What is the term for a procedure or set of rules to solve a problem as an alternative to mathematical optimization quizlet?

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Chapter 1 - 4

Terms in this set (72)

What are the 6 steps of problem solving?

1. Identify the problem.
2. Understand the problem.
3. Identify alternative ways to solve the problem.
4. Select the best way to solve the problem from the list of alternative solutions.
5. List instructions that enable you to solve the problem, using the selected solution.
6. evaluate the solution.

What is an algorithmic solution to a problem?

Problems that are solved following a series of actions.

What is a heuristic solution to a problem?

Solutions that can't be reached through a direct set of steps.

What does algorithm means?

The action steps to solve a problem.

What does solution means?

The instructions that must be followed to produce the best result.

What does result means?

The outcome or the completed computer-assisted answer.

What does program means?

The set of instructions that make up the solution after they have been coded into a particular computer language.

Name the 3 kinds of problems that are generally solved on computer?

1. Computational.
2. Logical.
3. Repetitive.

What is the computational problem?

Is the one that involves some kind of mathematical process.

What is the logical problem?

Is the one that involves logical processing that is used in a decision making on the computer.

What is the repetitive problem?

Is the one involving repeating a set of mathematical and/or logical instructions.

What is a constant?

Is a value. An specific alphabetical and/or numeric value, that never changes during the processing of all the instructions in a solution.

What is a variable?

Is a data. An specific alphabetical and/or numeric data, that its value is assigned by the computer and can be change during the process.

What is an Identifier?

A variable.

Why is important to maintain a naming convention within the company that is developing computer programs?

1.It helps that several programmers can work on the same project without the problem of conflicting variables and module names.
2. Allows programs to be easy to read.
3. It allows code to be easily maintained.
4. Helps the software to perform more efficient.
5. It increases

Rules to naming a variable

1. Name a variable according to what it represents.
2. Do not use spaces in a variable name.
3. Start a variable name with a letter.
4. Do not use dash or any other symbol that represents a mathematical operator.
5. After using a variable name that represents a specific data item, you can't change it.
6. Be consistent when using upper or lower cases.
7. use the naming convention specified by your company.

Data types.

1. Numeric.
2. Character.
3. Logical.

What is data?

Unorganized facts.

What is information.

Data that is returned to the user well organized processed by a program.

Numeric data.

All types of numbers.
1. Integers ( all numbers positive or negative that are whole)
2. Real numbers (whole numbers plus decimal numbers)

Data set.

The set of values that are allowed in a particular data type.

Character data.

The alphanumeric data set.
1. Single digit numbers.
2. Letters.
3. Special characters available to the computer.

The ASCII # of characters?

256.

String data.

All character data. two or more characters put together.

Concatenation.

When 2 pieces of character data are joined using the + sign to join. like 4 + 4 = 44

Logical data

Two values in the data set. True or false, yes or no.

Other type of data.

1. Date data type.
2. User defined data type.

Rules for data type.

1. The data will most commonly be logical, numerical or character (including string).
2. The programmer designates the data type. the computer will associate variable names with assiganated data type.
3. Data type cannot be mixed.
4. Each of the data type uses what is called a data set.
5. Any numeric item that must be used in calculations resulting in numeric results, must be designated as numeric data type. All other numbers should be used as characters.

Data storage.

Data that is stored internally by the computer and is found by the variable names used by the program. Each variable is given a memory location and can only hold one value at the time. When the program ends all values are erased from memory.

Files.

Information kept for future used and stored externally like the hard disk drive.

Types of files.

1. Program files. Instructions to tell the computer what to do.
2. Data files. Data required to execute the program files.

Functions.

Small sets of instructions that perform specific tasks and return values.

Parameter.

The data that is listed as part of the function.

Types of functions.

1. Mathematical. Calculates square roots, absolute values or random numbers.
2. String functions. Manipulates string variables like copy strings to another variable, find length or number of characters, etc.
3. Conversion functions. Convert data from one data type to another.
4. Statistical functions. Calculates things such as max, min and so forth.
5. Utility functions. This class is for business programming.

Operator.

Data connectors within expressions and equations. They tell the computer how to process the data.

Operand and Resultant

Operand is the data the that the operator connects and processes.
Resultant is the answer.

Types of Operator.

1. Mathematical.
2. Relational.
3. Logical.

Mathematical Operator.

1. + (Addition).
2. - (Subtraction).
3. * (Multiplication).
4. / (Division).
5. \ (Integer division).
6. MOD (Modulo division).
7. ^ (Power).

Relational Operator.

1. = (Equal to).
2. < (Less than).
3. > (Grater than).
4. <= (Less or equal to).
5. >= (Grater or equal to).
6. <> (Not equal to).

Logical Operator.

1. NOT True = FALSE
2. True AND True = TRUE
3. True or False = TRUE

Hierarchy.

Order in which an operation will take place.
1. ()
2. Functions.
3. Power.
4. \, MOD.
5. *, /
6. =, <, >, <=, >=, <>
7. NOT.
8. AND.
9. OR.

Expressions.

Processes data, the operands, through the use of operators.

Equation.

Stores the resultant in a memory location in the computer through the (=) sign.

Syntax.

Set of rules governing the computer OS.

Bug.

Error.

Debugging.

Process of finding and correcting errors.

Problem analysis chart.

A beginning analysis of the problem.

Structure chart or interactivity chart..

The overall layout or structure of the solution.

IPO chart.

Shows the input, processing, output.

Algorithms.

The sequence of instructions, comprising the solution. (Actions steps to solve a problem).

Flowchart.

Graphic representation of the algorithms and pseudocode.

Pseudocode.

Represents a language like solution.

Coupling diagram.

Shows the relationship between the modules and the data needed for the modules.

Data dictionary.

List all data variable names and their definitions.

UML.

Unified modeling language. Diagrams that help produce a model and lead to better understanding of the requirements of the problem.

Analyzing the problem.

1. The given data.
2. The required results.
3. The processing that is required in the problem.
4. A list of solution alternatives.

Modules.

Each module should contain the task to accomplish one function. Like Entering data, printing or calculating results.

The IPO chart contains.

1. Input.
2. Processing.
3. Module reference.
4. Output.

Flow chart symbols

1. Arrows (Shows the flow of the program).
2. Ovals (End and start of the program).
3. Rectangle (Processing such as calculations, etc).
4. Parallelogram (Input of data and output from the computer memory).
5. Diamond (indicates a decision, like true or false)
6. Rectangle with lines (process of modules read, calc, print)
7. Polygon (loop with a counter)
8. Connectors (Flowchart connectors like circle sections of the same page. Home base connects pages)

Rules for Drawing a flowchart.

1. Write the instructions inside the blocks.
2. Annotated flowchart.
3. Always start at the top of the page and use connectors.
4. Use a computer program, a template or straghtedge to draw a flowchart.
5. Make block big to write instructions.
6. Put the module number and name from the interactivity chart in the upper right hand corner of the page for quick reference.
7. Have plenty of paper.
8. use a pencil with large eraser.

Annotated flowchart.

Notes beside a block to help you remember things.

Internal documentation.

Remarks written with the instructions to explain what is being done in the program.

External documentation.

is made up for the manuals or menus written about the solution.

Types of case diagrams.

1. Use case diagram.
2. Class diagrams.
3. Sequence diagrams.
4.State chart diagrams.
5. Activity diagrams.

Use case diagrams.

Describe how a system functions from user's stand of point.

Class diagram.

graphically describes how a class functions, the data structure of the solution.

Sequence diagram.

Graphically present the interactivity between objects.

Statechart diagram.

Describes what happens to a given value of an object as it proceeds through the system.

Activity diagram.

Describes the flow of activities.

Testing a solution.

Check for an error until the program works correctly before coding the program.

Coding a solution

Writing the solution of the problem into a computer language.

Software developing cycle steps.

1. Analysis of the problem.
2. Design of the solution.
3. Development of the solution.
4. Implementation of the solution.
5. Maintenance and review of the solution.

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What is a sequence of instructions that solves a problem called?

An algorithm is a sequence of steps that describe how a problem can be solved. It is a set of self-contained sequence of instructions or actions that contains finite space or sequence and that will give us a result to a specific problem in a finite amount of time.

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Is a programming structure that repeats a sequence of instructions until a specific condition is met?

A loop is a programming structure that repeats a sequence of instructions until a specific condition is met. Loops allow you to repeat a process over and over without having to write the same (potentially long) instructions each time you want your program to perform a task.