1.
STORAGE DEVICES
Storage
Devices are the data storage devices that are used in the computers to store
the data. The computer has many types of data storage devices. Some of them can
be classified as the removable data Storage Devices and the others as the non
removable data Storage Devices. The data Storage Devices come in many sizes and
shapes. And more over the technology used for the storage of the data over them
is also altogether different.
The
storage devices are one of the most important components of the computer system.
The memory is of two types; one is the primary memory and the other one is the
secondary memory. The primary memory is the volatile memory and the secondary
memory is the non volatile memory. The volatile memory is the kind of the
memory that is erasable and the non volatile memory is the one where in the
contents cannot be erased.
Basically
when we talk about the data storage devices it is generally assumed to be the
secondary memory. The secondary memory is used to store the data permanently in
the computer. The secondary storage devices are usually as follows: hard disk
drives – this is the most common type of storage device that is used in almost
all the computer systems. The other ones include the floppy disk drives, the CD
ROM, and the DVD ROM. The flash memory, the USB data card etc.
The
storage devices are used to record the data over any storage surface. The
memories may also be of different types depending upon the architecture and the
design like the optical data storage memory, magnetic media storage and the
mechanical storage media etc and also the flash memory devices etc. The storage
devices are actually defined as the peripheral unit which holds the data like
the tape, disk, or flash memory card etc.
The
most of the drives that are used for the purpose of data storage are fragile
and the data can be easily corrupted in them. The data storage devices are the
ones that are also used for the backup and the archiving of the data. The data
storage devices were at a time in the past used to be too costly and expensive.
But these days the data storage devices are becoming cheap day by day. Hence
the data storage devices price is falling. So, we are in a position to get a
storage device for a comparatively cheaper price than the earlier drive. The
technology is improving a lot and now the memory storage capacity has gone up
TB.
The
data in the storage devices can be in the form of the files, data bases,
digital video and the audio etc. The storage devices that are called as the non
volatile can store the data permanently until otherwise erased purposely. This
is in the case of the hard disk drives or the floppy disk drives.
The
other kinds of the storage media like for example the CD and the DVD can even
have again two types of the storage; the first one is that in which the data
once written cannot be erased. It is stored permanently over it. While the
second type of the CD’s or the DVD’s are called as the rewritable; where in the
data that is once written can be erased completely and the same storage device
can be used again for storing the different data.
Storage devices have been some of the most important computer devices since
the early 1970s. They are used to store information (music, videos, documents)
from your computer system. Two general types of storage devices exist (internal
and external). An internal storage device is implanted inside of your computer.
An external storage device can be held in the palm of your hand and carried
anywhere you go.
Internal Storage
- Internal storage devices are physically installed into the computer. Generally, they tend to be cheaper than external storage devices, because the latter requires special casings to prevent malfunction. As of June 2009, the prices range anywhere from $3 to $80.
External vs. Internal
·
Internal
storage devices: Pros--hard to lose, faster to upload files from and
cost-effective. Cons--inconvenient and difficult to install. External storage
devices: Pros--small, convenient and handheld. Cons--easy to lose, more
expensive than internal storage devices. When choosing a storage device, select
the appropriate one based on your personal needs.
1.1.
MAGNETIC DRIVES
Introduction
Magnetic
recording has dominated computer storage technology since the
1950s. Computer storage devices depend of electromagnetism, a type of
temporary magnetism. Electromagnetism depends on the flow of electrical
current through a wire coil wrapped around an iron core.
Interesting
Fact
IBM’s
first 1 GB disk drive was the size of a refrigerator. It weighed 550 pounds and
cost at the time, 40,000 dollars. Today, the disk drive is the size of a
matchbox and cost less than 500 dollars.
Components of All Magnetic Storage Media
All magnetic storage is made up of recording material, substrate, and binder. The recording material is capable of being magnetized when placed in a magnetic field. Substrate is the base material on which the recording material is coated. The binder functions as a carrier for the recording material and it bonds to the substrate.
All magnetic storage is made up of recording material, substrate, and binder. The recording material is capable of being magnetized when placed in a magnetic field. Substrate is the base material on which the recording material is coated. The binder functions as a carrier for the recording material and it bonds to the substrate.
Floppy
Disk
The
advantages of a floppy disk are its low cost and universal compatibility. Some
disadvantages are low capacity and low data transfer rates. Magnetic recording
uses magnetic heads for data storage & retrieval from rotating magnetic
media. Floppy disks first came out in 1970 as an 8-inch disk. Then in 1976 a
5.25-inch disk replaced it. Finally, in 1980 the 3.5-inch was introduced. The
first floppy disks were single-headed with a storage capacity of 322 KB with a
hard plastic jacket. They became dual-headed with 1.44 MB and the height of the
disk decreased.
USB
Flash Drives
IBM's
USB flash drive first became available on Dec. 15, 2000. This is the newest
external storage device available. It also is commonly known as a jump drive, a
thumb drive or a memory key. It is a thumb-sized tool that can be purchased at
different prices, varying by the memory size: 1GB: $5 to $8, 8GB: $25 to $30,
16GB: $40 to $55 (approximate prices valid as of June 2009). Almost every
person with a computer has a USB flash drive to store data, as it is the most
convenient storage device thus far
Magnetic
Tape
Some
advantages of magnetic tape are that it is extremely thin (a few microns) and
it is wound upon itself. Magnetic tape consists of a long strip of polyester
film coated with a magnetizable recording material. It
is relatively inexpensive and may be removed from the drive. The largest
numbers of tape applications are in large computer systems and that magnetic
tape serves a large variety of needs. The total digital tape drive market was
about $4.6 billion in 1996. Magnetic tape is the most widely utilized media for
off-line data storage and backup protection.
Hard
Disk Drives
some
advantages of hard disk drives are the high-speed accessibility and it is
inexpensive. Increases in storage density are 100 percent a year. In 1957 hard
disks introduced were 50 magnetic disks of 24-inch diameter. It had 5 MB of
memory and could be rented for 130 dollars a month. IBM first introduced
the hard disk drives and it was the primary means of storing information since
1957. Sales are currently $30 billion a year and are projected to grow over $75
billion. The growth is expected to come largely from the more widespread
use of computer networks to access data warehouses of information and to store
it locally for future use. U.S. companies have been the major producers of disk
drives. Japan is the second largest maker of disk drives.
RAID
(Redundant Arrays of Independent Disks)
RAID
is the fastest type of high-volume storage available. It packages several disk
drives that work together for fault tolerance and performance. RAID costs
as little as 35 cents per megabyte and entire systems rage in price from
$1,000 to $600,000. They are smaller than past systems and they can
transfer data at 100MB per second. RAID is a multipurpose method of
storing, retrieving and protecting data. It comes in a series of numbered
levels:
– Level
0 - provides data striping (spreading out blocks of each file across
multiple disks) but no redundancy
• This
improves performance but does not deliver fault tolerance & good for fast
access to temporary data
– Level
1 - stores a stream of data on two disks simultaneously
• often
used in mainframes, which require safe data
– Level
2 - stores data in stripes that contain error correction information known
as parity
• If
a drive fails, the parity is used to save what information still exists
– Level
3 - same as level 0, but it also reserves one dedicated disk for error
correction data
• Good
for applications with many large files
– Level
4 - similar to level 3, but it stripes data in larger segments
– Level
5 - provides data striping at the byte level and also stripe error correction
information
• This
results in excellent performance and good fault tolerance
1.2.
OPTICAL BREACKTHROUGH
All computer
memory is based on a material that is able to have 1s and Os written on to it
and held in such a state long enough to be useful. Also necessary is an ability
to erase or write over those 1s and Os so that the same memory material can be
used over and over. The new memory device created by the NTT team relies on
optical cavities that are created in a material that can be made to represent
1s and Os by either transmitting light, or by blocking it. To make the memory
cell, the team buried a very tiny strip of indium gallium arsenide phosphide in
a small piece of indium phosphide. The outer portion was then etched with holes
small enough to control the flow of laser light of a certain frequency. They
left a path running though the middle of the material un-etched to provide a
means for light from a laser to move in and out of the cell. When laser light
is shone on the material, it follows the path through the memory cell and the
refraction index is changed causing a pulse of light to either pass through on
not, representing either a 1 or O state. Another pulse changes it to another
state and so on. To help the memory material maintain its state, a second laser
provides a constant stream of background light. The memory cell was able to
hold onto the state it created for a microsecond, which quadruples the old
record and it also uses far less energy than conventional designs. A memory
chip with four of the optical memory cells consumes just 30 millawatts of
energy, whereas common use flash drives use five times that amount. But the
real breakthrough here is the development of actual memory cells based on
optics that are able to hold onto the data states they create long enough for
them to be used by other parts of a hardware device. And while the memory cells
are far too large to be of use right now, new designs based on this work might
just lead to that elusive Holy Grail, an Internet backbone made entirely of optical components.
Abstract
Optical random-access memory (o-RAM) has been regarded as one of the most difficult challenges in terms of replacing its various functionalities in electronic circuitry with their photonic counterparts. Nevertheless, it constitutes a key device in optical routing and processing. Here, we demonstrate that photonic crystal nanocavities with an ultrasmall buried heterostructure design can solve most of the problems encountered in previous o-RAMs. By taking advantage of the strong confinement of photons and carriers and allowing heat to escape efficiently, we have realized all-optical RAMs with a power consumption of only 30 nW, which is more than 300 times lower than the previous record, and have achieved continuous operation. We have also demonstrated their feasibility in multibit integration. This paves the way for constructing a low-power large-scale o-RAM system that can handle high-bit-rate optical signals.
Optical random-access memory (o-RAM) has been regarded as one of the most difficult challenges in terms of replacing its various functionalities in electronic circuitry with their photonic counterparts. Nevertheless, it constitutes a key device in optical routing and processing. Here, we demonstrate that photonic crystal nanocavities with an ultrasmall buried heterostructure design can solve most of the problems encountered in previous o-RAMs. By taking advantage of the strong confinement of photons and carriers and allowing heat to escape efficiently, we have realized all-optical RAMs with a power consumption of only 30 nW, which is more than 300 times lower than the previous record, and have achieved continuous operation. We have also demonstrated their feasibility in multibit integration. This paves the way for constructing a low-power large-scale o-RAM system that can handle high-bit-rate optical signals.
2.
BASIC
SOFTWARE
Computer software, or just software, is a collection of computer programs
and related data that provides the instructions for telling a computer what to do and how to do it. Software
refers to one or more computer programs and data held in the storage of the
computer. In other words, software is a set of programs, procedures,
algorithms and its documentation concerned with the operation of a
data processing system. Program software performs the function of the program it implements, either by directly providing instructions to the digital
electronics or by
serving as input to another piece of software. The term was coined to contrast to the old term hardware
(meaning physical devices). In contrast to hardware, software "cannot be
touched". Software is also sometimes used in a more narrow sense, meaning application
software only.
Sometimes the term includes data that has not traditionally been associated
with computers, such as film, tapes, and records.
Computer
software is so called to distinguish it from computer hardware, which encompasses the physical
interconnections and devices required to store and execute (or run) the
software. At the lowest level, executable code consists of machine language
instructions specific to an individual processor. A machine language consists
of groups of binary values signifying processor instructions that change the
state of the computer from its preceding state. Programs are an ordered
sequence of instructions for changing the state of the computer in a particular
sequence. It is usually written in high-level
programming languages
that are easier and more efficient for humans to use (closer to natural language) than machine language. High-level
languages are compiled or interpreted into machine language object code.
Software may also be written in an assembly language, essentially, a mnemonic
representation of a machine language using a natural language alphabet.
Assembly language must be assembled into object code via an assembler.
2.1.
OPERATING SYSTEM
The
operating system is the most important program
that runs on a computer.
Every general-purpose computer must have an operating system to run other
programs. Operating systems perform basic tasks, such as recognizing input from the keyboard,
sending output to the display screen, keeping track of files and directories
on the disk, and controlling peripheral devices such as disk drives
and printers.
For
large systems, the operating system has even greater responsibilities and
powers. It is like a traffic cop -- it makes sure that different programs and users running at the same time do not
interfere with each other. The operating system is also responsible for security, ensuring that unauthorized users do
not access the system.
Operating systems can be classified as follows:
Multi-user:
Allows two or more users to run programs at the same time. Some operating
systems permit hundreds or even thousands of concurrent users.
Real time : Responds to input
instantly. General-purpose operating systems, such as DOS and
UNIX,
are not real-time.
Operating
systems provide a software platform
on top of which other programs, called application
programs, can
run. The application programs must be written to run on top of a particular
operating system. Your choice of operating system, therefore, determines to a
great extent the applications you can run. For PCs, the most popular operating systems
are DOS, OS/2, and Windows,
but others are available, such as Linux.
As
a user, you normally interact with the operating system through a set of commands.
For example, the DOS operating system contains commands such as COPY and RENAME
for copying files and changing the names of files, respectively. The commands
are accepted and executed by a part of the operating system
called the command processor or command line interpreter. Graphical user interfaces allow you to enter commands by
pointing and clicking at objects
that appear on the screen.
2.2.
SPREADSHEET
A spreadsheet is an
interactive computer application program for organization and analysis of information
in tabular form. Spreadsheets developed as computerized
simulations of paper accounting worksheets. The
program operates on data represented as cells of an array, organized in rows
and columns. Each cell of the array is a model–view–controller element that can contain either numeric or text data,
or the results of formulas that
automatically calculate and display a value based on the contents of other
cells.
The user of the spreadsheet can make changes in any stored value and
observe the effects on calculated values. This makes the spreadsheet useful for
"what-if" analysis since many cases can be rapidly investigated
without tedious manual recalculation. Modern spreadsheet software can have
multiple interacting sheets, and can display data either as text and numerals,
or in graphical form.
In addition to the fundamental operations of arithmetic and mathematical functions,
modern spreadsheets provide built-in functions for common financial and
statistical operations. Such calculations as net present value or standard deviation can be applied to tabular data with a pre-programmed
function in a formula. Spreadsheet programs also provide conditional
expressions, functions to convert between text and numbers, and functions that
operate on strings of text.
Spreadsheets have now replaced paper-based systems throughout the business
world. Although they were first developed for accounting or bookkeeping tasks,
they now are used extensively in any context where tabular lists are built,
sorted, and shared.
Visicalc was the
first electronic spreadsheet on a microcomputer, and it helped turn the Apple II computer into a
popular and widely used system. Lotus 1-2-3 was the
leading spreadsheet when DOS was the
dominant operating system. Excel now has the
largest market share on the Windows and Macintosh platforms. A spreadsheet
program is a standard feature of an office productivity suite; since the
advent of web apps, office
suites now also exist in web app form.
2.3.
DATABASE
A database is a structured
collection of data. The data are typically organized to model relevant aspects
of reality (for example, the availability of rooms in hotels), in a way that
supports processes requiring this information (for example, finding a hotel
with vacancies).
The term database is correctly applied to the data and their
supporting data structures, and not to the database management system (DBMS). The database data collection with DBMS is
called a database system.
The term database system implies that the data are managed to some
level of quality (measured in terms of accuracy,
availability, usability, and resilience) and this in turn often implies the use
of a general-purpose database management system (DBMS). A general-purpose DBMS
is typically a complex software system that
meets many usage requirements to properly maintain its databases which are
often large and complex.
This is specially the case with client-server, near-real time transactional
systems, in which multiple users have access to data, data is concurrently
entered and inquired for in ways that preclude single-thread batch processing.
Most of the complexity of those requirements are still present with personal,
desktop-based database systems.
Well known DBMSs include Oracle, FoxPro, IBM DB2, Linter, Microsoft Access, Microsoft SQL Server, MySQL, PostgreSQL and SQLite. A database is not generally portable across different DBMS, but different DBMSs can inter-operate to some
degree by using standards like SQL and ODBC together to support a single application built over
more than one database. A DBMS also needs to provide effective run-time execution to properly support (e.g., in terms of performance, availability, and security) as many
database end-users as needed.
A way to classify databases involves the type of their contents, for
example: bibliographic, document-text, statistical, or multimedia objects.
Another way is by their application area, for example: accounting, music
compositions, movies, banking, manufacturing, or insurance.
The term database may be narrowed to specify particular aspects of
organized collection of data and may refer to the logical database, to the
physical database as data content in computer data storage or to many other database sub-definitions.
3.
CREATIVE
SOFTWARE
What
does creativity have to do with software development – actually a lot. Software
development is the process of creating software solutions that have never
before been created. If your solution has already been created, then you
shouldn’t be doing it because you are either plagiarizing, or you are
needlessly reproducing work that you should be reusing. Not only should
your work be original, it should also be useful. Clearly if you are creating
something that has never before been created, you are well… doing something
creative, and thus knowing how to be creative is clearly a good thing. But
before discussing creativity as it applied to software we must first set a
foundation and define what creativity is.
Creativity is more than just being different. Anybody can
be plain weird; that’s easy. What’s hard is to be as simple as Bach. Making the
simple, awesomely simple, that’s creativity.
3.1.
GRAPHICS and DESIGN
Graphic
design has come a long way from pencil and paper. With the help of a good
computer and a nice graphic design program, artists of all skill levels are
able to create high-quality projects. This graphic design software comparison
guide for beginners showcases some of the best software available on the market
with the hobbyist or amateur designer in mind. Compare graphic design software
to find out which one suits you best.
Where Do I Begin?
Before jumping head-first into the ocean of graphic design, you'll need to know a few things to make sure you can at least tread water. Do you know what a raster or vector graphic is? Do you know what tools you'll use or need for your projects? Are you planning to work in animation, 3D modeling, or just want to manipulate photos? Before making a decision on what program you'll need based on advertisements and flashy-looking boxes, knowing where you want to go in graphic design will make your choosing that much easier. Read on for some information our research team dug-up regarding basic graphic design principles and the types of software the pros use.
Before jumping head-first into the ocean of graphic design, you'll need to know a few things to make sure you can at least tread water. Do you know what a raster or vector graphic is? Do you know what tools you'll use or need for your projects? Are you planning to work in animation, 3D modeling, or just want to manipulate photos? Before making a decision on what program you'll need based on advertisements and flashy-looking boxes, knowing where you want to go in graphic design will make your choosing that much easier. Read on for some information our research team dug-up regarding basic graphic design principles and the types of software the pros use.
Specialized Graphic Design Software
Many graphic designers need specialized tools for their projects. Software manufacturers understand this need and have made programs catering to specific branches of graphic design: from 3D modeling, to cartoon animation, to big screen movie effects. These programs often times sacrifice broadly used tools in exchange for unique, in-depth ones created solely for said project. What's also nice about these programs is since they don't try to bombard you with a bunch of tools and features you won't necessarily use, they are often more economical on your wallet.
Many graphic designers need specialized tools for their projects. Software manufacturers understand this need and have made programs catering to specific branches of graphic design: from 3D modeling, to cartoon animation, to big screen movie effects. These programs often times sacrifice broadly used tools in exchange for unique, in-depth ones created solely for said project. What's also nice about these programs is since they don't try to bombard you with a bunch of tools and features you won't necessarily use, they are often more economical on your wallet.
3.2.
WEB
DESIGN
Web design encompasses many different skills and disciplines in
the production and maintenance of websites. The different areas of web design
include web graphic design; interface design; authoring,
including standardised code and proprietary software; user experience design; and search engine optimization. Often many individuals will work in teams covering
different aspects of the design process, although some designers will cover
them all.[2] The term
web design is normally used to describe the design process relating to the
front-end (client side) design of a website including writing mark up, but this
is a grey area as this is also covered by web development. Web
designers are expected to have an awareness of usability and if
their role involves creating mark up then they are also expected to be up to
date with web accessibility guidelines.
Website design is the process of architecture, design, and execution of electronic media content in HTML (Hypertext Markup Language) for consumption in a web browser (Such as Internet Explorer, Chrome and Firefox) as a user interface.
In
addition to common markup languages such as HTML and XHTML there are also style specific objects referred
to as CSS (Cascading Style Sheets). CSS is used to position and manipulate web
page elements and objects and can be integrated separate from the markup code
(HTML).
The
purpose of web design is to develop a web site (a collection of files that live
on a web server) and present content and features to visitors via web pages.
Elements such as text, digitized images (JPEG, PNG, GIF), and interactive forms
can be served on a page using markup tags. Displaying complex media such as
vector graphics, animation, video and sound often requires a plug-in such as
QuickTime, Flash, Java run-time, etc. Plug-ins may be embedded in pages using
HTML tags.
There
are also scripting languages such as JavaScript which allow the pages to
perform data manipulation based on user input, or variables set within the
page. JavaScript (JS) allows string variables and Document Objects (eg. page
elements) to change dynamically within the users browser. These operations and
calculations happen client-side (eg in the users browser) and not on the web
server before the page is delivered. As opposed to server-side languages such
as PHP. Scripting languages are one way to make a page dynamic or interactive.
Typically
web pages are classified as static or dynamic. Static pages don't change
content with each request unless someone like a webmaster manually updates the
file. Interactive pages adapt their content based on the user's interaction.
Page elements can be changed on the client side (end-user's computer) by using
client-side scripting languages (JavaScript, Actionscript, etc.) to alter DOM
elements. Dynamic content is often compiled on the server utilizing server-side
scripting languages (JSP, Perl, Coldfusion, ASP, PHP, Ruby, etc.).
Web
2.0 describes web pages that use a combination of these client side and server
side programming languages to update content in the user interface, usually
without refreshing the page. This is most commonly delivered using AJAX
(Asynchornous JavaScript and XML) where the JavaScript will take a user action
and send that data to the server for processing via XML, then receive a
response from the server and use JavaScript again to update the user interface
(web page).
With
the rapid propagation of the World Wide Web, tens of thousands of web design
companies have been established worldwide to serve the business community. See W3C
standards for more
specific information on the accepted standards and best practices.
3.3.
MULTIMEDIA
Multimedia
is media and content that uses a combination of different content forms. This contrasts with media that use
only rudimentary computer displays such as text-only or traditional forms of
printed or hand-produced material. Multimedia includes a combination of text, audio, still images,
animation, video, or interactivity content forms.
Multimedia is usually recorded and played, displayed, or accessed by information content processing devices, such as computerized and electronic devices, but can also be part of a live performance. Multimedia devices are electronic media devices used to store and experience multimedia content. Multimedia is distinguished from mixed media in fine art; by including audio, for example, it has a broader scope. The term "rich media" is synonymous for interactive multimedia. Hypermedia can be considered one particular multimedia application.
Multimedia is usually recorded and played, displayed, or accessed by information content processing devices, such as computerized and electronic devices, but can also be part of a live performance. Multimedia devices are electronic media devices used to store and experience multimedia content. Multimedia is distinguished from mixed media in fine art; by including audio, for example, it has a broader scope. The term "rich media" is synonymous for interactive multimedia. Hypermedia can be considered one particular multimedia application.
Categorization of multimedia
Multimedia may be broadly divided into linear and non-linear categories. Linear active content progresses often without any navigational control for the viewer such as a cinema presentation. Non-linear uses interactivity to control progress as with a video game or self-paced computer based training. Hypermedia is an example of non-linear content.
Multimedia presentations can be live or recorded. A recorded presentation may allow interactivity via a navigation system. A live multimedia presentation may allow interactivity via an interaction with the presenter or performer
Multimedia may be broadly divided into linear and non-linear categories. Linear active content progresses often without any navigational control for the viewer such as a cinema presentation. Non-linear uses interactivity to control progress as with a video game or self-paced computer based training. Hypermedia is an example of non-linear content.
Multimedia presentations can be live or recorded. A recorded presentation may allow interactivity via a navigation system. A live multimedia presentation may allow interactivity via an interaction with the presenter or performer
Major characteristics of multimedia
Multimedia presentations may be viewed by person on stage, projected, transmitted, or played locally with a media player. A broadcast may be a live or recorded multimedia presentation. Broadcasts and recordings can be either analog or digital electronic media technology. Digital online multimedia may be downloaded or streamed. Streaming multimedia may be live or on-demand.
Multimedia presentations may be viewed by person on stage, projected, transmitted, or played locally with a media player. A broadcast may be a live or recorded multimedia presentation. Broadcasts and recordings can be either analog or digital electronic media technology. Digital online multimedia may be downloaded or streamed. Streaming multimedia may be live or on-demand.
Multimedia games and simulations may be used in a physical environment
with special effects, with multiple users in an online network, or locally with an offline computer,
game system, or simulator.The various formats of technological
or digital multimedia may be intended to enhance the users' experience, for
example to make it easier and faster to convey information. Or in entertainment
or art, to transcend everyday experience.
Enhanced
levels of interactivity are made possible by combining multiple forms of media
content. Online multimedia is increasingly becoming object-oriented and
data-driven, enabling applications with collaborative end-user innovation and personalization on multiple forms of content over
time. Examples of these range from multiple forms of content on Web sites like
photo galleries with both images (pictures) and title (text) user-updated, to
simulations whose co-efficients, events, illustrations, animations or videos
are modifiable, allowing the multimedia "experience" to be altered
without reprogramming. In addition to seeing and hearing, Haptic technology enables virtual objects to be felt.
Emerging technology involving illusions of taste
and smell may also enhance the multimedia experience.
4.
PROGRAMMING
Computer programming (often shortened to programming, scripting, or coding)
is the process of designing, writing, testing, debugging, and
maintaining the source code of computer programs. This
source code is written in one or more programming languages (such as Java, C++, C#, Python, etc.). The purpose of programming is to create a set
of instructions that computers use to perform specific operations or to exhibit
desired behaviors. The process of writing source code often requires expertise
in many different subjects, including knowledge of the application domain,
specialized algorithms and formal logic.
With in software engineering, programming (the implementation) is regarded
as one phase in a software development process.
There is an ongoing debate on the extent to which the writing of programs
is an art form, a craft, or an engineering discipline.[1] In general,
good programming is considered to be the measured application of all three,
with the goal of producing an efficient and evolvable software solution (the
criteria for "efficient" and "evolvable" vary
considerably). The discipline differs from many other technical professions in
that programmers, in
general, do not need to be licensed or pass any standardized (or governmentally
regulated) certification tests in order to call themselves
"programmers" or even "software engineers." Because the
discipline covers many areas, which may or may not include critical
applications, it is debatable whether licensing is required for the profession
as a whole. In most cases, the discipline is self-governed by the entities
which require the programming, and sometimes very strict environments are
defined (e.g. United States Air Force use of AdaCore and
security clearance). However, representing oneself as a "Professional
Software Engineer" without a license from an accredited institution is illegal in many parts of the world.
Another ongoing debate is the extent to which the programming language used in writing computer programs affects the
form that the final program takes. This debate is analogous to that surrounding
the Sapir–Whorf hypothesis[2] in linguistics and cognitive science, which
postulates that a particular spoken language's nature influences the habitual
thought of its speakers. Different language patterns yield different patterns
of thought. This idea
challenges the possibility of representing the world perfectly with language,
because it acknowledges that the mechanisms of any language condition the
thoughts of its speaker community.
Programming languages
Different
programming languages support different styles of programming (called programming
paradigms). The
choice of language used is subject to many considerations, such as company
policy, suitability to task, availability of third-party packages, or
individual preference. Ideally, the programming language best suited for the
task at hand will be selected. Trade-offs from this ideal involve finding
enough programmers who know the language to build a team, the availability of compilers for that language, and the efficiency
with which programs written in a given language execute. Languages form an
approximate spectrum from "low-level" to "high-level";
"low-level" languages are typically more machine-oriented and faster
to execute, whereas "high-level" languages are more abstract and
easier to use but execute less quickly. It is usually easier to code in
"high-level" languages than in "low-level" ones.
Allen Downey, in his book How To Think Like A
Computer Scientist, writes:
The
details look different in different languages, but a few basic instructions
appear in just about every language:
·
input: Gather data from
the keyboard, a file, or some other device.
·
output: Display data on the
screen or send data to a file or other device.
·
arithmetic:
Perform basic arithmetical operations like addition and multiplication.
·
conditional execution:
Check for certain conditions and execute the appropriate sequence of
statements.
·
repetition:
Perform some action repeatedly, usually with some variation.
Many
computer languages provide a mechanism to call functions provided by libraries
such as in a .so. Provided the functions in a library
follow the appropriate run time conventions (e.g., method of passing arguments), then these functions may be written
in any other language.
5.
COMPUTER TOMORROW
Today we see
a computer as something that we sit down at a desk to use. We see it as a
machine with a monitor, keyboard and a case.
The computers of tomorrow won't be on top of desks, and
they most likely won't have a monitor, keyboard and case. But most
interestingly of all, we may stop thinking of computers simply as
machines.
As the future comes, the definition of a computer will
rapidly change. The computer itself, will disappear. Watches,
microwaves, and even doors will be computers. They will have the ability
to be controlled from anywhere in the house. Any display that is.
We will be able to set the vcr to tape our favorite show by selecting the vcr
from the display in the bathroom. Monitors will hang around the house on
walls. They will be used for tv, for the internet and to control
everything in the house. They will be used for all our shopping, and for
all of our phone calls. Internet, TV, vcr, stereo, and telephone, all
will be combined in one. One server in each house will control
everything. Any display will allow the user to surf the net, watch a tv
program or make a phone call. In the future, there will be just one
network. Houses will be connected by the fastest means possible, whether
by satellite, cable lines or fiber optic cables. Through this connection
will travel everything.
The idea of sitting down and using a computer will be
obsolete in the future. It will be almost impossible not to use a
computer. Whether we want to lock a door, surf the net, or play our
favorite song, everything will take place through a display or a voice
activated control. The computer of tomorrow will be very different from
that of today, but the advances will only make things better for us, the users.
We obviously failed to mention many things that will change and we will prove
probably prove wrong on others. This is simply how we see it now. Only
the future will show us the true computer of tomorrow.
5.1.
ELECTRONIC
COMMUNICATION
The Internet
and electronic communications (also called computer mediated communications, or
CMC) doesn't just mean new tools for communication; it means new ways to
communicate. Today your organization interacts with its various constituents
differently - employees, board members, customers, partners and others -
depending upon the nature of the message, the goals you are trying to achieve
and the strengths (and weaknesses) of the available media - telephones, voice
mail, fax machines, print, etc.
Electronic communications adds a powerful new channel that not only will
change how you use this mix of options, but it will create entirely new ways to
interact. For example:
- Electronic communications lets you combine numerous media - text, graphics sound, video, etc. - into a single message. That can result in far more meaningful communications tailored to the nature of your particular audience. In contrast to broadcasting, narrowcasting reflects the ability to develop numerous communications for subsets of your market or constituencies.
- Electronic communications is interactive. It engages audiences in active, two-way communications. That requires a new way of thinking about advertising copy and the handling of public relations. The pay-off, however, is a self-selected audience, engaged and actively participating in the communications process.
- Two-way communication is nothing new. But electronic communications creates a new form of many-to-many communications that lets geographically distributed groups communicate interactively and simultaneously through text, sound and video. You can hold inexpensive video conferences or press conferences from your desk, or conference with people at several desks located across the world. One of the burgeoning phenomena of the Internet is businesses and organizations sponsoring, supporting and moderating discussion groups about issues, products, strategies - anything of interest to the organization and its constituents. Sponsorships are also solicited for popular resources, such as indexes and other Internet search tools, and these provide a further communications and marketing opportunity.
- Many organizations are using electronic communications facilities, such as the World Wide Web, as internal communications tools to enhance team work. Many individuals at different locations can work on the same documents, hold meetings and integrate research findings.
- Electronic communications removes the power of communications gatekeepers to both positive and negative effects. Most organizations are used to controlling the messages that go out to its constituents through managers, spokespeople and others. But with the Internet, constituents begin to talk among themselves, requiring new approaches and a new emphasis on listening and reacting, not just talking.
- With the Internet you have the ability to transmit and receive large amounts of information quickly to and from individuals and workgroups around the world. This changes the way activists, for example, can galvanize communities, inform legislators and change public opinion. It changes the sources and depth of your constituents' knowledge levels. It also lets those constituents reach you with new kinds of communications they may never have attempted before.
And these are only some of the changes we are seeing now. There will be
unanticipated and ripple effects we can't imagine. For example, will electronic
mail become a buffer to avoid communications or confrontations that might be
better resolved in person? Will managers find themselves traveling more in
order to gain the personal touch with members of distributed workgroups? How
will organizations prepare themselves for this increased level of participatory
constituent interaction?
5.2.
NEW
TECHNOLOGY
Technology has seeped into
every aspect of our lives today. And to keep pace with the latest emerging
technology is becoming more and more important in today's scenario. If you are
in the information technology field, you have have to be aware of the latest
trends in technology. To be in the mainstream means to keep an eye on the each
and every news related to technology. Whether it is Linux, Solaris or Windows
operating system, or it is a complex technology like virtualization, you have
to have a clear understanding of every emerging technology. Articles on new
technology and news about latest technology can help one to make his way into
the complex maze of new computer technology. Every other day an IT giant
releases a new patch of software and every new fortnight a new software is
released based on a radically new technology. The latest technology buzz like
Microsoft Lucidtouch, Sun Solaris have become must know technology terms.
Some
of the latest technologies that are going to revolutionize their respective
field are
1.)
Taptu: Looking for a search engine for your iPhone that is touch friendly and
allows to search the web with ease? Taptu may be the answer. Taptu is a mobile
search engine that just released its iPhone version that can be downloaded from
Apple App Store for free.The new search engine is user friendly and quick.
According to Taptu blog, it has more than 3 million webpages currently in its index.
2.)
Opera Unite: Opera has launched a new technology that can turn your PC into a
personal web server running inside Opera web browser. That server can be used
to share everything from files to music with other computers on the web without
the need of 3rd party applications. Named Opera Unite, the technology has just
been released and promises to make your computer more that just a dumb
terminal.
These
are just two of the numerous technologies coming our way at the speed of light.
Computer
technology is a constantly changing field. New innovations happen everyday. To
keep yourself up to date with latest computer technology news visit the link. Author Vijay Agarwal
Tidak ada komentar:
Posting Komentar