BCO 017A FORMAL LANGUAGES & AUTOMATION 3-1-0 [4]
THEORY
UNIT 1 Basics of Strings and Alphabets, Finite Automata – DFA, transition graphs, regular
languages, non-deterministic FA,equivalence of DFA and NDFA, Mealy and Moore
Machine, minimization of Finite Automata,
UNIT 2 Regular grammars, regular expressions, equivalence between regular languages,
properties of regular languages, pumping lemma. Relationship between DFA and
Regular expression.
UNIT 3 Context Free Languages – Leftmost and rightmost derivation, parsing and ambiguity,
ambiguity in grammar and languages, simplification of CFG, Normal forms
UNIT 4 Pushdown Automata – NDPDA, DPDA, context free languages and PDA,comparison of
deterministic and non-deterministic versions, closure properties, pumping lemma for
CFL,
UNIT 5 Turing Machines, variations, halting problem, PCP, Chomsky Hierarchy, Recursive and
Recursive enumerable language, Rice Theorem.
BCO DESIGN AND ANALYSIS OF ALGORITHMS 3-0-0 [3]
023A
UNIT 1 Introduction, algorithms specification, time and space complexity,
performance analysis, recurrence relations. Divide and Conquer – finding
max min.
UNIT 2 Dynamic Programming and Greedy Methods – Huffman tree construction,
Knapsack problem, 0/1 Knapsack problem,least common subsequence,
matrix chain multiplication. Backtrack: 4-queen problem, Branch and Bound:
assignment problem
UNIT 3 Graph algorithms–flow problems, String Matching Algorithms: Naive
algorithm, automata and KMP matcher algorithms, Boyer-Moore algorithm
UNIT 4 Number Theory Problems – CRT, GCD algorithms, modular arithmetic,
Lower Bound Theory; Approximate Algorithms – Set cover, vertex
cover, .Randomized Algorithms – Las Vegas and Monte Carlo methods
UNIT 5 NP Completeness: Definitions of P, NP-Hard and NP-Complete Problems.
Decision Problems..
BCO 007A COMPUTER GRAPHICS 3-0-0 [3]
UNIT 1 Computer Graphics Application and Software,Input Devices for Operator Interaction, Active
and Passive Graphics Devices,Storage Tube Graphics Displays,Raster-Scan, Cathode Ray
Tube Basics, Color CRT Raster Scan Basics, Random-Scan Display Processor.
UNIT 2 Scan conversion – lines, circles and Ellipses; Filling polygons and clipping
algorithms:Scan Converting Lines, Mid-point criteria, Problems of Aliasing, end-
point ordering and clipping lines, Scan Converting Circles, Scan Converting Ellipses,
Filling Polygons, edge data structure, Clipping Lines algorithms Cohen-Sutherland
and Liang-Barsky, Clipping Polygons, problem with multiple components.
UNIT 3 .Two-Dimensional Transformations: Transformations and Matrices,
Transformation Conventions, 2D Transformations, Homogeneous Coordinates and
Matrix Representation of 2D Transformations, Translations and Homogeneous
Coordinates, Rotation, Reflection, Scaling, Combined Transformation,
Transformation of Points, Transformation of The Unit Square, Solid Body
Transformations, Rotation About an Arbitrary Point, Reflection through an Arbitrary
Line, A Geometric Interpretation of Homogeneous Coordinates, The Window-to-
Viewport Transformations.
UNIT 4 Three-Dimensional Transformations: Introduction, Three-Dimensional Scaling,
Three-Dimensional Shearing, Three-Dimensional Rotation, Three-Dimensional
Reflection, Three-Dimensional Translation, Multiple Transformation, Rotation about
an Arbitrary Axis in Space, Reflection through an Arbitrary Plane, Matrix
Representation of 3D Transformations, Composition of 3D Transformations, Affine
and Perspective Geometry, Perspective Transformations, Techniques for Generating
Perspective Views, the Perspective Geometry and camera models, Orthographic
Projections, Axonometric Projections, Oblique Projections, View volumes for
projections
UNIT 5 Visible-Surface Determination :Techniques for efficient Visible-Surface Algorithms,
Categories of algorithms, Back face removal, The z-Buffer Algorithm, Scan-line method,
Painter’s algorithms (depth sorting), Area sub-division method, BSP trees, Visible-
Surface Ray Tracing, comparison of the methods.
Illumination and Shading Illumination and Shading Models for Polygons, Reflectance
properties of surfaces, Ambient, Specular and Diffuse reflections, Atmospheric
attenuation, Phong’s model, Gouraud shading, some examples.
BCO DESIGN& ANALYSIS OF ALGORITHMS LAB 0-0-2
025A
List of Experiments
1. Write a Program to Explore a Binary Heap
2. Write a Program for Merging of two search trees
3. Write a program to implement Huffman tree construction
4. Write a Program for Computing a spanning tree having smallest value of largest edge
5. Write a Program for Finding the decimal dominant in linear time
6. Write a Program for Problems on Graphs. Etc.
7. Write a program to find Greatest Common Divisor
8. Write a program for fractional Knapsack problem
9. rite a program for 0/1 Knapsack problem
10. Write a program to implement Naive algorithm,
11. Write a program to implement KMP matcher algorithms,
12. Write a program to implement Boyer-Moore algorithm
13. Write a program to implement modular arithmetic
14. Write a program to implement Set cover,
15. Write a program to implement vertex cover
BCO 015B COMPUTERGRAPHICS LAB 0-0-2 [1]
List of Experiments
1 Write a Program to Show basic Transformation with OpenGL
2 Write a Menu Driven Program with OpenGL
3 Write a Program to draw a line using Bresenham’s Algorithm with OpenGL
4 Write a Program to implement midpoint algorithm to draw circle
5 Write a Program to implement midpoint algorithm to draw ellipse
6 Program to implement 2d scaling about an arbitrary axis.
7 Write a program to implement DDA line Algorithm
8 Program to implement 2d rotation about an arbitrary axis.
9 Program to implement translation of a line and triangle.
10 Program to implement Cohen Sutherland line clipping.
11 Program to implement Sutherland Hodgeman polygon clipping.
12 Program to draw Bezier curve.
13 Program to draw b-spline curve.
14 Program to implement a line using slope intercept formula.
15 Write a program to implement Bresenham 's Algorithm