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DATA STRUCTURE & ALGORITHM

SUMMARY REPORT

SAMANTHA O. ESPINA
BSIT- 1B

SIR EMMANUEL SANTOS


ARRAY REPRESENTATION

It can store multiple elements of same data type


(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.

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