D1 Flashcards

1
Q

Activity Network

A

A network that shows the order in which activities must be completed. Activities are shown by arcs and their competition is shown by nodes.

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2
Q

Adjecency matrix

A

A matrix (number grid) that shows the number of links between each pair of vertices in a graph.

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3
Q

Algorithm

A

A set of instructions for solving a problem.

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4
Q

Alternating path

A

A way of improving an initial matching.

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5
Q

Arc

A

The line connecting two vertices of a graph. Also called an edge.

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6
Q

Binary search

A

A searching algorithm used to find items in an ordered list.

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7
Q

Bipartide graph

A

A graph with two sets of nodes, joined by arcs. The arcs only join nodes from one set of nodes in the other.

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8
Q

Breakthrough

A

Reaching an unmatched node using the alternating path method.

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9
Q

Bubble sort.

A

An algorithm that sorts a list into oprder by systematically swapping them.

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10
Q

Chinease postman problem

A

Another name for the route inspection problem.

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11
Q

Complete graph

A

A graph where every vertex has a direct connection to every other vertex.

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12
Q

Complete matching

A

A matching with teh same number of arcs as there are nodes in each set.

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13
Q

Connected graph

A

A graph where every vertex is connected to every other vertex by a path (not necessarily a direct arc).

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14
Q

Constraint

A

A limiting factor in a linear programming problem. Usually written as an inequality interms of the decision variables.

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15
Q

Critical activity

A

An activity in an activity network that must be started as soon as possible or the entire project will be delayed.

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16
Q

Critical path

A

A set of critical activities that run from source node to the sink node.

17
Q

Cycle

A

A closed path through a graph that brings you back to your starting point. Also called a circuit.

18
Q

Decision variable

A

An item that’s being produced, bought, sold, etc. in a linear programming problem.

19
Q

Degree

A

The number of arcs connected to a vertex.

20
Q

Digraph

A

A graph in which some arcs have a direction (known as directed edges).

21
Q

Dijkstra’s algorithm

A

A method for finding the shortest path between two vertices of a network.

22
Q

Distance matrix

A

A matrix (number grid) thats shows the distance (or weight) between each pair of vertices in a graph.

23
Q

Dummy

A

A dummy shows precedence in an activity network without adding any activities to the project.

24
Q

Early event time

A

The earliest an activity within a project can possibly be started.

25
Q

Edge

A

A line connecting two vertices of a graph. Also called an arc.

26
Q

Eularian graph

A

A graph in which every vertex is even.

27
Q

Even vertices

A

A vertex with an even degree.

28
Q

Feasible region

A

An area on a graph in which all points are feasible solutions to a linear programming problem.

29
Q

Feasible solution

A

A set of values that satisfies all the constraints in a linear programming problem.

30
Q

First-fit algorithm

A

An algorithm used to pack items into bins.

31
Q

First-fit decreasing algorithm

A

A bin-packing algorithm similar to the first-fit algorithm, but used on an ordered list.

32
Q

Float

A

The amount of time you can delay an activity for without delaying the project it is part of.

33
Q

Flow chart

A

A way of visually representing an algorithm.

34
Q

Gantt chart

A

A diagram that shows the time intervals in which activities can take place. Used for scheduling activities.

35
Q

Graph

A

A diagram made up of nodes joined by arcs.