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Speaker wire Explanation
Speaker wire, like any other linear electrical component, has three parameters which determine its performance: resistance, capacitance, and inductance. If a perfect wire were possible, it would have no resistance, no capacitance, and no inductance. The shorter a wire is, the closer it comes to being perfect, as resistance decreases as length decreases in all conductors (except superconductors). Resistance is the property which has the most effect on speaker wire performance, whereas capacitative and inductive characteristics of speaker wire are insignificantly small relative to the loudspeaker itself. Larger conductors (smaller wire gauge) have smaller resistance. As long as speaker wire resistance is kept to less than 5% of the speaker's impedance, the conductor will be adequate for home use. Speaker wires are selected based on quality of construction, price, aesthetic purpose, and convenience. Stranded wire is more flexible than solid wire, and is suitable for movable equipment. For a wire that will be exposed rather than run within walls, under floor coverings, or behind moldings (such as in a home), appearance may be a subjective benefit, but it is irrelevant to electrical characteristics. Better purification of oxidizing materials such as copper is said to result in more consistent conductive properties throughout the length of the wire, but this is a non-issue in terms of its effects on sound quality. Better jacketing may be thicker or tougher, less chemically reactive with the conductor, less likely to tangle and easier to pull through a group of other wires, or may incorporate a number of shielding techniques for non-domestic uses. Even with poor-quality wire, an audible degradation of sound may not exist. Many supposedly audible differences in speaker wire can be attributed to listener bias or the placebo effect. Listener bias is enhanced in no small part by the popular manufacturers' practice of making claims about their products either with no valid engineering or scientific basis, or of no real-world significance. Many manufacturers catering to audiophiles (as well as those supplying less expensive retail markets) also make unmeasurable, if poetic, claims about their wire sounding open, dynamic, or smooth. To justify these claims, many cite electrical properties such as skin effect, characteristic impedance of the cable, or resonance, which are generally little understood by consumers. None of these has any measurable effect at audio frequencies, though each matters at radio frequencies.
2026 03/04
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Speaker wire
Speaker wire is used to make the electrical connection between loudspeakers and audio amplifiers. Modern speaker wire consists of two electrical conductors individually insulated by plastic. The two wires are electrically identical, but are marked (e.g. by a ridge on the insulation of one wire, the color of one wire, a thread in one wire, etc) to help easily identify the correct polarity. Some historic designs also featured another pair of wires for electrical power for an electromagnet in the loudspeaker. At least one such speaker design is still in production (in France), but essentially all speakers manufactured now use permanent magnets, which displaced field electromagnet speakers over half a century ago. The effect of speaker wire upon the signal it carries has been a much-debated topic in the audiophile and high fidelity worlds. The accuracy of many advertising claims on these points has also been a matter of much debate.
2009 02/20
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Network topology
The network topology defines the way in which computers, printers, and other devices are connected, physically and logically. A network topology describes the layout of the wire and devices as well as the paths used by data transmissions. Network topology has two types: Physical logical Commonly used topologies include: Bus Star Tree (hierarchical) Linear Ring Mesh partially connected fully connected (sometimes known as fully redundant) The network topologies mentioned above are only a general representation of the kinds of topologies used in computer network and are considered basic topologies.
2009 02/13
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Wireless networks (WLAN, WWAN)
A wireless network is basically the same as a LAN or a WAN but there are no wires between hosts and servers. The data is transferred over sets of radio transceivers. These types of networks are beneficial when it is too costly or inconvenient to run the necessary cables. For more information, see Wireless LAN and Wireless wide area network. The media access protocols for LANs come from the IEEE. The most common IEEE 802.11 WLANs cover, depending on antennas, ranges from hundreds of meters to a few kilometers. For larger areas, either communications satellites of various types, cellular radio, or wireless local loop (IEEE 802.16) all have advantages and disadvantages. Depending on the type of mobility needed, the relevant standards may come from the IETF or the ITU.
2009 02/13
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Metropolitan Area Network (MAN)
A metropolitan network is a network that is too large for even the largest of LAN's but is not on the scale of a WAN. It also integrates two or more LAN networks over a specific geographical area ( usually a city ) so as to increase the network and the flow of communications. The LAN's in question would usually be connected via "backbone" lines. For more information on WANs, see Frame Relay, ATM and Sonet.
2009 02/13
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Wide area network (WAN)
A wide area network is a network where a wide variety of resources are deployed across a large domestic area or internationally. An example of this is a multinational business that uses a WAN to interconnect their offices in different countries. The largest and best example of a WAN is the Internet, which is a network composed of many smaller networks. The Internet is considered the largest network in the world. The PSTN (Public Switched Telephone Network) also is an extremely large network that is converging to use Internet technologies, although not necessarily through the public Internet. A Wide Area Network involves communication through the use of a wide range of different technologies. These technologies include Point-to-Point WANs such as Point-to-Point Protocol (PPP) and High-Level Data Link Control (HDLC), Frame Relay, ATM (Asynchronous Transfer Mode) and Sonet (Synchronous Optical Network). The difference between the WAN technologies is based on the switching capabilities they perform and the speed at which sending and receiving bits of information (data) occur.
2009 02/13
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Local area network (LAN)
A local area network is a network that spans a relatively small space and provides services to a small number of people. A peer-to-peer or client-server method of networking may be used. A peer-to-peer network is where each client shares their resources with other workstations in the network. Examples of peer-to-peer networks are: Small office networks where resource use is minimal and a home network. A client-server network is where every client is connected to the server and each other. Client-server networks use servers in different capacities. These can be classified into two types: 1. Single-service servers 2. print server, where the server performs one task such as file server, ; while other servers can not only perform in the capacity of file servers and print servers, but they also conduct calculations and use these to provide information to clients (Web/Intranet Server). Computers are linked via Ethernet Cable, can be joined either directly (one computer to another), or via a network hub that allows multiple connections.
2009 02/13
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Networking methods
Networking is a complex part of computing that makes up most of the IT Industry. Without networks, almost all communication in the world would cease to happen. It is because of networking that telephones, televisions, the internet, etc. work. One way to categorize computer networks is by their geographic scope, although many real-world networks interconnect Local Area Networks (LAN) via Wide Area Networks (WAN)and wireless networks[WWAN].
2009 02/13
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Computer networking History
Before the advent of computer networks that were based upon some type of telecommunications system, communication between calculation machines and early computers was performed by human users by carrying instructions between them. Many of the social behavior seen in today's Internet was demonstrably present in nineteenth-century telegraph networks, and arguably in even earlier networks using visual signals. In September 1940 George Stibitz used a teletype machine to send instructions for a problem set from his Model K at Dartmouth College in New Hampshire to his Complex Number Calculator in New York and received results back by the same means. Linking output systems like teletypes to computers was an interest at the Advanced Research Projects Agency (ARPA) when, in 1962, J.C.R. Licklider was hired and developed a working group he called the "Intergalactic Network", a precursor to the ARPANet. In 1964, researchers at Dartmouth developed the Dartmouth Time Sharing System for distributed users of large computer systems. The same year, at MIT, a research group supported by General Electric and Bell Labs used a computer (DEC's PDP-8) to route and manage telephone connections. Throughout the 1960s Leonard Kleinrock, Paul Baran and Donald Davies independently conceptualized and developed network systems which used datagrams or packets that could be used in a packet switched network between computer systems. 1965 Thomas Merrill and Lawrence G. Roberts created the first wide area network(WAN). The first widely used PSTN switch that used true computer control was the Western Electric 1ESS switch, introduced in 1965. In 1969 the University of California at Los Angeles, SRI (in Stanford), University of California at Santa Barbara, and the University of Utah were connected as the beginning of the ARPANet network using 50 kbit/s circuits. Commercial services using X.25, an alternative architecture to the TCP/IP suite, were deployed in 1972. Computer networks, and the technologies needed to connect and communicate through and between them, continue to drive computer hardware, software, and peripherals industries. This expansion is mirrored by growth in the numbers and types of users of networks from the researcher to the home user. Today, computer networks are the core of modern communication. For example, all modern aspects of the Public Switched Telephone Network (PSTN) are computer-controlled, and telephony increasingly runs over the Internet Protocol, although not necessarily the public Internet. The scope of communication has increased significantly in the past decade and this boom in communications would not have been possible without the progressively advancing computer network.
2009 02/13
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Views of networks
Users and network administrators often have different views of their networks. Often, users share printers and some servers form a workgroup, which usually means they are in the same geographic location and are on the same LAN. A community of interest has less of a connotation of being in a local area, and should be thought of as a set of arbitrarily located users who share a set of servers, and possibly also communicate via peer-to-peer technologies. Network administrators see networks from both physical and logical perspectives. The physical perspective involves geographic locations, physical cabling, and the network elements (e.g., routers, bridges and application layer gateways that interconnect the physical media. Logical networks, called, in the TCP/IP architecture, subnets , map onto one or more physical media. For example, a common practice in a campus of buildings is to make a set of LAN cables in each building appear to be a common subnet, using virtual LAN (VLAN) technology. Both users and administrators will be aware, to varying extents, of the trust and scope characteristics of a network. Again using TCP/IP architectural terminology, an intranet is a community of interest under private administration usually by an enterprise, and is only accessible by authorized users (e.g. employees). Intranets do not have to be connected to the Internet, but generally have a limited connection. An extranet is an extension of an intranet that allows secure communications to users outside of the intranet (e.g. business partners, customers). Informally, the Internet is the set of users, enterprises,and content providers that are interconnected by Internet Service Providers (ISP). From an engineering standpoint, the Internet is the set of subnets, and aggregates of subnets, which share the registered IP address space and exchange information about the reachability of those IP addresses using the Border Gateway Protocol. Typically, the human-readable names of servers are translated to IP addresses, transparently to users, via the directory function of the Domain Name System (DNS). Over the Internet, there can be business-to-business (B2B), business-to-consumer (B2C) and consumer-to-consumer (C2C) communications. Especially when money or sensitive information is exchanged, the communications are apt to be secured by some form of communications security mechanism. Intranets and extranets can be securely superimposed onto the Internet, without any access by general Internet users, using secure Virtual Private Network (VPN) technology. When used for gaming one computer will have to be the server while the others play through it.
2009 02/13
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Computer networking
Computer networking is the engineering discipline concerned with communication between computer systems or devices. Networking, routers, routing protocols, and networking over the public Internet have their specifications defined in documents called RFCs. Computer networking is sometimes considered a sub-discipline of telecommunications, computer science, information technology and/or computer engineering. Computer networks rely heavily upon the theoretical and practical application of these scientific and engineering disciplines. A computer network is any set of computers or devices connected to each other with the ability to exchange data. Examples of different networks are: Local area network (LAN), which is usually a small network constrained to a small geographic area. Wide area network (WAN) that is usually a larger network that covers a large geographic area. Wireless LANs and WANs (WLAN & WWAN) are the wireless equivalent of the LAN and WAN. All networks are interconnected to allow communication with a variety of different kinds of media, including twisted-pair copper wire cable, coaxial cable, optical fiber, and various wireless technologies. The devices can be separated by a few meters (e.g. via Bluetooth) or nearly unlimited distances (e.g. via the interconnections of the Internet).
2009 02/13
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USB packets
USB communication takes the form of packets. Initially, all packets are sent from the host, via the root hub and possibly more hubs, to devices. Some of those packets direct a device to send some packets in reply. After the sync field described above, all packets are made of 8-bit bytes, transmitted least-significant bit first. The first byte is a packet identifier (PID) byte. The PID is actually 4 bits; the byte consists of the 4-bit PID followed by its bitwise complement. This redundancy helps detect errors. (Note also that a PID byte contains at most four consecutive 1 bits, and thus will never need bit-stuffing, even when combined with the final 1 bit in the sync byte. However, the OUT PID byte ends with three consecutive 1 bits, so if the following USB device address begins with three 1 bits, bit-stuffing will be required.) Packets come in three basic types, each with a different format and CRC (cyclic redundancy check):Handshake packets consist of nothing but a PID byte, and are generally sent in response to data packets. The three basic types are ACK, indicating that data was successfully received, NAK, indicating that the data cannot be received at this time and should be retried, and STALL, indicating that the device has an error and will never be able to successfully transfer data until some corrective action (such as device initialization) is performed. USB 2.0 added two additional handshake packets, NYET which indicates that a split transaction is not yet complete, and an ERR handshake to indicate that a split transaction failed. The only handshake packet the USB host may generate is ACK; if it is not ready to receive data, it should not instruct a device to send any.Token packets consist of a PID byte followed by 11 bits of address and a 5-bit CRC. Tokens are only sent by the host, never a device.-- IN and OUT tokens contain a 7-bit device number and 4-bit function number (for multifunction devices) and command the device to transmit DATAx packets, or receive the following DATAx packets, respectively. An IN token expects a response from a device. The response may be a NAK or STALL response, or a DATAx frame. In the latter case, the host issues an ACK handshake if appropriate. An OUT token is followed immediately by a DATAx frame. The device responds with ACK, NAK, or STALL, as appropriate. SETUP operates much like an OUT token, but is used for initial device setup. Every millisecond (12000 full-speed bit times), the USB host transmits a special SOF (start of frame) token, containing an 11-bit incrementing frame number in place of a device address. This is used to synchronize isochronous data flows. High-speed USB 2.0 devices receive 7 additional duplicate SOF tokens per frame, each introducing a 125 µs "microframe". USB 2.0 added a PING token, which asks a device if it is ready to receive an OUT/DATA packet pair. The device responds with ACK, NAK, or STALL, as appropriate. This avoids the need to send the DATA packet if the device knows that it will just respond with NAK. USB 2.0 also added a larger SPLIT token with a 7-bit hub number, 12 bits of control flags, and a 5-bit CRC. This is used to perform split transactions. Rather than tie up the high-speed USB bus sending data to a slower USB device, the nearest high-speed capable hub receives a SPLIT token followed by one or two USB packets at high speed, performs the data transfer at full or low speed, and provides the response at high speed when prompted by a second SPLIT token. The details are complex; see the USB specification. Data packetsThere are two basic data packets, DATA0 and DATA1. Both consist of a DATAx PID field, 0–1023 bytes of data payload (up to 1024 in high speed, at most 8 at low speed), and a 16-bit CRC. They must always be preceded by an address token, and are usually followed by a handshake token from the receiver back to the transmitter. The two packet types provide the 1-bit sequence number required by Stop-and-wait ARQ. If a USB host does not receive a response (such as an ACK) for data it has transmitted, it does not know if the data was received or not; the data might have been lost in transit, or it might have been received but the handshake response was lost. To solve this problem, the device keeps track of the type of DATAx packet it last accepted. If it receives another DATAx packet of the same type, it is acknowledged but ignored as a duplicate. Only a DATAx packet of the opposite type is actually received. When a device is reset with a SETUP packet, it expects a DATA0 packet next. USB 2.0 added DATA2 and MDATA packet types as well. They are used only by high-speed devices doing high-bandwidth isochronous transfers which need to transfer more than 1024 bytes per 125 µs "microframe" (8192 kB/s). PRE "packet"Low-speed devices are supported with a special PID value, PRE. This marks the beginning of a low-speed packet, and is used by hubs which normally do not send full-speed packets to low-speed devices. Since all PID bytes include four 0 bits, they leave the bus in the full-speed K state, which is the same as the low-speed J state. It is followed by a brief pause during which hubs enable their low-speed outputs, already idling in the J state, then a low-speed packet follows, beginning with a sync sequence and PID byte, and ending with a brief period of SE0. Full-speed devices other than hubs can simply ignore the PRE packet and its low-speed contents, until the final SE0 indicates that a new packet follows.
2009 01/16
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Universal Serial Bus History
The USB 1.0 specification model was introduced in 1996. USB was created by the core group of companies that consisted of Intel, Compaq, Microsoft, Digital, IBM, and Northern Telecom. Intel produced the UHCI host controller and open software stack; Microsoft produced a USB software stack for Windows and co-authored the OHCI host controller specification with National Semiconductor and Compaq; Philips produced early USB-Audio; and TI produced the most widely used hub chips. Originally USB was intended to replace the multitude of connectors at the back of PCs, as well as to simplify software configuration of communication devices. The original Apple "Bondi blue" iMac G3, introduced May 6, 1998, was the first computer to offer USB ports without offering "legacy" ports.[1] [2] USB 1.1 came out in September 1998 to help rectify the adoption problems that occurred with earlier iterations of USB, mostly those relating to hubs.[3] The USB 2.0 specification was released in April 2000 and was standardized by the USB-IF at the end of 2001. Hewlett-Packard, Intel, Lucent (now LSI Corporation since its merger with Lucent spinoff Agere Systems), Microsoft, NEC, and Philips jointly led the initiative to develop a higher data transfer rate, 480 Mbits/s, than the 1.1 specification of 12 Mbits/s. The USB 3.0 specification was released on November 17, 2008 by the USB 3.0 Promoter Group. It has a transfer rate of up to 10 times faster than the USB 2.0 version and has been dubbed the SuperSpeed USB. Equipment conforming with any version of the standard will also work with devices designed to any previous specification (known as backward compatibility).
2009 01/16
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USB mass-storage
USB implements connections to storage devices using a set of standards called the USB mass storage device class (referred to as MSC or UMS). This was initially intended for traditional magnetic and optical drives, but has been extended to support a wide variety of devices, particularly flash drives. This generality is because many systems can be controlled with the familiar idiom of file manipulation within directories (The process of making a novel device look like a familiar device is also known as extension). Though most newer computers are capable of booting off USB Mass Storage devices, USB is not intended to be a primary bus for a computer's internal storage: buses such as ATA (IDE), Serial ATA (SATA), and SCSI fulfill that role. However, USB has one important advantage in that it is possible to install and remove devices without opening the computer case, making it useful for external drives. Originally conceived and still used today for optical storage devices (CD-RW drives, DVD drives, etc.), a number of manufacturers offer external portable USB hard drives, or empty enclosures for drives, that offer performance comparable to internal drives. These external drives usually contain a translating device that interfaces a drive of conventional technology (IDE, ATA, SATA, ATAPI, or even SCSI) to a USB port. Functionally, the drive appears to the user just like an internal drive. Other competing standards that allow for external connectivity are eSATA and FireWire. Another use for USB Mass Storage devices is the portable running of software applications without the need of installation on the host computer, eg. Web Browser, VoIP, etc.
2009 01/16
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Universal Serial Bus Overview
A USB system has an asymmetric design, consisting of a host, a multitude of downstream USB ports, and multiple peripheral devices connected in a tiered-star topology. Additional USB hubs may be included in the tiers, allowing branching into a tree structure with up to five tier levels. A USB host may have multiple host controllers and each host controller may provide one or more USB ports. Up to 127 devices, including the hub devices, may be connected to a single host controller. USB devices are linked in series through hubs. There always exists one hub known as the root hub, which is built into the host controller. So-called "sharing hubs", which allow multiple computers to access the same peripheral device(s), also exist and work by switching access between PCs, either automatically or manually. They are popular in small-office environments. In network terms, they converge rather than diverge branches. A physical USB device may consist of several logical sub-devices that are referred to as device functions. A single device may provide several functions, for example, a webcam (video device function) with a built-in microphone (audio device function). USB device communication is based on pipes (logical channels). Pipes are connections from the host controller to a logical entity on the device named an endpoint. The term endpoint is occasionally used to incorrectly refer to the pipe. A USB device can have up to 32 active pipes, 16 into the host controller and 16 out of the controller. Each endpoint can transfer data in one direction only, either into or out of the device, so each pipe is uni-directional. Endpoints are grouped into interfaces and each interface is associated with a single device function. An exception to this is endpoint zero, which is used for device configuration and which is not associated with any interface. When a USB device is first connected to a USB host, the USB device enumeration process is started. The enumeration starts by sending a reset signal to the USB device. The speed of the USB device is determined during the reset signaling. After reset, the USB device's information is read by the host, then the device is assigned a unique 7-bit address. If the device is supported by the host, the device drivers needed for communicating with the device are loaded and the device is set to a configured state. If the USB host is restarted, the enumeration process is repeated for all connected devices. The host controller directs traffic flow to devices, so no USB device can transfer any data on the bus without an explicit request from the host controller. In USB 2.0, host controller polls the bus for traffic, usually in a round-robin fashion. In SuperSpeed USB, connected device can request service from host.
2009 01/16
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Universal Serial Bus
In information technology, Universal Serial Bus (USB) is a serial bus standard to interface devices to a host computer. USB was designed to allow many peripherals to be connected using a single standardized interface socket and to improve the Plug and play capabilities by allowing hot swapping, that is, by allowing devices to be connected and disconnected without rebooting the computer or turning off the device. Other convenient features include providing power to low-consumption devices without the need for an external power supply and allowing many devices to be used without requiring manufacturer specific, individual device drivers to be installed. USB is intended to replace many legacy varieties of serial and parallel ports. USB can connect computer peripherals such as mice, keyboards, PDAs, gamepads and joysticks, scanners, digital cameras, printers, personal media players, flash drives, and external hard drives. For many of those devices USB has become the standard connection method. USB was originally designed for personal computers, but it has become commonplace on other devices such as PDAs and video game consoles, and as a bridging power cord between a device and an AC adapter plugged into a wall plug for charging purposes. As of 2008[update], there are about 2 billion USB devices in the world.[citation needed] The design of USB is standardized by the USB Implementers Forum (USB-IF), an industry standards body incorporating leading companies from the computer and electronics industries. Notable members have included Agere (now merged with LSI Corporation), Apple Inc., Hewlett-Packard, Intel, NEC, and Microsoft.
2009 01/16
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Human-interface devices (HIDs)
Mice and keyboards are frequently fitted with USB connectors, but because most PC motherboards still retain PS/2 connectors for the keyboard and mouse as of 2007, they are often supplied with a small USB-to-PS/2 adaptor, allowing usage with either USB or PS/2 interface. There is no logic inside these adaptors: they make use of the fact that such HID interfaces are equipped with controllers that are capable of serving both the USB and the PS/2 protocol, and automatically detect which type of port they are plugged into. Joysticks, keypads, tablets and other human-interface devices are also progressively migrating from MIDI, PC game port, and PS/2 connectors to USB. Apple Macintosh computers have been using USB exclusively for all external wired mice and keyboards since January 1999. The original iMac raised public awareness of USB considerably in August 1998, as it discarded legacy ports to use only USB. PCs had USB ports prior to the iMac's introduction, but they were included with a full complement of traditional ports which slowed down USB's adoption. The iMac's influence can be seen in the number of USB peripherals with matching translucent, colored plastic enclosures that were available in the late '90s and early '00s.
2009 01/16
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USB signaling
The Full Speed rate of 12 Mbit/s (1.5 MB/s) is the basic USB data rate defined by USB 1.0. All USB hubs support Full Speed. A Low Speed rate of 1.5 Mbit/s (187.5 kB/s) is also defined by USB 1.0. It is very similar to full speed operation except that each bit takes 8 times as long to transmit. It is intended primarily to save cost in low-bandwidth Human Interface Devices (HID) such as keyboards, mice, and joysticks. A High-Speed (USB 2.0) rate of 480 Mbit/s (60 MB/s) was introduced in 2001. All high-speed devices are capable of falling back to full-speed operation if necessary. Experimental data rate: A SuperSpeed (USB 3.0) rate of 5.0 Gbit/s (625 MB/s). The USB 3.0 specification was released by Intel and its partners in August 2008, according to early reports from CNET news. Products using the 3.0 specification are likely to arrive in 2009 or 2010. USB signals are transmitted on a twisted pair data cable with 90Ω ±15% impedance, labeled D+ and D−. These collectively use half-duplex differential signaling to combat the effects of electromagnetic noise on longer lines. Transmitted signal levels are 0.0–0.3 volts for low and 2.8–3.6 volts for high in Full Speed (FS) and Low Speed (LS) modes, and -10–10 mV for low and 360–440 mV for high in High Speed (HS) mode. In FS mode the cable wires are not terminated, but the HS mode has termination of 45Ω to ground, or 90Ω differential to match the data cable impedance. A USB connection is always between a host or hub at the "A" connector end, and a device or hub's upstream port at the other end. The host includes 15 kΩ pull-down resistors on each data line. When no device is connected, this pulls both data lines low into the so-called "single-ended zero" state (SE0 in the USB documentation), and indicates a reset or disconnected connection. A USB device pulls one of the data lines high with a 1.5 kΩ resistor. This overpowers one of the pull-down resistors in the host and leaves the data lines in an idle state called "J". The choice of data line indicates a device's speed support; full-speed devices pull D+ high, while low-speed devices pull D− high. USB data is transmitted by toggling the data lines between the J state and the opposite K state. USB encodes data using the NRZI convention; a 0 bit is transmitted by toggling the data lines from J to K or vice-versa, while a 1 bit is transmitted by leaving the data lines as-is. To ensure a minimum density of signal transitions, USB uses bit stuffing; an extra 0 bit is inserted into the data stream after any appearance of six consecutive 1 bits. Seven consecutive 1 bits is always an error. A USB frame begins with an 8-bit synchronization sequence 00000001. That is, after the initial idle state J, the data lines toggle KJKJKJKK. The final 1 bit (repeated K state) marks the end of the sync pattern and the beginning of the USB frame proper. A USB frame's end, called EOP (end-of-packet), is indicated by the transmitter driving 2 bit times of SE0 (D+ and D- both below Vil max) and 1 bit time of J state. After this, the transmitter ceases to drive the D+/D− lines and the aforementioned resistors hold it in the J (idle) state. A receiver may take extra time to decode the SE0 state, and will see the first bit time as a repetition of the last data bit. Since USB frames are always a multiple of 8 bits long, this extra "dribble bit" can be detected and ignored. A USB bus is reset using a prolonged (10 to 20 milliseconds) SE0 signal. USB 2.0 devices use a special protocol during reset, called "chirping", to negotiate the High-Speed mode with the host/hub. A device that is HS capable first connects as an FS device (D+ pulled high), but upon receiving a USB RESET (both D+ and D- driven LOW by host for 10 to 20 mS) it pulls the D- line high. If the host/hub is also HS capable, it chirps (returns alternating J and K states on D- and D+ lines) letting the device know that the hub will operate at High Speed. Clock tolerance is 480.00 Mbit/s ±500 ppm, 12.000 Mbit/s ±2500 ppm, 1.50 Mbit/s ±15000 ppm. Though Hi-Speed devices are commonly referred to as "USB 2.0" and advertised as "up to 480 Mbit/s", not all USB 2.0 devices are Hi-Speed. The USB-IF certifies devices and provides licenses to use special marketing logos for either "Basic-Speed" (low and full) or Hi-Speed after passing a compliance test and paying a licensing fee. All devices are tested according to the latest spec, so recently-compliant Low-Speed devices are also 2.0 devices. The actual throughput currently (2006)[update] attained with real devices is about two thirds of the maximum theoretical bulk data transfer rate of 53.248 MB/s. Typical hi-speed USB devices operate at lower speeds, often about 3 MB/s overall, sometimes up to 10–20 MB/s.
2009 01/15
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Connectors and other information
The cable exists in both stranded and solid conductor forms. The stranded form is more flexible and withstands more bending without breaking and is suited for reliable connections with insulation piercing connectors, but makes unreliable connections in insulation-displacement connectors. The solid form is less expensive and makes reliable connections into insulation displacement connectors, but makes unreliable connections in insulation piercing connectors. Taking these things into account, building wiring (for example, the wiring inside the wall that connects a wall socket to a central patch panel) is solid core, while patch cables (for example, the movable cable that plugs into the wall socket on one end and a computer on the other) are stranded. Outer insulation is typically PVC or LSOH. Cable types, connector types and cabling topologies are defined by TIA/EIA-568-B. Nearly always, 8P8C modular connectors, often incorrectly referred to as "RJ-45", are used for connecting category 5 cable. The specific category of cable in use can be identified by the printing on the side of the cable. The cable is terminated in either the T568A scheme or the T568B scheme. It doesn't make any difference which is used as they are both straight through (pin 1 to 1, pin 2 to 2, etc); however mixed cable types should not be connected in series as the impedance per pair differs slightly and could cause signal degradation. The article Ethernet over twisted pair describes how the cable is used for Ethernet, including special "cross over" cables.
2009 01/09
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Category 5e
Cat 5 e cable is an enhanced version of Cat 5 that adds specifications for far end crosstalk. It was formally defined in 2001 as the TIA/EIA-568-B standard, which no longer recognizes the original Cat 5 specification. Although 1000BASE-T was designed for use with Cat 5 cable, the tighter specifications associated with Cat 5e cable and connectors make it an excellent choice for use with 1000BASE-T. Despite the stricter performance specifications, Cat 5e cable does not enable longer cable distances for Ethernet networks: cables are still limited to a maximum of 100 m (328 ft) in length (normal practice is to limit fixed ("horizontal") cables to 90 m to allow for up to 5 m of patch cable at each end, this comes to a total of the previous mentioned 100m maximum). Cat 5e cable performance characteristics and test methods are defined in TIA/EIA-568-B.2-2001.
2009 01/09
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