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Terminal questions

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For grade 12

Click on the buttons to open the Questions.

This section contains questions set asked in first term,second term and pre-board.

click the links

Term solution
First term Question First term Solution
Second term Question second term Solution
pre-board Question pre-board Solution

This section contains questions set asked in first term,second term and pre-board.

click the links

Term solution
First term Question First term Solution
Second term Question second term Solution
pre-board Question pre-board Solution

This section contains questions set asked in first term,second term and pre-board.

click the links

Term solution
First term Question First term Solution
Second term Question second term Solution
pre-board Question pre-board Solution

Project work order

 Follow the order as given below.


1.Cover page

2.Title page

3. Certificate page

4. Acknowledgement

5. Table of contents

     5.1 objectives

     5.2 Planning,System study, Analysis, Feasibility study

     5.3 Algorithm

     5.4 System design (You can use flowchart/DFD/UML/context diagram)

     5.5 System development part/coding part/ put your code here.

     5.6 input and output screenshot

     5.7 Conclusion/summary

     5.8 References/Bibliography


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Notes:-

                  1. Use passive voice while writing

                 2. Use third person (do not use I or we; instead use “it was done”)

                3. For font:

·                        Use font size 12 pt. and “times new roman” as font


·                           Use 1.0 (single) spacing for sentences


·                      Use 1” for all sides as page set-up/margin. You can set little more for gutter (1”+0.0.2”)


·                       For titles and sub-titles, you can increase font size to 16 or 14 respectively


            4. Use proper formatting (justify)

            5. If you need then you can use header and footer properly

           6.You can insert page number.

         7. Include all source codes (C).

         8.Include screenshot of any 6 pages(3 for inputs and 3 for outputs).

       9. Do not write/print on both sides of the page. Use page size A4.

      10. Maximum no. of pages should be in 25-35 pages.

        11. Do not mix/use colors. Make it as simple as it has to be.

     12. The work done by you should be genuine and not copied. If found so then in summarily it will be rejected. You may be asked to do again.

         13. Do spiral binding.


note:


1. You have to make  same format as given here

2. no copying or direct printing

3. On your exam day, bring all the works done (lab report and project work)in pen drive as well as in hardcopy. We may ask you to show softcopy.

4. Without lab -report and project work, you will not be permitted to sit in computer lab for board exam.


ICT and cyber law

Term Ict and it's impacts on society
ICT is applied area of computer science, electronics, telecommunication, business and of every fields that deal with processing, storing and transmitting information.
Positive impacts:
Education
Medicine
Banks
Business
Communication
Multimedia
Employment
Productivity
Ecommerce
Entertainment
Negative impacts:
Health problem
Piracy
Pornography
Computer viruses
Hacking
Privacy
Cost
Less employment
Loss of information
Digital socialization
 
Digital Divide and it's Conceptualization
The digital divide refers to the gap between the have and the does not have in computers, internet access, access to information and ecommerce.
 
Conceptualization:
Means of connectivity or how individuals and their associates are connecting and to what like infrastructure, location, and network availability.
Intensity of connectivity, or how sophisticated are the usage like mere access, retrieval, interactivity, innovative contributions.
Purpose of connectivity or why individuals and their associates are connecting like the reasons why individuals are online and use the internet and ICT's.
Lack of connectivity which means that why individuals and their associates are not connecting.
 
Computer ethics and Commandments of computer  ethics
Ethics deals with placing a value on acts according to whether they are good or bad. Computer and information ethics can be understood as that branch of applied ethics which studies and analyzes such social and ethical impacts of ICT.
Commandments:
Do not use a computer to harm other people
Do not interfere with other people's computer work
Do not snoop or view around in other people's files
Do not use a computer to steal
Do not use or copy software for which you have not paid
Do not use other people's computer resources without authorization
Think about the social consequences of the program you write
Use a computer in ways that show consideration and respect
 
Intellectual property (IP)
Intellectual property (IP) refers to creations of the mind: inventions, literacy and artistic works, and symbols, names, images, and designs used in commerce. IP is divided into two categories: industrial property and copyright.
Anonymity and privacy
Anonymity means that the person does not expose his or her identity. It means outsiders cannot trace, link or observe the contents of the messages.
Privacy is the interest that the individuals have in sustaining a personal space, free from interference by other people and organizations.
 
Cyber law 
Cyber law is a type of law which rules in the internet to prevent internet related crime.
 
Fields of cyber law
Electronic and digital signature
Computer crime
Intellectual property
Data protection and privacy
Telecommunication law
 
Cyber law of Nepal
Nepal cannot be isolated from emerging technology and the problems raised by the technology. The cyber law is on the process of development. Nepal passed the Electronic Transaction and Digital Signature Act 2004, also known as Cyber law.
The main laws are:
The law covers most of the issues related with cyber activities and is supposed to forecast to be landmark legislation for development of IT industry in Nepal.
Conducts such as hacking, deleting data, stealing e-document, software piracy and posting offensive information are capable of criminal and civil sanctioning under the new cyber law.
The government can punish cyber offenders with up to 5 years of imprisonment and /or fine of up to Rs. 50,000. However, much depends on the harshness of the crime.
The law has tightened the security for banking transactions through electronics means, which should boost the economic activities across the internet via Nepal.
It gives legal status to information posted on the websites of government offices, government run corporations and local bodies.
It has also granted legal status to digital signatures sent through the electronic media like e-banking, e-commerce, etc.
The law has also made a new judicial body to listen to complaints, cases and matters concerning cyber crime.
 
Computer Crime
Computer crime has been defined broadly as a criminal act that has been committed using a computer as the primary tool.
 
Forms of computer crime
The theft of money, for example, the transfer of payments to the wrong accounts
The theft of information, for example, by tapping into data transmission lines or databases at no cost.
The theft of goods by their diversion to the wrong destination
The theft of computer time, for example, use of an employer's computer resources for personal work.
Besides of these, computer crime can also take form of hacking, cracking, sabotage and blackmail.
 
IT policies
The policies of IT are the action adopted for the implementation of strategies to achieve goals and fulfill the objectives. Some of the policies of IT are as follows:
To declare information technology sectors a prioritized sector.
To provide internet facilities to all village development committees.
To render assistance to educational institutions and encourage native and foreign training.
To computerize the records of each governmental office.
To increase the use of computers in the private sector.
To develop physical and virtual information technology park.
To use information-technology to promote e-commerce, e-education, e-health, among others.
To establish National Information Technology Centre.
To establish a national level fund by mobilizing the resources.
To establish Nepal in the global market through the use of information technology.
source:-
http://www.khullakitab.com/information-communication-technology-and-cyber-law/notes/computer-science/grade-12/332/notes

Contemporary technology

 e-Commerce and e-business
E-commerce refers to online transactions, buying and selling of goods and/or services over the internet.
E-business covers online transactions, but also extends to all internets based interactions with business partners, suppliers and customers.
 
Advantages of e-commerce:
a.  It makes buying selling procedure faster, as well as easy to find products.
b.  It makes buying/selling possible 24/7.
c.  There are no theoretical geographical limitations hence more reach to customers.
d.  It reduces operational costs and provides better quality of services.
e. It does not require physical company set ups.
f.  It is easy to start and manage a business.
 
Disadvantages of e-commerce:
a. Any one, good or bad can easily start a business. And there are many bad sites which eat up customer's money.
b. There is no guarantee of product quality.
c.  Mechanical failures can cause unpredictable effects on the total processes.
d. As there is minimum chance of direct customer to company interactions, customer loyalty is always on a check.
e. There are many hackers who look for opportunities and thus an ecommerce site, service payment gateways all are always prone attack.
 
E-learning
E-learning is a new concept of delivering digital contents in learner oriented environment using information and communication te4chnology (ICT). Delivery of the digital content is the main characteristic of e-learning.
 
Advantages of e-learning:
It maintains the consistency of content.
It is easy for customization.
There is no any geographical limitation for learning.
It is quite favorable for learner as it can happen at any time and anywhere.
It reduces or eliminates travel costs to attend learning events.
It reduces or eliminates need for classroom/instructor infrastructure.
 
Disadvantages of e-learning:
Learners with low motivation or bad study habits may fall behind
Without the routine structures of a traditional class, students may get lost or confused about course activities and deadlines
Students may feel isolated from the instructor and classmates
Instructor may not always be available when students are studying or need help
Slow Internet connections or older computers may make accessing course materials frustrating
Managing computer files and online learning software can sometimes seem complex for students with beginner-level computer skills
Hands-on or lab work is difficult to simulate in a virtual classroom.
 
E-governance
E-governance is the application of electronic means to improve the interaction between government and citizens; and to increase the administrative effectiveness and efficiency in the internal government operations.
Despite the government of Nepal has positively giving attention towards the development of ICTs and subsequent implementing e-governance, a number of issues has yet addressed. Some of the challenges for successful implementation of e-governance are presented as:
Information transparency
Legal issues
Resources availability
Infrastructure including connectivity in rural area
Capacity and awareness
Political will and government action
 
Advantages of E-governance
E-Governance offers many benefits and advantages for the government, corporate sector and society. E-Governance facilitates better delivery of government services to citizens, improved interactions with business and industry, citizen empowerment through access to information, or more efficient government management. It simplifies internal operations and improves performance of government departments while helping all sections of society to avail government services at lower cost with maximum ease of use.
 
 
Virtual reality
Virtual reality is a new computational paradigm that redefines the interface between human and computer becomes a significant and universal technology and subsequently penetrates applications for education and learning.
 
Application fields of Virtual reality
Virtual Reality in the Military: 
A virtual reality simulation enables them to do so but without the risk of death or a serious injury. They can re-enact a particular scenario, for example engagement with an enemy in an environment in which they experience this but without the real world risks.
Virtual Reality in Education: 
Education is another area which has adopted virtual reality for teaching and learning situations. The advantage of this is that it enables large groups of students to interact with each other as well as within a three dimensional environment.
Virtual Reality in Healthcare: 
Healthcare is one of the biggest adopters of virtual reality which encompasses surgery simulation, phobia treatment, robotic surgery and skills training.
Virtual Reality in Business: 
Many businesses have embraced virtual reality as a cost effective way of developing a product or service. For example it enables them to test a prototype without having to develop several versions of this which can be time consuming and expensive.
Virtual Reality in Engineering: 
Virtual reality engineering includes the use of 3D modelling tools and visualization techniques as part of the design process. This technology enables engineers to view their project in 3D and gain a greater understanding of how it works. Plus they can spot any flaws or potential risks before implementation.
Virtual Reality and Scientific Visualization: 
Virtual reality is being increasingly used in the field of scientific visualization. This field is based upon using computer graphics to express complex ideas and scientific concepts, for example molecular models or statistical results.
Virtual Reality Programming Languages: 
For virtual reality to be truly effective, it must have a good sense of realism. Just on its own this is a technical challenge and, as such, virtual reality is highly demanding on many resources. From hardware performance to the intellectual ability of the implementer of the system, how these are managed are a massive issue.
 
 
E-medicine
E-medicine refers to an approach that provides medical services whenever and wherever required using information and communication technology.
With the help of this approach, even small number of doctors can provide medical service to large number of people scattered in different locations. The people of rural areas who are unable to get service of doctors can be benefitted from this approach. The patients share his/her medical problems to the doctors. This approach is now getting more popularity among the doctors too. They can post their experiences and issues in the online discussion forum. Without good facility of information and communication technology, e-medicine cannot be effective. This is the problem facing in the developing countries like Nepal.
 
 
Impact of Robotics in human life
Positive Impacts:
Robots can provide a wide variety of benefits to society. The most prominent benefit of robots is that they allow physical tasks to be performed at a greater speed than humans could reasonably achieve, and that tasks can be performed by robots that are beyond the reasonable physical capabilities of humans. For example, in manufacturing, mechanized processes allow production to take place at a great speed, with little human effort required. This allows for the low-cost mass-production of goods. These manufacturing processes allow for great precision, and can allow products of a very high quality to be produced.
Negative Impacts:
As they are out to use to do common tasks, Humans are increasingly becoming lazy, and thus their health is adversely affected. Also, as robots become more and more autonomous, the chances that they commit a mistake are very high. These mistakes can lead to serious problems if unchecked. Also, as self-learning Robots evolve, they may make decisions that are harmful to Human beings. From another perspective, If the robots are not self-learning, they will do jobs only which they are programmed for. Updating their functions will thus require more expertise.
source:-
http://www.khullakitab.com/contemporary-technology/notes/computer-science/grade-12/335/notes

Define computer crime and its various forms.

ans:

Alternatively referred to as cyber crimee-crimeelectronic crime, or hi-tech crime. Computer crime is an act performed by a knowledgeable computer user, sometimes referred to as a hacker that illegally browses or steals a company's or individual's private information. In some cases, this person or group of individuals may be malicious and destroy or otherwise corrupt the computer or data files.

Below is a listing of the different types of computer crimes today. Clicking on any of the links below gives further information about each crime.

Child pornography - Making or distributing child pornography.
Cyber terrorism - Hacking, threats, and blackmailing towards a business or person.Cyberbully or Cyberstalking - Harassing others online.
Creating Malware - Writing, creating, or distributing malware (e.g. viruses and spyware.)
Denial of Service attack - Overloading a system with so many requests it cannot serve normal requests.
Espionage - Spying on a person or business.
Fraud - Manipulating data, e.g. changing banking records to transfer money to an account.
Harvesting - Collect account or other account related information on other people.
source:
http://www.computerhope.com/jargon/c/compcrim.htm

Explain e-governance and its components.

ans:-
Electronic governance or e-governance is the application of information and communication technology (ICT) for delivering government services, exchange of information, communication transactions, integration of various stand-alone systems and services between government-to-customer (G2C), government-to-business (G2B), government-to-government (G2G) as well as back office processes and interactions within the entire government framework.

Its components are:
1)G2c:
The goal of government-to-customer (G2C) e-governance is to offer a variety of ICT services to citizens in an efficient and economical manner, and to strengthen the relationship between government and citizens using technology.
There are several methods of government-to-customer e-governance. Two-way communication allows citizens to instant message directly with public administrators, and cast remote electronic votes (electronic voting) and instant opinion voting. 
2)G2E:
 E-Governance to Employee partnership (G2E) Is one of four main primary interactions in the delivery model of E-Governance. It is the relationship between online tools, sources, and articles that help employees maintain communication with the government and their own companies. E-Governance relationship with Employees allows new learning technology in one simple place as the computer.

3)G2G:
In the field of networking, the Government Secure Intranet (GSI) puts in place a secure link between central government departments. It is an IP-based virtual private network based on broadband technology introduced in April 1998 and further upgraded in February 2004. Among other things it offers a variety of advanced services including file transfer and search facilities, directory services, email exchange facilities (both between network members and over the Internet) as well as voice and video services
4)G2B:
Government-to-Business (G2B) is the online non-commercial interaction between local and central government and the commercial business sector with the purpose of providing businesses information and advice on e-business 'best practices'. G2B:Refers to the conduction through the Internet between government agencies and trading companies. 

Artificial intelligence

 Artificial intelligence:

Artificial Intelligence (AI) is usually defined as the science of making computers do things that require intelligence when done by humans. AI has had some success in limited, or simplified, domains. However, the five decades since the inception of AI have brought only very slow progress, and early optimism concerning the attainment of human-level intelligence has given way to an appreciation of the profound difficulty of the problem.


AI components are:

Learning

Learning is distinguished into a number of different forms. The simplest is learning by trial-and-error. For example, a simple program for solving mate-in-one chess problems might try out moves at random until one is found that achieves mate. The program remembers the successful move and next time the computer is given the same problem it is able to produce the answer immediately. The simple memorising of individual items--solutions to problems, words of vocabulary, etc.--is known as rote learning.

Reasoning

To reason is to draw inferences appropriate to the situation in hand. Inferences are classified as either deductive or inductive. An example of the former is "Fred is either in the museum or the cafŽ; he isn't in the cafŽ; so he's in the museum", and of the latter "Previous accidents just like this one have been caused by instrument failure; so probably this one was caused by instrument failure". The difference between the two is that in the deductive case, the truth of the premisses guarantees the truth of the conclusion, whereas in the inductive case, the truth of the premiss lends support to the conclusion that the accident was caused by instrument failure, but nevertheless further investigation might reveal that, despite the truth of the premiss, the conclusion is in fact false.

Problem-solving

Problems have the general form: given such-and-such data, find x. A huge variety of types of problem is addressed in AI. Some examples are: finding winning moves in board games; identifying people from their photographs; and planning series of movements that enable a robot to carry out a given task.

Perception

In perception the environment is scanned by means of various sense-organs, real or artificial, and processes internal to the perceiver analyse the scene into objects and their features and relationships. Analysis is complicated by the fact that one and the same object may present many different appearances on different occasions, depending on the angle from which it is viewed, whether or not parts of it are projecting shadows, and so forth.

Language-understanding

A language is a system of signs having meaning by convention. Traffic signs, for example, form a mini-language, it being a matter of convention that, for example, the hazard-ahead sign means hazard ahead. This meaning-by-convention that is distinctive of language is very different from what is called natural meaning, exemplified in statements like 'Those clouds mean rain' and 'The fall in pressure means the valve is malfunctioning'.
etc.
                                                      courtesy
                                                www.alanturing.net/turing_archive/pages/reference%20articles/what%20is%20ai.html
AI:- 
Artificial intelligence is a science and technology based on disciplines such as Computer Science, Biology, Psychology, Linguistics, Mathematics, and Engineering. A major thrust of AI is in the development of computer functions associated with human intelligence, such as reasoning, learning, and problem solving.
Its application areas are:
game playing
You can buy machines that can play master level chess for a few hundred dollars. There is some AI in them, but they play well against people mainly through brute force computation--looking at hundreds of thousands of positions. To beat a world champion by brute force and known reliable heuristics requires being able to look at 200 million positions per second.
speech recognition
In the 1990s, computer speech recognition reached a practical level for limited purposes. Thus United Airlines has replaced its keyboard tree for flight information by a system using speech recognition of flight numbers and city names. It is quite convenient. On the the other hand, while it is possible to instruct some computers using speech, most users have gone back to the keyboard and the mouse as still more convenient.
understanding natural language
Just getting a sequence of words into a computer is not enough. Parsing sentences is not enough either. The computer has to be provided with an understanding of the domain the text is about, and this is presently possible only for very limited domains.
computer vision
The world is composed of three-dimensional objects, but the inputs to the human eye and computers' TV cameras are two dimensional. Some useful programs can work solely in two dimensions, but full computer vision requires partial three-dimensional information that is not just a set of two-dimensional views. At present there are only limited ways of representing three-dimensional information directly, and they are not as good as what humans evidently use.
expert systems
A ``knowledge engineer'' interviews experts in a certain domain and tries to embody their knowledge in a computer program for carrying out some task. How well this works depends on whether the intellectual mechanisms required for the task are within the present state of AI. When this turned out not to be so, there were many disappointing results. One of the first expert systems was MYCIN in 1974, which diagnosed bacterial infections of the blood and suggested treatments. It did better than medical students or practicing doctors, provided its limitations were observed. Namely, its ontology included bacteria, symptoms, and treatments and did not include patients, doctors, hospitals, death, recovery, and events occurring in time. Its interactions depended on a single patient being considered. Since the experts consulted by the knowledge engineers knew about patients, doctors, death, recovery, etc., it is clear that the knowledge engineers forced what the experts told them into a predetermined framework. In the present state of AI, this has to be true. The usefulness of current expert systems depends on their users having common sense.
heuristic classification
One of the most feasible kinds of expert system given the present knowledge of AI is to put some information in one of a fixed set of categories using several sources of information. An example is advising whether to accept a proposed credit card purchase. Information is available about the owner of the credit card, his record of payment and also about the item he is buying and about the establishment from which he is buying it (e.g., about whether there have been previous credit card frauds at this establishment).

courtesy 
 http://www-formal.stanford.edu/jmc/whatisai/node3.html and tutorialspoint.com

Multimedia

Multimedia:

Multimedia is content that uses a combination of different content forms such as text, audio, images, animations, video and interactive content. Multimedia contrasts with media that use only rudimentary computer displays such as text-only or traditional forms of printed or hand-produced material.
Multimedia can be recorded and played, displayed, interacted with 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; for example, by including audio it has a broader scope. The term "rich media" is synonymous with interactive multimedia.

Its applications are:

1)Multimedia in Education: Multimedia is becoming popular in the field of education. It is commonly used to prepare study material for the students and also provide them proper understanding of different subjects.Nowadays Edutainment, a combination of Education and Entertainment has become very popular. This system provides learning as well as provides entertainment to the user.

2)Multimedia in Entertainment: Computer graphics techniques are now commonly use in making movies and games. this increase the growth of multimedia.

3)Movies: Multimedia used in movies gives a special audio and video effect. Today multimedia has totally changed the art of making movies in the world. Difficult effect, action are only possible through multimedia.

4)Games: Multimedia used in games by using computer graphics, animation, videos have changed the gaming experience. Presently, games provides fast action, 3-D effects and high quality sound effects which is only possible through multimedia.

5)Multimedia in Business: Today multimedia is used in every aspect of business. These are some of the applications:

6)Videoconferencing: This system enables to communicate using audio and video between two different locations through their computers.When the information is sent across the world, this technology provides cost benefits to the business which saves their time, energy and money.

7)Marketing and advertisement: Nowadays different advertisement and marketing ideas about any product on television and internet is possible with multimedia.
Multimedia is content that uses a combination of different content forms such as text, audio, images, animations, video and interactive content. Multimedia contrasts with media that use only rudimentary computer displays such as text-only or traditional forms of printed or hand-produced material.
Multimedia can be recorded and played, displayed, interacted with 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; for example, by including audio it has a broader scope. The term "rich media" is synonymous with interactive multimedia.

Components:




1)Text: Text is the most common medium of representing the information. In multimedia, text is mostly use for titles, headlines,menu etc. The most commonly used software for viewing text files are Microsoft Word, Notepad, Word pad etc. Mostly the text files are formatted with ,DOC, TXT etc extension.

2)Audio: In multimedia audio means related with recording, playing etc. Audio is an important components of multimedia because this component increase the understandability and improves the clarity of the concept. audio includes speech, music etc. The commonly used software for playing audio files are:
i) Quick Time
ii) Real player
iii) Windows Media Player

3)Graphics: Every multimedia presentation is based on graphics. The used of graphics in multimedia makes the concept more effective and presentable. The commonly used software for viewing graphics are windows Picture, Internet Explorer etc. The commonly used graphics editing software is Adobe Photoshop through which graphics can be edited easily and can be make effective and attractive.

4)Video: Video means moving pictures with sound. It is the best way to communicate with each other. In multimedia it is used to makes the information more presentable and it saves a large amount of time. The commonly used software for viewing videos are:
i) Quick Time
ii) Window Media Player
iii) Real Player

5)Animation: In computer animation is used to make changes to the images so that the sequence of the images appears to be moving pictures. An animated sequence shows a number of frames per second to produce an effect of motion in the user's eye.
source: unknown site(forgot the site)