Is a self-contained step-by-step set of operations to be performed. Algorithms perform calculation, data processing, and/or automated reasoning tasks.
Algorithm Design Editar
Is a specific method to create a mathematical process in solving problems. Applied algorithm design is algorithm engineering. Also it’s identified and incorporated into many solution theories of operation research, such as dynamic programming and divide-and-conquer.
Arithmetic-Logic Unit Editar
Is a combinational digital electronic circuit that performs arithmetic and bitwise logical operations on integer binary numbers. This is in contrast to a floating-point unit (FPU), which operates on floating point numbers. An ALU is a fundamental building block of many types of computing circuits, including the central processing unit (CPU) of computers, FPUs, and graphics processing units (GPUs). A single CPU, FPU or GPU may contain multiple ALUs.
Auxiliary Memory Editar
Also known as auxiliary storage, secondary storage, secondary memory or external memory, is a non-volatile memory (does not lose stored data when the device is powered down) that is not directly accessible by the CPU, because it is not accessed via the input/output channels (it is an external device). In RAM devices (as flash memory) data can be directly deleted or changed.
Central Processing Unit (CPU) Editar
Is the electronic circuitry within a computer that carries out the instructions of a computer program by performing the basic arithmetic, logical, control and input/output (I/O) operations specified by the instructions.
Operation takes place to send data from one place to another, process and get results from them. All computer operations are coded in binary code, or more or less complex combinations of ones and zeros that occurs constantly.
Is the process in which Transform a program written in a high-level programming language from source code into object code. Programmers write programs in a form called source code. Source code must go through several steps before it becomes an executable program.
Control Unit Editar
Is a component of a computer's central processing unit (CPU) that directs operation of the processor. It tells the computer's memory, arithmetic/logic unit and input and output devices how to respond to a program's instructions. It directs the operation of the other units by providing timing and control signals.
Is the process of finding and resolving of defects that prevent correct operation of computer software or a system. Debugging tends to be harder when various subsystems are tightly coupled, as changes in one may cause bugs to emerge in another.
Is written text or illustration that accompanies computer software. It either explains how it operates or how to use it, and may mean different things to people in different roles.
Is the process by which a computer or a virtual machine performs the instructions of a computer program. The instructions in the program trigger sequences of simple actions on the executing machine. Those actions produce effects according to the semantics of the instructions in the program.
Is a combination of one or more explicit values, constants, variables, operators, and functions that the programming language interprets (according to its particular rules of precedence and of association) and computes to produce("to return", in a stateful environment) another value.
Graphics Algorithmic Language Editar
Language that tends to represent a form graph algorithms in order to make easier the representation of each of the processes that should perform a computer to solve problem.
High Level Programming Language Editar
Is a programming language with strong abstraction from the details of the computer. In comparison to low-level programming languages, it may use natural language elements, be easier to use, or may automate (or even hide entirely) significant areas of computing systems (e.g. memory management), making the process of developing a program simpler and more understandable relative to a lower-level language.
Identifiers(Variables and Constants) Editar
Identifiers are symbols used to uniquely identify a program element in the code. They are also used to refer to types, constants, macros and parameters. An identifier name should indicate the meaning and usage of the element being referred.
A variable or scalar is a storage location paired with an associated symbolic name (an identifier), which contains some known or unknown quantity of information referred to as a value. The variable name is the usual way to reference the stored value; this separation of name and content allows the name to be used independently of the exact information it represents.
Is an identifier with an associated value which cannot be altered by the program during normal execution – the value is constant. This is contrasted with a variable, which is an identifier with a value that can be changed during normal execution – the value is variable.
Input Devices Editar
Is a peripheral (piece of computer hardware equipment) used to provide data and control signals to an information processing system such as a computer or information appliance.
- Digital cameras
Low-Level Programming Language Editar
Is a programming language that provides little or no abstraction from a computer's instruction set architecture—commands or functions in the language map closely to processor instructions.
Machine Language Editar
Is a set of instructions executed directly by a computer's central processing unit (CPU). Each instruction performs a very specific task, such as a load, a jump, or an ALU operation on a unit of data in a CPU register or memory. Every program directly executed by a CPU is made up of a series of such instructions.
Main Memory (Internal ) Editar
Is where programs and data are kept when the processor is actively using them. When programs and data become active, they are copied from secondary memory into main memory where the processor can interact with them. A copy remains in secondary memory.
Is the modification of a software product after delivery to correct faults, to improve performance or other attributes.
No Graphics Language Editar
Known as algorithmic languages, graphics languages are not generally used to represent specific informatics processes and more to represent descriptively operations performed by an algorithm.
Is a symbol that tells the compiler to perform specific mathematical or logical functions. Also constructs which behave generally like functions, but which differ syntactically or semantically from usual functions.
Is the part of a computer instruction that specifies data that is to be operating on or manipulated and, by extension, the data itself. Basically, a computer instruction describes an operation (add,subtract, and so forth) and the operand or operands on which the operation is to be performed.
Output Devices Editar
Is any piece of computer hardware item used to communicate the results of data processing carried out by an information processing system (such as a computer) which converts the electronically generated information into human-readable form
Problem Analysis Editar
Is a set of analytic tasks meant to increase the designers' understanding of an unbalanced situation, for the sake of designing a change to the situation that will have better balance
Problem Definition Editar
The Spanish Royal Academy (RAE) defines problem as a question to clarify, proposition or difficulty of dubious solution set of facts or circumstances that hinder the achievement of some purpose , approach a situation whose unknown response must be obtained through scientific methods.
Programming Language Editar
Is a formal computer language or constructed language designed to communicate instructions to a machine, particularly a computer. Programming languages can be used to create programs to control the behavior of a machine or to express algorithms.
Is an informal high-level description of the operating principle of a computer program or other algorithm. It uses the structural conventions of a normal programming language, but is intended for human reading rather than machine reading.
Qualitative Algorithms Editar
Algorithms which are described or daily life problems are solved by using words.
Quantitative Algorithms Editar
Algorithms which in the process numerical calculations are used to solve the problem posed.
(Random-access memory) is a form of computer data storage. A random-access memory device allows data items to be read or written in almost the same amount of time irrespective of the physical location of data inside the memory.
(Read Only Memory) Is a type of non-volatile memory used in computers and other electronic devices. Data stored in ROM can only be modified slowly, with difficulty, or not at all, so it is mainly used to store firmware (software that is closely tied to specific hardware and unlikely to need frequent updates) or application software in plug-in cartridges.
Technical Design (Top-Down and Bottom-Up) Editar
Are both strategies of information processing and knowledge ordering, used in a variety of fields including software, humanistic and scientific theories (see systemics), and management and organization. In practice, they can be seen as a style of thinking, teaching, or leadership.
Top Down Editar
Is essentially the breaking down of a system to gain insight into its compositional sub-systems in a reverse engineering fashion. In a top-down approach an overview of the system is formulated, specifying, but not detailing, any first-level subsystems.
Bottom Up Editar
approach is the piecing together of systems to give rise to more complex systems, this making the original systems sub-systems of the emergent system. Bottom-up processing is a type of information processing based on incoming data from the environment to form a perception.
Is an investigation conducted to provide stakeholders with information about the quality of the product or service under test. Software testing can also provide an objective, independent view of the software to allow the business to appreciate and understand the risks of software implementation.
Type of Data Editar
Attribute data indicating the computer (and / or the programmer) about the kind of data that is going to work. This includes restrictions on data, such as what values can take and what operations can be performed.