Showing posts with label Assignments. Show all posts
Showing posts with label Assignments. Show all posts
Differentiate between Predicate & Propositional logic. Identify some
application areas where Predicate & Propositional logic is used.
Write De-Morgan’s laws for Predicate & Propositional logic. Do the
Universal Quantification & Existential Quantification, represents
generalized version of conjunction & disjunction operations,
respectively? Justify your answer with suitable arguments. Using
which mechanism you verify the validity of the statement? Discuss
with suitable example.
For each of the following formulae, construct a truth-table, and then
determine whether it is valid, consistent or inconsistent:
(i) (~ C ®~ D) ®(D ®C)
(ii) ((~ C nD) →B) ®(~ C ®B)
application areas where Predicate & Propositional logic is used.
Write De-Morgan’s laws for Predicate & Propositional logic. Do the
Universal Quantification & Existential Quantification, represents
generalized version of conjunction & disjunction operations,
respectively? Justify your answer with suitable arguments. Using
which mechanism you verify the validity of the statement? Discuss
with suitable example.
For each of the following formulae, construct a truth-table, and then
determine whether it is valid, consistent or inconsistent:
(i) (~ C ®~ D) ®(D ®C)
(ii) ((~ C nD) →B) ®(~ C ®B)
#include <Windows.h>
#include <GL/glu.h>
#include <GL/glut.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
float X1=200, Y1=2, X2=200, Y2=200;
float round_value(float v)
{
return v;// floor(v + 0.5);
}
void LineDDA(void)
{
float dx = (X2 - X1);
float dy = (Y2 - Y1);
float steps;
float xInc, yInc, x = X1, y = Y1;
steps = ((dx)>(dy)) ? ((dx)) : ((dy));
xInc = dx / (float)steps;
yInc = dy / (float)steps;
/* Clears buffers to preset values */
glClear(GL_COLOR_BUFFER_BIT);
/* Plot the points */
glBegin(GL_POINTS);
/* Plot the first point */
glVertex2d(x, y);
int k;
/* For every step, find an intermediate vertex */
for (k = 0; k<steps; k++)
{
x += xInc;
y += yInc;
/* printf("%0.6lf %0.6lf\n",floor(x), floor(y)); */
glVertex2d(round_value(x), round_value(y));
}
glEnd();
glFlush();
}
void Init()
{
/* Set clear color to white */
glClearColor(0.0, 0.0, 0.0, 0);
/* Set fill color to black */
glColor3f(1.0, 1.0, 0.0);
/* glViewport(0 , 0 , 640 , 480); */
/* glMatrixMode(GL_PROJECTION); */
/* glLoadIdentity(); */
gluOrtho2D(0, 640, 0, 480);
}
void main(int argc, char **argv)
{
glutInit(&argc, argv);
/* Set the initial display mode */
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
/* Set the initial window position and size */
glutInitWindowPosition(0, 0);
glutInitWindowSize(640, 480);
/* Create the window with title "DDA_Line" */
glutCreateWindow("DDA_Line");
/* Initialize drawing colors */
Init();
/* Call the displaying function */
glutDisplayFunc(LineDDA);
/* Keep displaying untill the program is closed */
glutMainLoop();
}
#include <GL/glu.h>
#include <GL/glut.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
float X1=200, Y1=2, X2=200, Y2=200;
float round_value(float v)
{
return v;// floor(v + 0.5);
}
void LineDDA(void)
{
float dx = (X2 - X1);
float dy = (Y2 - Y1);
float steps;
float xInc, yInc, x = X1, y = Y1;
steps = ((dx)>(dy)) ? ((dx)) : ((dy));
xInc = dx / (float)steps;
yInc = dy / (float)steps;
/* Clears buffers to preset values */
glClear(GL_COLOR_BUFFER_BIT);
/* Plot the points */
glBegin(GL_POINTS);
/* Plot the first point */
glVertex2d(x, y);
int k;
/* For every step, find an intermediate vertex */
for (k = 0; k<steps; k++)
{
x += xInc;
y += yInc;
/* printf("%0.6lf %0.6lf\n",floor(x), floor(y)); */
glVertex2d(round_value(x), round_value(y));
}
glEnd();
glFlush();
}
void Init()
{
/* Set clear color to white */
glClearColor(0.0, 0.0, 0.0, 0);
/* Set fill color to black */
glColor3f(1.0, 1.0, 0.0);
/* glViewport(0 , 0 , 640 , 480); */
/* glMatrixMode(GL_PROJECTION); */
/* glLoadIdentity(); */
gluOrtho2D(0, 640, 0, 480);
}
void main(int argc, char **argv)
{
glutInit(&argc, argv);
/* Set the initial display mode */
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
/* Set the initial window position and size */
glutInitWindowPosition(0, 0);
glutInitWindowSize(640, 480);
/* Create the window with title "DDA_Line" */
glutCreateWindow("DDA_Line");
/* Initialize drawing colors */
Init();
/* Call the displaying function */
glutDisplayFunc(LineDDA);
/* Keep displaying untill the program is closed */
glutMainLoop();
}
Trusted computer system evaluation criteria is a
united states government Department of Defense standard that sets basic
requirement for assessing the effectiveness of computer security controls built
into a computer system. The TCSEC was used to evalute, classify and select
computer system being considered for the processing, storage and retrieval or
classified information.
Divisions and classes:
The TCSEC defines four divisions: D,C,B and A
where division A has the highest security. Each division represents a
significant difference in the trust an individual or organization can place on
the evaluated system. Additionally divisions C, B and A are broken into a series
of hierarchical subdivisions called classes: C1, C2, B1,B2, B3 and A1.
Each division and class expands or modifies as
indicated the requirements of the immediately prior higher division.

