Sabtu, 29 November 2008

IT Research

Diposting oleh Fadel

Title: Assessing the Antecedents to Developer Acceptance of Formal Software Methodologies
Reference #: ITRI-IP009-0701
Date: 7/1/2001
Authors: Cynthia K. Riemenschneider, Univ of Arkansas
Bill C. Hardgrave, Univ of Arkansas
Fred D. Davis, Univ of Arkansas
Abstract: The importance of information systems in today's complex and dynamic environment only heightens the challenge of how to successfully develop information systems. Unfortunately, evidence suggests that systems development is not improving as it should. In addition to a growing two to four year application backlog, research indicates that only about 25% of all developments are successful. These factors have contributed to the so-called ''software crisis.'' Innovations ranging from CASE tools to prototyping to object-oriented development have been introduced in the recent past. However, subsequent research on these areas indicate that many of the tools such as CASE, techniques such as prototyping, and methodologies in general are not widely utilized. If these innovations are meant to improve software development, why are they not being used? This research is part of an on-going series of studies by Hardgrave, Davis, and Riemenschneider to develop a theoretical model to assist organizations in assessing the determinants of actual use of development methodologies. This particular study examines the antecedents to the direct determinants found in previous studies

Kamis, 27 November 2008

SMPN 1 Denpasar

Diposting oleh Fadel

SMPN 1 Denpasar sekolahku tercinta. Sudah hampir 3 tahun aku bersekolah disini. Di manapun, kapanpun, bagaimanapun, seperti apapun sesuatu, pasti ada baik dan buruknya. Dulu, aku sangat mendambakan masuk di smp 1 ini karena image yang telah dibuatnya. Sangat Baik. Terlebih untuk kedua orangtuaku. Maka dari itu, untuk tidak mengecewakan mereka, aku sekolah di sana. Dan ternyata berhasil masuk!

Setelah masuk disini dan merasakannya. Wow! Hari-hari penuh dengan belajar. Di sini, yang tidak pernah lupa untuk ditinjau lebih lanjut adalah 'kaos kaki'. Memang terdengar lucu, aneh, tapi nyata! Kaos kaki harus 5 jari (kurang lebih) di atas mata kaki! dan yang biasa melakukan sidak di pagi hari dan senantiasa menunggu siswanya datang adalah Pak Karsa dan Pak Tirta.

Sekolah di sini memang susah. Tapi sebenarnya sangat asik. Terlebih dengan siswa, guru, bahkan cleaning service dan satpam pun juga sangat ramah dan bersosialisasi terhadap semuanya. Tinggal kita saja yang pandai mengatur sikap kita terhadap mereka. Kalau tidak mau dijahati, ya jangan menjahati duluan.

Tugas yang menumpuk sepertinya bukan cuma siswa SMP 1 saja yg mengalaminya, maka dari itu mengapa harus pusing? Toh masih banyak pasti siswa yg lebih pusing dari kita. Semua siswa di sini mempunyai keahlian mereka masing-masing. Maka dari itu, seluruh aspek budi pekerti pun jangan sampai tidak ada dalam diri kita.

Computer

Diposting oleh Fadel

A computer is a machine that manipulates data according to a list of instructions.

The first devices that resemble modern computers date to the mid-20th century (1940–1945), although the computer concept and various machines similar to computers existed earlier. Early electronic computers were the size of a large room, consuming as much power as several hundred modern personal computers(PC).[1]

The ability to store and execute lists of instructions called programs makes computers extremely versatile and distinguishes them from calculators. The Church–Turing thesis is a mathematical statement of this versatility: any computer with a certain minimum capability is, in principle, capable of performing the same tasks that any other computer can perform. Therefore, computers with capability and complexity ranging from that of a personal digital assistant to a supercomputer are all able to perform the same computational tasks given enough time and storage capacity.

Stored program architecture

The defining feature of modern computers which distinguishes them from all other machines is that they can be programmed. That is to say that a list of instructions (the program) can be given to the computer and it will store them and carry them out at some time in the future.

Programs

A 1970s punched card containing one line from a FORTRAN program. The card reads: "Z(1) = Y + W(1)" and is labelled "PROJ039" for identification purposes.

In practical terms, a computer program may run from just a few instructions to many millions of instructions, as in a program for a word processor or a web browser. A typical modern computer can execute billions of instructions per second (gigahertz or GHz) and rarely make a mistake over many years of operation. Large computer programs comprising several million instructions may take teams of programmers years to write, thus the probability of the entire program having been written without error is highly unlikely.

How computers work

A general purpose computer has four main sections: the arithmetic and logic unit (ALU), the control unit, the memory, and the input and output devices (collectively termed I/O). These parts are interconnected by busses, often made of groups of wires.

Control unit

The control unit (often called a control system or central controller) directs the various components of a computer. It reads and interprets (decodes) instructions in the program one by one. The control system decodes each instruction and turns it into a series of control signals that operate the other parts of the computer.[16] Control systems in advanced computers may change the order of some instructions so as to improve performance.

Arithmetic/logic unit (ALU)

The ALU is capable of performing two classes of operations: arithmetic and logic.

The set of arithmetic operations that a particular ALU supports may be limited to adding and subtracting or might include multiplying or dividing, trigonometry functions (sine, cosine, etc) and square roots. Some can only operate on whole numbers (integers) whilst others use floating point to represent real numbers—albeit with limited precision. However, any computer that is capable of performing just the simplest operations can be programmed to break down the more complex operations into simple steps that it can perform. Therefore, any computer can be programmed to perform any arithmetic operation—although it will take more time to do so if its ALU does not directly support the operation.

Memory

A computer's memory can be viewed as a list of cells into which numbers can be placed or read. Each cell has a numbered "address" and can store a single number.The information stored in memory may represent practically anything. Letters, numbers, even computer instructions can be placed into memory with equal ease. Since the CPU does not differentiate between different types of information, it is up to the software to give significance to what the memory sees as nothing but a series of numbers.

Computer main memory comes in two principal varieties: random access memory or RAM and read-only memory or ROM. RAM can be read and written to anytime the CPU commands it, but ROM is pre-loaded with data and software that never changes, so the CPU can only read from it. ROM is typically used to store the computer's initial start-up instructions. In general, the contents of RAM is erased when the power to the computer is turned off while ROM retains its data indefinitely. In a PC , the ROM contains a specialized program called the BIOS that orchestrates loading the computer's operating system from the hard disk drive into RAM whenever the computer is turned on or reset. In embedded computers, which frequently do not have disk drives, all of the software required to perform the task may be stored in ROM. Software that is stored in ROM is often called firmware because it is notionally more like hardware than software. Flash memory blurs the distinction between ROM and RAM by retaining data when turned off but being rewritable like RAM. However, flash memory is typically much slower than conventional ROM and RAM so its use is restricted to applications where high speeds are not required.[18]

Input/output (I/O)

Hard disks are common I/O devices used with computers.

I/O is the means by which a computer receives information from the outside world and sends results back. Devices that provide input or output to the computer are called peripherals. On a typical personal computer, peripherals include input devices like the keyboard and mouse, and output devices such as the display and printer. Hard disk drives, floppy disk drives and optical disc drives serve as both input and output devices. Computer networking is another form of I/O.

Multitasking

While a computer may be viewed as running one gigantic program stored in its main memory, in some systems it is necessary to give the appearance of running several programs simultaneously. This is achieved by having the computer switch rapidly between running each program in turn. One means by which this is done is with a special signal called an interrupt which can periodically cause the computer to stop executing instructions where it was and do something else instead. By remembering where it was executing prior to the interrupt, the computer can return to that task later. If several programs are running "at the same time", then the interrupt generator might be causing several hundred interrupts per second, causing a program switch each time. Since modern computers typically execute instructions several orders of magnitude faster than human perception, it may appear that many programs are running at the same time even though only one is ever executing in any given instant. This method of multitasking is sometimes termed "time-sharing" since each program is allocated a "slice" of time in turn.

Multiprocessing

Cray designed many supercomputers that used multiprocessing heavily.

Some computers may divide their work between one or more separate CPUs, creating a multiprocessing configuration. Traditionally, this technique was utilized only in large and powerful computers such as supercomputers, mainframe computers and servers. However, multiprocessor and multi-core (multiple CPUs on a single integrated circuit) personal and laptop computers have become widely available and are beginning to see increased usage in lower-end markets as a result.

Supercomputers in particular often have highly unique architectures that differ significantly from the basic stored-program architecture and from general purpose computers.[19] They often feature thousands of CPUs, customized high-speed interconnects, and specialized computing hardware.Supercomputers usually see usage in large-scale simulation, graphics rendering, and cryptography applications, as well as with other so-called "embarrassingly parallel" tasks.

Networking and the Internet

Visualization of a portion of the routes on the Internet.

In the 1970s, computer engineers at research institutions throughout the United States began to link their computers together using telecommunications technology. This effort was funded by ARPA (now DARPA), and the computer network that it produced was called the ARPANET. The technologies that made the Arpanet possible spread and evolved. In time, the network spread beyond academic and military institutions and became known as the Internet. The emergence of networking involved a redefinition of the nature and boundaries of the computer. Computer operating systems and applications were modified to include the ability to define and access the resources of other computers on the network, such as peripheral devices, stored information, and the like, as extensions of the resources of an individual computer. Initially these facilities were available primarily to people working in high-tech environments, but in the 1990s the spread of applications like e-mail and the World Wide Web, combined with the development of cheap, fast networking technologies like Ethernet and ADSL saw computer networking become almost ubiquitous. In fact, the number of computers that are networked is growing phenomenally. A very large proportion of personal computers regularly connect to the Internet to communicate and receive information. "Wireless" networking, often utilizing mobile phone networks, has meant networking is becoming increasingly ubiquitous even in mobile computing environments.

Further topics

Hardware

The term hardware covers all of those parts of a computer that are tangible objects. Circuits, displays, power supplies, cables, keyboards, printers and mice are all hardware.

Other Hardware Topics

Peripheral device (Input/output)

Input

Mouse, Keyboard, Joystick, Image scanner

Output

Monitor, Printer

Both

Floppy disk drive, Hard disk, Optical disc drive, Teleprinter

Computer busses

Short range

RS-232, SCSI, PCI, USB

Long range (Computer networking)

Ethernet, ATM, FDDI

Software

Software refers to parts of the computer which do not have a material form, such as programs, data, protocols, etc. When software is stored in hardware that cannot easily be modified (such as BIOS ROM in an IBM PC compatible), it is sometimes called "firmware" to indicate that it falls into an uncertain area somewhere between hardware and software.

Computer software


Operating system

Unix/BSD

UNIX System V, AIX, HP-UX, Solaris (SunOS), IRIX, List of BSD operating systems


GNU/Linux

List of Linux distributions, Comparison of Linux distributions


Microsoft Windows

Windows 95, Windows 98, Windows NT, Windows 2000, Windows XP, Windows Vista, Windows CE


DOS

86-DOS (QDOS), PC-DOS, MS-DOS, FreeDOS


Mac OS

Mac OS classic, Mac OS X


Embedded and real-time

List of embedded operating systems


Experimental

Amoeba, Oberon/Bluebottle, Plan 9 from Bell Labs


Library

Multimedia

DirectX, OpenGL, OpenAL


Programming library

C standard library, Standard template library


Data

Protocol

TCP/IP, Kermit, FTP, HTTP, SMTP


File format

HTML, XML, JPEG, MPEG, PNG


User interface

Graphical user interface (WIMP)

Microsoft Windows, GNOME, KDE, QNX Photon, CDE, GEM


Text user interface

Command line interface, shells


Application

Office suite

Word processing, Desktop publishing, Presentation program, Database management system, Scheduling & Time management, Spreadsheet, Accounting software


Internet Access

Browser, E-mail client, Web server, Mail transfer agent, Instant messaging


Design and manufacturing

Computer-aided design, Computer-aided manufacturing, Plant management, Robotic manufacturing, Supply chain management


Graphics

Raster graphics editor, Vector graphics editor, 3D modeler, Animation editor, 3D computer graphics, Video editing, Image processing


Audio

Digital audio editor, Audio playback, Mixing, Audio synthesis, Computer music


Software Engineering

Compiler, Assembler, Interpreter, Debugger, Text Editor, Integrated development environment, Performance analysis, Revision control, Software configuration management


Educational

Edutainment, Educational game, Serious game, Flight simulator


Games

Strategy, Arcade, Puzzle, Simulation, First-person shooter, Platform, Massively multiplayer, Interactive fiction


Misc

Artificial intelligence, Antivirus software, Malware scanner, Installer/Package management systems, File manager


Programming languages

Programming languages provide various ways of specifying programs for computers to run. Unlike natural languages, programming languages are designed to permit no ambiguity and to be concise. They are purely written languages and are often difficult to read aloud. They are generally either translated into machine language by a compiler or an assembler before being run, or translated directly at run time by an interpreter. Sometimes programs are executed by a hybrid method of the two techniques. There are thousands of different programming languages—some intended to be general purpose, others useful only for highly specialized applications.

Programming Languages

Lists of programming languages

Timeline of programming languages, Categorical list of programming languages, Generational list of programming languages, Alphabetical list of programming languages, Non-English-based programming languages

Commonly used Assembly languages

ARM, MIPS, x86

Commonly used High level languages

BASIC, C, C++, C#, COBOL, Fortran, Java, Lisp, Pascal

Commonly used Scripting languages

Bourne script, JavaScript, Python, Ruby, PHP, Perl

Selasa, 25 November 2008

About ME

Diposting oleh Fadel

Name : Fadel Tantyo Nugroho
Class : 9B
Absent : 9
School : SMPN 1 Denpasar
Place of Birth : Denpasar
Date of Birth : 13th March 1994
Zodiac : Piscess
Interest : Football , Guitar , Technology , Games
Music : Pop , Rock , Metal
Band : Avenged Sevenfold , Simple Plan , Green Day
Guitarist : John Petrucci , Synyster Gates , Zacky Vengeance
Football Team: Chelsea ; A.C. Milan
Football Player : Frank Lampard ; David Villa

Rabu, 19 November 2008

History of ICT

Diposting oleh Fadel

Information and Communications Technology - or technologies (ICT) is an umbrella term that includes all technologies for the manipulation and communication of information. The term is sometimes used in preference to Information Technology (IT), particularly in two communities: education and government[1]. In the common usage it is often assumed that ICT is synonymous with IT; ICT in fact encompasses any medium to record information (magnetic disk/tape, optical disks (CD/DVD), flash memory etc. and arguably also paper records); technology for broadcasting information - radio, television; and technology for communicating through voice and sound or images - microphone, camera, loudspeaker, telephone to cellular phones. It includes the wide variety of computing hardware (PCs, servers, mainframes, networked storage), the rapidly developing personal hardware market comprising mobile phones, personal devices, MP3 players, and much more; the full gamut of application software from the smallest home-developed spreadsheet to the largest enterprise packages and online software services; and the hardware and software needed to operate networks for transmission of information, again ranging from a home network to the largest global private networks operated by major commercial enterprises and, of course, the Internet. Thus, "ICT" makes more explicit that technologies such as broadcasting and wireless mobile telecommunications are included.

It should be noted that "ICT" by this English definition is different in nuance and scope than under "ICT" in Japanese, which is more technical and narrow in scope.

ICT capabilities vary widely from the sophistication of major western economies to lesser provision in the developing world. But the latter are catching up fast, often leapfrogging older generations of technology and developing new solutions that match their specific needs.