This is the eBook version of the printed book. If the print book includes a CD-ROM, this content is not included within the eBook version.
The Enhanced Interior Gateway Protocol (EIGRP) from Cisco Systems is one of the most widely used intra-domain routing protocols in todayis corporate networks. Although EIGRP is easily configured, the inner workings are generally not well understood. The result: nonoptimized networks that lead to chronic and costly problems requiring time and energy to solve.
EIGRP for IP is a concise, complete, and practical guide to understanding and working with EIGRP. It focuses on EIGRP in the context of IP, although the principles learned from this guide can be applied to the other major network protocols that EIGRP supports, including IPX and AppleTalk.
The book provides an overview of essential concepts, terminology, and EIGRP mechanisms, in addition to a look at the most important configuration options. It examines network design with regard to EIGRPis capabilities, offering concrete tips for specific design issues that arise in EIGRP networks. Also featured is an experience-based guide to EIGRP troubleshooting, with solutions to many commonly encountered problems.
Specific topics covered include:
The foundations of EIGRP, including the Diffusing Update Algorithm (DUAL)
A comparison of EIGRP to other interior gateway routing protocols
Standard and extended access distribution lists
Hierarchy and redundancy in network topology
Multiple EIGRP autonomous systems
Isolating misbehaving routers
Solving problems with neighbor relationships
Stuck in Active (SIA) routes
Serving as both a complete reference and a practical handbook, EIGRP for IP is an essential resource for network professionals charged with maintaining an efficient, smoothly functioning network.
Customer ReviewsSee All
I believe the iTunes description is inaccurate.
Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit!
Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force--encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own.
Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity…in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general.
In-game advertising, advergames, adverworlds, and beyond
Choose your best marketing opportunities--and avoid the pitfalls
Use gaming to recruit and develop better employees
Learn practical lessons from America’s Army and other innovative case studies
Channel the passion of your user communities
Help your customers improve your products and services--and have fun doing it
What gamers do better than computers, scientists, or governments
Use games to solve problems that can’t be solved any other way