Monday, 24 September 2012

GATE CSE SYLLABUS

Mathematical Logic: Propositional Logic; First Order Logic.
Probability: Conditional Probability; Mean, Median, Mode and Standard Deviation; Random Variables; Distributions; uniform, normal, exponential, Poisson, Binomial.
Set Theory & Algebra: Sets; Relations; Functions; Groups; Partial Orders; Lattice; Boolean Algebra.
Combinatorics: Permutations; Combinations; Counting; Summation; generating functions; recurrence relations; asymptotics.
Graph Theory: Connectivity; spanning trees; Cut vertices & edges; covering; matching; independent sets; Colouring; Planarity; Isomorphism.
Linear Algebra: Algebra of matrices, determinants, systems of linear equations, Eigen values and Eigen vectors.
Numerical Methods: LU decomposition for systems of linear equations; numerical solutions of non-linear algebraic equations by Secant, Bisection and Newton-Raphson Methods; Numerical integration by trapezoidal and Simpson’s rules.
Calculus: Limit, Continuity & differentiability, Mean value Theorems, Theorems of integral calculus, evaluation of definite & improper integrals, Partial derivatives, Total derivatives, maxima & minima.
COMPUTER SCIENCE AND INFORMATION TECHNOLOGY
Digital Logic: Logic functions, Minimization, Design and synthesis of combinational and sequential circuits; Number representation and computer arithmetic (fixed and floating point).

Computer Organization and Architecture: Machine instructions and addressing modes, ALU and data-path, CPU control design, Memory interface, I/O interface (Interrupt and DMA mode), Instruction pipelining, Cache and main memory, Secondary storage.

Programming and Data Structures: Programming in C; Functions, Recursion, Parameter passing, Scope, Binding; Abstract data types, Arrays, Stacks, Queues, Linked Lists, Trees, Binary search trees, Binary heaps.

Algorithms: Analysis, Asymptotic notation, Notions of space and time complexity, Worst and average case analysis; Design: Greedy approach, Dynamic programming, Divide-and-conquer; Tree and graph traversals, Connected components, Spanning trees, Shortest paths; Hashing, Sorting, Searching. Asymptotic analysis (best, worst, average cases) of time and space, upper and lower bounds, Basic concepts of complexity classes – P, NP, NP-hard, NP-complete.

Theory of Computation: Regular languages and finite automata, Context free languages and Push-down automata, Recursively enumerable sets and Turing machines, Undecidability.

Compiler Design: Lexical analysis, Parsing, Syntax directed translation, Runtime environments, Intermediate and target code generation, Basics of code optimization.

Operating System: Processes, Threads, Inter-process communication, Concurrency, Synchronization, Deadlock, CPU scheduling, Memory management and virtual memory, File systems, I/O systems, Protection and security.

Databases: ER-model, Relational model (relational algebra, tuple calculus), Database design (integrity constraints, normal forms), Query languages (SQL), File structures (sequential files, indexing, B and B+ trees), Transactions and concurrency control.

Information Systems and Software Engineering: information gathering, requirement and feasibility analysis, data flow diagrams, process specifications, input/output design, process life cycle, planning and managing the project, design, coding, testing, implementation, maintenance.

Computer Networks: ISO/OSI stack, LAN technologies (Ethernet, Token ring), Flow and error control techniques, Routing algorithms, Congestion control, TCP/UDP and sockets, IP(v4), Application layer protocols (icmp,dns, smtp,pop, ftp, http); Basic concepts of hubs, switches, gateways, and routers. Network security – basic concepts of public key and private key cryptography, digital signature, firewalls.

Web technologies: HTML, XML, basic concepts of client-server computing.

Saturday, 5 May 2012

B.tech CSE 6th sem exam date sheet

23-5-12      DSD(digital system design)
26-5-12      ADA(Analysis Design of Algorithm)
30-5-12      SPSA(sys. prog. & sys. adm.)
02-6-12      IS(Intelligent System)
09-6-12      SE(Principles of Software Engg.)
12-6-12      CN(computer network)
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best of luck

MDU results

Tuesday, 24 April 2012

fonts and faces


. About Fonts and Faces

1.     A font is a collection of characters of a particular font size, font style of a typeface. For example, within Times New Roman, however, there are many fonts to choose from -- different sizes, italic, bold, and so on.

2.     The term font is often used incorrectly as a synonym for typeface. For example, Arial is a typeface and Arial 12 point Bold is a font.

3.     Typefaces are the graphic representation or the shape of the alphabet, numbers, and special characters and usually vary by type sizes and styles. For example, Times New Roman, Arial, and Century Gothic are few examples of typefaces.

4.     Typical font styles are bold, italic and underline.

5.     Font sizes are usually measured in points where one point is equal to 0.138 inches or 1/72 of an inch. The font size is determined by measuring between the top of a capital letter to the bottom of descenders in letters such as g and y.

Thursday, 19 April 2012

2nd sessional exam

23-4-12 ADA
24-4-12 SPSA
25-4-12 IS(AI)
26-4-12 SE
27-4-12 DSD
28-4-12 CN

best of luck..............

Wednesday, 18 April 2012

computer network important question

Q.1  Write short note on CSMA/CD ,channel access method,distributed queue dual bus(DQDB), gateways, aloha.
Q.2 Explain IEEE standards.
Q.3 Wireless transmission technology(SDH,SONET).
Q.4 Discuss IEEE 802.3 and 802.5 std. in detail.
Q.5 Explain ethernet.
Q.6 Short note on SDH,RMT,virtual LAN,firewalls & window NT.
Q.7 Explain LAN technology using LAN devices.
Q.8 Difference between TCP & UDP.
Q.9 Explain IPv6.
Q.10 TCP layer protocol.
Q.11 Explain address classes & subnetting.
Q.12 Difference b/w LAN,WAN & MAN.
Q.13 Explain OSI model with architecture.

Thursday, 12 April 2012

text


What is text?

a.     the basic element of most multimedia titles consisting of words, sentences and paragraphs in the form of
«  Page titles

«  Labels for pictures

«  Instructions for operating the applications

b.     used to convey information or describe abstract ideas that have no visual or aural component (e.g. feeling)

c.     developers are concerned with text from 2 view points:

«  the way the text is presented - easy to read, well-designed (font, color and size)

«  what lies behind the text - interactive link/hypertext/hot text


2. Elements of Text

1.     As an information media, text was originally defined by printed media such as books and newspapers that use various typefaces to display information.

2.     Text is the most common form of information delivery. In general, it is a key component of every application ever created.

3.     Multimedia products depend on text for many things such as page titles, labels for pictures, instruction for operating the application or for button menu.

4.     Text can fall into three categories :

«  Alphabet characters: A to Z (includes both uppercase and lowercase depending on the language)

«  Numbers: 0 to 9

«  Special characters: punctuation ( . , ; ’ ” ), signs ( $ + - = ), and non-printed characters (carriage return, line feed)


Thursday, 5 April 2012

testing


Testing

1.     Testing is an unavoidable rule in any multimedia projects. You must test or review your project or Web site to ensure it is bug free, accurate, operationally and visually on target, and achieving the objective or target.

2.     Testing is not an easy process. Every feature and function must be exercised, every button or link must be clicked. Then the same thing will be repeated again and again with different hardware and under various conditions.

3.     Testing can be done in two phases and they are usually known as alpha testing and beta testing. This term is used to describe at which level of product development when testing is done and feedback is sought.

              i.        Alpha testing.

Ø  In alpha testing, your product is evaluated relatively in the early stage of the development phase. The application may be missing part of the content or functionality.

Ø  The main interest is to review the concept, format, user interface and the layout.

Ø  The tester may be some selected users or friends, most often the team member themselves. They should be able to provide positive criticism or feedback.

             ii.        Beta testing.

Ø  The product is evaluated just before the final release. It is a fully functioning product and should be relative bug free.

Ø  The main interest is to find bugs or content errors.

Ø  The testing group should be represented by the real users and should not include the people who have been involved in the project.

Ø  The feedbacks from these testers are very important where the errors or problems reported by the beta testers have to include the detail description of the problem.

Monday, 26 March 2012

multimedia development process


1. Multimedia Development Process

1.     Multimedia products take a long time to be produced. Therefore, there should be a careful planning before you start putting your ideas into a product. There are a lot of process and consideration involved during multimedia development.

2.     Basically, there a four stages in multimedia development process :

  1. Planning and Costing
  2. Designing and Producing
  3. Testing
  4. Delivering

2. Planning and Costing

1.     The success of your multimedia application will greatly depend on your knowledge of your audience needs and expectation. Plan to fulfill the expectation of your audience.

2.     It is easier to start a project if you have someone else throwing you with a great idea. Sometimes, you may need to come up with an idea of your own. If you can’t think of anything good, you can try a different approach. The easiest way to generate an idea is to get a group of people together and have a brainstorming session.

3.     The purpose of a brainstorming session is to get as many ideas as possible. They can be wild or may sound foolish because brainstorming doesn’t concern the quality only quantity. You may be surprised how it will turn up.

4.     However, you may need to think of several factors which will have a big impact on your project.

a.    Objective

Ø  The first thing you need to ask yourself is the purpose of creating the project is. By setting your objective, it will affect the entire development process where everything you do is to achieve the objective.

b.    Scope.

Ø  You need to define the scope or boundary of your project. It useful to have a scope in addition to the objective you have set to balance your idea. For example, you need to consider how much time do you have to develop this project? What knowledge and skills needed? How can you organize your project?

c.     Target Audience

Ø  The definition of the target audience is one of the most important factors in your design. The target audience is defined as the application users or information recipient. You should know whom you create this project for.

Ø  You should do some background research about the target audience because this will affect the complexity of your design. Consider the following factors :
«  Age
«  Knowledge or educational background
«  Technological background
«  Language
«  Gender
«  Economical background
«  Profession
d.    Content

Ø  The content or information that you want to present will determine the size of your project. The content is related to the cost and time to develop your project. So it is important that you know what and how much information you going to present.

Ø  Content production is also depending on the availability of your existing resources or the need to create new materials. Below are some consideration before you determine your content :

«  Obtaining rights to use exiting resources.
«  Digitizing pictures, audio, and video.
«  Produce your own materials including text, graphics, audio effects and animation

Ø  The amount of information you have to decide must be based on what your audience expectation.

e.    Estimating Cost.

Ø  In production or manufacturing industries, it is relatively simple matter to estimate costs and effort. In contrast to multimedia production, each new project is somewhat different from the last, and each may require a different tools and application.

Ø  As a general rule, there are three elements that can vary in project estimates: time, money and people. If you decrease any of these elements, you’ll generally increase one or both of the others.


Time
Money
People

Money
Time
People

Time
Money
People
It will take longer time to develop multimedia application if team developer (people) and money is less.
 
If there is a large number of team developer then time and money (cost) to develop   multimedia application could be reduce.

        
 
Much more money (cost) can be saved if we decreased the number of team development and time duration in multimedia application development.
 
 






























Tuesday, 20 March 2012

multimedia development


  1. Multimedia Development Process

  1. Planning and Costing

«  Objective
«  Scope
«  Target Audience
«  Content
«  Estimating Cost

  1. Hardware

«  Memory and Storage Devices
«  Input Devices
«  Output Devices

  1. Software

  1. Building Multimedia Team   

  1. Designing and Producing

  1. Navigational Structure

«  Linear
«  Hierarchical
«  Non-linear
«  Composite

  1. Storyboarding

  1. Designing Multimedia Interface

  1. Testing

  1. Delivering

Thursday, 8 March 2012

Happy HOLI


Rangon ka tyohar hai holi, khushiyon se mana lena,Hum apse dur he sahi thoda gulaal hamari ore se bhi laga lena. "Happy Holi"

A4= Apko,
B4= Bahut,
C4= Chori-Chori,
D4= Dil Se,
E4= Ek bar milkar,
F4= Face to face,
G4= Gulal laga kar kahate hai,
H4= Happy Holi

"LAL" apke galon k liye
"goldan" apke balon k liye
"NILA" apke aakhon k liye
"PILA" apke hathon k liye
"GULABI" sapno k liye
"SAFED" apke man k liye
HARA" apke jiwan k liye"HOLI" k in saat "RANGON" k sath apki "JINDGI" rangin ho wish u
"HAPPY HOLI.. 

MULTIMEDIA PRODUCTS


1.     Multimedia products can be grouped as:

a.    Briefing

              i.        Briefing products are small, straightforward and sequential used to present information quickly and concisely.
            ii.        Can be developed in short time ranging from few hours to few days.
           iii.        Limited use of graphics, audio and video due to the time constraint.
           iv.        Limited number of usage where once the presentation was over, the product is disposed or modified for future uses.
            v.        Example: corporate presentation, sales presentation and educational lectures.

b.    Reference

              i.        Reference products are large, very structured and easy to navigate intended to variety of users.
            ii.        Most common form of commercial multimedia products.
           iii.        Long-lived and normally stored permanently on CD-ROM or a similar high density media.
           iv.        Example: encyclopedias, dictionaries, historical and scientific surveys.

c.     Database

              i.        Database products are similar to reference products except they focus on storing and accessing actual data.
            ii.        Normally delivered on CD-ROM or a similar high density media.
           iii.        Example: collections of fonts, pictures, sound and video clips.

d.    Education and Training

              i.        Education and training products falls into three general categories:

Ø  Instructor support products – Resource materials for instructors

Ø  Standalone or self-paced products – Learning materials for students to study at their own pace

Ø  Combination products.

e.    Kiosk

              i.        Kiosk products are characterized by having a relatively simple function and being very easy to use.
            ii.        It must run constantly with little or no maintenance.
           iii.        Example: bank machines, mall information centers and point-of-sales systems.

f.     Entertainment and Games

              i.        Entertainment and games products are among the most popular.
            ii.        They often have limited audience or use and can be quite complex and challenging for the users.
           iii.        These products depend heavily on the use of graphics, audio, animation and video.
           iv.        Example: Arcade games, computer games and movies.




Monday, 5 March 2012

where use multimedia


c.     Education

           i.        Schools are perhaps the neediest destination for multimedia. Besides the ability of integrating animation, video and audio together with text and graphics, interactivity is providing a way of effective education. Students can learn at their own pace and they can repeat as many times they want for them to understand certain topics. Some examples of multimedia application in education are Computer Aided Instruction, Electronic Encyclopedia and interactive books.

          ii.        Through internet, people can learn and study at home and get latest information from all over the world. Long distance learning also can be implemented by higher learning institution to promote more citizens to have a degree.

d.    Broadcasting and Entertainment

           i.        The broadcasting industry has been the most effective information provider. This industry is one of the first that is taking advantage of multimedia. Currently, movies are made digitally and more sophisticated with sound and visual effects.

          ii.        Games are the most popular product in the market. They are not just for fun but also contribute to learning and education. Some games require thinking skills and problem solving while you are exploring the games.

e.    Research & Development

           i.        In research and development, there are two main group. First group are the researchers who research stand-alone system or related to multimedia tools and application such as computer-aided-instruction and interactive video. The second group focus on multimedia distributed system involving collaboration and conferencing system, on-demand multimedia services and distance learning.

f.     Health & Medicine

           i.        This sector is one of the most expensive include surgery, consultation and also to get a degree. Multimedia helps to bring down the cost of training and learning where students can now perform a virtual surgery. They also don’t need any real human organs to study them because now they can see how the human body functions in digital form. Doctors and experts in their field now can give consultation without having to travel. These can be done online.