank on-demand and directly debited from the account's owner. The ATM works as follows. First, the client will insert his/her client card in the ATM and then the ATM will ask for a Personal Identification Number (PIN) , if the number is entered incorrectly several times in a row, most ATMs will retain the card as a security precaution to prevent an unauthorised user from working out the PIN by pure guesswork. Once the correct PIN is given, the ATM will ask for the amount of money to be withdrawn. If the amount is available and if the client has enough money on his credit then the said amount of money will be paid. Whether the amount of money is payable or not, i.e. the ATM has enough cash but could be the case the ATM has no change for that amount, will be also checked. Once the money is offered to the client a countdown is started, i.e. the client has a determined amount of time to pick up the money. If this timeout is over, the money will be collected by the ATM and the transaction will be rolled back.

The class Card_input has the methods for reading the code of the client's card and for ejecting the card from the ATM. The class Card_input will interact through the Controller with the class Terminal, where the methods Req_PIN and Req_amount are defined, in order to get the PIN of the user and to verify if the given PIN is correct or not. The class Card will have the information of the cardholder, that is, the Card_number, PIN, and Account_number. The Controller will interact with Bank using the information of the cardholder in order to get the authorization to pay (or not) the requested amount. The bank_interface will send the request to the Accounting class, which belongs to the Bank package, in order to call the Debit method of the accounting class3. The Accounting class has the methods Rollback, Authorization and Debit which directly interact with the Accounts class. Rollback is for roll back a transaction (for the case anything is wrong) and should leave the account and the teller machine in the original state; Authorization will authorize or not an operation and Debit will extract the requested amount of money from the account in the case the operation is authorized.

ATMs are generally reliable, but if they do go wrong customers will be left without cash until the following morning or whenever they can get to the bank during opening hours. Of course not all errors are to the detriment of customers; there have been cases of machines giving out money without debiting the account or giving out a higher denomination of note by mistake.

ALGORITHM
=> Initialize graphic mode.
=> Open account ledger file.
=> Display “WELCOME” screen.
=> Ask user for account number and password.
=> Check account number and password.
=> If fail display the massage and ask user for retry or exit
=> If account number and password match ask user for transaction i.e.

1. Deposit
2. Withdrawn
3. Detail
4. Exit

=> If Deposit or Withdrawn ask for amount then display the remaining balance.
=> If Detail then display last ten transaction.
=> If exit then display “EXIT” screen saying “THANKS”.
=> After Deposit or Withdrawn or Mini-statement ask user for further transaction.
=> If ‘yes’ then come back to “TRANSACTION” screen.
=> If ‘no’ then THANKS user for using ATM.
=> Close account ledger file.
=> Close graphics mode.


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Automactic Vending Machine Project Report

CONTENTS
1. Introduction
2. Resources
3. Component List
4. Block Diagram
5. Circuit Diagram
6. Circuit Description
7. Applications
8. Future Aspects
9. Coding

AUTOMATIC BEVERAGE VENDINDG M/C
INTRODUCTION
An automated beverage vending machine comprises of a microcontroller which is programmed to instruct the system to serve the beverage. Machine will activate when the user insert a five rupee coin into coin slot. This coin will be detected by an IR-sensor and send a signal to microcontroller. The machine comprises of cylinder controlled by microcontroller. A fixed volume beverage is filled in the main container. The beverage is poured in the glass through tap which opens and closes after fixed time period and only activated when container is filled. Hence, the user gets the beverage demanded by him by fully automated technique.

RESOURCES:
1. Diptrace
2. Microcontroller programmer(burner)
3. Hitech c compiler for pic microcontroller
4. Solder kit
5. Multimeter
6. Breadboard

Power Supply :
Step Down Transformer : A step down transformer is used to convert 230V,50Hz into 12V ,50Hz.

Bridge Rectifier : In this section a bridge rectifier is use to convert 12V ac into 12V dc supply which is then converted into regulated supply by using a Regulator IC 7805.

Regulator IC: In this section 12V dc is converted into 5V regulated supply by using a 7805 regulator

Main circuit :
Comparator (LM 324) &IR Section :
IR Section : In IR section we use an photo diode & an IR(Infra Red) LED are used to sense the whether the coin is inserted or not.

Comparator : A comparator LM 324 is used to compare the o/p of IR section with a reference voltage(0-5V).when we put a coin in hole the infrared light get interrupted due to which output will generated at pin 1 of comparator IC which will work as an input for microcontroller IC PIC16F72 at pin 2.

Microcontroller : IC PIC16F72 is a 28 pin microcontroller IC having three ports port a ,port b,port c each of 8 bits.6 pins of port b are connected to 16x2 LCD display and four pins of port b are connected to relay driver IC ULN2003.

Relay driver : IC ULN2003 having 16 pins work as a relay driver IC.it operates on 12Volts.the output from the main microcontroller IC works as an input for relay driver and there produces magnetic field at the relay.Due to induced magnetic field in the solenoid valve it moves downward causing liquid to come out from the valve and hence the beverage fills in the glass as we put the coin in hole.

HD4478OU LCD Display : It is a dot matrix liquid crystal display.it is used to display the status of the machine.it detects the coin action and indicates if it is inserted.
Crystal Oscillator : it is used to generate a 3.57MHz frequency for microcontroller IC.

APPLICATIONS:
1. To serve different kinds of beverages like coffee, softdrinks,hot water,shakes at public places like railway stations,bus stands,airports etc.
2. Can be used as a frequent beverage supplier at colleges and offices where mass serving is required.


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