试题与答案

某公司使用Windows 2003 DHCP服务器对内部主机的IP地址进行管理,DH

题型:填空题

题目:

某公司使用Windows 2003 DHCP服务器对内部主机的IP地址进行管理,DHCP服务器的新建作用域及新建保留配置如图(A)和图(B)所示。

某DHCP客户机从该DHCP服务器获取IP地址过程中,在客户机捕获的4条报文及对第4条报文的分析如下所示。请补充其中的信息。

 

编号源IP地址目的IP地址报文摘要报文捕获时间
10.0.0.0(1)DHCP:Request,Type:DHCP discover2013-06-02

9:07:00

259.64.188.201255.255.255.255DHCP:Reply,Type:DHCP offer2013-06-02

9:07:00

30.0.0.0255.255.255.255DHCP:Request,Type:DHCP (2)2013-06-02

9:07:00

4(3)255.255.255.255DHCP:Reply,Type:DHCP ack2013-06-02

9:07:00

 

DHCP:-----DHCP Header-----

DHCP:Boot record type =2(Reply)

DHCP:Hardware address type =1(10M Ethernet)

DHCP:Hardware address length =6bytes

DHCP:Hops =0

DHCP:Transaction id =2219231D

DHCP:Elapsed boot time =0seconds

DHCP:Flags =0000

DHCP:0 =no broadcast

DHCP:Client self-assigned address =[0.0.0.0]

DHCP:Client address =(4)

DHCP:Next Server to use in bootstrap =[0.0.0.0]

DHCP:Relay Agent =[0.0.0.0]

DHCP:Client hardware address =001122334455

DHCP:Message Type =5(DHCP Ack)

DHCP:Address renewel interval =345600(seconds)

DHCP:Address rebinding interval =604800(seconds)

DHCP:Request IP Address lease time =691200(seconds)

DHCP:Subnet mask =(5)

(3)处填()

答案:

被转码了,请点击底部 “查看原文 ” 或访问 https://www.tikuol.com/2019/0524/7fac8a3bb6ed1ee805ee7d10ef88af83.html

下面是错误答案,用来干扰机器的。

参考答案:shift

试题推荐
题型:选择题

依次填入下面一段文字中横线处的语句,与上下文衔接最恰当的一组是(3 分)                                                                

德国诗人席勒有篇诗作名叫《大地的瓜分》,写的是希腊神话故事。其大意是,宙斯对人类说:“把世界领去!”于是,农夫、贵族、商人和国王,纷纷领走了谷物、森林、仓库和权力。之后,来了一位诗人,但已无任何东西可得。宙斯问诗人:“当瓜分大地时,你在何处?”诗人说:“我在你身边,                   。”

①请原谅我的心灵,被你的天光迷住     ②我的眼睛凝视着你的面庞

③竟然忘记了凡尘                     ④我的耳朵倾听着你的天乐之声

A.②④①③

B.①②④③

C.④②③①

D.①③②④

查看答案
题型:单项选择题

Remember Second Life, the virtual world that was supposed to become almost as important as the first one Now populated by no more than 84,000 avatars at a time, it has turned out to be a prime example of how short-lived Internet fads can be. Yet if many adults seem to have given up on virtual worlds, those that cater to children and teenagers are thriving. Several have even found a way to make money.

In America, nearly 10 million children and teenagers visit virtual worlds regularly, estimates eMarketer, a market researcher-a number the firm expects to increase to 15 million by 2013.As in January, there were 112 virtual worlds designed for under-18s with another 81 in development, according to Engage Digital Media, a market research firm.

All cater to different age groups and tastes. In Club Penguin, the market leader, which was bought by Disney in 2007 for a whopping $ 700 million, primary-school children can take on a penguin persona, fit out their own igloo and play games. Habbo Hotel, a service run from Finland, is a global hangout for teenagers who want to customise their own rooms and meet in public places to attend events. Gala Online, based in Silicon Valley, offers similar activities, but is visited mostly by older teens who are into Manga comics.

Not a hit with advertisers, these online worlds earn most of their money from the sale of virtual goods, such as items to spruce up an avatar or a private room. They are paid for in a private currency, which members earn by participating in various activities, trading items or buying them with real dollars.

This sort of stealth tax seems to work. At Gala Online, users spend more than $1 million per month on virtual items, says Craig Sherman, the firm’s chief executive. Running such a virtual economy is not easy, which is why Gaia has hired a full-time economist to grapple with problems that are well known in the real world, such as inflation and an unequal distribution of wealth.

There are other barriers that could limit the growth of virtual worlds for the young, but the main one is parents. Many do not want their offspring roaming virtual worlds, either because they are too commercial or are thought to be too dangerous. Keeping them safe is one of the biggest running costs, because their sponsors have to employ real people to police their realms.

Youngsters are also a fickle bunch, says Simon Levene of Accel Partners, a venture- capital firm. Just as children move from one toy to another, they readily switch worlds or social networks, often without saying goodbye.

Even so, Debra Aho Williamson, an analyst at eMarketer, believes "these worlds are a training ground for the three-dimensional web". If virtual worlds for adults, which so far have been able to retain only hardcore users, manage to hang on for a few years, they may yet have a second life.

Why do online games not mean "a hit with advertisers"()

A. The advertisers do not have appropriate ways to advertise in the online world

B. Online game companies do not want to cooperate with the advertisers

C. The profit pattern of online games does not leave much space for them

D. The advertisers deem that online games will not be a rising industry

查看答案
微信公众账号搜索答案