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i101
Informatics Mid-Term
| Term | Definition |
|---|---|
| Moore's Law | technology is growing at an exponential rate |
| Hardware | mother board, CPU, RAM, video card, power supply, hard disk & optical drive |
| Software | Tells computer to do things. Allows interaction with the hardware. |
| HTML Skeleton | Html, Head, title, body |
| CSS | How you want the HTML to appear |
| Uncanny Valley | the point where something is so realistic it's disturbing |
| Analog | real world, can't be copied EXACTLY, continuous |
| Digital | virtual, CAN be copied exactly, a sample of something, represented by 1's & 0's |
| Management (Meta Tags) | giving information that computers can't provide. Stored information. |
| Decimal System | Base 10. Numbers 1-9. |
| Binary System | Base 2. Numbers 0-1. |
| Traditional Process aka Linear Method | Using the waterfall method and coming to a solution using the process of: gather data, analyze data, fortunate solution, implement solution. |
| Designer/ Subject Process aka Zig Zag | Uses the reality of problem solving by showing it is not one easy way to a solution. |
| Wicked Problem | difficult or impossible to solve because of incomplete, contradictory, and changing requirements that are often difficult to recognize |
| Tame Problems | Has a definite solution. Has a solution that can be evaluated & is defined and stable. |
| Propositional | Only True or False |
| Propositional Logic | conjunction((^)(*)), disjunction((v)(+)), or negation(¬) |
| Tautology | ALL true (or 1's) |
| Contradiction | ALL false (or 0's) |
| Contingency | any mix of 1's or 0's |
| Algorithms | tells you what to do and exactly how to do it |
| Heuristics | general guidelines, "rule of thumb"s, common practices |