Virtual Network Computing
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Virtual Network Computing
VNC (Virtual Network Computing) is a graphical desktop-sharing system that uses the RFB protocol, Remote Frame Buffer protocol (RFB) to remotely control another computer. It transmits the computer keyboard, keyboard and computer mouse, mouse input from one computer to another, relaying the graphical-computer screen, screen updates, over a computer network, network. Popular uses for this technology include remote technical support and accessing files on one's work computer from one's home computer, or vice versa. VNC is platform-independent, with clients and servers for many GUI-based operating systems and for Java Virtual Machine, Java. Multiple clients may connect to a VNC server at the same time. There are a number of variants of VNC which offer their own particular functionality; e.g., some optimised for Microsoft Windows, or offering file transfer (not part of VNC proper), etc. Many are compatible (without their added features) with VNC proper in the sense that a viewer of o ...
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Olivetti
Olivetti S.p.A. is an Italian manufacturer of computers, tablets, smartphones, printers and other such business products as calculators and fax machines. Headquartered in Ivrea, in the Metropolitan City of Turin, the company has been owned by TIM S.p.A. since 2003. The company is known for innovative product design, ranging from the 1950s Lettera 22 portable typewriter, to some of the first commercial programmable desktop calculators, such as the 1964 Programma 101, as well as the pop-art inspired Valentine typewriter of 1969. Between 1954 and 2001, Italy's Association of Industrial Design (ADI) awarded 16 Compasso d'Oro prizes to Olivetti products and designs – more than any other company or designer. At one point in the 1980s, Olivetti was the world's third largest personal computer manufacturer and remained the largest such European manufacturer during the 1990s. History Founding The company was founded as a typewriter manufacturer by Camillo Olivetti in ...
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Communications Protocol
A communication protocol is a system of rules that allows two or more entities of a communications system to transmit information via any variation of a physical quantity. The protocol defines the rules, syntax, semantics (computer science), semantics, and synchronization of communication and possible Error detection and correction, error recovery methods. Protocols may be implemented by Computer hardware, hardware, software, or a combination of both. Communicating systems use well-defined formats for exchanging various messages. Each message has an exact meaning intended to elicit a response from a range of possible responses predetermined for that particular situation. The specified behavior is typically independent of how it is to be Implementation, implemented. Communication protocols have to be agreed upon by the parties involved. To reach an agreement, a protocol may be developed into a technical standard. A programming language describes the same for computations, so there ...
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Client (computing)
is a computer that gets information from another computer called server in the context of client–server model of computer networks. The server is often (but not always) on another computer system, in which case the client accesses the service by way of a network. A client is a program that, as part of its operation, relies on sending a request to another program or a computer hardware or software that accesses a service made available by a server (which may or may not be located on another computer). For example, web browsers are clients that connect to web servers and retrieve web pages for display. Email clients retrieve email from mail servers. Online chat uses a variety of clients, which vary on the chat protocol being used. Multiplayer video games or online video games may run as a client on each computer. The term "client" may also be applied to computers or devices that run the client software or users that use the client software. A client is part of a cl ...
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Headless System
A headless computer is a computer system or device that has been configured to operate without a monitor (the missing "head"), Keyboard (computing), keyboard, and mouse (computing), mouse. A headless system is typically controlled over a network connection, although some headless system devices require a serial connection to be made over RS-232 for administration of the device. Headless operation of a server is typically employed to reduce operating costs. PC BIOS limitations During bootup, some (especially older) Personal computer, PC BIOS versions will wait indefinitely for a user to press a key before proceeding. If some basic device, such as a video card or Keyboard (computing), keyboard, are not installed or connected, this could effectively halt an unattended system. On more modern systems, the BIOS factory setting will typically be configured to behave this way as well, but this setting can be changed with a BIOS setup utility to proceed without user intervention. Even ...
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Server (computing)
A server is a computer that provides information to other computers called " clients" on a computer network. This architecture is called the client–server model. Servers can provide various functionalities, often called "services", such as sharing data or resources among multiple clients or performing computations for a client. A single server can serve multiple clients, and a single client can use multiple servers. A client process may run on the same device or may connect over a network to a server on a different device. Typical servers are database servers, file servers, mail servers, print servers, web servers, game servers, and application servers. Client–server systems are usually most frequently implemented by (and often identified with) the request–response model: a client sends a request to the server, which performs some action and sends a response back to the client, typically with a result or acknowledgment. Designating a computer as "server-class hardwa ...
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Handshake (computing)
In computing, a handshake is a signal between two devices or programs, used to, e.g., authenticate, coordinate. An example is the handshaking between a hypervisor and an application in a guest virtual machine. In telecommunications, a handshake is an automated process of negotiation between two participants (example "Alice and Bob") through the exchange of information that establishes the protocols of a communication link at the start of the communication, before full communication begins. The handshaking process usually takes place in order to establish rules for communication when a computer attempts to communicate with another device. Signals are usually exchanged between two devices to establish a communication link. For example, when a computer communicates with another device such as a modem, the two devices will signal each other that they are switched on and ready to work, as well as to agree to which protocols are being used. Handshaking can negotiate parameters tha ...
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Fork (software Development)
In software development, a fork is a codebase that is created by duplicating an existing codebase and, generally, is subsequently modified independently of the original. Software built from a fork initially has identical behavior as software built from the original code, but as the source code is increasingly modified, the resulting software tends to have increasingly different behavior compared to the original. A fork is a form of branching, but generally involves storing the forked files separately from the original; not in the repository. Reasons for forking a codebase include user preference, stagnated or discontinued development of the original software or a schism in the developer community. Forking proprietary software (such as Unix) is prohibited by copyright law without explicit permission, but free and open-source software, by definition, may be forked without permission. Etymology The word ''fork'' has been used to mean "to divide in branches, go separate ...
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Network Computer
In computer networking, a thin client, sometimes called slim client or lean client, is a simple (low-performance) computer that has been optimized for establishing a remote connection with a server-based computing environment. They are sometimes known as ''network computers'', or in their simplest form as ''zero clients''. The server does most of the work, which can include launching software programs, performing calculations, and storing data. This contrasts with a rich client or a conventional personal computer; the former is also intended for working in a client–server model but has significant local processing power, while the latter aims to perform its function mostly locally. Thin clients occur as components of a broader computing infrastructure, where many clients share their computations with a server or server farm. The server-side infrastructure uses cloud computing software such as application virtualization, hosted shared desktop (HSD) or desktop virtuali ...
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Asynchronous Transfer Mode
Asynchronous Transfer Mode (ATM) is a telecommunications standard defined by the American National Standards Institute and International Telecommunication Union Telecommunication Standardization Sector (ITU-T, formerly CCITT) for digital transmission of multiple types of traffic. ATM was developed to meet the needs of the Broadband Integrated Services Digital Network as defined in the late 1980s, and designed to integrate telecommunication networks. It can handle both traditional high-throughput data traffic and Real-time computing, real-time, low-latency content such as telephony (voice) and video.ATM Forum, The User Network Interface (UNI), v. 3.1, , Prentice Hall PTR, 1995, page 2. ATM is a cell switching technology, providing functionality that combines features of circuit switching and packet switching networks by using asynchronous communication, asynchronous time-division multiplexing.McDysan (1999), p. 287. ATM was seen in the 1990s as a competitor to Ethernet and networ ...
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Thin Client
In computer networking, a thin client, sometimes called slim client or lean client, is a simple (low-Computer performance, performance) computer that has been Program optimization, optimized for Remote desktop, establishing a remote connection with a Server (computing), server-based computing environment. They are sometimes known as ''network computers'', or in their simplest form as ''zero clients''. The server does most of the work, which can include launching software programs, performing calculations, and Data storage, storing data. This contrasts with a rich client or a conventional personal computer; the former is also intended for working in a client–server model but has significant local processing power, while the latter aims to perform its function mostly locally. Thin clients occur as components of a broader computing infrastructure, where many clients share their computations with a server or server farm. The server-side infrastructure uses cloud computing softw ...
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Andy Hopper
Sir Andrew Hopper (born 9 May 1953) is a British-Polish computer technologist and entrepreneur. He is Chairman of lowRISC CIC, a Commissioner of the Royal Commission for the Exhibition of 1851, former Treasurer and Vice-President of the Royal Society, Professor Emeritus of Computer Technology at the University of Cambridge, an Honorary Fellow of Trinity Hall, Cambridge and Corpus Christi College, Cambridge. Education Hopper was educated at Quintin Kynaston School in London after which he went to study for a Bachelor of Science degree at Swansea University before going to the University of Cambridge Computer Laboratory and Trinity Hall, Cambridge in 1974 for postgraduate work. Hopper was awarded his PhD in 1978 for research into local area computer communications networks supervised by David Wheeler. Research and career Hopper's PhD, completed in 1977 was in the field of communications networks, and he worked with Maurice Wilkes on the creation of the Cambridge Ring and its ...
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