Syllabus of B.Tech. V SEM AIDS (RGPV)

Source: (rgpv.ac.in)

  • Review of Sets
  • Mathematical formal proofs including proof by induction and by contradiction
  • Introduction to languages
  • grammars and automata : Alphabet Representation of language and grammar Types of Automata
  • Finite Automata as a language acceptor and translator
  • Moore machines and mealy machines
  • composite machine
  • Conversion from Mealy to Moore and vice versa.
  • Non Deterministic Finite Automata (NDFA)
  • Deterministic finite automata machines
  • conversion of NDFA to DFA
  • minimization of automata machines
  • regular expression applications of regular expressions
  • Arden’s theorem.
  • Meaning of union intersection
  • concatenation and closure
  • 2 way DFA.
  • Types of grammar context sensitive grammar and context free grammar
  • regular grammar.
  • Derivation trees ambiguity in grammar
  • simplification of context free grammar
  • conversion of grammar to automata machine and vice versa
  • Chomsky hierarchy of grammar
  • Chomsky normal form and Greibach normal form.
  • example of PDA
  • deterministic and non-deterministic PDAs
  • Context Free Grammar Parsing
  • Ambiguity Normal form of CFGs CFG to NPDA
  • NPDA to CFGs CFG equivalent to PDA
  • Petri nets model.
  • Turing Machine as acceptor
  • Recognizing a Language Universal TMs
  • Linear Bounded Automata
  • Context Sensitive Languages
  • Recursive and Recursively Enumerable Languages
  • Unrestricted Grammars.
  • Halting problem of Turing machine & the post correspondence problem
  • Concept of Solvability and Unsolvability
  • Church’s Thesis
  • Complexity Theory – P and NP problems.
  1. Design a Program for creating machine that accepts three consecutive one.
  2. Design a Program for creating machine that accepts the string always ending with 101.
  3. Design a Program for Mode 3 Machine
  4. Design a program for accepting decimal number divisible by 2.
  5. Design a program for creating a machine which accepts string having equal no. of 1’s and 0’s.
  6. Design a program for creating a machine which count number of 1’s and 0’s in a given string.
  7. Design a Program to find 2’s complement of a given binary number.
  8. Design a Program which will increment the given binary number by 1.
  9. Design a Program to convert NDFA to DFA. Design a Program to create PDA
  10. that accept the well-formed parenthesis.
  11. Design a PDA to accept WCWR where w is any string and WR is reverse of that string and C is a Special symbol.
  12. Design a Turing machine that’s accepts the following language an b n c n where n>0.

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  • Introduction to machine learning
  • Machine learning life cycle
  • Types of Machine Learning System (supervised and unsupervised learning
  • Batch and online learning
  • Instance-Based and Model based Learning)
  • scope and limitations Challenges of Machine learning
  • data visualization hypothesis function and testing
  • data pre-processing data augmentation
  • normalizing data sets Bias-Variance tradeoff
  • Relation between AI (Artificial Intelligence)
  • ML (Machine Learning)
  • DL (Deep Learning) and DS (Data Science).
  • Clustering in Machine Learning : Types of Clustering Method: Partitioning Clustering
  • Distribution Model-Based Clustering
  • Hierarchical Clustering Fuzzy Clustering.
  • Birch Algorithm CURE Algorithm.
  • Gaussian Mixture Models and Expectation Maximization.
  • Parameters estimations – MLE MAP.
  • Applications of Clustering.
  • Classification algorithm: – Logistic Regression
  • Decision Tree Classification
  • Neural Network K-Nearest Neighbors (K-NN) Support Vector Machine
  • Naive Bayes (Gaussian Multinomial Bernoulli).
  • Performance Measures: Confusion Matrix
  • Classification Accuracy
  • Classification Report : Precisions Recall
  • F1 score and Support.
  • Ensemble Learning and Random Forest : Introduction to Ensemble Learning
  • Basic Ensemble Techniques (Max Voting
  • Averaging Weighted Average)
  • Voting Classifiers Bagging and Pasting
  • Out-of-Bag Evaluation
  • Random Patches and Random Subspaces
  • Random Forests (Extra-Trees Feature Importance)
  • Boosting (AdaBoost Gradient Boosting)
  • Stacking.
  • Dimensionality Reduction :The Curse of Dimensionality
  • Main Approaches for Dimensionality Reduction (Projection Manifold Learning) PCA:
  • Preserving the Variance
  • Principal Components Projecting Down to d Dimensions
  • Explained Variance Ratio
  • Choosing the Right Number of Dimensions
  • PCA for Compression Randomized PCA
  • Incremental PCA.
  • Kernel PCA : Selecting a Kernel and Tuning Hyper parameters.
  • Learning Theory : PAC and VC model.

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  • Introduction: Concept of WWW Internet and WWW
  • HTTP Protocol: Request Response
  • header and methods. Web browser and Web servers
  • Features of Web 2.0 Web Design : Concepts of effective web design
  • Web design issues including Browser
  • Bandwidth and Cache Display resolution
  • Look and Feel of the Web site
  • Page Layout and linking User centric design Sitemap
  • Planning and publishing website
  • Designing effective navigation.
  • HTML : Basics of HTML formatting and fonts
  • commenting code color hyperlink lists
  • tables images forms XHTML Meta tags
  • Character entities frames and frame sets
  • Browser architecture and Web site structure.
  • Web Sockets : Overview and features of HTML5.
  • MIME type and content encoding
  • Session tracking and Cookies.
  • Browser : Working of a Browser
  • Plugins; Search Engines.
  • Client Side Programming : Java Script
  • JavaScript Regular expressions
  • web servers.
  • Style sheets : Need for CSS introduction to CSS
  • basic syntax and structure using CSS
  • background images colors and properties
  • manipulating texts using fonts borders and boxes
  • margins padding lists positioning using CSS CSS2
  • Overview and features of CSS3 JavaScript : Client side scripting with JavaScript variables functions conditions
  • loops and repetition Pop up boxes
  • Advance JavaScript: JavaScript and objects
  • JavaScript own objects the DOM and web browser environments
  • Manipulation using DOM forms and validations
  • DHTML : Combining HTML
  • CSS and JavaScript
  • Events and buttons.
  • XML : Introduction to XML uses of XML
  • simple XML XML key components
  • DTD and Schemas Using XML with application.
  • Transforming XML using XSL and XSLT PHP : Introduction and basic syntax of PHP
  • decision and looping with examples
  • PHP and HTML Arrays Functions
  • Browser control and detection string
  • Form processing Files
  • Advance Features : Cookies and Sessions
  • Object Oriented Programming with PHP.
  • PHP and MySQL : Basic commands with PHP examples
  • Connection to server creating database selecting a database
  • listing database listing table names creating a table
  • inserting data altering tables queries
  • deleting database deleting data and tables
  • PHP my admin and database error handling.
  • Case study : Web based application development.

Source: (rgpv.ac.in)

  • Introduction to Raster Scan displays Pixels
  • Frame buffer Vector & Character generation
  • Random Scan systems
  • Display devices Scan Conversion techniques
  • Line Drawing algorithms: simple DDA
  • Bresenham’s Algorithm
  • Circle Drawing Algorithms : Midpoint Circle drawing and Bresenham’s Algorithm
  • Polygon fill algorithm : Boundary-fill and Flood-fill algorithms.
  • 2-D Transformation : Translation Rotation Scaling
  • Shearing Reflection.
  • Inverse Transformation Homogeneous coordinate system
  • Matrices Transformation
  • Composite Transformation.
  • Windowing & Clipping : World Coordinate System
  • Screen Coordinate System Viewing Transformation
  • Line Clipping & Polygon Clipping Algorithms
  • 3-D Transformations : Translation Rotation and Scaling.
  • Parallel & Perspective Projection : Types of Parallel & Perspective Projection
  • Hidden Surface elimination : Depth comparison Back face detection algorithm
  • Painter’s Algorithm Z-Buffer Algorithm.
  • Curve generation Bezier and Bspline methods.
  • Basic Illumination Model : Diffuse reflection Specular reflection
  • Phong Shading Gouraud shading
  • Ray Tracing Color models like RGB
  • YIQ CMYHSV.
  • Visualization : Visualization of 2D/3D scalar fields: color mapping
  • ISO surfaces.
  • Direct volume data rendering : ray-casting transfer functions
  • segmentation. Visualization of Vector fields and flow data
  • Time-varying data
  • High-dimensional data : dimension reduction parallel coordinates
  • Non-spatial data: multi-variate
  • tree/graph structured text Perceptual and cognitive foundations
  • Evaluation of visualization methods
  • Applications of visualization
  • Basic Animation Techniques like traditional
  • key framing.
  • Multimedia : Basic of multimedia application of Multimedia
  • Text-Types Unicode Standard text Compression
  • Text file formats Audio Components
  • Digital Audio Digital Audio processing
  • Sound cards Audio file formats
  • Audio Processing software
  • Video-Video color spaces
  • Digital Video Digital Video processing
  • Video file formats.
  • Animation : Uses of Animation
  • Principles of Animation Computer based animation
  • 3D Animation Animation file formats
  • Animation software Special Effects in animation
  • Storyboarding for Animation
  • Compression : Lossless/Lossy Compression techniques
  • Image Audio & Video Compression MPEG Standards
  • Multimedia Architecture
  • Multimedia databases.
  1. Write a program to draw a line using DDA algorithm.
  2. Write a program to draw a line through Bresenham’s algorithms
  3. Write a program to draw a line using Mid-Point algorithm.
  4. Write a Program for drawing a circle using Bresenham’s line drawing algorithm
  5. Write a Program to implement Translation of a line and triangle
  6. Write a Program to implement Scaling of a line and triangle.
  7. Write a Program to implement Rotation of a line and triangle .
  8. Write a Program showing line clipping using cohen -sutherland line clipping algorithm.
  9. Write a program on Boundary fill and flood fill algorithm implementation.
  10. Write a program for performing the basic transformations such as translation Scaling Rotation for a given 3D object.
  11. Write a Program on Bezier methods for drawing curves.
  12. Using Flash/Maya perform different operations (rotation scaling move etc.) on objects.
  13. Create a Bouncing Ball using Key frame animation and Path animation.
  14. Create animations using Adobe FLASH. Flash Drawing and Painting Tools. Flash Drawing Modes. Pencil Tools.
  15. To create a Jpeg image that demonstrates the various features of an image editing tool.
  16. To develop a presentation for a product using techniques like Guide Layer masking and onion Skin using authoring tools.
  17. To perform basic operations on image using any image editing software.
  18. Draw a colour cube and spin it using OpenGL transformation matrices.
  19. To Create Animation using any authoring tool.
  20. Write a program to play “wave” or “MIDI “file format sound files.

Source: (rgpv.ac.in)

  • Basic Structure of Computer : Structure of Desktop Computers
  • CPU : General Register Organization-Memory Register
  • Instruction Register Control Word
  • Stack Organization Instruction Format ALU
  • I/O System bus CPU and Memory Program Counter
  • Bus Structure Register Transfer Language-Bus and Memory Transfer
  • addressing modes.
  • Control Unit Organization : Basic Concept of Instruction
  • Instruction Types Micro Instruction Formats
  • Fetch and Execution cycle
  • Hardwired control unit
  • Microprogrammed Control unit microprogram sequencer Control Memory
  • Sequencing and Execution of Micro Instruction.
  • Computer Arithmetic : Addition and Subtraction
  • Tools Compliment Representation
  • Signed Addition and Subtraction
  • Multiplication and division
  • Booths Algorithm Division Operation
  • Floating Point Arithmetic Operation
  • design of Arithmetic unit
  • I/O Organization : I/O Interface –PCI Bus
  • SCSI Bus USB
  • Data Transfer : Serial Parallel Synchronous
  • Asynchronous Modes of Data Transfer
  • Direct Memory Access(DMA)
  • I/O Processor.
  • Memory Organization : Main memory-RAM
  • ROM Secondary Memory –Magnetic Tape Disk
  • Optical Storage
  • Cache Memory : Cache Structure and Design
  • Mapping Scheme Replacement Algorithm
  • Improving Cache Performance
  • Virtual Memory
  • memory management hardware.
  • Multiprocessors : Characteristics of Multiprocessor
  • Structure of Multiprocessor-Inter processor Arbitration
  • Inter-Processor Communication and Synchronization.
  • Memory in Multiprocessor System
  • Concept of Pipelining Vector Processing
  • Array Processing
  • RISC And CISC
  • Study of Multicore Processor –Intel AMD.
  1. Study of Multiplexer and Demultiplexer
  2. Study of Half Adder and Subtractor
  3. Study of Full Adder and Subtractor
  4. WAP to add two 8 bit numbers and store the result at memory location 2000
  5. WAP to multiply two 8 bit numbers stored at memory location 2000 and 2001 and stores the result at memory location 2000 and 2001.
  6. WAP to add two 16-bit numbers. Store the result at memory address starting from2000.
  7. WAP which tests if any bit is ‘0’ in a data byte specified at an address 2000. If it is so00 would be stored at address 2001 and if not so then FF should be stored at the same address.
  8. Assume that 3 bytes of data are stored at consecutive memory addresses of the data memory starting at 2000. Write a program which loads register C with (2000) i.e. with data contained at memory address2000 D with (2001) E with (2002) and A with(2001).
  9. Sixteen bytes of data are specified at consecutive data-memory locations starting at2000. Write a program which increments the value of all sixteen bytes by 01.
  10. WAP to add t 10 bytes stored at memory location starting from 3000. Store the resultant memory location 300A.

Source: (rgpv.ac.in)

  • Basic Concepts of MIS Data v/s Information
  • Organization Structures Business Process
  • Role of the MIS Importance Scope
  • Impact and Advantages of the MIS
  • MIS : a support to management
  • Structure/Architecture of MIS
  • Classification of MIS based on information characteristics
  • application and business function.
  • Resources and Components of Information Systems
  • Managing Information Resources in an Organization
  • IT infrastructure and upcoming technologies
  • Integration and automation of Business Functions and developing Business Models.
  • Fundamentals of Data Processing.
  • Information System Development : SDLC Models and approaches to System development
  • Information System Planning
  • System Analysis and Design- Need for System Analysis
  • Analysis of the existing system
  • Analysis of new requirements;
  • System Development; System Implementation;
  • Factors responsible for success and failure of Information Systems.
  • Information System Applications : Business Applications
  • Decision Support Systems (DSS)- Characteristics
  • Problem Analysis v/s Decision making
  • DSS applications in E enterprise
  • Knowledge Management System and Knowledge Based Expert System
  • Enterprise Model System and E-Business ERP systems
  • E-Commerce E communication;
  • Business Process Reengineering.
  • Evaluation and Maintenance of MIS
  • Protecting the Information Systems- Security challenges in E-enterprises; Security threats
  • vulnerability and safeguards
  • Controlling security threat and vulnerability
  • Technologies for Information System Control
  • Disaster Recovery Plans.
  • Emerging trends and technologies with regard to Management Information Systems.

Source: (rgpv.ac.in)

  • Overview : What is a Game Game Design Schema
  • Game Design fundamentals
  • Engineering application of game theory
  • Design Process: Iterative design
  • Commissions Design & Testing of the Board Game
  • Introduction to meaningful play
  • two kinds of meaningful play- discernable & integrated.
  • Introducing design
  • design & meaning
  • Semiotics : A brief overview four semiotic Concepts
  • Context Shapes interpretations.
  • Introduction to Systems
  • elements of a System
  • Framing Systems open & closed systems
  • Introduction to Interactivity a multivalent model of interactivity
  • interaction & choice
  • choice molecules anatomy of choice
  • space of possibility.
  • Defining games : overview of digital games
  • magic circle.
  • Primary Schemas : conceptual framework
  • rule play culture.
  • Rules : defining rules a deck of cards
  • quality of rules rules in context
  • Rules on three levels : Operational Constituative
  • Implicit Identity of a Game
  • Specificity of Rules
  • Rules of Digital games.
  • Case Studies : Tic Tac Toe
  • Deck of Cards.

Source: (rgpv.ac.in)

  • Origin & Development of OR
  • Different Phases of OR study
  • Methodology of OR Scope and Limitations of OR
  • OR in decision making.
  • Linear Programming: Introduction –
  • Mathematical formulation of a problem –
  • Graphical solutions
  • standard forms the simplex method for maximization and minimization problems
  • Interpretation of Duality
  • Dual simplex Method.
  • Transportation problem (TP) and its formulation.
  • Finding basic feasible solution and optimal solution for transportation problem.
  • Assignment problem and its formulation
  • Hungarian method for solving Assignment problem
  • travelling salesmen problem.
  • Project Scheduling : PERT and CPM with known activity times.
  • Critical Path Analysis Various types of floats.
  • Probability considerations in PERT.
  • Updating of PERT charts.
  • Project crashing.
  • Formulation of CPM as a linear programming problem.
  • Resource levelling and resource scheduling.
  • Sequencing problem : Introduction to sequencing problem.
  • Flow shop problem : Processing n jobs through 2 3 and m machines.
  • General n/m job-shop problem.
  • Introduction to Dynamic Programming.
  • Dynamic Programming Approach for solving Linear Programming Problem.
  • Applications of Dynamic programming.
  • Queuing : Introduction to queuing theory
  • Queuing systems and their characteristics
  • Pure-birth and Pure-death models
  • Kendall & Lee’s notation of Queuing
  • empirical queuing models – Numerical on M/M/1 and M/M/C Queuing models.
  1. To Study basic & User status Unix/Linux Commands.
  2. Study & use of commands for performing arithmetic operations with Unix/Linux.
  3. Create a file called wlcc.txt with some lines and display how many lines words and characters are present in that file.
  4. Append ten more simple lines to the wlcc.txt file created above and split the appended file into 3 parts. What will be the names of these split files? Display the contents of each of these files. How many lines will be there on the last file?
  5. Given two files each of which contains names of students. Create a program to display only those names that are found on both the files.
  6. Create a program to find out the inode number of any desired file.
  7. Study & use of the Command for changing file permissions.
  8. Write a pipeline of commands which displays on the monitor as well as saves thein formation about the number of users using the system at present on a file called use re.ux.
  9. Execute shell commands through vi editor.
  10. Installation Configuration & Customizations of Unix/Linux.
  11. Write a shell script that accepts any number of arguments and prints them in the reverse order.
  12. Write a shell script to find the smallest of three numbers that are read from the keyboard.
  13. Write a shell script that reports the logging in of a specified user within one minute after he/she logs in. The script automatically terminates if the specified user does not login during a specified period of time.
  14. Installation of SAMBA APACHE TOMCAT.
  15. Implementation of DNS LDAP services
  16. Study & installation of Firewall & Proxy server
  1. Venkatesh Murthy “Introduction to Unix &Shell” Pearson Edu
  2. Forouzan “Unix &Shell Programming” Cengage Learning
  3. Sumitab Das ”Unix Concept & Application ”TMH
  4. Gopalan Shivaselvan ”Beginners Guide to Unix” PHI Learning
  5. Venkatesh wavle ”Linux Programming Tools Unveil`ed” BS Publication.
  6. Richard Peterson ”Linux Complete Reference” TMH
  7. Richard Peterson ”Unix Complete Reference” TMH

    == END OF UNITS==

    ==End of Syllabus==