Question
In schema normalisation, is Boyce-Codd Normal Form (BCNF) always to be preferred over 3rd Normal Form (4NF)? Explain your answer. [5 marks] 8 (TURN OVER)
In schema normalisation, is Boyce-Codd Normal Form (BCNF) always to be preferred over 3rd Normal Form (4NF)? Explain your answer. [5 marks] 8 (TURN OVER) CST.2004.7.4 8 Economics, Law and Ethics (a) Describe the provisions of the Data Protection Act. [9 marks] (b) (ii) if the programming language in which the module is written provides only semaphores [4 marks] (b) Outline the implementation of (i) semaphores [4 marks] Discoveries are continually made about how to do more efficiently in various domains. Pattern Recognition When a program makes observations of some kind, it is often programmed to compare what it sees with a pattern. For example, a vision program may try to match a pattern of eyes and a nose in a scene in order to find a face. More complex patterns, e.g. in a natural language text, in a chess position, or in the history of some event are also studied. Representation Facts about the world have to be represented in some way. Usually languages of mathematical logic are used. Inference From some facts, others can be inferred. Mathematical logical deduction is adequate for some purposes, but new methods of non-monotonic inference have been added to logic since the 1970s. The simplest kind of non-monotonic reasoning is default reasoning in which a conclusion is to be inferred by default, but the conclusion can be withdrawn if there is evidence to the contrary. This is a programming project. It represents a significant amount of programming work and a substantial investment of your time. You will need to research programs using Internet resources and Landing discussions, and then design your program to include the major Elements of the User Experience (described below). Moreover, you will need to code your program, document it, and test it.
What you will be researching, designing, building, documenting and testing is an adventure game. Text-based adventure games were common and popular in the 1970s, 80s and 90s. Everything in this question should go in the "q2" folder. The file should be named "index.html".
Make the title of this page: "(Your Name)'s The Letter Matrix". Put two input boxes on the screen for the desired rows and columns in your matrix that you should produce. Make a empty "pre" HTML element in your code with the id of "results". Normally, I tell you to an empty "div" HTML element, but in this one circumstance, I think "pre" looks nicer. We've discussed "pre" before in class. When the user types two numbers into the box, the program will print the letters "A", "B", "C", ... in order to the screen. When you run out of letters, start back over at A. When the end of a row is reached, move down to the next row. Here's an English description of how I did mine: My JavaScript function began with an empty string which will be written to the screen upon completion. I named this "script". I pulled in the two variables for the rows and the columns. I created a string called "letters" that contained all of the upper case letters of the alphabet. I used a nested for-loop (a for-loop inside of a for-loop). The outer loop controlled my rows and my inner loop controlled my columns. The Outer loop was for my rows and spanned "let i" from 0 to rows-1. The Inner loop was for my columns and spanned "let j" from 0 to columns-1. Before the outer loop begins, I set "k" to 0. To get the actual letter that needs printing, I used letters.charAt(k % 26). "letters" in this case, is the variable of upper case letters that is 26 characters long. This letter is added to "script". After each letter is added, I increment k by 1. To move down to a new row, I added a "br" tag to the end of each line in a continuously growing string. I did this after the inner loop but while inside the outer loop. I print my "script" variable to the screen. Here's an example where I used 25 rows and 30 columns.
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V
Binary Search Tree. A class BST that can be instantiated to implement a Binary Search Tree of integer values. These integer values are the keys of the BST. The class will have the standard BST methods listed below:
find(int m, BSTNode v) Which will search for the key m in the sub-tree rooted at v. It will return the node where m is found, or return null if m is not found. (Pass in root for v to search the entire tree.) insert(int k) Which will Insert a new node with key m into the BST. delete(int m) Which will remove and return a node in the tree with key m. It will return null if m is not found.
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