Unit 3 Notes: Advanced Procedural Abstraction and Algorithmic Logic

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26 Terms

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Procedure

A named group of programming instructions that may have parameters and return values.

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Parameters

Input variables defined in the procedure's header that act as placeholders.

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Arguments

Actual specific values passed into the procedure when it is called.

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Return Value

Data passed back to the main program using a return statement.

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Library

A collection of pre-written procedures that you can import into your program.

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API

Provides documentation and specifications for how the procedures in a library behave.

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Linear Search

A search algorithm that checks each element one by one and can work on unsorted data.

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Binary Search

A search algorithm that repeatedly divides the search interval in half and requires sorted data.

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Reasonable Time

The number of steps is a polynomial function of the input size.

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Unreasonable Time

The number of steps grows exponentially or factorially with input size.

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Heuristic

A technique that provides an approximate solution, trading accuracy for speed.

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Decidable Problem

A problem for which an algorithm can be constructed to always answer 'yes' or 'no'.

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Undecidable Problem

A problem for which no algorithm can be constructed that always provides a correct answer.

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Halting Problem

The undecidable problem of determining if a program will halt or run forever.

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Simulation

Mimicking real-world phenomena through computer programs.

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Modularity

Simplifying complex programs by abstracting details using libraries.

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Execution Time

How the time to complete an algorithm grows as the input size increases.

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Bias in Simulations

When programmers unintentionally introduce bias into the rules of a simulation.

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Random Number Generator

A tool used in simulations to model unpredictability in real-world scenarios.

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Safety in Simulations

Testing dangerous scenarios virtually instead of in real life.

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Cost in Simulations

Simulations are generally cheaper than building physical prototypes for experiments.

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Best Case (Linear Search)

1 step if the item is found at index 0.

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Best Case (Binary Search)

1 step if the item is found in the middle.

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Worst Case (Linear Search)

N steps if the item is not found.

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Worst Case (Binary Search)

Logarithmic steps, approximately log2(N), if the item is not found.

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Trade-off in Heuristics

Heuristics provide a good enough solution without guaranteeing the best solution.

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