Sunday, August 16, 2009

My_Ideas_Is

Part II

A. Discuss what you have learned and understood about what DBMS is, so far.

So far, i learned to make tables in the DBMS especially in MS access. The tables is use for storing data and also i learned how to edit the data in the table. Based on my understanding about DBMS, in DBMS you can organize your information and make easy for you to manipulate them. Where DBMS is a software that has application that help you organize your data.

B. Define how each of the following fit and function with in the framework of relational DBMS system:

*Data fields
*Forms
*Foreign Key
*Queries
*Records
*Reports
*Relationship (Table linkages)

Data Fields -- It is where you write your data or information.

Forms -- You can clearly understand your data because they are in a column forms or in a text box.

Foreign Key -- The secondary key.

Queries -- It is where you can view you data.

Records -- It is also another way of organizing data.

Reports -- Allows you to print out your data sheets.

Relationship (Table linkages) -- It is where your first table is link to other tables.


Monday, July 6, 2009

My Assignment

A.) What are data type?

Data types are classifications that identify possible values for and operations that can be done on the data, as well as the way the data in that field is stored in the database.
  • Access data types
*Object linking and embedding (OLE) objects are objects created in other applications that are linked or embedded in Access. In this case, binary large object (BLOB) and GEOMETRY data types don't exist in Access, so the object is in ArcGIS and linked to the Access database.

  • DB2 data types
  • Oracle data types
  • PostgreSQL data types
  • SQL Server data types

B.) What role do they play in a data base?

They determine what kind of data will be processed or will become input.

C.) Enumarate the data type at least 3 DBMS softwares:

  1. Visual FoxProVisual FoxPro is a data-centric object-oriented and procedural programming language produced by Microsoft. It is derived from FoxPro (originally known as FoxBASE) which was developed by Fox Software beginning in 1984.
  2. SQLSQL (Structured Query Language) (pronounced /ˌɛskjuːˈɛl/)is a database computer language designed for managing data in relational database management systems (RDBMS). Its scope includes data query and update, schema creation and modification, and data access control. SQL was one of the first languages for Edgar F. Codd's relational model in his influential paper, "A Relational Model of Data for Large Shared Data Banks".and became the most widely used language for relational databases
  3. FoxProFoxPro is a text-based procedurally-oriented programming language and DBMS, originally published by Fox Software and later by Microsoft, for MS-DOS, MS Windows, Apple Macintosh, and UNIX.

Thursday, June 25, 2009

MV VS DataF

Memory Variable VS Data Field

Memory Variable

The memory of a computer is organized into a regular pattern of containers for information. These containers for information are called "words". Each one has a numeric address and each one is the same size as each of the others. For most applications, it is inconvenient to refer to portions of memory by their numeric addresses, so programming languages allow us to allocate portions of memory by name. When we store information in the memory of a computer we need to decide on how much we need for various purposes and on how it will be organized. Programming languages provide mechanism for "types" of information in memory. They also provide mechanisms to identify repetitive arrays of items of the same type and to aggregate possibly heterogeneous types under a common name.

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Data Field

A data field is a place where you can store data. Commonly used to refer to a column in a database or a field in a data entry form or web form.

The field may contain data to be entered as well as data to be displayed.

A specific area of an electronic record allocated for a particular category of data, usually one data element, such as a name.

The data that's encapsulated in an object.

Monday, June 22, 2009

My Contrast

Computer System VS Operating System

Operating System :

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.

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.

multiprocessing : Supports running a program on more than one CPU.

multitasking : Allows more than one program to run concurrently.

multithreading : Allows different parts of a single program to run concurrently.

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.

Computer System:

A complete, working computer. The computer system includes not only the computer, but also any software and peripheral devices that are necessary to make the computer function. Every computer system, for example, requires an operating system.

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Computer Storage VS Data Storage

Computer Storage

An electronic memory device; "a memory and the CPU form the central part of a computer to which peripherals are attached" computer memory, memory board, store, memory, storage
computer hardware, hardware - (computer science) the mechanical, magnetic, electronic, and electrical components making up a computer system memory device, storage device - a device that preserves information for retrieval non-volatile storage, nonvolatile storage - computer storage that is not lost when the power is turned off fixed storage, read-only memory, read-only storage, ROM - (computer science) memory whose contents can be accessed and read but cannot be changed real storage - the main memory in a virtual memory system
register - (computer science) memory device that is the part of computer memory that has a specific address and that is used to hold information of a specific kind scratchpad - (computer science) a high-speed internal memory used for temporary storage of preliminary information virtual memory, virtual storage - (computer science) memory created by using the hard disk to simulate additional random-access memory; the addressable storage space available to the user of a computer system in which virtual addresses are mapped into real addresses volatile storage - computer storage that is erased when the power is turned off

Data Storage

A data storage device is a device for recording (storing) information (data). Recording can be done using virtually any form of energy, spanning from manual muscle power in handwriting, to acoustic vibrations in phonographic recording, to electromagnetic energy modulating magnetic tape and optical discs.

A storage device may hold information, process information, or both. A device that only holds information is a recording medium. Devices that process information (data storage equipment) may either access a separate portable (removable) recording medium or a permanent component to store and retrieve information.

Electronic data storage is storage which requires electrical power to store and retrieve that data. Most storage devices that do not require vision and a brain to read data fall into this category. Electromagnetic data may be stored in either an analog or digital format on a variety of media. This type of data is considered to be electronically encoded data, whether or not it is electronically stored in a semiconductor device, for it is certain that a semiconductor device was used to record it on its medium. Most electronically processed data storage media (including some forms of computer data storage) are considered permanent (non-volatile) storage, that is, the data will remain stored when power is removed from the device. In contrast, most electronically stored information within most types of semiconductor (computer chips) microcircuits are volatile memory, for it vanishes if power is removed.

With the exception of barcodes and OCR data, electronic data storage is easier to revise and may be more cost effective than alternative methods due to smaller physical space requirements and the ease of replacing (rewriting) data on the same medium. However, the durability of methods such as printed data is still superior to that of most electronic storage media. The durability limitations may be overcome with the ease of duplicating (backing-up) electronic data.




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Data VS Information

Data

1. Factual information, especially information organized for analysis or used to reason or make decisions.
2. Computer Science Numerical or other information represented in a form suitable for processing by computer.
3. Values derived from scientific experiments.
4. Plural of datum.

Information

1. Knowledge derived from study, experience, or instruction.
2. Knowledge of specific events or situations that has been gathered or received by communication; intelligence or news. See Synonyms at knowledge.
3. A collection of facts or data: statistical information.
4. The act of informing or the condition of being informed; communication of knowledge: Safety instructions are provided for the information of our passengers.
5. Computer Science Processed, stored, or transmitted data.
6. A numerical measure of the uncertainty of an experimental outcome.
7. Law A formal accusation of a crime made by a public officer rather than by grand jury indictment.

Monday, March 2, 2009

Define "ITS 116" TTH 4-5:30

10 DEfinition of Data Structure:


1. data structure ((computer science) the organization of data (and its storage allocations in a computer))
2. A data structure in computer science is a way of storing data in a computer so that it can be used efficiently. It is an organization of mathematical and logical concepts of data.
3. (computer science) An organization in software of data that allows more optimal searching, categorizing, or storage of information.
4. The internal data representation of an implementation.
5. A model of a collection of data items that are related or “structured” in some way.
6. A means of representing a real-life entity (such as an invoice) inside a computer. Computer programmers create data structures to model real world entities.
7. Description of the way in which information is organized within a database
8. An organised aggregate of data items.
9. This is a set of data in memory comprised of fields,
10. A logical relationship among data elements that is designed to support specific data manipulation functions.

3 other types of data structures:

1. Heap

For “the heap” as a large pool of unused memory, see Dynamic memory allocation. In computer science, a heap is a specialized tree-based data structure that satisfies the heap property: if B is a child node of A, then key(A) ≥ key(B). This implies that an element with the greatest key is always in the root node, and so such a heap is sometimes called a max heap. (Alternatively, if the comparison is reversed, the smallest element is always in the root node, which results in a min heap.) This is why heaps are used to implement priority queues. The efficiency of heap operations is crucial in several graph algorithms.
The operations commonly performed with a heap are
delete-max or delete-min: removing the root node of a max- or min-heap, respectively
increase-key or decrease-key: updating a key within a max- or min-heap, respectively
insert: adding a new key to the heap
merge: joining two heaps to form a valid new heap containing all the elements of both.
Heaps are used in the sorting algorithm heapsort.


2. Zipper

Zipper is a purely functional data structure used in functional programming to solve some problems in a way that uses notions like “context” and “hole”. It is related to the generalization of the notion of “derivative” (for types). The zipper was described by Gerard Huet in 1997. It has some conceptual similarity to the gap buffer technique sometimes used with arrays.
Zippers are multidimensional in the sense that they can be used as lists or trees by placing
additional restrictions upon them. Such derived data structures are usually referred to by saying a tree with zipper or a list with zipper to give the image that the structure is a tree or a list, with a zip slider attach to it as an afterthought.
While zipper is a functional structure and is often used from within a functional language equipped with extensive type checking, there is no reason why it would not be suitable for use with many procedural languages as well. Many procedural languages even support functional programming to some degree. A minimal list with zipper example is described below in Python. The example is only used to present the core idea and is not provided as a guide for actually implementing a zipper.
cursor = [ [0,1,2], 3, [4,5,6,7,8,9] ]
The structure is named cursor because its value is a list with focus set on value 3. Technically it is (at top level) a list with exactly three values([0,1,2], 3 and [4,5,6,7,8,9]). This list starts with a list of elements ([0,1,2]) that precede the element with current focus, then as the second element it contains the element with focus (3) and finally it contains another list ([4,5,6,7,8,9]) with the elements that follow the element with current focus.

3. Scene Graph

A scene graph is a general data structure commonly used by vector-based graphics editing applications and modern computer games. Examples of such programs include AutoCAD, Adobe Illustrator, Acrobat 3D, OpenSceneGraph and CorelDRAW.
The scene graph is a structure that arranges the logical and often (but not necessarily) spatial representation of a graphical scene. The definition of a scene graph is fuzzy because programmers who implement scene graphs in applications and in particular the games industry take the basic principles and adapt these to suit particular applications. This means there is no hard-and-fast rule as to what a scene graph should be.
A scene graph is a collection of nodes in a graph or tree structure. A node may have many children but often only a single parent, with the effect of a parent apparent to all its child nodes; an operation applied to a group automatically propagates its effect to all of its members. In many programs, associating a geometrical transformation matrix (see also transformation and matrix) at each group level and concatenating such matrices together is an efficient and natural way to process such operations. A common feature, for instance, is the ability to group related shapes/objects into a compound object which can then be moved, transformed, selected, etc. as easily as a single object.
It also happens that in some scene graphs, a node can have a relation to any node including itself, or at least an extension that refers to another node (for instance Pixar's PhotoRealistic RenderMan because of its usage of Reyes rendering algorithm, or Adobe Systems's Acrobat 3D for advanced interactive manipulation).
linked list


Our Data Structure: Link List

In computer science, a linked list is one of the fundamental data structures, and can be used to implement other data structures. It consists of a sequence of nodes, each containing arbitrary data fields and one or two references ("links") pointing to the next and/or previous nodes. The principal benefit of a linked list over a conventional array is that the order of the linked items may be different from the order that the data items are stored in memory or on disk, allowing the list of items to be traversed in a different order. A linked list is a self-referential datatype because it contains a pointer or link to another datum of the same type. Linked lists permit insertion and removal of nodes at any point in the list in constant time,[1] but do not allow random access. Several different types of linked list exist: singly-linked lists, doubly-linked lists, and circularly-linked lists.Linked lists can be implemented in most languages. Languages such as Lisp and Scheme have the data structure built in, along with operations to access the linked list. Procedural or object-oriented languages such as C, C++, and Java typically rely on mutable references to create linked lists.

Tuesday, February 3, 2009

linklist implementation ITS 116

Using Pointers
Aside from using pointers to access functions, they can be very useful in creating dynamic data structures, such as arrays, stacks and lists. A Linked List, for example, uses pointers to each node in order to dynamically allocate the memory and retain a reference to it.
We can also use pointers in preference to arrays (otherwise known as dynamic arrays). This can be useful to build arrays that are larger than the stack size allowed by the language (a common problem in Modula-2), or to create arrays where we do not know the size at the start of the program.
Most languages also support pointer arithmetic, required if we wish to access the elements in the block of memory as if it were an array. Pointer arithmetic allows us to step through the elements by a given amount : the amount being equal to the size of the element being referenced. This automatic feature in C allows us to declare a user-defined type (such as a structure), allocate a block of memory to store a collection of them in, and then step through the array by incrementing the pointer.
If we rewrite the code, and make the struct bigger, then the code to allocate the memory, and the pointer arithmetic will still work, because it is a feature of the C language. This memory handling trick means that, if we use pointers, much of the data processing code that we need for an application can be re-used even if we change the nature of the data being stored.

15.5: Linked Data Structures
[This section corresponds to K&R Sec. 6.5]
One reason that pointers to structures are useful and common is that they can be used to build linked data structures, in which a structure contains a pointer to another instance of the same structure (or perhaps a different structure). The simplest example is a singly-linked list, which we might declare like this: struct listnode
{
char *item;
struct listnode *next;
};
This structure describes one node in a list; a list may consist of many nodes, one for each item in the list. Here, each item in the list (the field we've named item) will be a string, represented (i.e. pointed to) by a char *. Each node in the list is linked to its successor by its next field, which is a pointer to another struct listnode. (The compiler is perfectly happy to place a pointer to a structure inside that very same structure; it would only complain if you tried to stuff an entire struct listnode into a struct listnode, which would tend to make the struct listnode explode.) We'll use a null pointer as the next field of the last node in the list, since by definition a null pointer doesn't point anywhere.
We could set up a tiny list with these declarations: struct listnode node2 = {"world", NULL};
struct listnode node1 = {"hello", &node2};
struct listnode *head = &node1;
A box-and-arrows picture of the resulting list would look like this:
The list has two nodes, allocated by the compiler in response to the first two declarations we gave. We've also allocated a pointer variable, head, which points at the ``head'' of the list.
Once we've built a list, we'll naturally want to do things with it. One of the simplest operations is to print the list back out. The code to do so is very simple. We declare another list pointer lp and then cause it to step over each node in the list, in turn: struct listnode *lp;
for(lp = head; lp != NULL; lp = lp->next)
printf("%s\n", lp->item);
This for loop deserves some attention, especially if you haven't seen one like it before. Many for loops step an int variable (often called i) through a series of integer values. However, the three controlling expressions of a for loop are not limited to that pattern; you may in fact use any expressions at all, although it's best if they conform to the expected initialize;test;increment pattern. The list-printing loop above certainly does: the expression lp = head initializes lp to point to the head of the loop; the expression lp != NULL tests whether lp still points to a real node (or whether it has reached the null pointer which marks the end of the list); and the expression lp = lp->next sets lp to point to the next node in the list, one past where it did before.