Part 2
A. Discuss what you have learned and understood about what relational
Database Management System is,so far.
DBMS is a software used to store some kind of data.It has many ways and has a big storage.A storage and bodega for all kinds of data.For business affairs,accounting and customizing.It is system where you can apply some applications needed.Always maintains data as where you saved it.It is more compatible for tables,record and query.Responsible for the user itself.
B.Define how each of the following fit and function within theframework of relational DBMS systems.
1.DATA FIELD-where you can store or put all the data needed.Like name,age,address,etc.
Defines what you have stored.It contains data to be entered as well as data to be displayed.
2.FORMS-to build a user friendly intrface of the user.
3.FOREIGN KEY-defines the most important things anywhere in the table. Indicating that the two records are related .
4.QUERIES-arranges the file alphabetically.
5.DATA TYPES-is a set of values and the operations on those values.
6.RECORDS-is one of the simplest data structures, consisting of two or more values or variables stored in consecutive memory positions; so that each component (called a field or member of the record) can be accessed by applying different offsets to a single physical address.
7.RELATIONSHIP(TABLE LINKAGES)- Linkage between tables occurs typically via some numeric identifier (ID) field that often is indexed to facilitate processing by the database software. Fields that function as table linkage IDs are necessary features of database design.
Friday, August 14, 2009
Friday, July 3, 2009
MY ASSIGNMENT
________________DATA TYPES________________
In programming languages is a set of values and the operations on those values.Classification of a particular type of information. It is easy for humans to distinguish between different types of data. We can usually tell at a glance whether a number is a percentage, a time, or an amount of money. We do this through special symbols -- %, :, and $ -- that indicate the data's type. Similarly, a computer uses special internal codes to keep track of the different types of data it processes.
Most programming languages require the programmer to declare the data type of every data object, and most database systems require the user to specify the type of each data field. The available data types vary from one programming language to another, and from one database application to another, but the following usually exist in one form or another:
• integer : In more common parlance, whole number; a number that has no fractional part.
• floating-point : A number with a decimal point. For example, 3 is an integer, but 3.5 is a floating-point number.
• character (text ): Readable text
____Database Management System____
A collection of programs that enables you to store, modify, and extract information from a database. There are many different types of DBMSs, ranging from small systems that run on personal computers to huge systems that run on mainframes. The following are examples of database applications:
-computerized library systems
-automated teller machines
-flight reservation systems
-computerized parts inventory systems
Requests for information from a database are made in the form of a query, which is a stylized question. For example, the query
SELECT ALL WHERE NAME = "MAE" AND AGE > 35
requests all records in which the NAME field is MAE and the AGE field is greater than 35. The set of rules for constructing queries is known as a query language. Different DBMSs support different query languages, although there is a semi-standardized query language called SQL (structured query language). Sophisticated languages for managing database systems are called fourth-generation languages, or 4GLs for short.
The information from a database can be presented in a variety of formats. Most DBMSs include a report writer program that enables you to output data in the form of a report. Many DBMSs also include a graphics component that enables you to output information in the form of graphs and charts.
____________DBMS SOFTWARES_______________
1.Ingres is a commercially supported, open-source SQL relational database management system intended to support large commercial and government applications. Ingres is fully open source with a growing global community of contributors, but Ingres Corporation controls the development of Ingres and makes certified binaries available for download, as well as providing worldwide support.
Ingres was first created as a research project at the University of California, Berkeley, starting in the early 1970s and ending in the early 1980s. The original code, like that from other projects at Berkeley, was available at minimal cost under a version of the BSD license. Since the mid-1980s, Ingres has spawned a number of commercial database applications, including Sybase, Microsoft SQL Server, NonStop SQL and a number of others. Postgres (Post Ingres), a project which started in the mid-1980s, later evolved into PostgreSQL.
Ingres is ACID and is fully transactional (including all DDL statements).
2.Visual FoxPro is a data-centric object-oriented and procedural programming language produced by Microsoft. It is derived from FoxPro (originally known as FoxBASE) which was developed by Fox Software beginning in 1984. Fox Technologies merged with Microsoft in 1992, after which the software acquired further features and the prefix "Visual". The last version of FoxPro (2.6) worked under Mac OS, DOS, Windows, and Unix: Visual FoxPro 3.0, the first "Visual" version, dropped the platform support to only Mac and Windows, and later versions were Windows-only. The current version of Visual FoxPro is COM-based and Microsoft has stated that they do not intend to create a Microsoft .NET version.
FoxPro originated as a member of the class of languages commonly referred to as "xBase" languages, which have syntax based on the dBase programming language. Other members of the xBase language family include Clipper and Recital.
Visual FoxPro, commonly abbreviated as VFP, is tightly integrated with its own relational database engine, which extends FoxPro's xBase capabilities to support SQL query and data manipulation. Unlike most database management systems, Visual FoxPro is a full-featured, dynamic programming language that does not require the use of an additional general-purpose programming environment. It can be used to write not just traditional "fat client" applications, but also middleware and web applications.
3.OpenEdge Advanced Business Language, is a business application development language created and maintained by Progress Software Corporation (PSC). The language, typically classified as a fourth-generation programming language, uses an English like syntax to simplify software development.[1] The name was changed in 2006 to OpenEdge Advanced Business Language (OpenEdge ABL), by PSC, from PROGRESS, a.k.a. Progress 4GL, in order to overcome a presumed industry perception that 4GL's were less capable than other languages.[ The language was called PROGRESS or Progress 4GL prior to the release of version 10.0. A subset of the language, called SpeedScript, is used in the development of web applications.
OpenEdge ABL helps developers to develop applications optionally using its own integrated relational database and programming tool. These applications are portable across computing systems and allow access to various popular data sources without having to learn the underlying data access methods. This means that the end-user of these products can be unaware of the underlying architecture.
By combining a fourth generation language and relational database, OpenEdge ABL allows the use of the Rapid Application Development (RAD) model for developing software. A programmer and even end users can do rapid prototyping using the integrated and GUI tools of the development environment.
In programming languages is a set of values and the operations on those values.Classification of a particular type of information. It is easy for humans to distinguish between different types of data. We can usually tell at a glance whether a number is a percentage, a time, or an amount of money. We do this through special symbols -- %, :, and $ -- that indicate the data's type. Similarly, a computer uses special internal codes to keep track of the different types of data it processes.
Most programming languages require the programmer to declare the data type of every data object, and most database systems require the user to specify the type of each data field. The available data types vary from one programming language to another, and from one database application to another, but the following usually exist in one form or another:
• integer : In more common parlance, whole number; a number that has no fractional part.
• floating-point : A number with a decimal point. For example, 3 is an integer, but 3.5 is a floating-point number.
• character (text ): Readable text
____Database Management System____
A collection of programs that enables you to store, modify, and extract information from a database. There are many different types of DBMSs, ranging from small systems that run on personal computers to huge systems that run on mainframes. The following are examples of database applications:
-computerized library systems
-automated teller machines
-flight reservation systems
-computerized parts inventory systems
Requests for information from a database are made in the form of a query, which is a stylized question. For example, the query
SELECT ALL WHERE NAME = "MAE" AND AGE > 35
requests all records in which the NAME field is MAE and the AGE field is greater than 35. The set of rules for constructing queries is known as a query language. Different DBMSs support different query languages, although there is a semi-standardized query language called SQL (structured query language). Sophisticated languages for managing database systems are called fourth-generation languages, or 4GLs for short.
The information from a database can be presented in a variety of formats. Most DBMSs include a report writer program that enables you to output data in the form of a report. Many DBMSs also include a graphics component that enables you to output information in the form of graphs and charts.
____________DBMS SOFTWARES_______________
1.Ingres is a commercially supported, open-source SQL relational database management system intended to support large commercial and government applications. Ingres is fully open source with a growing global community of contributors, but Ingres Corporation controls the development of Ingres and makes certified binaries available for download, as well as providing worldwide support.
Ingres was first created as a research project at the University of California, Berkeley, starting in the early 1970s and ending in the early 1980s. The original code, like that from other projects at Berkeley, was available at minimal cost under a version of the BSD license. Since the mid-1980s, Ingres has spawned a number of commercial database applications, including Sybase, Microsoft SQL Server, NonStop SQL and a number of others. Postgres (Post Ingres), a project which started in the mid-1980s, later evolved into PostgreSQL.
Ingres is ACID and is fully transactional (including all DDL statements).
2.Visual FoxPro is a data-centric object-oriented and procedural programming language produced by Microsoft. It is derived from FoxPro (originally known as FoxBASE) which was developed by Fox Software beginning in 1984. Fox Technologies merged with Microsoft in 1992, after which the software acquired further features and the prefix "Visual". The last version of FoxPro (2.6) worked under Mac OS, DOS, Windows, and Unix: Visual FoxPro 3.0, the first "Visual" version, dropped the platform support to only Mac and Windows, and later versions were Windows-only. The current version of Visual FoxPro is COM-based and Microsoft has stated that they do not intend to create a Microsoft .NET version.
FoxPro originated as a member of the class of languages commonly referred to as "xBase" languages, which have syntax based on the dBase programming language. Other members of the xBase language family include Clipper and Recital.
Visual FoxPro, commonly abbreviated as VFP, is tightly integrated with its own relational database engine, which extends FoxPro's xBase capabilities to support SQL query and data manipulation. Unlike most database management systems, Visual FoxPro is a full-featured, dynamic programming language that does not require the use of an additional general-purpose programming environment. It can be used to write not just traditional "fat client" applications, but also middleware and web applications.
3.OpenEdge Advanced Business Language, is a business application development language created and maintained by Progress Software Corporation (PSC). The language, typically classified as a fourth-generation programming language, uses an English like syntax to simplify software development.[1] The name was changed in 2006 to OpenEdge Advanced Business Language (OpenEdge ABL), by PSC, from PROGRESS, a.k.a. Progress 4GL, in order to overcome a presumed industry perception that 4GL's were less capable than other languages.[ The language was called PROGRESS or Progress 4GL prior to the release of version 10.0. A subset of the language, called SpeedScript, is used in the development of web applications.
OpenEdge ABL helps developers to develop applications optionally using its own integrated relational database and programming tool. These applications are portable across computing systems and allow access to various popular data sources without having to learn the underlying data access methods. This means that the end-user of these products can be unaware of the underlying architecture.
By combining a fourth generation language and relational database, OpenEdge ABL allows the use of the Rapid Application Development (RAD) model for developing software. A programmer and even end users can do rapid prototyping using the integrated and GUI tools of the development environment.
Wednesday, June 24, 2009
MV vs Data F
Memory variable files are a way to store the status of memory variables that are currently stored in memory.
A variable is an identifier (usually a letter, word, or phrase) that is linked to a value stored in the system's memory or an expression that can be evaluated. For instance, a variable might be called "
While...
A variable is an identifier (usually a letter, word, or phrase) that is linked to a value stored in the system's memory or an expression that can be evaluated. For instance, a variable might be called "
total_count" and contain a number.Depending on the type system of a programming language, variables may only be able to store a specified datatype (e.g. integer or string). Alternatively a data type may be associated only with the current value, allowing a single variable to store anything supported by the programming language.The use of the term "variable" is based on the similar mathematical concept of the same name.
While...
Data field definition usually includes field structure (size of each field and whether it is a date, an integer, or a text field) and field organization (names and locations of data fields within a document record).When adding documents to a Globodox DB you would also want to add descriptive/indexing information along with each document. This information could include data items like Author Name, Title, Subject etc.. Each of these items of data is known as a data field.You can create data fields for Document Types and Stack Types.
When adding a Data Field to a Document Type or Stack Type you will need to specify the Data Type for that field. A field's Data Type specifies the type of data that can be stored in that field.
Monday, June 22, 2009
My Contrast
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1.Differntiate the Computer System vs. Operating System.
Computer system is a complete working computer,it includes not only the computer but also any software and peripheral devices that are necessary to make the computer function,in every computer system requires an OS.
While…
Operating system is the basic software that controls a computer. It has three major functions.
(1)It coordinates and manipulates computer hardware,(2)it organizes files on a variety of storage media and (3)it manages hardware errors and the loss of data.
2.Information and Data Storage
Information storage is used to describe the organization,storage,location and retrieval of encoded information in computer systems.Important factors in storing and retrieving information are the type of media or storage device used to store information; the media storage capacity; the speed of access and information transfer to and from the storage media; the number of times new information can be written to the media and how the media interacts the computer.
While…
Data storage is the analysis and organization of data by the repeated use of one or more computer programs.Data is not a program.Binary files are also known as data.
3.Computer Storage vs. Data Storage
Computer storage refers to computer component devices and recording media that retain digital data used for computing for some interval of time.It is one of the fundamental components of all modern computers and coupled with a Central Processing Unit.
While…
Data storage is the analysis and organization of data by the repeated use of one or more computer programs.Data is not a program.Binary files are also known as data.
Computer system is a complete working computer,it includes not only the computer but also any software and peripheral devices that are necessary to make the computer function,in every computer system requires an OS.
While…
Operating system is the basic software that controls a computer. It has three major functions.
(1)It coordinates and manipulates computer hardware,(2)it organizes files on a variety of storage media and (3)it manages hardware errors and the loss of data.
2.Information and Data Storage
Information storage is used to describe the organization,storage,location and retrieval of encoded information in computer systems.Important factors in storing and retrieving information are the type of media or storage device used to store information; the media storage capacity; the speed of access and information transfer to and from the storage media; the number of times new information can be written to the media and how the media interacts the computer.
While…
Data storage is the analysis and organization of data by the repeated use of one or more computer programs.Data is not a program.Binary files are also known as data.
3.Computer Storage vs. Data Storage
Computer storage refers to computer component devices and recording media that retain digital data used for computing for some interval of time.It is one of the fundamental components of all modern computers and coupled with a Central Processing Unit.
While…
Data storage is the analysis and organization of data by the repeated use of one or more computer programs.Data is not a program.Binary files are also known as data.
Friday, March 6, 2009
SORTS
1.)
a.)PERSONAL
Data structure is the way to store some data in a given situation and in an activity. This are the informations that is so important. It can be saved or deleted. A storage of everything you wanted in some aspects of information. Some kind of business affairs, communication, telecommunication or between the costumer and a businessman. Like in some kind of data structure, a data that is first to enter, it also the first to be entertained or to be push out; a data that is last to enter is also last to be entertained. Empty bull can be true if the structure is empty. Size is been determine if there are datas in it. It is use in some programming operations going on. A data that is stored is immediately arrange of its kind.
b.)A data structure in computer science is a way of storing data in a computer so that it can be used efficiently. It is an organization of mathematical and logical concepts of data. Often a carefully chosen data structure will allow the most efficient algorithm to be used. The choice of the data structure often begins from the choice of an abstract data type. A well-designed data structure allows a variety of critical operations to be performed, using as few resources, both execution time and memory space, as possible. Data structures are implemented by a programming language as data types and the references and operations they provide.=>http://en.wikipedia.org/wiki/Data_structure
c.) A collection of data components that are constructed in a regular and characteristic way.=>http://www.answers.com/topic/data-structure
d.)A data structure is a group of data elements grouped together under one name. These data elements, known as members, can have different types and different lengths. a data structure creates a new type: Once a data structure is declared, a new type with the identifier specified as structure_name is created and can be used in the rest of the program as if it was any other type. =>http://www.cplusplus.com/doc/tutorial/structures
e.)The SG_OBJ data structure accommodates all data in an object, a part, or a link in a universal format that is used within the SansGUI environment and among SansGUI, simulator, and all user overriding functions. All the data in SG_OBJ are stored in an array of SG_VALU Data Structures. The two data structures form the universal SansGUI Data Object Format for data communication among program modules.
=>http://www.protodesign-inc.com/doc/SansGUI/sg_obj_data_structure.
f.)Data structures help you organize and process your data. There are many different ways of implementing them depending on available resources and whims of the programmer.The type of data structure you want to use will often be determined by how quickly you need to be able to do certain things to the data and how often, with compromises sometimes made for hardware or network restrictions.=>http://en.wikiversity.org/wiki/Data_structures
g.) A data structure, method, and computer program provide a linked list in a first dimension and a plurality of linked lists in a second dimension. In use, a linked list in a first dimension is provided. Further, the linked list in the first dimension includes a plurality of nodes. Additionally, each node includes a head pointer and a tail pointer. In addition, a plurality of linked lists in a second dimension is provided. Furthermore, the tail pointer of one of the nodes in the linked list in the first dimension points to a first node in one of the linked lists in the second dimension.
=>http://www.priorartdatabase.com/IPCOM/000171483/
h.) An organization of information, usually in memory, for better algorithm efficiency, such as queue, stack, linked list, heap, dictionary, and tree, or conceptual unity, such as the name and address of a person. It may include redundant information, such as length of the list or number of nodes in a subtree.
=>http://www.itl.nist.gov/div897/sqg/dads/HTML/datastructur.html
i.)Most data structures have associated algorithms to perform operations, such as search, insert, or balance, that maintain the properties of the data structure.
A data structure with an associated thread or process that performs internal operations to give the external behavior of another, usually more general, data structure.
j.) Computers can store and process vast amounts of data. Formal data structures enable a programmer to mentally structure large amounts of data into conceptually manageable relationships.Sometimes we use data structures to allow us to do more: for example, to accomplish fast searching or sorting of data. Other times, we use data structures so that we can do less: for example, the concept of the stack is a limited form of a more general data structure. These limitations provide us with guarantees that allow us to reason about our programs more easily. Data structures also provide guarantees about algorithmic complexity — choosing an appropriate data structure for a job is crucial for writing good software.
2.)
a.)HASH TABLE DATA STRUCTURE
Or a hash map, is a data structure that associates keys with values.The primary operation that hash functions support efficiently is a lookup: given a key (e.g., a person's name), find the corresponding value (e.g., that person's telephone number). It works by transforming the key using a hash function into a hash, a number that is used as an index in an array to locate the desired location ("bucket") where the values should be. Hash tables support the efficient lookup, insertion and deletion of elements in constant time on average (O(1)) that does not vary with the number of elements stored in the table; although may vary somewhat depending on how full the table is. It works by transforming the key using a hash function into a hash, a number that is used as an index in an array to locate the desired location ("bucket") where the values should be. The number is normally converted into the index by taking a modulo operation, or sometimes bit masking is used where the array size is a power of two. The optimal hash function for any given use of a hash table can vary widely, however, depending on the nature of the key. Typical operations on a hash table include insertion, deletion and lookup (although some hash tables are precalculated so that no insertions or deletions, only lookups are done on a live system). These operations are all performed in amortized constant time, which makes maintaining and accessing a huge hash table very efficient.It is also possible to create a hash table statically where, for example, there is a fairly limited fixed set of input values - such as the values representable by a single byte (or possibly two bytes ) from which an index can be constructed directly (see section below on creating hash tables). The hash table can also be used simultaneously for tests of validity on the values that are disallowed. With a good hash function, a hash table can typically contain about 70%–80% as many elements as it does table slots and still perform well. Depending on the collision resolution mechanism, performance can begin to suffer either gradually or dramatically as more elements are added.
b.)ROPE DATA STRUCTURE
It represents an immutable sequence of characters. A rope's length is simply the number of characters in the sequence. Most string representations store all their characters contiguously in memory. The defining characteristic of a rope is that it does away with this restriction, instead allowing fragments of the rope to reside noncontiguously and joining them using concatenation nodes. This design allows concatenation to run asymptotically faster than for Java Strings. The String version of concatenation requires strings you want to join to be copied to a new location, which is an O(n) operation. The rope counterpart simply creates a new concatenation node, which is an O(1) operation. (If you're unfamiliar with big-O notation, see Resources for a link to explanatory material.) Rope implementations also often defer evaluation of large substring operations by introducing a substring node. Use of a substring node reduces the time for extracting a substring of length n from O(n) to O(log n), and often to O(1). A flat rope — a rope with no concatenation or substring nodes — has a depth of 1. The depth of concatenation and substring ropes is one more than the depth of the deepest node they enclose.
Ropes have two overheads that contiguous-character string representations do not. The first is that a superstructure of substring and concatenation nodes must be traversed to reach a specified character. Furthermore, this tree superstructure must be kept as balanced as possible to minimize traversal times, implying that ropes need occasional rebalancing to keep read performance good. Even when ropes are well balanced, obtaining the character at a specified position is an O(log n) operation, where n is the number of concatenation and substring nodes the rope comprises. (For convenience, the rope's length can be substituted for n, because the length is always greater than the number of substring and concatenation nodes in the rope.)
Rope rebalancing is fast, and the determination of when to rebalance can be made automatically, for example by comparing the rope's length and depth. And, in most data-processing routines, sequential access to a rope's characters is what's required, in which case a rope iterator can provide amortized O(1) access speed. Although ropes can serve as a general-purpose replacement for contiguous-memory representations of strings, only applications that extensively modify large strings will see a significant performance improvement. Perhaps it is not surprising, then, that one of the earliest applications of ropes was to represent documents in a text editor. Not only can text insertions and deletions be performed in near-constant time for extremely large documents, but ropes' immutability makes implementation of an undo stack trivial: simply store a reference to the previous rope with every change.
c.)SCENE GRAPH DATA STRUCTURE
A scene graph is a general data structure commonly used by vector-based graphics editing applications and modern computer games. The scene graph is a structure that arranges the logical and often (but not necessarily) spatial representation of a graphical scene. The definition of a scene graph is fuzzy because programmers who implement scene graphs in applications and in particular the games industry take the basic principles and adapt these to suit particular applications. This means there is no hard-and-fast rule as to what a scene graph should be.
A scene graph is a collection of nodes in a graph or tree structure. A node may have many children but often only a single parent, with the effect of a parent apparent to all its child nodes; an operation applied to a group automatically propagates its effect to all of its members. In many programs, associating a geometrical transformation matrix (see also transformation and matrix) at each group level and concatenating such matrices together is an efficient and natural way to process such operations. A common feature, for instance, is the ability to group related shapes/objects into a compound object which can then be moved, transformed, selected, etc. as easily as a single object. Scene graphs are useful for modern games using 3D graphics and increasingly large worlds or levels. In such applications, nodes in a scene graph (generally) represent entities or objects in the scene.
The simplest form of scene graph uses an array or linked list data structure, and displaying its shapes is simply a matter of linearly iterating the nodes one by one. Other common operations, such as checking to see which shape intersects the mouse pointer (e.g., in a GUI-based applications) are also done via linear searches.In order to apply an operation is needed based upon what node is currently being considered. Traversals are the key to the power of applying operations to scene graphs. A traversal generally consists of starting at some arbitrary node (often the root of the scene graph), applying the operation(s) (often the updating and rendering operations are applied one after the other), and recursively moving down the scene graph(tree) to the child nodes, until a leaf node is reached. At this point many scene graphs then traverse back up the tree, possibly applying a similar operation. Rendering is an example: While recursively traversing down the scene graph hierarchy the operation(s) applies a PreRender operation. Once reaching a leaf node, it begins traversing back up the tree, applying a PostRender operation. This nicely allows certain nodes to push a state for child nodes, and to pop the state afterwards.
Some scene graph operations are actually more efficient when nodes are traversed in a different order - this is where some systems implement scene graph rebuilding to reorder the scene graph into an easier to parse format or tree.
a.)PERSONAL
Data structure is the way to store some data in a given situation and in an activity. This are the informations that is so important. It can be saved or deleted. A storage of everything you wanted in some aspects of information. Some kind of business affairs, communication, telecommunication or between the costumer and a businessman. Like in some kind of data structure, a data that is first to enter, it also the first to be entertained or to be push out; a data that is last to enter is also last to be entertained. Empty bull can be true if the structure is empty. Size is been determine if there are datas in it. It is use in some programming operations going on. A data that is stored is immediately arrange of its kind.
b.)A data structure in computer science is a way of storing data in a computer so that it can be used efficiently. It is an organization of mathematical and logical concepts of data. Often a carefully chosen data structure will allow the most efficient algorithm to be used. The choice of the data structure often begins from the choice of an abstract data type. A well-designed data structure allows a variety of critical operations to be performed, using as few resources, both execution time and memory space, as possible. Data structures are implemented by a programming language as data types and the references and operations they provide.=>http://en.wikipedia.org/wiki/Data_structure
c.) A collection of data components that are constructed in a regular and characteristic way.=>http://www.answers.com/topic/data-structure
d.)A data structure is a group of data elements grouped together under one name. These data elements, known as members, can have different types and different lengths. a data structure creates a new type: Once a data structure is declared, a new type with the identifier specified as structure_name is created and can be used in the rest of the program as if it was any other type. =>http://www.cplusplus.com/doc/tutorial/structures
e.)The SG_OBJ data structure accommodates all data in an object, a part, or a link in a universal format that is used within the SansGUI environment and among SansGUI, simulator, and all user overriding functions. All the data in SG_OBJ are stored in an array of SG_VALU Data Structures. The two data structures form the universal SansGUI Data Object Format for data communication among program modules.
=>http://www.protodesign-inc.com/doc/SansGUI/sg_obj_data_structure.
f.)Data structures help you organize and process your data. There are many different ways of implementing them depending on available resources and whims of the programmer.The type of data structure you want to use will often be determined by how quickly you need to be able to do certain things to the data and how often, with compromises sometimes made for hardware or network restrictions.=>http://en.wikiversity.org/wiki/Data_structures
g.) A data structure, method, and computer program provide a linked list in a first dimension and a plurality of linked lists in a second dimension. In use, a linked list in a first dimension is provided. Further, the linked list in the first dimension includes a plurality of nodes. Additionally, each node includes a head pointer and a tail pointer. In addition, a plurality of linked lists in a second dimension is provided. Furthermore, the tail pointer of one of the nodes in the linked list in the first dimension points to a first node in one of the linked lists in the second dimension.
=>http://www.priorartdatabase.com/IPCOM/000171483/
h.) An organization of information, usually in memory, for better algorithm efficiency, such as queue, stack, linked list, heap, dictionary, and tree, or conceptual unity, such as the name and address of a person. It may include redundant information, such as length of the list or number of nodes in a subtree.
=>http://www.itl.nist.gov/div897/sqg/dads/HTML/datastructur.html
i.)Most data structures have associated algorithms to perform operations, such as search, insert, or balance, that maintain the properties of the data structure.
A data structure with an associated thread or process that performs internal operations to give the external behavior of another, usually more general, data structure.
j.) Computers can store and process vast amounts of data. Formal data structures enable a programmer to mentally structure large amounts of data into conceptually manageable relationships.Sometimes we use data structures to allow us to do more: for example, to accomplish fast searching or sorting of data. Other times, we use data structures so that we can do less: for example, the concept of the stack is a limited form of a more general data structure. These limitations provide us with guarantees that allow us to reason about our programs more easily. Data structures also provide guarantees about algorithmic complexity — choosing an appropriate data structure for a job is crucial for writing good software.
2.)
a.)HASH TABLE DATA STRUCTURE
Or a hash map, is a data structure that associates keys with values.The primary operation that hash functions support efficiently is a lookup: given a key (e.g., a person's name), find the corresponding value (e.g., that person's telephone number). It works by transforming the key using a hash function into a hash, a number that is used as an index in an array to locate the desired location ("bucket") where the values should be. Hash tables support the efficient lookup, insertion and deletion of elements in constant time on average (O(1)) that does not vary with the number of elements stored in the table; although may vary somewhat depending on how full the table is. It works by transforming the key using a hash function into a hash, a number that is used as an index in an array to locate the desired location ("bucket") where the values should be. The number is normally converted into the index by taking a modulo operation, or sometimes bit masking is used where the array size is a power of two. The optimal hash function for any given use of a hash table can vary widely, however, depending on the nature of the key. Typical operations on a hash table include insertion, deletion and lookup (although some hash tables are precalculated so that no insertions or deletions, only lookups are done on a live system). These operations are all performed in amortized constant time, which makes maintaining and accessing a huge hash table very efficient.It is also possible to create a hash table statically where, for example, there is a fairly limited fixed set of input values - such as the values representable by a single byte (or possibly two bytes ) from which an index can be constructed directly (see section below on creating hash tables). The hash table can also be used simultaneously for tests of validity on the values that are disallowed. With a good hash function, a hash table can typically contain about 70%–80% as many elements as it does table slots and still perform well. Depending on the collision resolution mechanism, performance can begin to suffer either gradually or dramatically as more elements are added.
b.)ROPE DATA STRUCTURE
It represents an immutable sequence of characters. A rope's length is simply the number of characters in the sequence. Most string representations store all their characters contiguously in memory. The defining characteristic of a rope is that it does away with this restriction, instead allowing fragments of the rope to reside noncontiguously and joining them using concatenation nodes. This design allows concatenation to run asymptotically faster than for Java Strings. The String version of concatenation requires strings you want to join to be copied to a new location, which is an O(n) operation. The rope counterpart simply creates a new concatenation node, which is an O(1) operation. (If you're unfamiliar with big-O notation, see Resources for a link to explanatory material.) Rope implementations also often defer evaluation of large substring operations by introducing a substring node. Use of a substring node reduces the time for extracting a substring of length n from O(n) to O(log n), and often to O(1). A flat rope — a rope with no concatenation or substring nodes — has a depth of 1. The depth of concatenation and substring ropes is one more than the depth of the deepest node they enclose.
Ropes have two overheads that contiguous-character string representations do not. The first is that a superstructure of substring and concatenation nodes must be traversed to reach a specified character. Furthermore, this tree superstructure must be kept as balanced as possible to minimize traversal times, implying that ropes need occasional rebalancing to keep read performance good. Even when ropes are well balanced, obtaining the character at a specified position is an O(log n) operation, where n is the number of concatenation and substring nodes the rope comprises. (For convenience, the rope's length can be substituted for n, because the length is always greater than the number of substring and concatenation nodes in the rope.)
Rope rebalancing is fast, and the determination of when to rebalance can be made automatically, for example by comparing the rope's length and depth. And, in most data-processing routines, sequential access to a rope's characters is what's required, in which case a rope iterator can provide amortized O(1) access speed. Although ropes can serve as a general-purpose replacement for contiguous-memory representations of strings, only applications that extensively modify large strings will see a significant performance improvement. Perhaps it is not surprising, then, that one of the earliest applications of ropes was to represent documents in a text editor. Not only can text insertions and deletions be performed in near-constant time for extremely large documents, but ropes' immutability makes implementation of an undo stack trivial: simply store a reference to the previous rope with every change.
c.)SCENE GRAPH DATA STRUCTURE
A scene graph is a general data structure commonly used by vector-based graphics editing applications and modern computer games. The scene graph is a structure that arranges the logical and often (but not necessarily) spatial representation of a graphical scene. The definition of a scene graph is fuzzy because programmers who implement scene graphs in applications and in particular the games industry take the basic principles and adapt these to suit particular applications. This means there is no hard-and-fast rule as to what a scene graph should be.
A scene graph is a collection of nodes in a graph or tree structure. A node may have many children but often only a single parent, with the effect of a parent apparent to all its child nodes; an operation applied to a group automatically propagates its effect to all of its members. In many programs, associating a geometrical transformation matrix (see also transformation and matrix) at each group level and concatenating such matrices together is an efficient and natural way to process such operations. A common feature, for instance, is the ability to group related shapes/objects into a compound object which can then be moved, transformed, selected, etc. as easily as a single object. Scene graphs are useful for modern games using 3D graphics and increasingly large worlds or levels. In such applications, nodes in a scene graph (generally) represent entities or objects in the scene.
The simplest form of scene graph uses an array or linked list data structure, and displaying its shapes is simply a matter of linearly iterating the nodes one by one. Other common operations, such as checking to see which shape intersects the mouse pointer (e.g., in a GUI-based applications) are also done via linear searches.In order to apply an operation is needed based upon what node is currently being considered. Traversals are the key to the power of applying operations to scene graphs. A traversal generally consists of starting at some arbitrary node (often the root of the scene graph), applying the operation(s) (often the updating and rendering operations are applied one after the other), and recursively moving down the scene graph(tree) to the child nodes, until a leaf node is reached. At this point many scene graphs then traverse back up the tree, possibly applying a similar operation. Rendering is an example: While recursively traversing down the scene graph hierarchy the operation(s) applies a PreRender operation. Once reaching a leaf node, it begins traversing back up the tree, applying a PostRender operation. This nicely allows certain nodes to push a state for child nodes, and to pop the state afterwards.
Some scene graph operations are actually more efficient when nodes are traversed in a different order - this is where some systems implement scene graph rebuilding to reorder the scene graph into an easier to parse format or tree.
Wednesday, February 4, 2009
QUEUE DATA STRUCTURE
Assuming an empty data structure simulate discriptively the process involves in cosecutively accomodating the following data in your assigned data structure.Monitor values at each stage.
ANSWER:
In a queue data structure,the stucture is empty without any data.In common operations from C++,bool empty is true if the queue is empty.Data 1 is push first.Next,Data 2 is push before or added to the back of Data 1.Then,Data 3 is push before Data2.Finally,Data 4 is push before Data 3.So now apply First-In-First-Out data structure.It states that the first element added to the queue will be the first one to be removed.The data that is first one to be removed or leaves the queue from the front represents the dequeue function.The data is added to the back or join he end of the line represents the enqueue function.You cannot just insert in the middle of the queue.The data structure has now occupied.The size function is determine,the total number of element in the queue or the length of the line.About of its requirement that whenever the element is added,all elements that were added before have to be removed before the new element can be invoked.Void pop() from C++ Standard Template Library or pop removes Data 1 as the first data added at the front of a non empty queue.Next,Data 2 is pop before Data 1.Then,Data 3 is pop before Data 2.Finally,Data 4 is pop before Data 3 was removed.The empty function will return true because there was nothing in the line.
ANSWER:
In a queue data structure,the stucture is empty without any data.In common operations from C++,bool empty is true if the queue is empty.Data 1 is push first.Next,Data 2 is push before or added to the back of Data 1.Then,Data 3 is push before Data2.Finally,Data 4 is push before Data 3.So now apply First-In-First-Out data structure.It states that the first element added to the queue will be the first one to be removed.The data that is first one to be removed or leaves the queue from the front represents the dequeue function.The data is added to the back or join he end of the line represents the enqueue function.You cannot just insert in the middle of the queue.The data structure has now occupied.The size function is determine,the total number of element in the queue or the length of the line.About of its requirement that whenever the element is added,all elements that were added before have to be removed before the new element can be invoked.Void pop() from C++ Standard Template Library or pop removes Data 1 as the first data added at the front of a non empty queue.Next,Data 2 is pop before Data 1.Then,Data 3 is pop before Data 2.Finally,Data 4 is pop before Data 3 was removed.The empty function will return true because there was nothing in the line.
Monday, November 17, 2008
Non-linear Data Structures
Non-Linear Data Structures
= do not form a sequence, for example Tree, Hash tree, Binary tree,etc. There are two ways of represneting linear data strucutresin memory.One way is to have the linear relationship betweent he elements by means of sequential memory locations. Such linear strucutres are called arrays. The other way is to have the linear relationship betweent he elements represnted by means of links.Such linear data strucutres are callled linked list.
TREES: A tree is a non-empty collection of vertices & edges that satisfies certain requirements. A vertex is a simple object (node) that can have a name and carry other associated information. An edge is a connection between two vertices.
A Tree is a finite set of a zero or more vertices such that there is one specially designated vertex called Root and the remaining vertices are partitioned into a collection of sub-trees, each of which is also a tree. A node may not have children, such node is known as Leaf (terminal node). The line from parent to a child is called a branch or an edge. Children to same parent are called siblings.
A path in a tree a list of distinct vertices in which successive vertices are connected by edges in the tree. There is exactly one path between the root and the other nodes in tree.
A Length is a path is a number of ranches on the path, in path from m to n, m is a ancestor of n & n is descendent of m.
A Depth of any node m is the length of the path from root to m. Thus root is always at 0 depth. The Height of a node m is the longest path from m to leaf. Thus all leaves ate at heght zero. Sometime Depth is referred as level of the tree from root.
A set of tree is called forest.
A Binary Tree is tree which either empty or consists of a root node & two disjoint trees called left & right sub-tree. 2-tree or strict binary tree, is a binary tree, which either contains no children or two disjoint children.
A binary tree can be implemented by a simple linked list. The number of nodes at level I is 2^I. Therefore for a complete binary tree with K levels contains k
E 2^I
I=0.
A binary tree can be traversed using four different algorithms
1. Inorder: Left-Root-Right.
2. Post-order: Left-Right-Root
3. Pre-order: Root-Left-Right, It employs Depth First Search.
4. Level-by-level.
= do not form a sequence, for example Tree, Hash tree, Binary tree,etc. There are two ways of represneting linear data strucutresin memory.One way is to have the linear relationship betweent he elements by means of sequential memory locations. Such linear strucutres are called arrays. The other way is to have the linear relationship betweent he elements represnted by means of links.Such linear data strucutres are callled linked list.
TREES: A tree is a non-empty collection of vertices & edges that satisfies certain requirements. A vertex is a simple object (node) that can have a name and carry other associated information. An edge is a connection between two vertices.
A Tree is a finite set of a zero or more vertices such that there is one specially designated vertex called Root and the remaining vertices are partitioned into a collection of sub-trees, each of which is also a tree. A node may not have children, such node is known as Leaf (terminal node). The line from parent to a child is called a branch or an edge. Children to same parent are called siblings.
A path in a tree a list of distinct vertices in which successive vertices are connected by edges in the tree. There is exactly one path between the root and the other nodes in tree.
A Length is a path is a number of ranches on the path, in path from m to n, m is a ancestor of n & n is descendent of m.
A Depth of any node m is the length of the path from root to m. Thus root is always at 0 depth. The Height of a node m is the longest path from m to leaf. Thus all leaves ate at heght zero. Sometime Depth is referred as level of the tree from root.
A set of tree is called forest.
A Binary Tree is tree which either empty or consists of a root node & two disjoint trees called left & right sub-tree. 2-tree or strict binary tree, is a binary tree, which either contains no children or two disjoint children.
A binary tree can be implemented by a simple linked list. The number of nodes at level I is 2^I. Therefore for a complete binary tree with K levels contains k
E 2^I
I=0.
A binary tree can be traversed using four different algorithms
1. Inorder: Left-Root-Right.
2. Post-order: Left-Right-Root
3. Pre-order: Root-Left-Right, It employs Depth First Search.
4. Level-by-level.
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