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To maintain SNMP's simplicity, the Internet SMI uses a subset of the ASN.l data types. These are divided into two categories, the Primitive types and the Constructor types (see Section Primitive data types (also called Simple types) include INTEGER, OCTET STRING OBJECT IDENTIFIER, and NULL. The following examples come from MIB-I1 (RFC 1213). INTEGER is a Primitive type with distinguished (or unique) values that are positive and negative whole numbers, including zero. The LNTEGER type has two special cases. The first is the enumerated integer type, in which the objects have a specific, nonzero number such as 1, 2, or 3. The second, the integer-bitstring type, is used for short bit strings such as (0..127) and displays the value in hexadecimal. An example of INTEGER would be:
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8. Tell Exim where it can find the private key and certificate, and enable TLS. Create a file named /etc/exim4/conf.d/main/12_exim4config_local_tlsoptions containing the following:
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< xml version="1.0" encoding="ISO 8859 1" > <!DOCTYPE web app PUBLIC " //Sun Microsystems, Inc.//DTD Web Application 2.3//EN"
To read your e-mail, select either I or L. Commands are listed along the bottom of the screen and change to suit the content you are viewing. Left ( ) and right ( ) arrow keys let you step backward and forward among the pine screens.
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diversity of other practitioners becoming involved, including graphic designers, artists, animators, photographers, film experts, and product designers. Below we outline a brief history of interaction design. In the early days, engineers designed hardware systems for engineers to use. The computer interface was relatively straightforward, comprising various switch panels and dials that controlled a set of internal registers. With the advent of monitors (then referred to as visual display units or VDUs) and personal workstations in the late '70s and early '80s, interface design came into being (Grudin, 1990). The new concept of the user interface presented many challenges:
As we emphasize throughout this book, interaction design is an iterative process. It involves cycling through various design processes at different levels of detail. Primarily it involves: thinking through a design problem, understanding the user's needs, coming up with possible conceptual models, prototyping them, evaluating them with respect to usability and user experience goals, thinking about the design implications of the evaluation studies, making changes to the prototypes with respect to these, evaluating the changed prototypes, thinking through whether the changes have improved the interface and interaction, and so on. Interaction design may also require going back to the original data to gather and check the requirements. Throughout the iterations, it is important to think through and understand whether the conceptual model being developed is working in the way intended and to ensure that it is supporting the user's tasks. Throughout this book we describe the way you should go about doing interaction design. Each iteration should involve progressing through the design in more depth. A first pass through an iteration should involve essentially thinking about the problem space and identifying some initial user requirements. A second pass should involve more extensive information gathering about users' needs and the problems they experience with the way they currently carry out their activities (see 7). A third pass should continue explicating the requirements, leading to thinking through possible conceptual models that would be appropriate (see 8). A fourth pass should begin "fleshing out" some of these using a variety of user-centered methods. A number of user-centered methods can be used to create prototypes of the potential candidates. These include using storyboarding to show how the interaction between the users and the system will take place and the laying out of cards and post-it notes to show the possible structure of and navigation through a website. Throughout the process, the various prototypes of the conceptual models should be evaluated to see if they meet users' needs. Informally asking users what they think is always a good starting point (see 12). A number of other techniques can also be used at different stages of the development of the prototypes, depending on the particular information required (see s 13 and 14).
Experts use heuristics early in design to predict the efficacy of an interface.
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