Friday, 17 June 2016

Question No : 33

When a client accesses files over Xsan, what is transferred across the Fibre Channel links?

A. file names
B. file contents
C. file permissions
D. file contents and file names
E. file names, file permissions, and creation dates

Answer: B

Friday, 20 May 2016

On 02:42 by Alina Smith in    No comments
Question No: 32

You have a server named Server1 that runs Windows Server 2012 R2. Server1 has six network adapters. Two of the network adapters are connected to a network named LAN1, two of the network adapters are connected to a network named LAN2, and two of the network adapters are connected to a network named LAN3. You create a network adapter team named Team1 from the two adapters connected to LAN1. You create a network adapter team named Team2 from the two adapters connected to LAN2. A company policy states that all server IP addresses must be assigned by using a reserved address in DHCP. You need to identify how many DHCP reservations you must create for Server1. How many reservations should you identify?

A. 3
B. 4
C. 6
D. 8

Answer: B


2 Adapters = LAN1 = Team1 = 1 IP
2 Adapters = LAN2 = Team2 = 1 IP
2 Adapters = LAN3 = No Team = 2 IP
1 + 1 + 2 = 4

More questions at Pass4sure 70-417

Friday, 6 May 2016

With easy to use tools and weapons-grade encryption, Universal WinZip is a powerful application to work and share large files on the road. File characteristics and underwriting files and drag and drop from Explorer, Office and the implementation of other applications.

You can tell Cortana to create, open, add, save and unzip files. And support cloud and useful tools that give power to manage and share large files quickly from Windows 10 PC and tablet.

Friday, 8 April 2016

On 00:29 by Alina Smith in    No comments
Question No : 31

You have a server named Server1 that runs Windows Server 2012 R2. Server1 has the Hyper-V server role installed. On Server1, you create a virtual machine named VM1.
VM1 has a legacy network adapter.
You need to assign a specific amount of available network bandwidth to VM1.
What should you do first?

A. Add a second legacy network adapter, and then run the Set-VMNetworkAdaptercmdlet.
B. Add a second legacy network adapter, and then configure network adapter teaming.
C. Remove the legacy network adapter, and then run the Set-VMNetworkAdaptercmdlet.
D. Remove the legacy network adapter, and then add a network adapter.

Correct Answer: D

Thursday, 31 March 2016

On 04:43 by Alina Smith in    No comments
Question No : 30

You perform a Server Core Installation of Windows Server 2012 R2 on a server named Server1. You need to add a graphical user interface (GUI) to Server1. Which tool should you use?

A. The imagex.exe command
B. The ocsetup.exe command
C. The setup.exe command
D. The dism.exe command

Answer: D
The DISM command is called by the Add-WindowsFeature command. Here is the systax for DISM: Dism /online /enable-feature /featurename:ServerCore-FullServer /featurename:Server- Gui-Shell /featurename:Server-Gui-Mgmt

Friday, 4 March 2016

On 02:03 by Alina Smith in    No comments
Question No : 29

Your network contains a server named Server1 that runs Windows Server 2012. Server1 has the Hyper-V
server role installed.
Server1 hosts four virtual machines named VM1, VM2, VM3, and VM4.
Server1 is configured as shown in the following table.

You install a network monitoring application on VM2.
You need to ensure that all of the traffic sent to VM3 can be captured on VM2.
What should you configure?

A. NUMA topology
B. Resource control
C. Resource metering
D. Virtual Machine Chimney
F. Processor Compatibility
G. The startup order
H. Automatic Start Action
I. Integration Services
J. Port mirroring
K. Single-root I/O virtualization

Correct Answer: J

Thursday, 3 March 2016

On 03:16 by Alina Smith in    No comments
Head of Microsoft’s gaming division effectively confirms Xbox is becoming a new kind of PC/console hybrid

Microsoft is planning to unify its PC and Xbox One gaming platforms into one ecosystem running Universal Windows Applications (UWAs), the head of the company’s Xbox division Phil Spencer has announced. It also looks likely that the Xbox One will become more PC-like with backwards compatible hardware upgrades in the future.

During a press event in San Francisco last week, Spencer said that the Universal Windows Platform, a common development platform that allows apps to run across PC, Xbox, tablets and smartphones, would be central to the company’s gaming strategy. “That is our focus going forward,” he told reporters. “Building out a complete gaming ecosystem for Universal Windows Applications.”

This is, he explained, the culmination of the company’s vision over the past year. In January 2015, Microsoft announced that it was bringing an Xbox app to Windows 10 PCs, allowing cross-platform play and a cohesive friends list across both platforms. Then, in November, the Xbox One was updated to be compatible with Windows 10, bringing a new interface and features to the console. In late-January, Microsoft chief executive Satya Nadella told attendees at the dotNet conference in Madrid that UWAs would be coming to Xbox One, but did not specify in what capacity.

Now it seems Microsoft’s plan is to shift the entire development model towards universal applications that run across PC and console – indeed any machine that’s compatible with the Universal Windows Platform. This could have radical implications for the console model, which so far has always been based on the idea that the hardware has to remain largely unchanged throughout the machine’s lifespan.

“PC gaming is as important as its ever been in the company,” he said. “Windows is a critical franchise. Over 40% of the people running Windows 10 are playing games. We want to work hand in hand with our partners to make sure we have the best platform we can have.”

Spencer reiterated the company’s commitment to abandoning console sales figures, in favour of monthly active user (MUA) data, like smartphone and online multiplayer game publishers. “This is the critical factor for our teams to gauge our success, because that’s what our partners want to know,” he said. “They want the largest collection of active gamers who are buying and playing games – that is the health metric of any service you talk about – what’s your MAU? It’s not how many consoles you sell. If I sold a console two years ago and now it’s in a closet gathering dust, that’s not good for the gamer, it’s not for the developer and it’s not good for Microsoft.”

When Microsoft first used MAUs to talk about Xbox One, the decision was criticised as an attempt to obfuscate the fact that PlayStation 4 has shifted more units. Unsurprisingly, Spencer disagrees.

“We didn’t choose this metric to hide something,” he said. “In fact, we’re more exposed because it shows how many people are actually using our platform and service every month and reporting that publicly. We’ve done it for the development community who want to know how many people they can get to by building these games. This is the success metric that all of you should be looking at.”

The big question now is how onboard the development community is with the UWA concept. In theory, these apps should run seamlessly on top of PC and Xbox One architectures, with abstractions to exploit the graphics processors, system memory and other hardware features, as well as compatibility with Microsoft’s DirectX application programming interface (API) for enhanced graphics performance. But will the reality match the promise?

To press home the advantages, Microsoft has employed in-house team Turn 10 Studios to convert its Forza Motorsports engine to the UWP format. “The Forza Tech engine is now DirectX 12 and UWP so Apex is just the start of that,” said Turn 10 creative director Dan Greenawalt. “It was something we had to do for technology reasons, but it was also something we wanted to do to make the platforms better. We wanted to make UWP and DX 10 better for everybody.”

Outside of Microsoft, it will be interesting to see how studios react. “In principle UWA sounds like a good idea,” says Byron Atkinson-Jones, a veteran games programmer, now running his own indie studio, Xiotex, and working on sci-fi puzzler, Caretaker. “It offers a more unified platform or environment rather than a fragmented operating systems running on an even more fragmented hardware base. However, this is all reliant on just how hard it is to develop for and how much of a closed shop it will become.
“The best thing about PC is that anyone can make a game for it and UWA sounds like it’s going to become a curated system that will probably require some developer registration to get on.”

Given that Microsoft is promoting UWP as a catch-all platform for Windows 10 that encompasses Xbox one, what does this mean in terms of support for the console’s hardware specifications? “As it stands currently, if you are making an Xbox one game you can be sure on what kind of hardware it’s running,” says Atkinson-Jones. “If developers are then forced down a UWA route, is it going to be the case that this certainty is gone and we get back to the situation on PC where you have to start specifying a minimum spec – which kind of renders a unified platform redundant?”

Microsoft already lists Universal Windows Applications on its guide for Windows 10 developers. The site mentions that the platform boasts a common API offering “tools and options to tailor your game to each device experience.” The company is also already offering cross-platform game purchase promotions: for example, pre-order purchasers of forthcoming action adventure Quantum Break on Xbox One, will also get a free copy for PC.

But what’s likely to be most controversial is the indication that the Xbox One will follow the smartphone model of regular iteration, with updated hardware versions going on sale throughout its lifetime. In the past, console manufacturers have often tweaked the hardware within a generation, but usually only to make certain components more efficient. Xbox One would become a new kind of hybrid device, effectively a living room PC in the same space that Valve’s Steam Machine is currently trying to occupy. The question becomes: is that what console owners actually want?

“Everything we do on any device is being driven by the Xbox team, and that team is 100% committed to success on every platform gamers want to play on,” said Spencer. “The gamer is at the centre of every decision we make.”

But he will have to convince not just gamers, but the development community. “Microsoft has tried this before with Games for Windows and that was a disaster,” says Atkinson-Jones. “There will be many game developers who had to go through that monstrosity shaking their heads in disbelief that history may just be about to repeat itself.”