Thursday, April 1, 2010

LEARNING Cryptography

Encryption and Decryption Method Learning GOST.
Science Cryptography (symmetric key).
Input Text to be encrypted or decrypted and the key used.

01. Output Visualization of the steps taken in performing encryption and decryption
GOST method.
Encryption and Decryption Method Learning WAKE.
Science Cryptography (symmetric key).
Input Text to be encrypted or decrypted and the key used.

02. Output Visualization of the steps taken in performing encryption and decryption
WAKE method.
Encryption and Decryption Method Learning IDEA.
Science Cryptography (symmetric key).
Input Text to be encrypted or decrypted and the key used.

03. Output Visualization of the steps taken in performing encryption and decryption
IDEA method.
Encryption and Decryption Method Learning Modular Multiplication-based Block Cipher.
Science Cryptography (symmetric key).
Input Text to be encrypted or decrypted and the key used.

04. Output Visualization of the steps taken in performing the encryption and decryption
MMB method.
Learning Prima Rabin Miller test, Solovay Strassen and Lehmann.
Cryptography Science (Tests Prima).
Added Value will be the test of excellence.

05. Output Step-by-step testing prime numbers in accordance with the method chosen.
Public Key Cryptography LUC learning.
Science Cryptography (Key Private / Public).
Input Text to be encrypted or decrypted and used the private key.

06. Output Step-by-step establishment of a public key, the processes of encryption and decryption.
Learning Digital Signature E-Signing.
Cryptography Science (Digital Signature).
Input Text to be provided and signature required values in the method
these.

07. Output Step-by-step establishment and verification of digital signatures and message signs
The digital signature.
Digital Signature Learning Schnorr.
Cryptography Science (Digital Signature).
Text Input will be given a signature and the values required in the method
these.

08. Output Step-by-step establishment and verification of digital signatures and message signs

PERANGKAT LUNAK PERMAINAN (GAME)

Pinball Game
Science Games
Many types of input ball and pinball boards.

1st. Output Process pinball game.
Battle-Ship Game LAN Multiplayer (2 players).
Game and Network Science
Input name players, the option as a server / client, the placement of vessels in war zone
and click the mouse to launch an attack on the opponent.

2. Sound output and process-ship battle game between 2 players.
Multiplayer LAN game Halma (max. 3 players).
Game and Network Science
Added player name, seed color checkers, chatting between players, and click-drag on grains
board game.

3. Output Process multiplayer game of checkers maximum 3 players.

Multiplayer LAN game Othello (max. 2 players).
Game and Network Science
Input name players, the option as a server / client, and click to put the seeds on the board
game.

4. Output Process Othello multiplayer game between 2 players.
Domino Multiplayer gaming LAN (up to 2 players).
Game and Network Science
Input name players, the option as a server / client, and click to put the seeds on the board
game.
5. Output Process Othello multiplayer game between 2 players.

Referensi Skripsi Teknik Informatika

REFERENSI TOPIK SKRIPSI / TUGAS AKHIR TEKNIK INFORMATIKA
JUDUL / TOPIK
PERANGKAT LUNAK PEMBELAJARAN / PEMAHAMAN

Pembelajaran Kalkulus Proposisi
Bidang Ilmu Logika Matematika

Input Misalkan: operasi ((a^b)v~c) d

1. Output Langkah-langkah pengerjaan tabel kebenaran dan gambar gerbang logika.
Pembelajaran Statistika Dasar
Bidang Ilmu Statistik
Input Sekelompok data, misalkan: 2,5,7,9, dan seterusnya ...

2.Output Proses pencarian nilai mean, median, modus, range, simpangan baku, simpangan
rata-rata, simpangan kuartil, ragam / varians, kuartil, desil dan persentil.
Pembelajaran Mikroprosesor INTEL 8088/8086.
Bidang Ilmu Mikroprosesor
Input Instruksi dalam mikroprosesor, seperti: MOV AX, BX. Instruksi yang didukung: MOV,
ADD, SUB, ADC, SBB, INC, DEC, MUL, DIV, dll. Register: AX, BX, AH, BH, AL, BL, dll.

3.Output Langkah-langkah pengerjaan instruksi satu per satu dan perubahannya di dalam
register.
Pembelajaran Penyederhanaan fungsi Boolean dengan metode Quine McCluskey.
Bidang Ilmu Logika Matematika
Input Minterm atau maxterm dalam bentuk SOP (sum of product) atau POS (product of
sum).
4. Output Langkah-langkah penyederhanaan dengan metode Quine McCluskey hingga
didapatkan hasil penyederhanaan.
Pembelajaran Pencarian Fungsi Integral dengan menggunakan Ekstrapolasi.
Bidang Ilmu Metode Numerik
Input Fungsi yang akan dicari hasil integralnya. Misalnya: ยต (x^3)-(1/x)+((2*x)+5) dx,
dengan batas bawah = 1 dan batas atas = 3.

5. Output Langkah-langkah pencarian hasil integral dengan ekstrapolasi Richardson, Romberg
dan Aitken.
Pembelajaran Penghitungan Kuat Arus, Hambatan dan Tegangan dalam Rangkaian
Listrik Tertutup.
Bidang Ilmu Elektronika
Input Struktur rangkaian hambatan, besar hambatan dalam masing-masing resistor dan
tegangan total (volt).

6. Output Gambar rangkaian dan proses perhitungan besar I total, V dan I dan untuk masingmasing
resistor.
Pembelajaran Asas Black.
Bidang Ilmu Fisika Dasar
Input Besar massa, jenis / nama zat yang akan ditambahkan di dalam bejana, suhu zat,
massa dan kalor jenis bejana.

7. Output Gambar zat di dalam bejana, suhu akhir sistem dan langkah-langkah perhitungan
dengan asas Black.
Pembelajaran Pegas dengan Hukum Hooke.
Bidang Ilmu Fisika Dasar
Input Susunan pegas, besar gaya gravitasi, massa beban, bahan pegas, panjang pegas,
diameter dalam dan diameter luar pegas.

8. Output Pertambahan panjang susunan pegas atau masing-masing pegas.
Pembelajaran Pembentukan Bayangan pada Cermin dan Lensa.
Bidang Ilmu Fisika Dasar
Input Jenis cermin / lensa, tinggi benda, jarak benda terhadap cermin (s0) dan jarak fokus.

9. Output Simulasi proses penggambaran pembentukan bayangan dan perhitungan untuk
mendapatkan jarak bayangan (si), perbesaran bayangan (M) dan tinggi bayangan.

 

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