Unit D1: Decision Mathematics 1
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D1.1 - Algorithms
D1.1.1Algorithms and flow-chart implementation
The general ideas of algorithms and The order of an algorithm is not expected. the implementation of an algorithm given by a flow chart or text.; Whenever finding the middle item of any list, the method defined in the glossary must be used.
D1.1.2Bin packing, sorting and binary search
Students should be familiar with When using the quick sort algorithm, the pivot should be bin packing, bubble sort, quick sort, chosen as the middle item of the list. binary search.
D1.2 - Algorithms on graphs
D1.2.1Minimum spanning tree
The minimum spanning tree Matrix representation for Prim’s algorithm is expected. (minimum connector) problem.; Drawing a network from a given matrix and writing down Prim’s and Kruskal’s algorithm. the matrix associated with a network will be involved.
D1.2.2Dijkstra’s algorithm for finding the shortest path
Dijkstra’s algorithm for finding the shortest path.
D1.3 - Algorithms on graphs II
D1.3.1Algorithm for finding the shortest
Algorithm for finding the shortest Also known as the ‘Chinese postman’ problem.; Students route around a network, travelling will be expected to use inspection to consider all possible along every edge at least once and pairings of odd nodes. ending at the start vertex.; The (The application of Floyd’s algorithm to the odd nodes is network will have up to four odd not required.) nodes.
D1.3.2Practical and classical
The practical and classical The use of short cuts to improve upper bound is included.; Travelling Salesman problems.; The classical problem for complete graphs satisfying the triangle inequality.
D1.3.3Determination of upper and lower
Determination of upper and lower The conversion of a network into a complete network of bounds using minimum spanning shortest ‘distances’ is included. tree methods.
D1.3.4nearest neighbour algorithm
The nearest neighbour algorithm.
D1.4 - Critical path analysis
D1.4.1Project modelling with activity networks
Modelling of a project by an Activity on arc will be used.; The use of dummies is activity network, from a precedence included. table.; In a precedence network, precedence tables will only show immediate predecessors.
D1.4.2Completion of the precedence table for a given activity
Completion of the precedence table for a given activity network.
D1.4.3Algorithm for finding the critical path
Algorithm for finding the critical path.; Earliest and latest event times.; Earliest and latest start and finish times for activities.
D1.4.4Total float
Total float.; Gantt (cascade) charts.; Scheduling.
D1.5 - Linear programming
D1.5.1Formulation of problems as linear programs
Formulation of problems as linear programs.
D1.5.2Graphical solution of two variable problems
Graphical solution of two variable problems using ruler and vertex methods.
D1.5.3Consideration of problems where solutions must have integer
Consideration of problems where solutions must have integer values.