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
adjacency matrix
Each entry describes the number of arcs joining the corresponding vertices.
26
distance matrix
Each entry represent the weight of each arc, not the number of arcs
27
planar graph
A graph that can be drawn in a plane such that no two edges meet except at a vertex
28
planarity algorithm
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
Eulerian graph/network
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
semi-Eulerian graph/network
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
feasible region
The region of a graph that satisfies all the constraints of a linear programming problem
32
maximum point
The last point covered by an objective line as it leaves the feasible region
33
minimum point
The first point covered by an objective line as it enters the feasible region
34
precedence/dependance table
A table which shows which activities must be completed before others are started
35
dummy activity
An activity which has no time or cost. Its sole purpose is to show the dependencies between activities
36
early event time
The earliest time of arrival at the event allowing for the completion of all preceding activities
37
late event time
The latest time that the event can be left without extending the time needed for the project.
38
source node
the first node
39
sink node
the final node
40
forward pass/scan
When the early events are calculated staring from zero at the source node and working towards the sink node
41
backward pass/scan
The late event times are calculated starting from the sink node and working backwards towards the source node
42
critical activity
An activity where any increase in its duration results in a corresponding increase in the duration of the whole project
43
critical path
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
total float equation
Total float = latest finish time - duration - earliest start time
45
gantt chart
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
resource levelling
The process of adjusting the start and finish times of the activities in order to take into account constraints on resources