Decision maths definitions Flashcards

1
Q

algorithm

A

a finite sequence of step-by-step instructions carried out to solve a problem

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2
Q

bubble sort

A

compares adjacent items in a list

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3
Q

first fit algorithm

A

Considers items in the order that they were given

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4
Q

first fit decreasing algorithm

A

Considers items in descending order

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5
Q

full bin packing algorithm

A

Uses inspection to select items that will combine to form bins

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6
Q

graph

A

Consists of vertices/nodes which are connected by edges/arcs

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7
Q

weighted graph/network

A

A graph which has numbers associated with each edge/arc

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8
Q

degree (of a vertex)

A

The number of edges incident to a vertex/node

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9
Q

vertices/nodes

A

points on a graph

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10
Q

edges/arcs

A

lines on a graph

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11
Q

walk

A

A route through a graph along edges from one vertex to the next

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12
Q

path

A

A walk in which no vertex is visited more than once

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13
Q

trail

A

A walk in which no edge is visited more than once

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14
Q

cycle

A

a walk in which the end vertex is the same as the start vertex and no other vertex is visited more than onc

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15
Q

Hamiltonian cycle

A

A cycle which includes every vertex

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16
Q

loop

A

An edge that starts and finishes at the same vertex

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17
Q

simple graph

A

A graph in which there are no loops and not more than one edge connecting any pair of vertices

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18
Q

directed edges

A

Edges of a graph that have a direction associated with them

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19
Q

Directed Graph (digraph)

A

a graph with directed edges

20
Q

Euler’s handshaking lemma

A

In any undirected graph, the sun of the degrees of the vertices is equal to 2x the number of edges. Only when the number of odd vertices is even.

21
Q

tree

A

A connected graph with no cycles

22
Q

spanning tree

A

A subgraph of a graph which includes all the vertices of the original graph and is also a tree.

23
Q

complete graph

A

A graph in which every vertex is directly connected by an edge to each of the other vertices.

24
Q

isomorphic graphs

A

Graphs that show the same information but may be drawn differently

25
Q

adjacency matrix

A

Each entry describes the number of arcs joining the corresponding vertices.

26
Q

distance matrix

A

Each entry represent the weight of each arc, not the number of arcs

27
Q

planar graph

A

A graph that can be drawn in a plane such that no two edges meet except at a vertex

28
Q

planarity algorithm

A

An algorithm that can be applied to any graph containing a Hamiltonian cycle. It provides a method of redrawing the graph in such a way that it becomes clear whether or not it is planar

29
Q

Eulerian graph/network

A

A graph/network that contains a trail that includes every edge and starts and finishes at the same vertex. Any connected graph whose vertices are all even is Eulerian

30
Q

semi-Eulerian graph/network

A

A graph/network which contains a trail that includes every edge but starts and finishes at different vertices. Any connected graph with exactly two odd vertices is semi-Eulerian

31
Q

feasible region

A

The region of a graph that satisfies all the constraints of a linear programming problem

32
Q

maximum point

A

The last point covered by an objective line as it leaves the feasible region

33
Q

minimum point

A

The first point covered by an objective line as it enters the feasible region

34
Q

precedence/dependance table

A

A table which shows which activities must be completed before others are started

35
Q

dummy activity

A

An activity which has no time or cost. Its sole purpose is to show the dependencies between activities

36
Q

early event time

A

The earliest time of arrival at the event allowing for the completion of all preceding activities

37
Q

late event time

A

The latest time that the event can be left without extending the time needed for the project.

38
Q

source node

A

the first node

39
Q

sink node

A

the final node

40
Q

forward pass/scan

A

When the early events are calculated staring from zero at the source node and working towards the sink node

41
Q

backward pass/scan

A

The late event times are calculated starting from the sink node and working backwards towards the source node

42
Q

critical activity

A

An activity where any increase in its duration results in a corresponding increase in the duration of the whole project

43
Q

critical path

A

A path from the source node to the sink node which entirely follows critical activities. It is the longest path contained in the network.

44
Q

total float equation

A

Total float = latest finish time - duration - earliest start time

45
Q

gantt chart

A

A chart which provides a graphical way to represent the range of possible start and finish times for all activities on a single diagram

46
Q

resource levelling

A

The process of adjusting the start and finish times of the activities in order to take into account constraints on resources