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泡沫鱼头

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Advantages and Disadvantages of the InternetNowadays, the Internet is playing a more and more important role in people’s daily life. However, people’s opinions are still divided on this point. Those who are in favor of the Internet claim that it has a lot of advantages. Firstly, information searching is no longer a tough job with the help of all kinds of search engines. Secondly, we can contact friends or business partners via e-mails or software such as Internet Meeting and Yahoo Messenger. Last but not least, we can take part in groups or mailing lists to talk with friends of the same interest. Those who are opposed to the Internet hold that disadvantages are many. In the first place, the Internet costs considerable time, money and energy especially for those with less self-control. In the second place, surfing on the Internet for a long time harms the eyes a lot. Finally, more and more young people are indulged in online games, Internet chat and even pornography, which are extremely harmful to their future in all, we can safely come to the conclusion that the pros outweigh the cons. The past twenty years witnessed the fast development of the Internet along with national economy. A brighter future is awaiting us if we make good use of the Internet.网络的利与弊 如今,在人们的生活中网络已经成为越来越不可或缺的东西了。然而在网络的利与弊这一问题上,人们出现了分歧。 那些支持网络出现的人们认为网络拥有许多益处。首先,通过网络搜索引擎,信息搜索已经不再是一份棘手的工作了。其次,我们可以通过电子邮件或者一些软件联系我们的朋友或者是商业伙伴。最后,我们可以参加一些群组或者讨论组之中,和那些有着共同兴趣爱好的朋友们进行讨论。 那些反对网络的人同样也认为网络有许多弊端。首先,网络花费了人们大量的时间、金钱以及精力,尤其是对于那些缺乏自制力的人来说。其次,长时间的网上冲浪有害眼睛。最后,越来越多的年轻人沉迷于网络游戏,网上聊天,甚至一些色情的东西,这对他们将来的发展非常有害。 总之,我们可以得出结论,网络的益处大于弊端。过去的二十年见证了网络随着国家经济的发展而快速进步。如果我们更好地利用网络,会有一个更好的未来正在前方等着我们。这可真是自己手动给你一字一句翻译的啊,多少应该再追加点分吧!~~

158 评论

虎宝宝001

A virtual world is an interactive simulated environment accessed by multiple users through an online interface. Virtual worlds are also called "digital worlds," "simulated worlds" and "MMOG's." There are many different types of virtual worlds, however there are six features all of them have in common: 1. Shared Space: the world allows many users to participate at once. 2. Graphical User Interface: the world depicts space visually, ranging in style from 2D "cartoon" imagery to more immersive 3D environments. 3. Immediacy: interaction takes place in real time. 4. Interactivity: the world allows users to alter, develop, build, or submit customized content. 5. Persistence: the world's existence continues regardless of whether individual users are logged in. 6. Socialization/Community: the world allows and encourages the formation of in-world social groups like teams, guilds, clubs, cliques, housemates, neighborhoods, etc. --------------------------------------------------------------------------------Virtual worlds have been created for many different purposes. The largest and most common type of virtual world is the "MMORPG" which stands for "Massively Multiplayer Online Role Playing Game." But virtual worlds have also been built for purposes other than gaming. The following section summarizes a few ways in which virtual worlds are currently used: Commercial GamingCommercial gaming worlds tend to focus on a singular fictional theme and consistently follow formal conventions such as character-focused avatars, progression through an interactive narrative storyline, and a series of competitive events. Strongly influenced by fantasy, science fiction, and anime genres of literature and film, the majority of sizable virtual worlds in existence today are commercial gaming worlds. Examples include Everquest, Lineage 2, and World of Warcraft. While Virtual Worlds Review includes several top-quality gaming worlds on the review list, we mostly feature worlds that fall outside the traditional gaming mold. Fortunately there are many other great sites that contain comprehensive lists of commercial gaming worlds. Here are a few: Gamespot Gamespy Socializing / Online Community BuildingIn addition to the traditional fantasy RPG worlds, there are many commercial community-focused virtual worlds that emphasize socializing rather than gaming. These worlds offer a more open-ended experience and are strongly influenced by the cultures of text-based chat rooms. Although small-scale, casual games may be incorporated into a social world, participants are not necessarily there to win or play a game, but rather to socialize with others and, in many cases, create and decorate a personal space such as a home, room, or apartment. Social worlds tend to use settings based on idealized versions of reality. Most provide some basic building tools and the ability to host activities and events that revolve around a wide variety of topics. EducationSome virtual worlds have been created for educational purposes. In most cases, educational worlds are sponsored by academic institutions or nonprofit organizations, although some educational worlds are sponsored by corporations. Educational worlds come in a wide variety of forms, including 3D recreations of museum and gallery spaces, computer programming tutorials, virtual libraries, and meeting spaces for online university courses. Active Worlds Educational Universe is one of the oldest and largest networks of educational worlds. Adobe Atmosphere is also being used to build virtual worlds for educational purposes. A great example of a corporate-sponsored educational world is Mokitown. Political ExpressionVirtual worlds can serve as forums for political expression and debate. While real-world political issues can crop up in gaming, social, and educational worlds, there are a few cases in which completely separate virtual worlds have been built for the purpose of political debate or even experiments in various types of self-governing online communities. A great example of a virtual world with a political focus is AgoraXchange. Military TrainingVirtual world technologies are also being used in some interesting ways by the . military. America's Army is being used as a tool to recruit potential soldiers, while companies like Forterra Systems are working with military groups to develop training simulations. And this is just the beginning. As these technologies develop further over the next several years, virtual worlds will be used for all types of purposes as more people begin spending more time in them. If you're new to the "world of virtual worlds" we hope that Virtual Worlds Review will serve as a user-friendly, informative place to learn a bit about them. For those who are already familiar with virtual worlds, we hope the site will let you know about other types of worlds you may not have heard of before. In either case, welcome and enjoy the site. -------------------A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars. These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations, although other forms are possible[1] (auditory[2] and touch sensations for example). Some, but not all, virtual worlds allow for multiple computer accesses a computer-simulated world and presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experiences telepresence to a certain degree.[3] Such modeled worlds may appear similar to the real world or instead depict fantasy worlds. The model world may simulate rules based on the real world or some hybrid fantasy world. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users has ranged from text, graphical icons, visual gesture, sound, and rarely, forms using touch and balance multiplayer online games commonly depict a world similar to the real world, with real world rules and real-time actions, and communication. Communication is usually textual, with real-time voice communication using VOIP also possible.[clarify]Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based concept of virtual worlds predates computers and could be traced in some sense to Pliny.[5] The mechanical-based 1962 Sensorama machine used the senses of vision, sound, balance, smells and touch (via wind) to simulate its world. Among the earliest virtual worlds to be implemented by computers were not games but generic virtual reality simulators, such as Ivan Sutherland's 1968 virtual reality device. This form of virtual reality is characterized by bulky headsets and other types of sensory input simulation. Contemporary virtual worlds, multi-user online virtual environments, emerged mostly independently of this virtual reality technology research, fueled instead by the gaming industry but drawing on similar inspiration.[6] While classic sensory-imitating virtual reality relies on tricking the perceptual system into experiencing an imersive environment, virtual worlds typically rely on mentally and emotionally engaging content which gives rise to an immersive first virtual worlds presented on the Internet were communities and chat rooms, some of which evolved into MUDs and MUSHes. MUDs, short for “Multi User Dungeons,” are examples of virtual worlds that consist of virtual space inhabited by representations of data and other users [7]. Early virtual worlds were text-based, offering limited graphical representation, and often using a Command Line War (also known as The Maze Game, Maze Wars or simply Maze) was the first networked, 3D multi-user first person shooter game. Maze first brought us the concept of online players as eyeball "avatars" chasing each other around in a maze.” (, 29th Feb). According to the website this was in 1974, it was played on Arpanet (the initial internet), however it could only be played on an Imlac, as it was specifically built for this type of in 1978 MUD was released, it however was not 3D, it was text-based and used a TELNET program, by following the link you will be able to play the game, and understand just how far virtual worlds have come since . You can understandably argue whether or not this is a “virtual world” and that Maze War was more sophisticated (being 3D), but you must understand that MUD could be played by anyone, Maze War was computer specific. Perhaps in today’s senses it is not a true virtual world, but the idea of a virtual world in those days were different (see Neuromancer link in bibliography for more information).Some early prototyptes were WorldsAway, a prototype interactive communities featuring a virtual world by CompuServe called Dreamscape, Cityspace, an educational networking and 3D computer graphics project for children, and The Palace, a 2-dimensional community driven virtual world. However, credit for the first online virtual world usually goes to Habitat, developed in 1987 by LucasFilm Games for the Commodore 64 computer, and running on the Quantum Link service (the precursor to America Online).[citation needed]In 1996, the city of Helsinki, Finland with Helsinki Telephone Company (since Elisa Group) launched what was called the first online virtual 3D depiction intended to map an entire city. The Virtual Helsinki project was eventually renamed Helsinki Arena 2000 project and parts of the city in modern and historical context were rendered in 3D.[citation needed][edit] Virtual world conceptsOne perception of virtual worlds requires an online persistent world, active and available 24 hours a day and seven days a week, to qualify as a true virtual world.[citation needed] Although this is possible with smaller virtual worlds, especially those that are not actually online, no massively multiplayer game runs all day, every day. All the online games listed above[clarify] include downtime for maintenance that is not included as time passing in the virtual world. While the interaction with other participants is done in real-time, time consistency is not always maintained in online virtual worlds. For example, EverQuest time passes faster than real-time despite using the same calendar and time units to present game virtual world is a fairly vague and inclusive term, the above can generally be divided along a spectrum ranging from:massively multiplayer online role-playing games or MMORPGs where the user playing a specific character is a main feature of the game (World Of Warcraft for example). massively multiplayer online real-life/rogue-like games or MMORLGs, the user can edit and alter their avatar at will, allowing them to play a more dynamic role, or multiple roles. Some would argue that the MMO versions of RTS and FPS games are also virtual worlds if the world editors allow for open editing of the terrains if the "source file" for the terrain is shared. Emerging concepts include basing the terrain of such games on real satellite photos, such as those available through the Google Maps API or through a simple virtual geocaching of "easter eggs" on WikiMapia or similar mashups, where permitted.[edit] BoundariesVirtual worlds are well-known as being fantasy spaces sealed off from the real world, but more careful analysis reveals that the boundaries between the real and virtual worlds is quite porous. Participants constantly arrive and depart from the world, carrying with them their unique set of behavioral assumptions and attitudes that cannot be disentangled from their interactions in the virtual world.[8][clarify] For example, in virtual worlds which bring together players from multiple cultural backgrounds, a participant in a virtual world brings their own cultural preconceptions about those other cultures across the boundary into the world while playing. The term magic circle has been used to describe the imaginary barrier between the virtual world and the real world. The fantasy environment of the virtual world is protected from the intrusion of real life by this magic circle, but practices such as the sale of virtual items and virtual currency for real life currency challenges this separation while reinforcing the notion that objects in the virtual world have real life value. In a 2001 study by Edward Castronova, the value of the currency in the MMORPG Everquest was evaluated based on its exchange rate at USD , making this unit of virtual currency of higher value than the Yen or the though Virtual Worlds are most of the time seen as 3D Games, there are many different kinds of it: forums, blogs, wikis and chatrooms where communities born. Places which have their own world, their own rules, topics, jokes, members, etc... Each person who belongs to these kinds of communities can find like-minded people to talk to, whether this be a passion, the wish to share information about or just to meet new people and experience new things. Some users develop a double personality depending on which world they are interacting with. Depending on whether that person is in the real or virtual world can impact on the way they think and act. It is not all about video games and communities, virtual world also plays a part in the social as it can allow people to speak or share knowledge with each other. Best examples are instant messaging and visio-conferences which allow people to create their own virtual world. It can also be used to help hospitalized children (suffering from painful disease or autism for example) to create a comfortable and safe environment which can help Virtual Worlds can be seen as a new way for people to socialize, they are said to be at the heart of a lot of anti-social behaviour. People playing video games online and more precisely, MMORPG are sometimes so addicted to the game that they cannot live without playing it. Such people are called “No Life” or Otaku and spend most of their time in their house not leaving it for days. They are often wrongly treated like insane people and also represented as dangerous when criminal cases imply links with video games. The thing is that video games played online are most of the time designed to be played for a long period of time (and even in the case of World Of Warcraft indefinitely – programmers provide updates and new things to discover regularly). People who abuse this kind of video games end up living most of their live in their bedrooms, do not develop any social life or skills: they communicate with friends mostly via the game or the internet, they create their own life on the internet with a specific name, image and charisma. The example of Second Life is totally unique because players develop communities and businesses in this game. Second Life is a game where the player has to create his/her own character with a human aspect and live a second life in a virtual world. The thing is that some people are so involved in this game (and created their “own self” in this game) that they have a double personality.

139 评论

食尚峰汇

Computer network technology and the rapid development of information technology, the impact of rapid spread to the education sector, as a database of information resources, distance learning and new ways of supporting learning environment, the role of the Internet more and more attention to the education sector. Both education experts, scholars and the wave of exposure to educational reform for teachers and students are trying a new web-based educational philosophy, teaching methods and learning styles. Teaching Website is in this context bred and produced. Teaching is both a network of educational information resource site an important part, but also a new type of education, learning support platform. Teaching site is the use of modern network technology to build up, has a teaching function of the website the birth of teaching sites and teaching web site design came into being, business website design and analysis of theoretical guidance in the design of commercial websites which is particularly important points, from the point of commercial website design and surface visual cents psychological factors Use, and commercial site design psychological factors in the use of color vision, business website in today's network is relatively common, commerce dynamic Web site design principles and the principles of interaction, business website, use of visual process of psychological factors are also important , There are three-dimensional page and the details of the deal, commercial web interface more clearly the design and web: design ,visual psychological factors,constituent elements,Visual process

212 评论

糖醋jiang

下载个词霸就行了

145 评论

榜样的力量

Computer network virus and precautionsWith the new network technology and application of the continuous rapid development of the computer network should Use of becoming increasingly widespread, the role played by the increasingly important computer networks and human More inseparable from the lives of the community's reliance on them will keep growing. With With the continuous development of computer technology, the virus has become increasingly complex and senior, the new generation of Computer viruses make full use of certain commonly used operating systems and application software for protection of the weak low Spots have rampant in recent years as the popularity of the Internet in the world, will be attached document containing the virus The situation in the mail has been increasing spread of the virus through the Internet, making the spread of the virus speed Sharp also increased, by an ever-increasing scope of the infection. Therefore, the protection of the security of computer networks will be Will become increasingly important. A computer virus The definition of computer virus computer virus (Computer Virus) in the "people's republic of China The computer information system security protection regulations "which has been clearly defined, the virus" refers to the preparation or Computer program inserted in the damage or destruction of computer data functions, affecting computer use Self-replication and can a group of computer instructions, or code. " Second, network virus With the development of network and the Internet, a wider spread, the greater New harm The virus emerged This is the Internet virus. The virus is an emerging concept in the traditional The virus was not classified network virus this concept, because the development of networks, the traditional virus The network also has a number of characteristics. Today's Internet virus is a broad notion of a As as long as it is carried out using the Internet to spread destruction can be known as network viruses, such as: "Love the back door", "Panda burning incense." Third, network virus and the distinction between computer virus The original common computer virus is nothing more than the devastating formatted hard drive, delete system With the users documents, databases, etc. destruction. The mode of transmission is through nothing but also by virus infection Mutual copy of the software, carrying the virus, such as the use of pirated optical discs, such as infection disk systems The pilot virus and infected executable file virus, in addition to a network virus These are the common characteristics of the virus, but also steal users with remote data, remote control of the other side Computers and other damaged properties, such as Trojan and consumption of funding the operation of the network computer Source collapse of the network server worm. Fourth, the network against virus Network destructive virus, will directly affect the work of the network, ranging from lowering speed video Ring for the efficiency of the network, while in the collapse, undermining the server information to a multi-year work destroyed Dan. Because viruses and other network annually fraud led to economic losses of over 16 billion yuan, But this figure is constantly rising year by year. The next few years, the size of the market will reach Security 60 billion yuan. One antivirus software experts pointed out: "Network avian flu virus even more." Such as: "Xiong Cat burning incense "In addition to virus infection through the web site users, the latest virus also through QQ Loopholes in propagating itself through file-sharing networks, the default sharing, weak password systems, U disk and windows Forms bottom of the top mobile hard drives, and other means of communication. While LAN once a computer machine For infection, it can spread through the entire network instant, or even within a very short period of time can be infected Thousands of computers, can lead to serious networks. Symptoms of poisoning in the performance of computers There are enforceable. Exe files have become a strange pattern, the pattern shown as "Panda Burning incense, "and then System blue screen, restart the frequent, hard drive data destruction, serious entire company All computer LAN will all poisoning. "Panda burning incense," only more than half a month, a few varieties have high Of more than 50, and the number of its users infected constantly expanding. Makes infected, "Panda burn incense" disease The personal drug users has been as high as several million people infected with a few more corporate users is rising exponentially. Network More on the computer network the greater the harm caused by the virus. V. network transmission of the virus Features 1. Infection fast: single machine environment, the virus can only be passed from one computer diskette To another, and in the network can be adopted by the rapid spread of network communication mechanism. According to measurement Set against a typical PC network use in normal circumstances, once a computer workstation sick Drugs, and will be online within 10 minutes in the several hundreds of all infected computers. 2. Proliferation of a wide range: in the network due to the spread of the virus very quickly and spread to encompass a large area, not only the rapid transmission of all LAN computer, but also through remote workstations virus in一瞬Inter spread to thousands of miles away. 3. Dissemination in the form of complex and varied: computer viruses in general through the network " Station server workstation "channels of communication, but in the form of complex and diverse communication. 4. Difficult to completely wipe: the standalone computer virus carriers sometimes can be deleted documents Or low-level formatted drives, and other measures to eliminate the virus completely, and the network once a computer work Clean stations failed to disinfect the entire network can be re-infected by the virus, or even just completed removal The work of a workstation is likely to be on-line by another workstation virus infection. Therefore, Only workstations in addition to killing viruses, and can not solve the virus harm to the network is. 6, the type of network virus As the network increasingly developed, the type of network virus has been increasing, generally summed up as The following categories: 1. Worm It is the use of the transmission mechanism of replication and dissemination network, the mode of transmission is through the network And e-mail, the prefix is Worm. For example, in recent years the great harm "Nimda" virus is Demodex A worm virus. The virus used Microsoft's Windows operating system, computer flu With this virus, will continue to automatically dial-up Internet access and use information in the document or the address Sharing network spreads, and ultimately undermine the most important user data. 2. Macro Virus Hong virus is a Storage in the document or template in the Acer computer virus. The prefix Macro, once open such documents, which Acer will be implemented, then the virus would Acer Been enabled transferred to the computer, and in the presence of the Normal template. From then on, all since The document will be kept moving "infection" that the Hong virus, and if other users opened the flu Documents with the virus, the Hong virus will be transferred to his computer. 3. Destructive procedures virus The prefix destructive virus program is: Harm. The characteristics of this virus is a good in itself Look at the user clicks on icons to temptation, when the user clicks on the virus, the virus will direct users Computer generated destruction. If C formatted disk (), the killer orders (Harm. ). 4. System virus The prefix system for the virus: Win32, PE, Win95, W32, W95, and so on. These viruses The characteristics of the general public can be infected with the windows operating system *. exe and *. dll file, And through these documents for dissemination. If the CIH virus. 5. Backdoor virus Backdoor virus prefix is Backdoor. The total of such virus through network - Sowing, opened the back door to the system to the user and potential safety problems. 6. Bundling machine virus Bundled-virus prefix is: Binder. The characteristics of this virus is the virus writers will use Specific procedures will be bundled with a number of applications such as QQ, IE bundled up on the surface It is normal to see the paper, when users run these bundled virus, will run these applications on the surface Procedures, and then tied to the operation of hidden virus, which caused harm to the user. Such as: baled Tied QQ (), the system killer (). 7. Script virus The virus is usually JavaScript scripting code prepared by the malicious code, prefix is usually Spript, with the general nature of advertising, will modify your IE Home, modify registry, and other information, Computer user inconvenience caused. 8. Planting procedures virus virus This virus is of the public will run from the in vivo release of one or several new Under the virus to the system directory, by the release of a new virus damage. If the glaciers are sowing (), MSN striker (). 9. Joke virus The prefix is the virus joke: Joke. Also called prank virus. The characteristics of this virus is itself a nice user clicks on icons to temptation, When the user clicks of this virus, the virus will be made to disrupt the operation scare users, in fact The virus did not destroy any computer user. Such as: ghost () virus. 10. Trojan hacking virus Trojan its prefix is: Trojan, hackers virus prefix General for Hack. Public special Sex is through the network or system loopholes into the user's system and hidden, and then leaked to the outside world User information, hackers virus there is a visual interface to the user's computer remotely Control. Trojans, hackers often paired virus emerging, Trojan horse virus responsible for the invasive power users Brain, and hackers virus will be passed to the Trojan horse virus control. . General Trojan such as QQ News tail Trojan , there are big . Virus Form A PSW or anything like PWD general said that the virus has stolen password function, If some hacker programs, such as network枭雄. 7, the mode of transmission and network anti-virus Through the above, we can see that e-mail viruses spread Click homepage, users download, Others implant, implant, and other loopholes through five computer transmission, so long as holding these five A thoroughfare, we will be able to live better anti-virus network. 计算机网络病毒与防范随着各种新的网络技术的不断应用和迅速发展, 计算机网络的应用范围变得越来越广泛, 所起的作用越来越重要, 计算机网络与人类的生活更加密不可分, 社会对其的依赖程度也会随之不断增长。而随着计算机技术的不断发展, 病毒也变得越来越复杂和高级, 新一代的计算机病毒充分利用某些常用操作系统与应用软件的低防护性的弱点不断肆虐, 最近几年随着因特网在全球的普及, 将含病毒文件附加在邮件中的情况不断增多, 通过网络传播病毒, 使得病毒的扩散速度也急骤提高, 受感染的范围越来越广。因此, 计算机网络的安全保护将会变得越来越重要。一、计算机病毒计算机病毒的定义计算机病毒(Computer Virus)在《中华人民共和国计算机信息系统安全保护条例》中被明确定义, 病毒“指编制或者在计算机程序中插入的破坏计算机功能或者破坏数据, 影响计算机使用并且能够自我复制的一组计算机指令或者程序代码”。二、网络病毒随着网络和Internet 的发展,一个传播范围更广,危害更大的新型病毒应运而生.这就是网络病毒。网络病毒是一个新兴的概念, 在传统的病毒分类里没有网络病毒这个概念, 由于网络的发展, 传统的病毒也就具有了一些网络的特性。如今的网络病毒是一个广义的概念, 一般只要是利用网络来进行传播、破坏的都可以被称为网络病毒, 如:“爱情后门”、“熊猫烧香”等。三、网络病毒与计算机病毒的区别原先常见的计算机病毒的破坏性无非就是格式化硬盘, 删除系统与用户文件、破坏数据库等等。而传播途径也无非是通过遭病毒感染的软件的互相拷贝, 携带病毒的盗版光盘的使用等, 如感染磁盘系统区的引导型病毒和感染可执行文件的文件型病毒, 而网络病毒除了具有普通病毒的这些特性外, 还具有远端窃取用户数据、远端控制对方计算机等破坏特性, 比如特洛伊木马病毒和消耗网络计算机的运行资源, 拖垮网络服务器的蠕虫病毒。四、网络病毒的危害网络上病毒破坏性大, 将直接影响网络的工作, 轻则降低速度, 影响工作效率, 重则使网络崩溃, 破坏服务器信息, 使多年工作毁于一旦。每年由于病毒等网络欺诈行为导致的经济损失高达160 亿多元,而且这个数字逐年还在不断地攀升。未来几年, 安防市场规模将达到600 亿元。一位杀毒软件专家指出: “网络病毒更甚于禽流感”。如: “熊猫烧香”除了通过网站带毒感染用户之外, 此病毒还会通过QQ 最新漏洞传播自身, 通过网络文件共享、默认共享、系统弱口令、U 盘及窗体顶端窗体底端移动硬盘等多种途径传播。而局域网中只要有一台机器感染, 就可以瞬间传遍整个网络, 甚至在极短时间之内就可以感染几千台计算机, 严重时可以导致网络瘫痪。中毒症状表现为电脑中所有可执行的.exe 文件都变成了一种怪异的图案, 该图案显示为“熊猫烧香”, 继而系统蓝屏、频繁重启、硬盘数据被破坏等, 严重的整个公司局域网内所有电脑会全部中毒。“熊猫烧香”仅半个多月, 变种数已高达50 多个, 并且其感染用户的数量不断扩大。使得感染“熊猫烧香”病毒的个人用户已经高达几百万, 企业用户感染数更是成倍上升。网络上的计算机越多, 网络病毒造成的危害越大。五、网络病毒传播特点1.感染速度快: 在单机环境下, 病毒只能通过软盘从一台计算机带到另一台, 而在网络中则可以通过网络通讯机制迅速扩散。根据测定, 针对一台典型的PC 网络在正常使用情况, 只要有一台工作站有病毒, 就可在几十分钟内将网上的数百台计算机全部感染。2.扩散面广: 由于病毒在网络中扩散非常快, 扩散范围很大, 不但能迅速传染局域网内所有计算机, 还能通过远程工作站将病毒在一瞬间传播到千里之外。3.传播的形式复杂多样: 计算机病毒在网络上一般是通过“工作站服务器工作站”的途径进行传播的, 但传播的形式复杂多样。4.难于彻底清除: 单机上的计算机病毒有时可通过删除带毒文件或低级格式化硬盘等措施将病毒彻底清除, 而网络中只要有一台工作站未能消毒干净就可使整个网络重新被病毒感染, 甚至刚刚完成清除工作的一台工作站就有可能被网上另一台带毒工作站所感染。因此,仅对工作站进行病毒杀除, 并不能解决病毒对网络的危害。六、网络病毒的类型由于网络越来越发达, 网络病毒的种类也越来越多, 大体归纳为以下几类:1.蠕虫病毒它的传染机理是利用网络进行复制和传播, 传染途径是通过网络和电子邮件,前缀是Worm。比如近年危害很大的“尼姆达”病毒就是蠕虫病毒的一种。这一病毒利用了微软视窗操作系统的漏洞, 计算机感染这一病毒后, 会不断自动拨号上网, 并利用文件中的地址信息或者网络共享进行传播, 最终破坏用户的大部分重要数据。2.宏病毒宏病毒是一种寄存在文档或模板的宏中的计算机病毒。前缀是Macro, 一旦打开这样的文档, 其中的宏就会被执行, 于是宏病毒就会被激活, 转移到计算机上, 并驻留在Normal 模板上。从此以后, 所有自动保存的文档都会“感染”上这种宏病毒, 而且如果其他用户打开了感染病毒的文档, 宏病毒又会转移到他的计算机上。3.破坏性程序病毒破坏性程序病毒的前缀是: Harm。这类病毒的特性是本身具有好看的图标来诱惑用户点击, 当用户点击病毒时, 病毒便会直接对用户计算机产生破坏。如格式化C 盘() 、杀手命令() 等。4.系统病毒系统病毒的前缀为:Win32、PE、Win95、W32、W95 等。这些病毒的一般公有的特性是可以感染windows 操作系统的*.exe 和*.dll 文件,并通过这些文件进行传播。如CIH 病毒。5.后门病毒后门病毒的前缀是Backdoor。该类病毒的共有特性是通过网络传播, 给系统开后门, 给用户带来安全隐患。6.捆绑机病毒捆绑机病毒的前缀是: Binder。这类病毒的特性是病毒作者会使用特定的捆绑程序将病毒与一些应用程序如QQ、IE 捆绑起来, 表面上看是正常文件, 当用户运行这些捆绑病毒时, 会表面上运行这些应用程序, 然后隐藏运行捆绑在一起的病毒, 从而给用户造成危害。如: 捆绑QQ() 、系统杀手() 等。7.脚本病毒脚本病毒通常是JavaScript 代码编写的恶意代码, 前缀是通常为Spript, 一般带有广告性质, 会修改您的IE 首页、修改注册表等信息,造成用户使用计算机不方便。8.病毒种植程序病毒这类病毒的公有特性是运行时会从体内释放出一个或几个新的病毒到系统目录下, 由释放出来的新病毒产生破坏。如冰河播种者() 、MSN 射手()等。9.玩笑病毒玩笑病毒的前缀是: Joke。也称恶作剧病毒。这类病毒的特性是本身具有好看的图标来诱惑用户点击,当用户点击这类病毒时, 病毒会做出各种破坏操作来吓唬用户, 其实病毒并没有对用户电脑进行任何破坏。如: 女鬼( ) 病毒。10.木马黑客病毒木马病毒其前缀是: Trojan, 黑客病毒前缀名一般为Hack。公有特性是通过网络或者系统漏洞进入用户的系统并隐藏, 然后向外界泄露用户信息, 黑客病毒则有一个可视的界面, 能对用户的电脑进行远程控制。木马、黑客病毒往往是成对出现的, 木马病毒负责侵入用户的电脑, 而黑客病毒则会通过该木马病毒来进行控制。。一般的木马如QQ消息尾巴木马, 还有大。病毒名中有PSW或者什么PWD 之类的一般表示这个病毒有盗取密码的功能,一些黑客程序如网络枭雄 等。

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艾吃艾美

What is TCP/IP? TCP/IP (Transmission Control Protocol/Internet Protocol) is the basic communication language or protocol of the Internet. It can also be used as a communications protocol in a private network (either an intranet or an extranet). When you are set up with direct access to the Internet, your computer is provided with a copy of the TCP/IP program just as every other computer that you may send messages to or get information from also has a copy of TCP/ is a two-layer program. The higher layer, Transmission Control Protocol, manages the assembling of a message or file into smaller packets that are transmitted over the Internet and received by a TCP layer that reassembles the packets into the original message. The lower layer, Internet Protocol, handles the address part of each packet so that it gets to the right destination. Each gateway computer on the network checks this address to see where to forward the message. Even though some packets from the same message are routed differently than others, they'll be reassembled at the uses the client/server model of communication in which a computer user (a client) requests and is provided a service (such as sending a Web page) by another computer (a server) in the network. TCP/IP communication is primarily point-to-point, meaning each communication is from one point (or host computer) in the network to another point or host computer. TCP/IP and the higher-level applications that use it are collectively said to be "stateless" because each client request is considered a new request unrelated to any previous one (unlike ordinary phone conversations that require a dedicated connection for the call duration). Being stateless frees network paths so that everyone can use them continuously. (Note that the TCP layer itself is not stateless as far as any one message is concerned. Its connection remains in place until all packets in a message have been received.)Many Internet users are familiar with the even higher layer application protocols that use TCP/IP to get to the Internet. These include the World Wide Web's Hypertext Transfer Protocol (HTTP), the File Transfer Protocol (FTP), Telnet (Telnet) which lets you logon to remote computers, and the Simple Mail Transfer Protocol (SMTP). These and other protocols are often packaged together with TCP/IP as a "suite."Personal computer users with an analog phone modem connection to the Internet usually get to the Internet through the Serial Line Internet Protocol (SLIP) or the Point-to-Point Protocol (PPP). These protocols encapsulate the IP packets so that they can be sent over the dial-up phone connection to an access provider's related to TCP/IP include the User Datagram Protocol (UDP), which is used instead of TCP for special purposes. Other protocols are used by network host computers for exchanging router information. These include the Internet Control Message Protocol (ICMP), the Interior Gateway Protocol (IGP), the Exterior Gateway Protocol (EGP), and the Border Gateway Protocol (BGP).

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