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Analog and Digital [ explained in the easiest way ]

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Subido el 19 de octubre de 2014 por Samuel E.

82 visualizaciones

This animation explains the concepts of analog and digital.
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Analog and digital are two different ways of describing quantity. 00:00:00
If you ask a fisherman how many fish he has caught, 00:00:05
and he holds up eight digits like this, 00:00:08
he is describing the quantity of fish in a digital way. 00:00:11
He's using separate individual digits to describe separate individual objects, 00:00:14
which is fine, because this is a very clear-cut situation. 00:00:20
You either catch eight fish or you don't. 00:00:24
You can't catch a little less or a little more than eight fish. 00:00:27
But if you ask the fisherman how big the fish was that got away, 00:00:31
and he holds his hands up like this, 00:00:35
he is describing the quantity of missing fish in an analog way. 00:00:37
The distance between his hands is an analogy for the length of the fish. 00:00:42
And this analog way of describing quantity 00:00:47
is much more convenient than the digital way, 00:00:50
when you have to describe something that can vary continuously, 00:00:53
given the elastic nature of the average fisherman's memory. In the world of machines, 00:00:56
one of the commonest analog devices is a dimmer. The turning of the knob corresponds to the fading 00:01:03
up or down of the light. It is a continuously variable device. The light can be more or less 00:01:09
on. Contrast this with a light switch, which is the simplest digital device of all. The light is 00:01:16
either on or off. Which brings us to that collection of on-off switches which is called 00:01:23
a computer. Obviously itself a digital device, since it has to deal with everything in terms 00:01:30
of binary digits. The computer's keyboard is also digital. There are lots of separate 00:01:36
individual keys, and you either press one or you don't. But this can be awkward when 00:01:43
you have to describe something which varies continuously, such as the movement of a little 00:01:49
rocket ship on the screen, because you have to fragment this movement into separate units, 00:01:54
forward 30, right 90, forward 30, and so on. So here is where it's much better to use the 00:02:01
analog way of representing continuous movement by means of game paddles, which relate directly 00:02:08
to what is happening on the screen. The more you turn the paddle, the more the rocket ship 00:02:14
turns. But there's room for both ways, of course, both analog and digital. If you 00:02:19
want to represent reality in a smooth, continuous fashion, go analog. If you want 00:02:25
to represent reality one little piece at a time, go digital. 00:02:31
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Idioma/s:
en
Autor/es:
Digital Electronics
Subido por:
Samuel E.
Licencia:
Reconocimiento - No comercial - Sin obra derivada
Visualizaciones:
82
Fecha:
19 de octubre de 2014 - 12:26
Visibilidad:
Público
Centro:
IES JOAQUIN ARAUJO
Duración:
02′ 35″
Relación de aspecto:
1.35:1
Resolución:
486x360 píxeles
Tamaño:
6.63 MBytes

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