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To use Sysprep as part of the disk duplication process, the following requirements must be met:

• The master installation and the destination computers must have compatible hardware abstraction layers (HALs). For example, HAL APIC and HAL MPs (multiprocessor systems) are compatible, whereas HAL PIC (Programmable Interrupt Controller) is not compatible with either HAL APIC or HAL MPs.

• The mass–storage controllers (IDE or SCSI) must be identical between the reference and destination computers.

• Plug and Play devices such as modems, sound cards, network cards, video cards, and so on, do not have to be the same. However, any device drivers not included in Drivers.cab should be included in the master installation before you run Sysprep. Alternatively, make sure the uninstalled drivers are available on the destination computer at first run, so Plug and Play can detect and install the drivers.

• Third–party software or disk–duplicating hardware devices are required. These products create binary images of a computer’s hard disk, and they either duplicate the image to another hard disk or store the image in a file on a separate disk.

• The size of the destination computer’s hard disk must be at least the same size as the hard disk of the master installation. If the destination computer has a larger hard disk, the difference is not included in the primary partition. However, you can use the ExtendOemPartition entry in the Sysprep.inf file to extend the primary partition if it was formatted to use the NTFS file system.

Note If the reference and destination computers have different BIOS versions, you should test the process first to ensure success. When using Sysprep for Disk Duplication, Sysprep modifies the local computer Security ID (SID) so that it is unique to each computer.


How to prepare a master installation for cloning
1.
  Install Windows XP on a master computer. As a best practice, Microsoft recommends that Windows XP be installed from a distribution folder by using an answer file to help ensure consistency in configuring the master installation, so that iterative builds can be created and tested more readily. See Unattend.txt for information about automating Windows Setup using an answer file.

2.  Log on to the computer as an administrator.

3. (Optional) Install and customize applications, such as Microsoft Office, Internet Explorer favorite items, and so on.

4. (Optional) Install any device drivers not included in Drivers.cab and not installed by the answer file.

5. (Optional) Run audit tests.

6. (Optional) If you want, create a Sysprep.inf file manually or with the aid of Setup Manager. This file is used to further customize each computer for the user and helps to set the amount of information for which the user will be prompted during Mini–Setup.

7. Run Sysprep.exe. Make sure that both the Sysprep.exe and Setupcl.exe files exist together in the %systemdrive%\Sysprep folder on the local hard disk. When used, the Sysprep.inf also needs to be in the same folder or on a floppy disk that is inserted when the Windows boot menu appears.
- Important: if Setupcl.exe is not in the same directory as Sysprep.exe, Sysprep will not work.

8. If the computer is ACPI–compliant, the computer will shut down by itself. If not, a dialog box appears stating that it is safe to shut down the computer.

9. Take out the system drive and follow the steps for duplicating the system on other computers. You must have special equipment or software for duplicating hard disks.
 

 
 

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Objects
It's an object's life
 

In a conversation that took place entirely in my head-yes, I am seeking professional help, thanks for asking-the tiny little object said to the great big object, "Don't you know that you don't conform to the CORBA IIOP specification?"

The great big object replied, "Why not?"

"Because you're a DCOM ActiveX control from Microsoft, that's why!" retorted the little guy. "You don't play by the rules."

"Rules? Whose rules?" wondered the great big object. "I make my own!"

Come again? If this conversation sounds silly and incomprehensible, you're not alone. Unfortunately, it's representative of the state of Internet objects today. Out in the so-called real world, the level of dialog among the companies involved in the future of the Internet is almost as jejune.

Would it surprise you to learn that this topic will be one of the most important in computing for the next decade or so? It's called distributed objects, and in some ways it's even bigger than the Internet, although very much a part of that phenomenon as well.

Because the industry thinks it's important, and because we will have to deal with both pleasant and unpleasant issues related to distributed objects in the near future, I thought it would be useful to attempt an introduction to the subject in this and the next column. This will be a little like explaining the Mona Lisa's smile using the vocabulary used for discussing n-dimensional Borel sets, but what the heck. It's a computer-magazine column. By now, most people who are in the know about computers recognize the terms "object" or "object oriented." Outside of the programming context, however-and sometimes even within it-these concepts remain murky. Let's start with a description of objects as we all know them.

A phone-y example

A phone-y example. A telephone, for example, is an object. You can pick it up, look at it, use it. How do you know it's a telephone? Without becoming submerged in technicalities, you know it by its shape-it has an earpiece, a mouthpiece, and some kind of base. While phones can vary from old-fashioned black rotary desk models to such fanciful designs as Mickey Mouse or a mallard duck, the basic properties remain the same: A phone has shape, color, size, weight, and so forth.

Phones also have a function: to aid in communication. To be more precise, they have several functions-dialing, answering, sending, and receiving. To use a phone, however, you don't need to know how it works. All you need to know is how to dial, either manually or through your computer.

Internally, a phone is fairly self-sufficient. Whatever information and functions it needs to operate are built in, with the exception, of course, of the actual numbers you want to dial. On the other hand, a single phone by itself is pointless. A phone needs an electrical current, telephone lines, and another telephone to connect to. In other words, it has to work with other objects in order to be useful.

Two phones-and a lot of other equipment in between- do quite a bit of communicating before your voice goes across the lines. Messages are sent back and forth to establish the protocol of connection and the rules of transmission. Each of the objects involved in the phone transmission-phones, lines, and switches-understands particular protocols. Once two phones have established a connection, they share properties like ringing, sending, and receiving.

Putting it together. Many of the terms I've just used to describe a telephone can be translated to the world of computers and object orientation. Moving from real-world objects like a phone to virtual-world objects like one representing a phone is not that big a step. The language is intuitive, because it resembles the language we use every day.

Representing a phone

In the real world, a "phone" has the properties mentioned above. In computer software, you can have a programmed object that represents a phone. This object has many of the same components (properties and methods) as a real phone. Perhaps you have seen communications programs that feature simulated phone interfaces with touch-tone buttons and even the simulated shape and color of a desk phone.

From a programmer's point of view, the cosmetic similarities between real-world and virtual objects are nice because they cut down on the training needed by users. But the real value of working with objects-and the reason object-oriented programming has become the norm-is that objects are self-sufficient units that can be designed, written, and debugged with much less complexity than other types of programs.

Objects also tend to be more reliable than traditional programs, so it's easy-and important-to design objects to be reused. In this way, developers are not having to constantly reinvent the wheel. They can simply plug in objects they've already created to a string of objects designed to perform a certain function. A phone object provides a good example of how this can work.

Object lesson. If you're writing a software program, you might have a half-dozen places where you need to provide the user with a way to dial a phone number. Rather than writing a new phone routine for each application, it's much easier to have one routine that can be used in all applications.

While this sort of "plug-and-play"-or modular- approach to software has been around for a while, object-oriented programming takes advantage of it in a big way by using concepts like encapsulation that reinforce the idea of objects as self-sufficient, reusable units. This gets to be really important when a large group of objects need to work together. Here's where object-oriented software gets confusing for a lot of people. A phone object, to continue our example, is usually constructed from many other objects. In programming terms, each button of the phone can be a separate object.