Learning Area One INFORMATION AND COMMUNICATION TECHNOLOGY AND SOCIETY ICT • Teknologi Maklumat dan Komunikasi (Information and Communication Technology) / ICT adalah penggunaan komputer, peranti komunikasi dan perisian aplikasi untuk memproses, menyimpan, mencapai semula, melindungi dan menghantar maklumat dari mana-mana tempat pada bila-bila masa. Maklumat • Maklumat merujuk pada pengetahuan yang diperolehi dari bacaan, kajian, penyiasatan, atau penyelidikan. • Kita memerlukan maklumat untuk membuat keputusan dan ramalan masa depan. Sebagai contoh, saintis dapat mengesan pembentukan tsunami. • Maklumat adalah pengetahuan dan membantu kita untuk memenuhi tugas-tugas sehari-hari. Sebagai contoh, ramalan bursa saham. Komunikasi • Komunikasi adalah suatu tindakan menghantar mesej. Ini adalah proses di mana maklumat ditukarkan antara individu menggunakan simbol-simbol, tanda atau interaksi verbal. Teknologi • Teknologi adalah penggunaan sains, pengalaman, pengetahuan dan sumber daya untuk mencipta proses dan produk yang memenuhi keperluan manusia. Computer Generations / Generasi komputer • 1st generation (1940 – 1956) / • Huge, slow, expensive, unreliable • Presper Eckert & William Maunchly built ENIAC (use vacuum tube/ tiub vakum) • Problem with vacuum tube – generates great deal of heat, burns out frequently • Examples: ENIAC (Electronic Numerical Integrator And Calculator), EDSAC (Electronic Delay Storage Automatic Calculator) • 2nd generation (1956 – 1963) • Uses transistors which were smaller than vacuum tubes, no need warm up time, consumed less energy, generate less heat, faster and more reliable. • Famous computer scientists: John Bardeen, Walter House Brattain, William Shockley • Examples: IBM 1400, UNIVAC M460, IBM 7090 • 3rd generation (1964 – 1971) • IBM 370 series were introduced in 1964. Also CDC 7600 and B2500 • Development of Integrated circuit / litar bersepadu begins. • Use silicon chips – reliable, compact, cheaper • Hardware and software sold separately. • First 256 bit RAM were introduced and was the basis for development of 1K bit RAM. • 4th generation (1971 – 1990) • Famous computer scientists: Steve Jobs (built the 1st Apple computer), Bill Gates, Michael Dell • Silicone chips, microprocessor, storage devices were invented, VLSI (very large scale integration) / pengamiran skala amat besar • Computer became 100 times smaller than ENIAC. • Gain in speed, reliability and storage capacity • Personal and software industry bloomed. • • • • 5th generation (1991 – beyond) Multitasking Artificial intelligence Examples: Pentium III, Pentium III Xeon, Pentium IV Penggunaan ICT dalam Kehidupan Seharian • Pendidikan (alat membantu pengurusan, ABM, Internet dalam pendidikan) • Perindustrian (kejuruteraan berbantukan komputer/ computer aid engineering (CAE), rekabentuk berbantukan komputer/ computer aided design (CAD), perkilangan berbantukan komputer / computer aided manufacturing (CAM), automasi kilang) • Perniagaan (urusan pengurusan –sistem inventori, akaun dan urusan jual beli, urusan jualan) • Perbankan (pengurusan dokumen, akaun, perkhidmatan perbankan elektonik) Positive impact of ICT on the society • The six positive impacts: • • • • • • Faster communication speed (komunikasi yang cepat) Lower communication cost (kos komunikasi yang rendah) Reliable mode of communication (mod komunikasi mudah) Effective sharing of information (perkongsian mklmt efektif) Paperless environment (persekitaran tanpa kertas) Borderless communication (komunikasi tanpa sempadan) Negative impact of ICT on the society • The two negative impacts: • Social problems (crime, privacy, slander) • Health problems (pekerjaan) Hal-hal Etika dan Isu-isu Perundangan • Privacy/ hak keperibadian – kerahsian • Code of Ethics/ kod etika – panduan • Compter Ethics/ Etika komputer – panduan penggunaan betul • Cyber Law/ Undang-undang siber – peraturan serta hukaman pesalah talian • Computer Crime/ jenayah komputer – penyalahgunaan • Intellectual property/ harta intelektual – ciptaan Why ethics and law in computing is needed? • Respecting ownership – not steal other people’s work either by duplicating or distributing • Respecting privacy and confidentiality – refraining oneself from invading other’s privacy without permission. • Respecting property – do not tamper and change electronic information. Intellectual property protection • Patent for inventions/ paten: utility, design, plant patent,… • Trademark for brand identity/ tanda perdagangan: Words, names, symbols, devices, images,… • Design for product appearance: Literary and artistic material, music, films,… • Copyright for material/ hak cipta: particular lines, contours, colour, shape, texture, ornamentations,… Privacy/ Hak keperibadian • Kerahsian data dan maklumat individu atau syarikat. • Disebar (eksploitasi) melalui: i. Cookies – aktiviti online ii. Profil elektronik – isi borang online iii. Spyware – program kecil tersembunyi Langkah lindung Privacy • Hapuskan cookies – delete browsing history • Elak belian atas talian guna kad kredit • Masukkan maklumat diri yg kurang tepat • Jangan amal pindahturun lagu @ perisian • Pasang perisian tembok api @ spyware • Akaun email berasingan antara kerja dan peribadi Methods of authentications/ kaedah pengecaman • • • • • • • • • • 2 types: Biometric devices/ peralatan biometrik: Fingerprint recognition Facial recognition/ pengecaman muka Hand geometry scanning/ pengecaman tangan Iris scanning (the area near to the coloured area of the pupil) Retinal scanning (the eyeball)/ pengecaman anak mata Voice recognition/ pengecaman suara Signature verification system. Callback system/ sistem panggilan semula Methods of verification/ kaedah pengesahan • 2 common methods: • User identification/ pengecaman pengguna – show passport, key-in user name & password, show exam slip. • Processed object/ objek dimiliki – swipe security card to enter building, police check the driver’s license to identify valid driver. Controversial content/ kandungan kontroversial • Pornography/ pornografi – any form of media or material that depicts erotic behaviour and is intended to cause sexual excitement. • Slander/ fitnah– legal term for false and malicious statement. Internet filtering/ kaedah penapisan internet • 3 common methods: • Keyword blocking/ halangan kata kunci – uses a list of banned words to filter access to the site (menyenarai perkataan terlarang) • Website / site blocking/ sekatan laman web – uses software to prevent access to any sites on the list (menghalang laman web terlarang) • Web rating system/ sistem pengkelasan web – browser gain access to a certain level of ratings (penialaian kandungan dan dikelaskan kepada ketelanjangan, seks, keganasan dan normal) Cyber law / Undang-undang siber • Merujuk kepada undang-undang melindungi integriti dan keselamatan maklumat, transaksi-transaksi dalam talian, rahsia dan kerahsiaan maklumat, hak harta intelek dan keselamatan data kerajaan di internet. Cyber law acts in Malaysia • Digital Signature Act 1997/ Akta Tandatangan Digital – secures electronic communications especially on the internet. • Computer Crimes Act 1997/ Akta Jenayah Komputer – gives protection against misuse of computers and computer criminal activities. • Telemedicine Act 1997 – Ensure only qualified medical practitioners can practice telemedicine. • Communications and Multimedia Act 1998/ Akta Komunikasi Dan Multimedia – ensures that information is secure, network is reliable, and service is affordable all over Malaysia. Computer Crimes / Jenayah komputer • Sebarang kegiatan jenayah yang berkaitan dengan penggunaan komputer. Computer Crimes / Jenayah komputer • Computer Fraud/ penipuan (helah email, penipuan program, skim pelaburan, promosi jualan dan tuntutan kepakaran bidang tertentu)– intention to take advantage or causing loss (mainly monetarily basis) • Copyright Infringement/ cetak rompak (salinan) – involves illegal copy or reproduction of copyright material by black market group • Computer Theft/ kecurian (pindah bayaran tidak sepatutnya, ceroboh talian data & hantar kpd destinasi dan penerima yg salah)– unauthorized use of another person’s property • Computer Attack/ serangan (fizikal, elektronik & rangkaian)– to disrupt the equipment of computer systems … Computer Security • Hardware Security/ kawalan perkakasan – measure used to protect the computer hardware • Software and Data Security/ kawalan perisian dan data – measure used to protect software and the loss of data files • Network Security/ kawalan rangkaian – measure used to protect the network system. Security Threat/ Ancaman keselamatan i. Malicious code (kod berniat jahat) • Virus – a program that can pass in the malicious code to other programs by modifying them • Trojan Horse – a program which can perform useful and unexpected action • Logic Bomb – that goes off when a specific condition occurs • Trapdoor or Backdoor – a program that allows someone to access the program with privileges • Worm – a program that copies and spreads itself through a network ii. Hacker (penggodam)– unauthorised person who access (hack) into computer iii. Natural and environmental threat (malapetaka semulajadi) – flood, fire, earthquake iv. Theft (kecurian) Security Measures/ Langkah keselamatan • • • • • • Data backup/ sandaran data – a program of file duplication. It is necessary so that they can be recovered in case of an emergency Cryptography – process of hiding information by altering the actual information into different representation. Antivirus – program that protects a computer against viruses by identifying and removing any computer viruses found in the computer memory, storage or incoming email files. Anti-spyware – program used to remove spyware. Firewall / tembok api – hardware or software which functions in a networked environment to prevent some communications forbidden by the security policies. i. Screening router ii. Proxy gateway iii. Guard Human aspect – refer to the user and also the intruder of a computer system. i. Organisation self awareness – aware of the people they work with ii. Organisation user self awareness – provide employee with adequate training and importance of security and control iii. Individual user self awareness – aware of software from unreliable sources. Do not expose important information to stranger. 1.0 ICT and Society Computer Computer Crime / Jenayah Komputer (Fraud/ penipuan, Theft/ pencurian, Copyright Infringement/ pelanggaran hak cipta & Attacks/ pencerobohan @ serangan) Security Threats / Ancaman Keselamatan (MC, Hack, Theft & NE) Security Measures / Langkah Keselamatan (AV, AS, C, F, DB & HA) Security Procedures • • • • • • • • • • Data Protection Backup files Detect virus and do cleanup Warn others on virus attack. Detecting illegal access to systems Tcpwrappers – control access at the application level rather than at socket level. Tripwire – detect and report on any changes in the thousands of strategic system files. Preventing illegal access to system Preventing illegal access to root Patch – small updates to software Learning Area Two – Computer System • Computer System = Hardware + Software + User 2.0 Computer Systems Computer System Hardware Software User Input Decices Output Devices Storage CPU/ Processor Control Unit 2. Decode/Terjemah -Determine what the program is telling that computer to do System Software - Computer Information Processing Cycle Arithmetic Logic Unit Operating System - Starting Computer 3. Execute/Laksana -Perform the request instruction Machine Cycle 1. Fetch/ Capai -Retrieve the next program instruction from memory 4. Store - Store the results Application Software – User / task Utility Program - Housekeeping Tools Computer Hardware • Input Devices/ peranti input – texts, graphics, audio, video • Output Devices/ peranti output – texts, graphics, audio, animations, video • Storage Devices/ peranti storan – Primary / primer (RAM – Ingatan Capaian Rawak & ROM – Ingatan Baca Sahaja), Secondary / sekunder (Magnetic/ magnetik, Flash/ ingatan kilat, Optical/ optikal, ROM) • Processor/ pemproses – the main brain in the system unit Software / Perisian • Program terdiri daripada set arahan lengkap dalam bentuk aturcara dan prosedur yang mengawal, mengurus dan menyokong sistem komputer serta aktiviti pemprosesan maklumat. • Dua jenis: Perisian Hak Milik (proprietary software) & Perisian Sumber Terbuka (open source software) Computer Software i. System Software/ perisian sistem – Operating System (Linux, Window , Mac OS X, UNIX) & Utility program (Antivirus, File Manager, File Compression, Diagnostic utility) ii. Application Software/ perisian aplikasi - Word Processing/ pemproses perkataan – Corel Word Perfect, Microsoft Word, Sun StarOffice Writer Spreadsheet/ hamparan elektronik – Corel Quattro Pro, Microsoft Excel, Sun StarOffice Calc Presentation/ persembahan – Corel Presentations, Microsoft PowerPoint, Sun StarOffice Impress Graphics editing/ grafik – Adobe Photoshop CS2, CorelDraw, Macromedia Freehand, Gimp Software Suite/ pangkalan data – Microsoft Access collection of individual program sold as a single package Information processing diagram Input Process/ proses Storage/ storan Output • Komputer dapat menerima data (input) menerusi peranti-peranti tertentu seperti keyboard. Data-data tersebut akan diproses (proses) menjadi maklumat yang berguna oleh CPU menerusi perisian tertentu. Maklumat tersebut akan dipaparkan (output) menerusi peranti seperti monitor ataupun mesin pencetak. Maklumat tersebut juga boleh disimpan (storan) untuk kegunaan pada masa-masa akan datang. Machine cycle diagram (Control Unit) Fetch Store Decode Execute Kitaran Mesin Fetching (angkut) – Unit Kawalan (CU) akan mengangkut (fetch) arahan, program dan data dari ingatan utama (RAM) ii. Decode (terjemah) – Unit Kawalan akan menterjemah (decode) arahan dan pindahkan data yang diperlukan dari memori ke Unit Arithmetik dan Logik (ALU) iii. Execute (laksana) – ALU akan melaksanakan (execute) arahan arithmetik dan logik iv. Storing (store) – ALU akan menyimpan hasil pemprosesan ke dalam ingatan utama (RAM) atau ke dalam storan sekunder. i. RAM Ingatan Capaian Rawak • RAM adalah bersifat meruap yang bermaksud program dan data akan hilang apabila komputer dimatikan. Tetapi data dan program boleh dibaca atau disimpan di dalam RAM Data representation/ Perwakilan Data • 8 bits/ bit = 1 byte/ bait = 1 character/ aksara • Bit – adalah unit utama elektronik bagi data digital. Ia ditulis dalam bahasa asas dua sebagai “1” atau “0”. • Bait – satu set bit yang mewakili satu aksara tunggal. Sebuah bait terdiri dari 8 bit. • Aksara – sebarang huruf, nombor atau simbol adalah bersaiz 8 bit yang bersamaan 1 bait. Ringkasan 1 Bit = 0 dan 1 (On / Off) 1 Bait = 8 Bit 8 Bit = 1 aksara (character) ASCII dan EBCDIC 16 Bit = 1 aksara (charater) UNICODE Ukuran Data • • • • • • BIT (0 dan 1) BAIT (8 Bit) KILOBAIT (1024 Bait) MEGABAIT (1024 Kilobait) GIGABAIT (1024 Megabait) TERABAIT (1024 Gigabait) Unit Ukuran Kelajuan Jam / clock speed Megahertz (MHz) – merujuk kepada seribu pusingan kitaran pemproses maklumat dalam sesaat. ii. Gigahertz (GHz) – merujuk kepada bilion kitaran pemproses maklumat dalam sesaat. i. Character codes/ Kod Aksara ASCII (American Standard Code for Information Interchange) • Pronounced as ASK-KEY • Most widely used coding system to represent data • Used mostly in PC and midrange server. • Uses 7 out of 8 bits in the character. EBCDIC (Extended Binary Coded Decimal Interchange Code) • Pronounced as EB-SEE-DIC • Primarily used in mainframe computers and high-end server Unicode • Support all the world language including Asian Language • Example: Chinese, Japanese, Korean • Uses 16 bits instead of the usual 8 bit per character. Component of motherboard / Komponen Utama Papan Induk • • • • Central Processing Unit (CPU) – control the operations of the computer. It interpret and carries basic instructions that operate a computer. It have 2 subcomponent that is Control Unit (CU) and Arithmetics Logic Unit (ALU). Expansion Slot/ Slot pengembangan – sockets where the circuit board or the adapter card can be inserted into the motherboard. RAM Slot/ slot ingatan RAM – slot where computer memory (RAM) is placed on the computer’s motherboard. Ports – the point where perihpherals attaches to a system unit. i. Serial port – connect a device to the system unit by transmitting data one bit at a time. ii. Parallel port – connect devices by transferring information more than one bit at a time. iii. Universal Serial Bus (USB) port – socket on a computer or peripheral devices into which a USB cable is plugged in. Can connect up to 127 different peripherals together with a single connector. iv. FireWire port – connect multiple types of devices that requires faster data transmission speeds. Can daisy-chain connect up to 63 devices to one FireWire port. v. Connectors – a connector joints a cable to a peripheral. User Interface / Antaramuka pengguna • Command-line user interface / pacuan perintah – requires user to type commands or press special keys on the keyboard to enter data and instructions that instruct the operating system what to do. It has to be typed one line at a time. • Menu driven Interface / pacuan menu – provides menus as means of entering commands. • Graphical User Interface (GUI) / antaramuka pengguna bergrafik – provides interface by means of clicking icon that represent computer resources. Jenis-jenis Pelantar (Platform) untuk Sistem Pengoperasian Platform PC atau keserasian IBM – DOS, Windows 98, ME, XP, Vista, 7 ii. Platform Apple – Mac OS, Mac OS X iii. Platform Pelbagai (Cross-platform) – Linux (Linux Suse, Ubuntu, Redhat, Fedora, Slackware), Free BSD i. Function of operating system • Starting a computer/ menghidupkan dan mematikan komputer – warm boot, cold boot • Proving a user interface/ menyediakan antaramuka pengguna – Command line, Menu Driven, GUI • Managing data and programs/ mengurus data dan program • Managing memory/ mengurus ingatan utama • Configuring Devices/ konfigurasi perkakasan Learning Area Three Computer Networks and Communications Computer Network / Rangkaian Komputer • LAN – covers a small region of space, typically a single building (kwsn relatifnya kecil – sekolah, bangunan pjbt) • MAN – is a collection of LANs with the same geographical area (e.g. – same city / kampus universiti , bandaraya) • WAN – can be collections of LANs and / or MANs (e.g. – a country or even beyond the border) Network Architecture / Senibina Rangkaian • Client/Server/ pengguna dan pelayan – Network in which the shared files and applications are stored in the server but network user (client) can still store files on their individual PCs. • Peer-to-Peer (P2P)/ rakan-ke-rakan – network with all the nodes are acting as both serves and clients. Client/Server / pengguna dan pelayan Client Client Client Client Printer Server Client Client Client Client Client Peer to peer / rakan ke rakan Client Client Client Client Client Client Network Topology / Topologi Rangkaian • Bus Topology –main physical pathway or central cable/ kabel tunggal belakang where all other devices are connected to it Backbone Network Topology • Ring Topology – all computers and other devices are connected in a loop (or a circle/ bulatan) Node Node Node Node Node Network Topology • Star Topology – a central host (usually a hub or a switch) which acts as the centre, and all nodes connect to the host. / bersifat komputer pelanggan-pelayan. Node Node HUB Node Node Network Standard • 802.3 – Ethernet LAN: physical cabling • 802.7 – Broadband LAN: provides specifications for the design, installation and testing needed for broadband transmission. • 802.8 – Fibre-Optic LAN and MAN • 802.11 – Wireless LAN: uses the 2.4 GHz frequency to transmit data up to 2 Mbps Protocols • HTTP: used to access, send and receive Hypertext Markup Language files (HTML) on the internet / pindah maklumat mll WWW • SMTP: used for transferring e-mail between computers / terima & hantar e-mail • FTP: for allowing files to be copies between devices/ pindah fail mll internet • TCP: ensures the delivery of information packets across network./ satu jenis peraturan komunikasi antara kumpulan komputer dalam suatu jaringan • IP: providing logical addressing called IP address to route information between network/ sistem pernomboran Network Communication Technologies / Jenis-jenis Teknologi Komunikasi Rangkaian • Internet – gabungan rangkaian komputer seluruh dunia / rangkaian awam • Intranet – internal network that uses Internet technologies. It is a small version of the internet that exist within an organization / perkongsian maklumat syarikat dan sumber pengkomputeran kalangan kakitangan syarikat shj dgn katalaluan dan nama pengguna • Extranet – private network that uses Internet protocols to securely share part of a business’s information / perkongsian maklumat atau operasi perniagaan dgn pembekal, pembuat, rakan kongsi, pelanggan atau perniagaan lain pada tahap keselamatn tinggi mll firewall, sijil digital dan kaedah penyulitan (encryption) Transmission medium/ Media penghantaran @ transmisi • Physical transmission medium – usually uses wires / dengan kabel – kabel pasangan terpiuh (twisted pair cable – RJ 45 / >100m), kabel sipaksi (coaxial), kabel fiber optik (fibre optic) • Wireless transmission medium – uses air to transmit data / tanpa kabel – infrared (IR), gelombang radio (bluetooth, wireless-fidelity (WiFi)), satelit Perisian Rangkaian • Mengawal dan menyelaras aktiviti antara komputer dalam rangkaian • Sistem pengoperasian rangkaian – mengawal dan mengurus semua aktiviti yang dijalankan oleh pelbagai komputer di sepanjang rangkaian. Contoh: Microsoft windows server (MW 2000 server, MW NT server), Apple server & UNIX. Perisian Pengguna Perisian pelayar web – capai dan interaksi dgn dokumen hiperteks ii. Emel pengguna – hantar, terima dan urus email iii. File Trasfer Protocol (FTP) pengguna – hubung antara dua komputer dalam proses pindah fail berskala besar i. Learning Area Four – Multimedia • Definition of Multimedia - Presentation of information by using a combination of text, audio, graphics, video and animation. / Integrasi, gabungan dan persembahan secara teratur elemen-elemen teks, grafik, audio, video dan animasi di dalam satu atau lebih kombinasi. Interactivity/ interaktiviti • Komunikasi yang berlaku antara seorang pengguna dan aplikasi multimedia atau program. • Komunikasi di sini merujuk kepada kawalan pengguna terhadap kandungan sesuatu aplikasi multimedia. • Komunikasi boleh jadi satu atau dua hala. Interactivity/ interaktiviti • Linear interactivity/ linear (sehala) – the user is a passive receiver. User does not have control over the multimedia content. Only one way communication. • Non-linear interactivity/ tidak linear (dua hala) – the user is an active receiver. User has control over the multimedia content. Two way communication occurs. Linear vs Tidak Linear Linear Komunikasi sehala (pengguna pasif) Kandungan disusun secara jujukan Tiada butang navigasi dan pautan Filem / movie Tidak Linear Komunikasi dua hala (pengguna aktif) Kandungan multimedia berbentuk hypertext Ada butang navigasi dan pautan Permainan komputer, perisian kursus, maklumat mesin KIOS, buku elektronik Medium of delivery/ medium penyampaian • Web-based/ berasaskan web (Internet, Perisian Pelayar Web) • CD-based/ berasaskan CD (CD, DVD, Cakera Blu-ray) Berasaskan Web vs Berasaskan CD Web Gambar dan video digunakan adalah dalam ukuran resolusi rendah CD Elemen video, grafik dan audio digunakan adalah dalam bentuk kualiti yang lebih tinggi Kandungan multimedia dipaparkan Kandungan multimedia disimpan pada laman sesawang dapat secara kekal dan tidak boleh dikemaskini diubah Maklumat multimedia boleh dikemaskini mengikut peredaran masa dengan mudah dan lebih murah Maklumat multimedia tidak boleh diubah atau dikemaskini, oleh itu ia cepat luput. Elemen-elemen Multimedia Elemen Multimedia Dinamik Elemen Mulitimedia Pegun / statik Audio Teks Video Grafik Animasi Elemen-elemen Multimedia i. ii. iii. iv. v. Teks – elemen asas multimedia/ berbentuk perkataan, ayat dan pernyataan/ jenis teks, warna, saiz dan warna latar/ sebagai pautan (hiperteks). Grafik – pelbagai persembahan imej atau paparan visual yang tidak bergerak/ membantu menerangkan maklumat lebih tepat dan berkesan/ grafik bitmap (imej sebenar dirakam dengan kamera digital), grafik vektor (lukisan dalam komputer). Audio – sebarang jenis rakaman suara, suara latar, muzik, kesan khas audio/ audio analog, audio digital. Video – Animasi – proses menjadikan imej pegun dilihat sebagai imej yang kelihatan seolah-olah seperti bergerak/ fungsi: elemen penegasan, alat keceriaan dan mesej dapat disampai lebih pantas Multimedia Elements and File formats • Text: *doc, *.txt, *.rtf • Graphics: *.jpg, *.gif, *.tiff, *.bmp, *.png, *.psd • Audio: *.wav, *.midi, *.aif/aiff, *.au, *.wma, *.mp3 • Video: *.avi, *.mov, *.mpeg, *.wmv • Animation: *.swf, *.gif, *.swi Perisian Pengarangan • Konsep kerangka masa (time frame) – elemen multimedia dipersembah dan disusun pada sepanjang garis masa. • Konsep ikon (icon) – guna simbol ikon menyusun elemen multimedia dan memberi arahan. • Konsep Kad (card) – berkonsep timbunan kad seperti mana muka surat pada buku. Web editor/ penyunting web - Web editor – program digunakan membangunkan laman web menggunakan HTML (Hypertext Markup Language) i. What You See Is What You Get (WYSIWYG)/ bercirikan WYSIWYG – CoffeeCup HTML editor, Macromedia Dreamweaver, Microsoft Frontpage, Adobe GoLive ii. Text-based/ berasaskan teks – notepad, PSPad User Interface Principle • -User interface is a way a computer program communicates with the person who is using it. • Consistency – keseragaman rekabentuk • Clarity – kejelasan label • Context – konteks/ isi kandungan • Navigation – navigasi/ butang • Search – carian kata kunci • Personalisation – persendirian • Learnability – boleh belajar/ mklmt sokongan • Flexibility – fleksibal/ kuasa pengguna Multimedia production team • • • • Project Manager/ pengurus projek Subject Matter Expert / pakar isi kandungan Graphics Artist/ pereka grafik Audio-Video Technician/ juruteknik audio video • Instructional Designer/ pereka pengajaran • Programmer/ pengaturcaraan Multimedia Production Phases (ADITEP) • Analysis Phase/ analisis • Design Phase/ rekabentuk (carta alir, papan cerita) • Implementation Phase/ pelaksanaan (alat pengarangan) • Testing Phase/ pengujian (senarai semak) • Evaluation Phase/ penilaian (bebas ralat) • Publishing Phase/ penerbitan (web, CD) Casper Screen Design Principle • -screen design refers to how the multimedia program will look when it is displayed on the computer screen. • Contrast/ kontras • Alignment/ barisan @ susunan lurus • Simplicity/ kesederhanaan • Proximity/ berhampiran • Emphasis/ penegasan • Repetition/ pengulangan Learning Area Five • Program/ aturcara – satu set/ siri arahan untuk sebuah komputer melaksanakan sesuatu tugas. • Programming/ pengaturcaraan – proses atau aktiviti menaip/ menulis set arahan atau perintah mengarahkan komputer melaksanakan tugas. • Programmer/ pengaturcara – seseorang mencipta program komputer. • Programming language/ bahasa pengaturcaraan – arahan/ kod yang akan ditukar ke arahan mesin binari melalui pengompil atau pentafsir. Generations of programming language • Low Level Programming Language/ Aras Rendah i. 1GL (Machine Language) – written in binary codes and each statement are corresponds to one machine action. ii. 2GL (Assembly Language) – human readable notation for machine language used to control specific computer operations. Written using symbolic instructions codes that are meaning abbreviations or mnemonics. • High Level Programming Language/ Aras Tinggi i. 3GL (Procedural language) – uses a series of English-like words that are closer to human language to write instructions. Examples: PASCAL, FORTRAN, BASIC, COBOL, C, C++, ADA ii. 4GL (Non-procedural language) – enables user to access data in a database. Limited to a very specific application. Examples: SQL, NOMAD, FOCUS iii. 5GL (Visual programming / Natural language) – provides a visual or graphics interface. Examples: Prolog and Mercury Programming approaches • Structured programming/ berstruktur (top-down approach) – map out the overall program structure into separate subsection from top to bottom. • Object oriented programming (OOP) – combines data with functions to create objects. The object has relationships with one another. Example: Smalltalk, Java, Visual Basic, C++ Translator/ Penterjemah • Compiler/ pengompil (keseluruhan) – source code machine language. (Extra info: translate high level programming language to assembler or machine language. Example: COBOL, FORTRAN, C, C++) • Interpreter/ pentafsir (baris demi baris) – interpret and execute program directly from its source without compiling it first. Execute in real time when user execute it. • Assembler/ penghimpun (bhs perhimpunan kepada bhs mesin) – computer program for translating assembly language into machine language. Example: MACRO-80 Assembler and Microsoft MASM Basic element / Elemen asas • Constant/ pemalar – the value never change at any time during the course of a program • Variables/ pemboleh ubah – value inside may change at any time during the course of a program • Data type/ jenis data • i. Integer: Is an whole number (18, 79, 101, -6, -20) ii. Double: Numbers with decimal or contains fractional part (14.1, - 3.5, 200.10) iii. String: Any value that contains a sequence of characters (Ahmad, sekolah) iv. Boolean: consist either True or False value v. Currency: For currency use (RM, USD, Yen) Operators/ pengoperasi – symbol or notation that tells a computer to perform certain actions or operation i. Mathematical operators: plus (+), minus (–), multiply (*), divide (/) ii. Relation operators: equal to (=), greater than (>), less than (<), greater than or equal to (>=), less than or equal to (<=) iii. Logical operators: AND, OR, NOT • Contol structures/ struktur kawalan i. Sequence control/ jujukan – urutan ii. Selection control/ pilihan – situasi dan input pengguna iii. Repetition control/ pengulangan Flow Chart • Terminator – beginning or end of a program • Flow line and arrowhead – connect symbols and indicate the sequences of operation. • Input / output – shows either an input operation or output operation • Process – shows process to be carried out • Decision – shows a decision to be made Terminator Input/output Process Decision Control Structure • Sequence control/ jujukan – linear execution of codes within the program (in sequence order) • Selection control/ pilihan – execution of codes involving decision making based on the situation given. There will be decision symbol present in the control. • Repetition control/ pengulangan – execution of codes where the codes are repeated while condition remains true. The arrowhead in the flow chart usually will return the part of the decision to repeat the process for true condition. Program development phase • Problem analysis phase/ analisis – temuramah, mslh • Program design phase/ rekabentuk – kod pseudo, carta alir & lakar antaramuka • Coding phase/ pengkodan – taip aturcara • Testing and debugging phase/ pengujian & penyahpijatan – bebas dan betulkan ralat - Three types of error/ ralat (a) Syntax error/ ralat sintak – caused by wrong spelling, case sensitive, punctuation and wrong words in command. (b) Logic error/ ralat logik – expected output and actual output do no match for any set of data. (c) Run-time error/ ralat masa-larian – occurs while the program is running or executing. • Documentation phase/ pendokumentasian – laporan program, manual pengguna Learning Area Six • Information System (IS) Definition • Data – raw material that are not organized, and has little value (tidak disusun dan nilai kecil) • Information/ maklumat – processed data that are organized, meaningful and useful. (fakta tersusun, bermakna dan berguna) • Information System/ sistem maklumat – a set of related components that collects data, processes data and provides information. (pengumpulan data, pemprosesan data dan memberikan maklumat) Component of IS / Komponen sistem maklumat • • • • • Data/ data Hardware/ perkakasan Software/ perisian People/ pengguna Procedures/ prosedur Types of IS/ Jenis2 sstm mklmt • Management Information System/ sstm pgrsn mklmt (MIS) – provide regular information about the daily activities of a business to the manager/ mbr mklmt berkala kegiatan harian sbh perniagaan kpd pengurus. • Transaction Processing System/ sstm pmproses transaksi (TPS) – record business transaction and keep track of the daily transaction in the database./ mencatat & menjejaki transaksi perniagaan • Decision Support System/ sstm skgn kptsn (DSS) – provides managers with information to make the best decisions. It also helps to analyse information, recognize problems and making decisions./ sedia mklmt untuk pengurus mbt kptsn terbaik • Executive Information System/ sstm mklmt esekutif (EIS) – helps top-level managements to plan strategies. It is also used to forecast future trends./ bantu phk pgrsn atasan rancang strategi dlm mbt ramalan trend masa depan. • Expert System/ sstm pakar (ES) – store knowledge and make logical suggestions for the user./ mympn pengetahuan dan mbt cdgn logik bg pengguna. Hierarchy of Data • Bits Bytes Fields Records Files Database • Bit – smallest unit of data the computer can store. It is in binary digit (1 and 0). • Byte/ Bait – 8 bits = 1 byte = 1 character. • Field/ Medan (kategori khusus maklumat dalam jadual)– smallest unit of meaning information in the database. It is also unit of data consist of one or more characters. Example: field that describe Name, Class, Address • Record/ Rekod (sekumpulan medan berkaitan) – collection of related fields. Example: Data about a student [Name, StudentID, Age] • File/ Fail (sekumpulan data disusun dlm lajur dan baris) – collection of related records. • Database/ Pangkalan data – Structured collection of information on a specific subjects./ satu sistem simpanan data yg tersusun. Benefits of using database • Minimise data redundancy / mengurangkan pengulangan data – no need to repeat recording the same data. • Data Integrity is assured / meningkatkan ketepatan data – changes of data in database will be automatically for all files. • Data can be shared / perkongsian data– allow ease of sharing data especially over the network. • Information can be easily accessed / memudahkan capaian data - Features of table, query, form and report. • Table/ jadual – stores a collection of information about specific topic. • Query/ kuiri – request for a specific data from a database • Form/ borang – interface to enter information. • Report/ laporan – summary of information from the database. Primary key and foreign key • Primary key/ kunci utama – these keys must not be null values, and it is unique. It helps to avoid duplication • Foreign key/ kunci asing – the field that matches the primary key in another table. It may have duplicate values. Kunci Utama • Medan unik mewakili setiap rekod dalam sebuah jadual. • Kekunci ini tidak boleh memiliki nilai null. • Setiap jadual mesti ada minima satu kunci utama. • Contoh: No. IC, No. Surat Beranak, No. Pasport Fungsi Kunci Utama • Memastikan tiada pertindihan antara rekod lama dan rekod baru. • Memberikan identiti unik bagi setiap rekod. • Menjadikan data yang disimpan adalah utuh. • Mengelak penyimpanan rekod berulangan. Kunci Asing • Medan dalam jadual kedua yang berpadanan dengan medan kunci utama dalam jadual pertama. • Nilai kunci asing boleh berulang-ulang. Phases of System Development • • • • • • • Analysis Phase/ analisis Design Phase/ rekabentuk Implementation Phase/ mengkodkan sistem Testing Phase/ pengujian Documentation Phase/ pendokumentasian Maintenance Phase/ penyenggaraan 3 types of maintenance: i. Corrective maintenance – to repair error in the system design. ii. Perfective maintenance – to improve a computer program. iii. Preventive maintenance – aim for future breakdowns and failures. Data manipulation • Update – to correct inaccurate data and to change old data with new data • Insert – to add new records in the file when new data are obtained. • Delete – to remove a record from a file when it is no longer needed • Retrieve – to obtain specific information from the tables in order to refer or make changes the information. • Sort – To arrange the records according to ascending or descending order based on a specific field. • Filter – to exclude unwanted records from being retrieved by using certain condition or criteria in a query. • Search – To find specific records that fulfills the user’s requirements. Prepared by En Kho Ah Tau ICT Teacher SMK Pusa