Selasa, 21 Oktober 2014

Process and Project



1) waterfall models

Making the waterfall model of software starts with project feasibility analysis, requirements analysis and planning process Then proceed with the design and coding followed code.setelah finished typing test was done and when the program has passed the test of the installation program is done and thereafter the maintenance phase .
The workmanship in every late-stage software required workers who have been certified to guarantee the results of each stage.
        waterfall model of relatively simple model and easy to do, but this model also has some disadvantages such as:
- The possible need for a frozen system that causes no
  kompatitibel with hardware.
-pembekuan needs of the system has resulted in the problem specification
hardware.
-situation like this is very dangerous if it happens to run out of funds at the time of the project.
-it can be triggered the requirement.
-need official documents in the end of each stage.


2) Prototyping

prototytping made ​​to overcome the weaknesses of the waterfall model.In Prototyping design, coding, and testing, each phase is done very formally or thoroughly. Protyping stages starting with requirements analysis, design, code, and test phase of the program requirements system.Dengan freezing prototyping can be overcome.

3) Iterative Development

Iterative Development merupakann combination of the waterfall model and prototyping, along with the addition capabily to
the system until the full system is implemented a. on the development process of iteration is known.

4) Rational Unified Process
  This process is also known iteration process. there are several
  phase in this process;
- Inception Phase
- Elaboration Phase
- Construction Phase
- Phase Transitions

5) timeboxing Model
in this model there is a time limit for each stage in the project.

Kamis, 09 Oktober 2014

INTERNET OF THINGS

Internet of Things, atau dikenal juga dengan singkatan IoT, merupakan sebuah konsep yang bertujuan untuk memperluas manfaat dari konektivitas internet yang tersambung secara terus-menerus. Adapun kemampuan seperti berbagi data, remote control, dan sebagainya, termasuk juga pada benda di dunia nyata. Contohnya bahan pangan, elektronik, koleksi, peralatan apa saja, termasuk benda hidup yang semuanya tersambung ke jaringan lokal dan global melalui sensor yang tertanam dan selalu aktif.[1]
Pada dasarnya, Internet of Things mengacu pada benda yang dapat diidentifikasikan secara unik sebagai representasi virtual dalam struktur berbasis Internet. Istilah Internet of Things awalnya disarankan oleh Kevin Ashton pada tahun 1999 dan mulai terkenal melalui Auto-ID Center di MIT.

Pada bulan Juni 2009 Ashton berkomentar.