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Guest R@ndomH3ro
don't worry about, sneak the new test is not going to be mandatory til june so you still got time to take the old 03 shit which is really simple

 

 

SWEEET :)

 

 

I am going to take it before then. I just found out the goverment will pay for me to take it even though its not part of my job.

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When it comes to internet security many people have little knowledge of the difference between different terms and their meaning (i.e. Virus, Spy ware, Ad ware, Dialer etc.). All these terms can be given one collective term: ‘malware’. Below is what each of these terms actually mean:

 

Virus

A virus is a piece of software that attempts to replicate itself and spread by attaching itself to files. Its severity ranges from displaying messages, deleting files, changing files or (rarely) corrupting your hard drive. A virus cannot spread without user interaction.

 

Viruses often attach to executable files (.exe files) so that when the file is opened so is the virus which can do whatever it was designed to do.

 

Spy ware / Ad ware

 

Spy ware may come in different forms, but is any program that monitors what a user does such as logging all their keystrokes, what websites they go on and often reporting this back to the person who wrote the program.

 

Ad ware on the other hand displays a number of pop up ads. It may work similar to spy ware by watching what a user views on the web then displaying pop-ups based on this.

 

Dialer

 

A dialer is a program that only affects those on a dial up connection. It is a piece of software that redirects to premium online numbers and causing the users’ phone bill to increase dramatically. They are often downloaded from certain illicit sites.

Anyone, on a broadband connection would no be affected as these do not connect to a telephone line to connect to the internet, but have their own dedicated line.

 

Keyloggers

 

These often come under the term spy ware. They monitor every key stroke a user makes and then reports it back to the person who wrote the software. This can then be used to identify websites a user may have visited and find out the users password and username. This often used for online banking sites.

 

Trojan Horse

 

A Trojan horse is a program that attempts to pass itself off as a legitimate program. Unlike a virus it cannot replicate itself. In some cases a Trojan may attempt to pass itself off as a virus checker, but actually introduces viruses onto the system.

 

Bot / Botnet

 

A bot is a computer that has software running on it that allows a remote computer to control it, often installed by someone hacking the computer or by the user installing it themselves via other software.

 

Bots are often used to send spam and hack other computers which makes it appear that the attack comes from this computer rather than the remote computer that is controlling it making it more difficult to trace.

 

If there is a large collection of compromised computers linked together this is reffered to as a botnet.

 

Rootkit

 

A rootkit is a program that buries itself deep into the system, and is often extremely hard to remove. It starts up every time your system does and is usually loaded as a base part of the operating system, before the user interface making it more difficult to detect. A rootkit may install other software, new processes and perform other tasks anonymously.

 

Logic bomb / Time bomb

 

Often used against a business. These may be a piece of software set to activate at a certain time or when something happens. It may trigger if an employer was to be fired, when this was added onto the computer system the software detects this then activates itself to do whatever it was programmed to do.

 

Worms

 

A worm is a program that attempts to replicate over a computer network. This may be through emails or internet etc. It may perform malicious tasks such as crashing a computer, etc.

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second life economy a pyramid scheme

http://valleywag.com/tech/second-life/virtual-worlds-supposed-economy-is-a-pyramid-scheme-230813.php

 

 

Linden Lab's virtual world -- a much-hyped online amusement arcade of cartoon porn, avatars of IBM executives and frog bands -- has an annual GDP of about $220m, according to Fortune Magazine's David Kirkpatrick. That's only the size of the economy of Guinea-Bissau, one of the world's poorest countries, but pretty impressive for a virtual economy, no? No. Many transactions within Linden Lab's environment are circular, more akin to stockmarket volume rather than GDP. One would have to take the Benchmark-backed economic ecosystem more seriously if some of the online sexchat workers and other Second Life entrepreneurs could show that their accumulated virtual earnings could truly be converted into real currency. But, as this financial consultant explains, anonymously, withdrawing money from the Benchmark-backed vitual world is about as hard as cashing out of a pyramid scheme.

 

In 2005 I began working as a venture consultant for some entrepreneurs and investors regarding some fairly ambitious "RMT" ideas. My work resulted in my collection of a large amount of RMT market data for most of the popular MMO/VW games. Although the new venture was never pursued (largely due to my analysis of the true RMT market), one game stuck out as an aberration: Second Life. Unlike most other games, the operators of Second Life not only allowed and encouraged exchange of game currency for real money, but they facilitated it. In fact, even in 2005 I began noticing a rumbling from the interest-focused blogs about the exploding market that was Second Life, complete with in-game banks, multiple currency exchanges, a floating currency exchange rate, and a burgeoning in-game commerce/business base.

 

In other words, fertile ground for investment and arbitrage.

 

I didn't expect Second Life to be the NASDAQ. To the contrary, I was counting on the fact that Second Life was a rapidly developing, yet still immature marketplace rife with information asymmetry and mispricing of all kinds of stuff.

 

One good example of a fairly obvious arbitrage opportunity found around mid July 2006 involved interest-rates paid to depositors at in-game banks versus lending rates, compared to the prevailing exchange rates between the SLL (the generally utilized abbreviation for the Linden dollar, the "currency unit" for virtual world transactions) and the US Dollar, or USD. In this case, interest-rate-parity revealed that two in-game banks were mispricing rates implying a 2,786.32% return per USD invested.

 

As I discussed this type of stuff with a self-fashioned hedge fund manager friend, he determined to sink a more sizable amount into testing the Second Life market. After all, talk about uncorrelated returns. He'd read about Second Life in increasingly more sophisticated business and financial press. The Economist, The Financial Times, etc. All of which touted the large and exponentially growing size of the SL "economy". So a mere $10,000 USD shouldn't be but a drop in the bucket, given the fact SL was supposedly producing virtual millionaires.

 

Once we started playing with real money in SL, however, the truth about the supposed economy therein quickly came to light:

 

• You can earn a lot of Linden dollars in SL, in fact fairly rapidly sometimes, but...

• If you can actually collect your SLLs from your counterparty - which turns out to be an enormous problem - you can't cash them out for USD easily or profitably.

 

It turns out that inside the game, counterparty risk is tremendous. In fact, entire banks will suddenly disappear. Or banks will simply renege on obligations without recourse. Worse yet, the very people who provide the source of nearly all demand-liquidity within Second Life, those guys at the top of the virtual playpen pyramid, are the same ones who effectively set the SLL/USD exchange rate. Mid-2006, they even owned the only practical exchange market, a fact which I believe is even more true today. (The company run exchange turns out to be impractical for real trades of any volume. It is more of an open currency auction than a spot market.)

 

What should have been a relatively small SLL/USD exchange trades given media claims about millions of dollars flying around per week in 2006, in reality caused the exchange markets to distort tremendously. We could not effectively move sums of more than a couple thousand dollars out of SL without the exchange market confiscating most of our returns (through rate reflectivity). Example: in July 2006 USD/SLL was 293.0/279.2 bid/ask on the primary open exchange. Our attempts to trade resulted in settlement bids of more than 350. Interestingly, these trades tended to net returns of right around 4%, which was the prevailing dollar deposit rate.

 

This didn't make sense. After all, the liquidity supposedly existed to support these simple, smallish trades. Well, when the guys running the banks and the exchange trading floor are the guys with most of the SLLs, it's no surprise that outsiders are not permitted to extract any significant returns.

 

We concluded that we weren't playing in a market at all. We were suckered in by a classic pyramid scheme, albeit one with a pretty new user interface. New entrants plow real money into the game. Only the guys at the top can extract that money with any volume (and in excess of the risk-free rate of return). Attempts to move anything more than token amounts out of the game generally result in real-returns of almost exactly the prevailing USD deposit interest rate.

 

It is my conjecture that the perpetrators of this scheme are themselves utilizing the mispricing of USD to SLL vis-à-vis in game rates (whether implied rates or explicit rates) to arbitrage everyone else. Or in other words: a financial ponzi scheme. Each new sucker is encouraged to bring in more new suckers, supposedly helping the economy to grow so that they can start cashing those SLL checks. And if you're really successful and even more lucky, you'll get about 4% real return for all that effort and risk.

 

So given that:

 

• One cannot profit at greater than the risk-free rate of return for investments into Second Life;

• "Virtual labor" performed by the denizens of the game on their various Second Life business projects is always compensated far below the real-world USD equivalent;

• SLL are effectively illiquid beyond small volume trades --

 

What you're left with is lots of people putting USD in, and a small group taking those USD out, leaving the rest with no financial claims on anything - just an imaginatively sexy avatar.

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FACTS TO PONDER :

 

(A) The number of physicians in the U.S. is

 

700,000.

 

(B) Accidental deaths caused by Physicians

 

per year are

 

120,000.

 

(Calculation) Accidental deaths per physician

 

is

 

0.171

 

Statistics courtesy of U.S. Dept of

 

Health Human Services.

 

>>>>>>>>>>>>>>>>>>>

 

Now think about this:

 

Guns:

 

(A) The number of gun owners in the U.S.

 

is

 

80,000,000.

 

(Yes, that's 80 million..)

 

(B) The number of accidental gun deaths

 

per year, all age groups,

 

is

 

1,500.

 

 

(Calculation) The number of accidental deaths

 

per gun owner

 

is

 

.000188

 

Statistics courtesy of FBI

 

>>>>>>>>>>>>>>>>>>>>>

 

So, statistically, doctors are approximately

 

9,000 times more dangerous than gun owners.

 

>>>>>>>>>>>>>>>>>>>>>>>>

 

Remember, "Guns don't kill people, doctors do."

 

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

FACT: NOT EVERYONE HAS A GUN,

 

BUT

 

ALMOST EVERYONE HAS AT LEAST ONE DOCTOR.

 

>>>>>>>>>>>>>>>>>>>>>>>>>>>

 

Please alert your friends to this

 

alarming threat.

 

We must ban doctors

 

before this gets completely out of hand!!!!!

 

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Out of concern for the public at large,

 

I withheld the statistics on

 

lawyers

 

for fear the shock would cause

 

people to panic and seek medical attention

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Guest R@ndomH3ro

I do

 

 

 

 

 

 

 

 

 

I think so.........Maint put up a thing awhile ago about one of those companies that makes cheap computers, they have a weird registry command that logs all your info

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