Answer:A) Syslog
Explanation: Syslog is the log for the messaging in the computing field.It acts as a separator for the different task that is related to messaging. The task usually are storing of message, production of the message through software,analyzing message, reporting it etc.
Other options given in the question such as WORM storage is for the storage technology,UTM is for the management for the threat situation and firewall logging is related with log/tables for firewall.
Thus, the correct option is option (A).
At the: Firewall, the DMZ is configured in the Organization. Within the firewalls, it is accessible. They have been completed with the intention of adding an additional layer of safety to the organization to protect it.
The DMZ safeguards not only the web server but also the remainder of the network. To allow visitors to the network to access the web server, a security breach must be made.
The DMZ lessens the possible risk caused by this gap. A secure network, protected by the FortiGate, that only permits access if it has been specifically authorized is known as a DMZ network (from the term "demilitarized zone").
In this illustration, a private subnet is used by the DMZ network, which permits access to a web server by internal and external users using distinct addresses while blocking access from the web server to the internal network in the case that the web server is compromised.
To know more about DMZ click on the link:
brainly.com/question/2920815
#SPJ4
Answer:
The process of using the new
information system and doing away
with the old system is known as
system <u>development</u>
I don’t know if i’m right but like Michigan Micro Mote ?
Answer:
function createAndFillBufferObject(gl, data) {
var buffer_id;
// Create a buffer object
buffer_id = gl.createBuffer();
if (!buffer_id) {
out.displayError('Failed to create the buffer object for ' + model_name);
return null;
}
// Make the buffer object the active buffer.
gl.bindBuffer(gl.ARRAY_BUFFER, buffer_id);
// Upload the data for this buffer object to the GPU.
gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
return buffer_id;
}