1 00:00:00,180 --> 00:00:04,179 Analog and digital are two different ways of describing quantity. 2 00:00:05,179 --> 00:00:08,179 If you ask a fisherman how many fish he has caught, 3 00:00:08,179 --> 00:00:11,179 and he holds up eight digits like this, 4 00:00:11,179 --> 00:00:14,179 he is describing the quantity of fish in a digital way. 5 00:00:14,179 --> 00:00:20,179 He's using separate individual digits to describe separate individual objects, 6 00:00:20,179 --> 00:00:24,179 which is fine, because this is a very clear-cut situation. 7 00:00:24,179 --> 00:00:27,179 You either catch eight fish or you don't. 8 00:00:27,179 --> 00:00:30,239 You can't catch a little less or a little more than eight fish. 9 00:00:31,019 --> 00:00:34,859 But if you ask the fisherman how big the fish was that got away, 10 00:00:35,679 --> 00:00:37,340 and he holds his hands up like this, 11 00:00:37,880 --> 00:00:41,700 he is describing the quantity of missing fish in an analog way. 12 00:00:42,380 --> 00:00:46,840 The distance between his hands is an analogy for the length of the fish. 13 00:00:47,939 --> 00:00:50,299 And this analog way of describing quantity 14 00:00:50,299 --> 00:00:53,000 is much more convenient than the digital way, 15 00:00:53,399 --> 00:00:56,460 when you have to describe something that can vary continuously, 16 00:00:56,460 --> 00:01:03,119 given the elastic nature of the average fisherman's memory. In the world of machines, 17 00:01:03,119 --> 00:01:09,739 one of the commonest analog devices is a dimmer. The turning of the knob corresponds to the fading 18 00:01:09,739 --> 00:01:16,140 up or down of the light. It is a continuously variable device. The light can be more or less 19 00:01:16,140 --> 00:01:23,760 on. Contrast this with a light switch, which is the simplest digital device of all. The light is 20 00:01:23,760 --> 00:01:30,000 either on or off. Which brings us to that collection of on-off switches which is called 21 00:01:30,000 --> 00:01:36,799 a computer. Obviously itself a digital device, since it has to deal with everything in terms 22 00:01:36,799 --> 00:01:43,640 of binary digits. The computer's keyboard is also digital. There are lots of separate 23 00:01:43,640 --> 00:01:49,980 individual keys, and you either press one or you don't. But this can be awkward when 24 00:01:49,980 --> 00:01:54,719 you have to describe something which varies continuously, such as the movement of a little 25 00:01:54,719 --> 00:02:00,680 rocket ship on the screen, because you have to fragment this movement into separate units, 26 00:02:01,319 --> 00:02:08,419 forward 30, right 90, forward 30, and so on. So here is where it's much better to use the 27 00:02:08,419 --> 00:02:14,340 analog way of representing continuous movement by means of game paddles, which relate directly 28 00:02:14,340 --> 00:02:19,180 to what is happening on the screen. The more you turn the paddle, the more the rocket ship 29 00:02:19,180 --> 00:02:25,819 turns. But there's room for both ways, of course, both analog and digital. If you 30 00:02:25,819 --> 00:02:31,639 want to represent reality in a smooth, continuous fashion, go analog. If you want 31 00:02:31,639 --> 00:02:35,379 to represent reality one little piece at a time, go digital.