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The document discusses array representation. It explains that arrays can store multiple elements of the same data type, referred to by a common name. Specific elements are accessed by index, with the first element at index 0. The declaration of an array specifies its type, name, and size. Arrays store elements in contiguous memory locations.
It also discusses design rules for usability. It explains that principles, standards, guidelines, heuristics and patterns can all provide direction for design. Principles represent generic knowledge, while standards have the highest authority. Heuristics and patterns capture proven successful practices.
The conclusion reflects on the value of learning from past successful examples and capturing design knowledge through patterns to apply it to new situations
The document discusses array representation. It explains that arrays can store multiple elements of the same data type, referred to by a common name. Specific elements are accessed by index, with the first element at index 0. The declaration of an array specifies its type, name, and size. Arrays store elements in contiguous memory locations.
It also discusses design rules for usability. It explains that principles, standards, guidelines, heuristics and patterns can all provide direction for design. Principles represent generic knowledge, while standards have the highest authority. Heuristics and patterns capture proven successful practices.
The conclusion reflects on the value of learning from past successful examples and capturing design knowledge through patterns to apply it to new situations
The document discusses array representation. It explains that arrays can store multiple elements of the same data type, referred to by a common name. Specific elements are accessed by index, with the first element at index 0. The declaration of an array specifies its type, name, and size. Arrays store elements in contiguous memory locations.
It also discusses design rules for usability. It explains that principles, standards, guidelines, heuristics and patterns can all provide direction for design. Principles represent generic knowledge, while standards have the highest authority. Heuristics and patterns capture proven successful practices.
The conclusion reflects on the value of learning from past successful examples and capturing design knowledge through patterns to apply it to new situations
(homogeneous) under one name. In another way we say that array is a collection of variables of same type all of which are referred by a common name. Specific element of an array is accessed by an index. The declaration of an array is done as: data type, variable name [size]; e.g., int arr [5];. By the above statement we are declaring an array named as arr and which can store 5 integer elements .The size is specified in [] square bracket (subscript operator). Size must be given when an array is declared. Array name is an identifier which follows the rules of writing an identifier. Because each integer element takes 2 bytes so this array declaration reverses 10 bytes of memory for the array during compilation. All the elements of an array are stored in contiguous locations with the first element accessed as array name [0], second as array name [1] and so on. In our case It will be arr [0], arr [1] upto arr [4]. The first element of an array starts at index 0 and last element at index array size-1. Conclusion
As we continue to understand the array and its
representation, Array is a container which can hold a fix number of items and these items should be of the same type. It can also be declared in various ways in different languages. It has its representation, at first it was difficult to understand in some ways for me. It has many codes, letters, numbers etc. so that it’s not easy for me to report about this. The basic operations, the deletion and insertion are a bit understandable in different situation or examples. If you don’t easily understand the codes of it, you should use some methods or situation to easily understand it. That’s for me the easiest way to understand the array representation. Thanks, sir! hihi HUMAN COMPUTER INTERACTIONS SUMMARY REPORT
SAMANTHA O. ESPINA BSIT 1-B
SIR EMMANUEL SANTOS
DESIGN RULES
We have seen how design rules can be used to
provide direction for the design process, although the more general and interesting the design rule is for promoting usability, the further away it is from the actual language of design.
We have considered abstract principles,
standards and guidelines, golden rules and heuristics, and patterns, and have looked at examples of each. The most abstract design rules are principles, which represent generic knowledge about good design practice. Standards and guidelines are more specific. Standards have the highest authority, being set by national or international bodies to ensure compliance by a large community. Guidelines are less authoritative but offer specific contextual advice, which can inform detailed design. Heuristics and ‘golden rules’ are succinct collections of design principles and advice that are easily assimilated by any designer. Patterns capture design practice and attempt to provide a generative structure to support the design process. CONCLUSION
For me, one way to approach design is to learn
from examples that have proven to be successful in the past, to reuse the knowledge of what made a system – or paradigm – successful. Patterns are an approach to capturing and reusing this knowledge – of abstracting the essential details of successful design so that these can be applied again and again in new situations. In designing any computer system, many decisions are made as the product goes from a set of vague customer requirements to a deliverable entity. Often it is difficult to recreate the reasons, or rationale, behind various design decisions.
As a student of BSIT, it is very helpful to me to
study about it. At first, it wasn’t easy for me to understand it, but by the help of sir and also with my block mates I enjoyed listening and have an interest about it. That’s all hihi.