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411 समाचार
Public archive edition · Attributed source reporting with original dates · AI drafts are excluded

411 REFERENCE · Wikibooks

A-level Computing/AQA/Problem Solving, Programming, Data Representation and Practical Exercise/Problem Solving/Decision tables

Reference material by Wikibooks contributors. This retains its source identity and is not 411 news reporting.

Structure charts Finite state machines Decision tables are compact and precise ways of modelling complicated logic, such as that which you might use in a computer program. They do this by mapping the different states of a program to an action that a program should perform. Decision tables take on the following format: The four quadrants Conditions Condition alternatives Actions Action entries The limited-entry decision table is the simplest to describe. The condition alternatives are simple Boolean values, and the action entries are check-marks, representing which of the actions in a given column are to be performed. A technical support company writes a decision table to diagnose printer problems based upon symptoms described to them over the phone from their clients. They type the following data into the advice program: Printer does print Red light is flashing Printer is recognised The program then uses the decision table to find the correct actions to perform, namely that of Check / Replace ink. Printer troubleshooter Rules Conditions Printer does not print Y Y Y Y N N N N A red light is flashing Y Y N N Y Y N N Printer is unrecognised Y N Y N Y N Y N Actions Check the power cable     X           Check the printer-computer cable X   X           Ensure printer software is installed X   X   X   X   Check/replace ink X X     X X     Check for paper jam   X   X         Example: Decision Tables Let's take a look at a computer game example, for a football simulation the following rules are set up. Rules Conditions 90 minutes Y Y Y Team A Winning Y Team B Winning Y Y Draw Y Actions Game Over X X Team A Wins X Team B Wins X Extra Time X Keep Playing X X What happens when: 90 minutes up the game is a draw Answer: Keep Playing and give them some extra time Exercise: Decision Tables Create a decision table for the following program in an office email system Send email when Recipient address present, subject present, before 5:30pm If after 5:30pm then put in pending folder If Recipient address missing or subject message, give warning message This question is open to interpretation, but you should have something resembling this: Rules Conditions Address Present Y Y Y Subject Present Y Y Y Before 5:30 Y Y Y Actions Send Mail X Error Message X X Make pending X Describe the use of Decision Tables Determine logical conditions and consequential actions. Structure charts Finite state machines