🎓 Computer Science & Engineering Portal

Master Engineering Disciplines with Structured Notes

Comprehensive academic lecture notes, exam-oriented unit summaries, laboratory manuals, and previous year question papers designed strictly for university students.

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University Syllabi

AKTU & AICTE aligned semester credit guidelines.

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Exam Question Papers

Previous 5 years solved university semester papers.

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Lab Manuals & Viva

Practical codes with outputs and interview questions.

Core Subjects & Units Hub

Click on any specific unit to immediately view its lecture notes below

🎨 Computer Graphics (CG)

Scan Conversion, Bresenham Line & Circle, 2D/3D Transformations, Viewing & Clipping.

Unit 1: Raster Scan, DDA & Bresenham →
Unit 2: 2D & 3D Transformations →
Unit 3: Sutherland-Hodgman & Clipping →
Unit 4: Hidden Surface Elimination →

🧠 Machine Learning (ML / MLT)

Supervised/Unsupervised Learning, Regression, Decision Trees, SVM, Neural Nets & Clustering.

Unit 1: Linear & Logistic Regression →
Unit 2: Decision Trees & Support Vector (SVM) →
Unit 3: K-Means & Dimensionality Reduction →
Unit 4: Neural Networks & Gradient Descent →

🤖 Artificial Intelligence (AI)

Search Algorithms, First Order Logic, Probabilistic Reasoning, Expert Systems & Robotics.

Unit 1: Propositional Logic & Connectives →
Unit 2: Probabilistic Reasoning & Uncertainty →
Unit 3: State Space Search & Heuristics →
Unit 4: First Order Predicate Logic (FOL) →

🗄️ Database Management (DBMS)

ER-Modeling, Relational Algebra, SQL Queries, Normalization (1NF-BCNF) and ACID Transactions.

Unit 1: ER Model, Entities & Attributes →
Unit 2: Functional Dependencies & 1NF to BCNF →
Unit 3: ACID Properties & Concurrency Control →
Unit 4: Relational Algebra & Complex SQL Joins →

🌲 Data Structures & Algorithms

Arrays, Linked Lists, Stacks, Queues, Binary Trees, Graphs, Sorting & Asymptotic Analysis.

Unit 1: Arrays, Matrices & Recursion →
Unit 2: Stacks, Queues & Infix-to-Postfix →
Unit 3: Binary Trees, BST & AVL Rotations →
Unit 4: Graphs (BFS, DFS, Dijkstra, MST) →

⚡ Operating Systems

Process Scheduling, Deadlocks, Synchronization, Virtual Memory, Paging and Disk Management.

Unit 1: Process States, PCB & Multi-Threading →
Unit 2: CPU Scheduling (FCFS, SJF, RR) →
Unit 3: Deadlocks, Semaphores & Banker's Algo →
Unit 4: Virtual Memory, Paging & Disk Scheduling →

🌐 Computer Networks

OSI & TCP/IP Models, Error Detection, IPv4 Subnetting, Routing Protocols and TCP Handshake.

Unit 1: OSI vs TCP/IP Protocol Architectures →
Unit 2: Data Link Layer, Framing & Sliding Window →
Unit 3: IPv4 Addressing, Subnetting & Routing →
Unit 4: Transport Layer (TCP 3-Way Handshake) →

⚙️ Design of Algorithms (DAA)

Asymptotic Notations, Divide & Conquer, Dynamic Programming, Greedy Approach & Backtracking.

Unit 1: Time Complexity, Master's Theorem →
Unit 2: 0/1 Knapsack & Dynamic Programming →
Unit 3: Greedy Methods & Graph Algorithms →
Viewing All Lectures

Window Management

  • Window management in TCP decouples the issues of acknowledgement of the correct receipt of segments and receiver buffer allocation.
  • For example, suppose the receiver has a 4096-byte buffer, as shown in Fig. below. If the sender transmits a 2048-byte segment that is correctly received, the receiver will acknowledge the segment. However, since it now has only 2048 bytes of buffer space (until the application removes some data from the buffer), it will advertise a window of 2048 starting at the next byte expected.

  • Now the sender transmits another 2048 bytes, which are acknowledged, but the advertised window is of size 0. The sender must stop until the application process on the receiving host has removed some data from the buffer, at which time TCP can advertise a larger window and more data can be sent.
  • When the window is 0, the sender may not normally send segments, with two exceptions. First, urgent data may be sent, for example, to allow the user to kill the process running on the remote machine. Second, the sender may send a 1-byte segment to force the receiver to reannounce the next byte expected and the window size. This packet is called a window probe.
  • The TCP standard explicitly provides this option to prevent deadlock if a window update ever gets lost.
  • Senders are not required to transmit data as soon as they come in from the application.
  • Neither are receivers required to send acknowledgements as soon as possible. For example, in Fig. above, when the first 2 KB of data came in, TCP, knowing that it had a 4-KB window, would have been completely correct in just buffering the data until another 2 KB came in, to be able to transmit a segment with a 4-KB payload. This freedom can be used to improve performance.
  • Consider a connection to a remote terminal, for example using SSH or telnet, that reacts on every keystroke. In the worst case, whenever a character arrives at the sending TCP entity, TCP creates a 21-byte TCP segment, which it gives to IP to send as a 41-byte IP datagram.
  • At the receiving side, TCP immediately sends a 40-byte acknowledgement (20 bytes of TCP header and 20 bytes of IP header).
  • Later, when the remote terminal has read the byte, TCP sends a window update, moving the window 1 byte to the right. This packet is also 40 bytes. Finally, when the remote terminal has processed the character, it echoes the character for local display using a 41-byte packet.
  • In all, 162 bytes of bandwidth are used and four segments are sent for each character typed. When bandwidth is scarce, this method of doing business is not desirable.

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