Virtual论文(精选3篇)
Virtual论文 篇1
引言
计算机网络课程在实际的教学过程中有相当难度,由于实验环境资金投入较大,很多课程的教学一直是以理论为主、实验为辅,对于稍复杂的网络实验往往受到实验室条件的制约,学生理解起来过于抽象,不利于教学。近年来,结合我院实验室的现状,将虚拟机技术成功应用于《网络操作系统》和《计算机组装与维护》等课程的教学中,取得了良好的效果。
虚拟机是一种可以在一台物理计算机上模拟出来多台计算机(或称逻辑计算机)的软件,它可以实现一台物理计算机“同时”运行多个相同或不同的操作系统,还可以将这几个操作系统组建成一个网络的软件,进而为学生在单机环境下学习和实践如何搭建网络提供了必要的条件。目前流行的虚拟1.4有利于提高学生的学习兴趣并有助于学生自主学习,学生学会了虚拟机组建虚拟网络的原理和方法后,可以在学校实验室环境之外的其他环境自主地做网络实验,使学生更感性、直观地掌握网络的组建、管理和维护;
有助于教师进行网络教学,虚拟硬盘文件可以拷贝到其他计算机上使用,教师可以通过用虚拟机构建的虚拟网络进行网络教学,极大地方便了教学。
1 虚拟机的基本术语
1.1宿主机:指物理存在的本地计算机。
1.2虚拟机:指由虚拟机软件模拟出来的一台虚拟计算机,即逻辑上的一台计算机。
1.3宿主机操作系统:在宿主机上安装的操作系统。
1.4虚拟机操作系统:在虚拟机上安装的操作系统。
2 Virtual PC简介
Microsoft Virtual PC是一个免费的虚拟机软件,可以在Mac OS和Microsoft Windows操作系统上模拟x86计算机,并在其中安装运行多种操作系统,主要运用于微软公司的训练课程,如MCSE的训练课程作模拟用途,目前较为流行的版本为Mi c r os o f t Vi rt u a l PC 2 0 0 7(以下简称VPC)。主要功能包括:
2.1支持在虚拟机和宿主机之间拖放来复制文件;
2.2允许虚拟机通过文件共享来访问宿主机上的文件;
2.3支持指针集成,允许在虚拟机窗口和宿主机之间自由切换鼠标;
2.4支持在虚拟操作系统中使用C D-ROM驱动器;
2.5优化显示适配器驱动;
2.6虚拟机和宿主机之间的时间同步;
2.7剪贴板共享;
2.8支持动态调整虚拟机显示窗口;
2.9最多可虚拟4个网卡,可以完成多种网络搭建等。
3 使用Virtual PC 2007搭建VPN虚拟网络实验室
虚拟专用网(Virtual Private Network,简称VPN)是实现远程安全访问的重要技术,Windows Server 2003的路由和远程访问组件提供了架构VPN服务器的功能,通过VPN技术可以实现远程客户计算机通过公网安全访问VPN服务器连接的内部网络,既可以降低费用,又可以增强安全性,保证IP地址安全。VPN的实验步骤如下:
3.1建立三个Windows Server 2003虚拟机PC1、PC2和PC3,分别作为VPN服务器、内部WEB服务器和客户端,网络结构如图1。
3.2 PC1需要添加两块网卡,PC2和PC3设置一个网卡,基本网络设置见表1:
3.3在PC2上安装IIS,启动IIS管理器,配置默认web服务器;
3.4在PC 1上启用路由和远程访问:
3.4.1在“开始”→“管理工具”→“服务”→扩展选项卡中关闭windows Firewall(ICF)/Internet Connection Sharing(ICS)服务;
3.4.2在“开始”→“管理工具”中选择“路由和远程访问”;
3.4.3在弹出的对话框中单击计算机名,启动“配置并启用路由和远程访问”;
3.4.4按照向导选择“虚拟专用网络(VPN)访问和NAT(V)”,点击“下一步”;
3.4.5设置I P地址指定范围:1 9 2.168.10.200~192.168.10.249(共50个内部地址);
3.4.6完成路由和远程访问服务的安装。
3.4.7在PC1中设置VPN专用账号和密码,设置远程访问权限为“允许访问”或“通过远程访问策略控制访问”,回拨选项为“不回拨”。
3.5打开PC3并设置VPN客户端:
3.5.1通过“网上邻居”建立一个新的连接;
3.5.2在“新建连接向导”对话框中选择“连接到我的工作场所的网络”;
3.5.3设置“主机名或IP地址”为202.102.224.68;
3.5.4完成V P N客户端的安装。
3.6双击VPN连接图标,输入已经设置的VPN专用账号和密码进行注册,客户端注册成功后,即可获取相应的内网IP地址,进而客户端可以按照相应的远程访问策略访问内部web服务器。
4 结语
虚拟机技术在网络实验仿真教学中已经得到广发应用,除文中所举实例外,在DNS服务器、DHCP服务器、WWW服务器、FTP服务器、RAS服务器、电子邮件服务器、流媒体服务器等网络服务器的搭建中都能轻松配置与管理。同时,该技术也可应用于《计算机组装与维护》等计算机课程的实验教学中,教学效果显著。实践证明,通过使用VPC搭建的虚拟网络实验室,比较明显地提高了网络教学的质量,同时也为网络专业的学生及网络爱好者提供了一种网络实验平台,使理论学习和实践可以更好地结合起来。
参考文献
[1]周振海.虚拟机技术在网络实验中的应用[J].电脑知识与技术,2011,07(6)
[2]刘坤.利用虚拟机技术构建计算机网络实验教学环境研究[J].网络安全技术与应用,2010(10)
[3]韩小强.虚拟机在计算机网络实验中的应用初探[J].科技经济市场,2010(10)
[4]辛淑霞.巧妙利用虚拟机技术提升计算机网络教学[J].电脑编程技巧与维护,2010(6)
[5]王永昭.利用虚拟机搭建计算机网络教学实验环境[J].实验室科学,2008(4)
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Virtual论文 篇2
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虚拟机软件可以在一台电脑上模拟出来若干台PC,每台PC可以运行单独的操作系统而互不干扰,可以实现一台电脑“同时”运行几个操作系统,还可以将这几个操作系统连成一个网络,
Win + VMWare运行RedHat7.2、Win98 & Solaris 8的截图
比如上图中,是在一台电脑上安装了Win2000 server,再在Win2000 server上安装虚拟机软件VMWare,利用VMWare模拟出来3台PC,在这3台PC上分别运行RedHat7.2、Win98和Solaris 8 for x86操作系统。包括Win2000在内,这4个操作系统同时在一台电脑上运行,互不干扰,并且同在一个局域网内。
目前PC上的虚拟机软件有下述两个:
VMWare www.vmware.com
Virtual PC www.connectix.com
本文主要介绍VMWare。
二、使用虚拟机的好处
====================
1、如果要在一台电脑上装多个操作系统,不用虚拟机的话,有两个办法:一是装多个硬盘,每个硬盘装一个操作系统。这个方法比较昂贵。二是在一个硬盘上装多个操作系统。这个方法不够安全,因为硬盘MBR是操作系统的必争之地,搞不好会几个操作系统同归于尽。而使用虚拟机软件既省钱又安全,对想学linux和unix的朋友来说很方便。
2、虚拟机可以在一台机器上同时运行几个操作系统,是SOHO开发一族的必备工具。有了虚拟机,在家里只需要一台电脑,或出差时只带着一个笔记本,就可以调试C/S、B/S的程序了。
3、利用虚拟机可以进行软件测试。
三、使用虚拟机的硬件要求
====================
虚拟机毕竟是将两台以上的电脑的任务集中在一台电脑上,所以对硬件的要求比较高,主要是CPU、硬盘和内存。目前的电脑CPU多数是PIII以上,硬盘都是几十G,这样的配置已经完全能满足要求。关键是内存。内存的需求等于多个操作系统需求的总和。现在的内存已经很便宜,也不成为问题了,
四、虚拟机的运行环境
================
VMWare可运行在Windows(WinNT以上)和Linux操作系统上。
Virtaul PC可运行在Windows(Win98以上)和MacOS上。
运行虚拟机软件的操作系统叫Host OS,在虚拟机里运行的操作系统叫Guest OS。
五、VMWare的使用经验
================
1、支持的Guest OS:
VMWare支持如下Guest OS:
MS-DOS、Win3.1、Win9x/Me、WinNT、Win2000、WinXP、Win.Net、Linux、FreeBSD、NetWare6、Solaris x86。
不支持的Guest OS:
BeOS、IBM OS/2 and OS/2 Warp、Minix、QNX、SCO Unix、UnixWare。
2、VMWare模拟的硬件
VMWare模拟出来的硬件包括:主板、内存、硬盘(IDE和SCSI)、DVD/CD-ROM、软驱、网卡、声卡、串口、并口和USB口。VMWare没有模拟出显卡。VMWare为每一种Guest OS提供一个叫做vmware-tools的软件包,来增强Guest OS的显示和鼠标功能。
3、VMWare模拟出来的硬件是固定型号的,与Host OS的实际硬件无关。比如,在一台机器里用VMWare安装了linux,可以把整个linux copy到其他有VMWare的机器里运行,不必再安装。
4、VMWare可以使用ISO文件作为光盘。比如从网上下载的linux ISO文件,不需刻盘,可直接安装。
5、VMWare为Guest OS的运行提供三种选项:
(1) persistent
Guest OS运行中所做的任何操作都即时存盘
(2) undoable
Guest OS shutdown时会问是否对所做的操作存盘
(3) nonpersistend
Guest OS运行中所做的任何操作,在shutdown后等于没做过。
如果要进行软件测试或试验,这是非常有用的功能,可以尽情地玩,把
Guest OS搞死无限次都不怕。
Virtual论文 篇3
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Online gaming refers to games played by multiple players simultaneously via a computer network. Popular genres include strategy, sports, fighting, music, racing, and role-playing. Very few games offer a single-player mode; interaction is encouraged.
Online games are the driving force of China’s burgeoning games market. According to data from the ZOL Data Center (ZDC), in 2010 85.6 percent of Chinese gamers played online games, significantly more than those who played offline computer games (69.8 percent) and those who played consoles (30.4 percent).
Framed in historical terms, 1992-1996 was a “prehistoric” time for gaming in China. One online game that became popular at that time was An Ode to Gallantry (Xiake Xing). Games such as this employed letters but no images, and gamers had to enter complicated com- puter instructions just to play.
In June 1998, GlobalLink Beijing Computer Technology Co., Ltd. was established, providing five free online games such as the strategy game “Go”and Chinese chess. After three years of rapid growth, GlobalLink had some 18 million registered users with 170,000 online players at any one time, and had become the largest online gaming website worldwide.
In November 2001, the portal Netease.com launched its game A Westward Journey Online (Dahua Xiyou), thereby announcing its entry into the field of online gaming. This move gave online gaming a bigger potential market and a new platform for profits and expansion. Also in November 2001, Shanda Interactive Entertainment Ltd. introduced Legend of Mir II from South Korea, a famous multiplayer online roleplay game. Shanda became extremely successful with the launch of this game. One user so described the enormous popularity of Legend: “At that time, there were only two types of netizen in Internet cafes: those who were chatting via QQ (an instant messaging software), and those who were playing Legend of Mir II.”
During this first, heady decade, scores of other online games were popular in China. In addition to A Westward Journey Online and Legend of Mir II, a number of other foreign and local games, such as World of Warcraft and Red Cliff (Chinese: Chibi) had their time as game of choice of internet cafe enthusiasts across the country. Ding Lei, CEO of Netease. com, compared growth in the first decade of China’s online gaming market from that of a toddler to a teenager.
Profits Galore
Online gaming is an industry gathering speed in China. After 10 years of rapid development, the market increased from RMB 310 million in 2001 to RMB 32.37 billion in 2010. Currently, China has nearly 80 million online players.
“The online gaming industry is the most successful and commercially profitable of all industries that operate on the internet in China,” Shi Yuzhu, president and CEO of Giant Interactive Group Inc., was quoted as saying as early as 2007.
This is no exaggeration. Thanks to online games, Shi’s company was more profitable in 2007 than both Chinese internet heavyweights Baidu.com and Alibaba.com.
According to annual financial reports from the first half of 2007, Baidu.com’s net profit was RMB 163.2 million; Alibaba.com’s was RMB 290 million, while Giant Interactive Group Inc. pulled in a staggering RMB 512 million.
In May 2010, Zhu Jun, chairman of the software developer Ninetowns Internet Technology Group Co., Ltd., admitted in an interview that the core of his company’s business was still online games, “because it is the most profitable gig on the Internet. Tencent earns the company a lot of money in this way, and 36 percent of Facebook’s revenues comes from online games.”
As one of the largest ISP companies in China, Tencent witnessed substantial growth in the first quarter of 2011. Its revenues increased 50 percent over the same period from the previous year, amounting to RMB 6.34 billion. Revenues from online games totaled RMB 3.57 billion, a 77 percent increase over the same period from 2010. Ma Huateng, president of Tencent, noted that growth in the first quarter was driven primarily by its online games division.
According to market analysts, the global market for online games will maintain a high growth rate in the years to come despite the depressed state of the world economy.
China has become the largest online gaming market in the world, representing one third of global market share. Moreover, Chinese-produced online games have become worthy competitors of foreign franchises.
Sun Shoushan, vice director of the General Administration of Press and Publication, said that against a backdrop of a Chinese economy seriously affected by the current global economic downturn, online gaming had maintained an upwards growth trajectory to become a shining example of a successful internet industry.
Choosing Chinese
Ten years of robust development has created a healthy environment for a domestic gaming industrial chain. During the first half of the decade, the market looked to foreign games for inspiration, especially those from Japan and South Korea.
With the advent of the 11th Five-year Plan (2006-2010), the central authorities have taken to strongly supporting domestic cultural industries. Helped by a series of specific policies and measures, the capacity of Chinese gaming companies to create unique products has grown constantly. The focus nowadays is on game creation rather than on importing.
Foreign online games thoroughly dominated the market in the industry’s early development. Now, however, the market share of domestic online games has surpassed that of imported games. In 2010, this domestic share was 60 percent of the total market, grossing RMB 19.3 billion for domestic enterprises.
According to Ding Lei, cultural affiliation attracts Chinese gamers to domestic creations. And with the myriad of stories and adventures recorded over thousands of years of Chinese history to choose from in creating their plots, domestic game producers are unlikely to run out of ideas any time soon.
Since entering the online games market in 2001, NetEase is one company that has emphasized creating games that embodied Chinese culture. For example, the famous games A Westward Journey Online (I, II, III) and Fantasy Westward Journey draw their plots from Journey to the West, one of China’s classic novels. A Chinese Fairy Tale takes its inspiration from the fantastic Strange Stories from a Chinese Studio written in the Qing Dynasty. These games not only provide players with countless hours of entertainment, but also play a role in carrying forward traditional Chinese epics into the 21st century.
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