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‫ﺑﺴﻤﻪ ﺗﻌﺎﻟﯽ‬
‫ﺻﻮﺭﺕ ﭘﺮﻭﮊﻩ ﺩﺭﺱ ﺑﺮﻧﺎﻣﻪﺳﺎﺯﯼ ﭘﺎﺳﮑﺎﻝ‪-‬ﮔﺮﻭﻩ ‪٧‬‬
‫ﻧﻴﻤﺴﺎﻝ ﺍﻭﻝ ‪٨٠- ٨١‬‬
‫ﺑﺎ ﻋﺮﺽ ﺧﺴﺘﻪ ﻧﺒﺎﺷﻴﺪ‪ ،‬ﭘﺲ ﺍﺯ ﭘﺸﺖ ﺳﺮ ﮔﺬﺍﺷﺘﻦ ﻳﮏ ﻧﻴﻤﺴﺎﻝ ﻭ ﺁﺷﻨﺎﻳﯽ ﺑﺎ ﺯﺑﺎﻥ ﺑﺮﻧﺎﻣﻪﺳﺎﺯﯼ ﭘﺎﺳﮑﺎﻝ‪ ،‬ﺍﻧﺘﻈﺎﺭ‬
‫ﻣﯽﺭﻭﺩ ﮐﻪ ﺩﺍﻧﺸﺠﻮﻳﺎﻥ ﺑﺘﻮﺍﻧﻨﺪ ﻳﮏ ﺑﺮﻧﺎﻣﻪ ﮐﺎﺭﺑﺮﺩﯼ ﺩﺭ ﺍﺑﻌﺎﺩ ﻣﺘﻮﺳﻂ ﻭ ﺑﺰﺭﮒ ﺭﺍ ﺑﻪ ﻋﻨﻮﺍﻥ ﭘﺮﻭﮊﻩ ﺩﺭﺱ ﭘﻴﺎﺩﻩﺳﺎﺯﯼ‬
‫ﮐﻨﻨﺪ‪ .‬ﺑﺪﻳﻦ ﻣﻨﻈﻮﺭ‪ ،‬ﺑﻪ ﻋﻨﻮﺍﻥ ﺗﻌﺮﻳﻒ ﭘﺮﻭﮊﻩ‪ ،‬ﻣﺸﺨﺼﺎﺕ ﭼﻨﺪ ﺑﺮﻧﺎﻣﻪ ﮐﺎﺭﺑﺮﺩﯼ ﺩﺭ ﺍﺩﺍﻣﻪ ﺧﻮﺍﻫﺪ ﺁﻣﺪ ﺗﺎ ﺷﻤﺎ ﺑﺘﻮﺍﻧﻴﺪ‬
‫ﻳﮑﯽ ﺍﺯ ﺁﻧﻬﺎ ﺭﺍ ﮐﻪ ﺑﻴﺸﺘﺮ ﻣﻄﺎﺑﻖ ﺳﻠﻴﻘﻪﺗﺎﻥ ﺍﺳﺖ ﭘﻴﺎﺩﻩﺳﺎﺯﯼ ﻭ ﺍﺭﺍﺋﻪ ﮐﻨﻴﺪ‪.‬‬
‫‪ .1‬ﭘﺮﻭﮊﻩ ﺍﻳﻦ ﺩﺭﺱ ﺑﻪ ﺻﻮﺭﺕ ﺍﻧﻔﺮﺍﺩﯼ ﻳﺎ ﺗﻴﻢﻫﺎﯼ ﺩﻭ ﻧﻔﺮﻩ ﻗﺎﺑﻞ ﺍﻧﺠﺎﻡ ﺍﺳﺖ ﮐﻪ ﺗﻌﺪﺍﺩ ﻧﻔﺮﺍﺕ ﺗﻴﻢ ﺍﺯ ﻧﻈﺮ‬
‫ﺍﻣﺘﻴﺎﺯﯼ ﻳﮑﺴﺎﻥ ﺍﺳﺖ ﻭ ﻫﻴﭻ ﮐﺪﺍﻡ ﻣﺰﻳﺘﯽ ﺑﺮ ﻳﮑﺪﻳﮕﺮ ﻧﺪﺍﺭﻧﺪ‪.‬‬
‫‪ .2‬ﻣﻮﻋﺪ ﺗﺤﻮﻳﻞ ﭘﺮﻭﮊﻩ ﺑﻪ ﺻﻮﺭﺕ ﺯﻣﺎﻧﺒﻨﺪﯼ ﺷﺪﻩ ﻭ ﺣﻀﻮﺭﯼ‪ ،‬ﺩﺭ ﺍﻭﺍﺧﺮ ﺑﻬﻤﻦ ﻣﺎﻩ )ﺳﻪ ﻫﻔﺘﻪ ﭘﺲ ﺍﺯ‬
‫ﺁﺧﺮﻳﻦ ﺍﻣﺘﺤﺎﻥ ﻧﻴﻤﺴﺎﻝ( ﺧﻮﺍﻫﺪ ﺑﻮﺩ‪.‬‬
‫‪ .3‬ﻧﻤﺮﻩ ﭘﺎﻳﻪ ﭘﺮﻭﮊﻩ ‪ ٣‬ﻧﻤﺮﻩ ﻣﯽﺑﺎﺷﺪ ﮐﻪ ﻣﯽﺗﻮﺍﻧﺪ ﺗﺎ ‪ ۴‬ﺍﻓﺰﺍﻳﺶ ﻳﺎﺑﺪ♣‪.‬‬
‫♣ﺗﻔﺎﻭﺕ ‪ ٠/۵‬ﻧﻤﺮﻩﺍﯼ ﻧﺴﺒﺖ ﺑﻪ ﺑﺎﺭﻡ ﺍﻋﻼﻡ ﺷﺪﻩ ﺩﺭ ﺍﺑﺘﺪﺍﯼ ﺗﺮﻡ‪ ،‬ﺍﺯ ﮐﺴﺮ ﻧﻤﺮﻩ ﺍﻣﺘﺤﺎﻥ ﻣﻴﺎﻥﺗﺮﻡ ﻳﺎ ﭘﺎﻳﺎﻥﺗﺮﻡ ﺗﺎﻣﻴﻦ ﺧﻮﺍﻫﺪ ﺷﺪ‪.‬‬
‫‪ -١‬ﺭﻧﮓ ﺁﻣﻴﺰﯼ ﻧﻘﺸﻪ )ﺩﻟﻔﯽ‪ 4 -‬ﻧﻤﺮﻩ(‬
‫ﺩﺭ ﺍﻳﻦ ﺑﺮﻧﺎﻣﻪ ﻗﺼﺪ ﺩﺍﺭﻳﻢ ﺑﺎ ﺍﺳﺘﻔﺎﺩﻩ ﺍﺯ ﭼﻬﺎﺭ ﺭﻧﮓ ﻧﻘﺸﻪ ﺍﻳﺮﺍﻥ ﺭﺍ ﺭﻧﮓ ﺁﻣﻴﺰﯼ ﮐﻨﻴﻢ‪ .‬ﻣﺤﺪﻭﺩﻳﺘﯽ ﮐﻪ ﺩﺭ‬
‫ﺍﺳﺘﻔﺎﺩﻩ ﺍﺯ ﺭﻧﮓ ﻫﺎ ﺩﺍﺭﻳﻢ ﺁﻥ ﺍﺳﺖ ﮐﻪ ﻫﻴﭻ ﺩﻭ ﺍﺳﺘﺎﻥ ﻫﻤﺴﺎﻳﻪ ﻧﺒﺎﻳﺪ ﺭﻧﮓ ﻳﮑﺴﺎﻥ ﺩﺍﺷﺘﻪ ﺑﺎﺷﻨﺪ‬
‫ﺑﺮﺍﻱ ﺷﺮﻭﻉ ﮐﺎﺭﺑﺮ ﺍﺑﺘﺪﺍ ﺍﺯ ﺟﺪﻭﻝ ﺭﻧﮓ ﻫﺎ‪ ،‬ﺭﻧﮓ ﻣﻮﺭﺩ ﻧﻈﺮ ﺧﻮﺩ ﺭﺍ ﺍﻧﺘﺨﺎﺏ ﻣﯽﮐﻨﺪ‪.‬‬
‫ﺳﭙﺲ ﻧﺸﺎﻧﮕﺮ ﺭﺍ ﺭﻭﯼ ﺍﺳﺘﺎﻥ ﻣﻮﺭﺩ ﻧﻈﺮ ﺑﺮﺩﻩ ﻭ ﺭﻭﯼ ﺁﻥ ﮐﻠﻴﮏ ﻣﯽﮐﻨﺪ‪ .‬ﺩﺭ ﺍﻳﻦ ﻫﻨﮕﺎﻡ‪ ،‬ﺍﮔﺮ ﻫﻴﭻﮐﺪﺍﻡ ﺍﺯ‬
‫ﺍﺳﺘﺎﻥﻫﺎﯼ ﻣﺠﺎﻭ ِﺭ ﺍﺳﺘﺎﻥ ﻣﻮﺭﺩ ﻧﻈﺮ ﺑﺎ ﻫﻤﺎﻥ ﺭﻧﮓ ﺍﻧﺘﺨﺎﺑﯽ ﺭﻧﮓ ﻧﺸﺪﻩ ﺑﺎﺷﻨﺪ‪ ،‬ﺍﺳﺘﺎﻥ ﻣﻮﺭﺩ ﻧﻈﺮ ﺑﻪ ﺭﻧﮓ ﻣﻮﺭﺩ‬
‫ﻧﻈﺮ ﺩﺭ ﻣﯽ ﺁﻳﺪ‪ .‬ﺩﺭ ﻏﻴﺮ ﺍﻳﻦﺻﻮﺭﺕ ﭘﻴﻐﺎﻡ ﻣﻨﺎﺳﺒﯽ ﻣﺒﻨﯽ ﺑﺮ ﻧﻘﺾ ﺷﺮﺍﻳﻂ ﻣﺴﺎﻟﻪ ﺑﻪ ﮐﺎﺭﺑﺮ ﺩﺍﺩﻩ ﻣﯽﺷﻮﺩ‪.‬‬
‫ﮐﺎﺭﺑﺮ ﺍﻳﻦ ﮐﺎﺭ ﺭﺍ ﺗﺎ ﺁﻧﺠﺎﻳﻲ ﺍﺩﺍﻣﻪ ﻣﯽﺩﻫﺪ ﮐﻪ ﺗﻤﺎﻡ ﻧﻘﺸﻪ ﺭﻧﮓ ﺷﻮﺩ‪ .‬ﺩﺭ ﺍﻳﻦ ﻫﻨﮕﺎﻡ ﭘﻴﻐﺎﻡ ﻣﻨﺎﺳﺒﯽ ﻣﺒﻨﯽ ﺑﺮ ﺍﺗﻤﺎﻡ‬
‫ﻣﻮﻓﻘﻴﺖﺁﻣﻴ ِﺰ ﮐﺎﺭ ﺑﻪ ﺍﻭ ﺩﺍﺩﻩ ﻣﯽﺷﻮﺩ‪.‬‬
‫‪ -٢‬ﺑﺎﺯﯼ ﺳﺮﻋﺖ ﺗﺎﻳﭗ )ﭘﺎﺳﮑﺎﻝ‪ 3 -‬ﻧﻤﺮﻩ(‬
‫ﺍﻳﻦ ﺑﺎﺯﻱ ﺑﺪﻳﻦ ﺻﻮﺭﺕ ﺍﺳﺖ ﮐﻪ ﺻﻔﺤﻪﺍﻱ ﻣﺴﺘﻄﻴﻞ ﺷﮑﻞ ﺩﺍﺭﻳﻢ ﮐﻪ ﺩﺭ ﻓﺎﺻﻠﻪﻫﺎﯼ ﺯﻣﺎﻧﯽ ﻣﺸﺨﺺ‪ ،‬ﮐﻠﻤﺎﺗﯽ ﺗﺼﺎﺩﻓﻲ ﻭ‬
‫ﺩﺭ ﻣﮑﺎﻥﻫﺎﯼ ﺗﺼﺎﺩﻓﯽ ﺩﺭ ﺑﺎﻻﻱ ﺁﻥ ﺗﻮﻟﻴﺪ ﻣﻲﺷﻮﻧﺪ ﻭ ﺑﺎ ﺳﺮﻋﺖ ﺛﺎﺑﺖ ﺑﻪ ﺳﻤﺖ ﭘﺎﻳﻴﻦ ﺣﺮﮐﺖ ﻣﻲﮐﻨﻨﺪ‪ .‬ﮐﺎﺭﺑﺮ ﺑﺎﻳﺪ ﺣﻴﻦ‬
‫ﭘﺎﻳﻴﻦ ﺁﻣﺪﻥ ﮐﻠﻤﺎﺕ‪ ،‬ﺁﻥﻫﺎ ﺭﺍ ﺳﺮﻳﻊ ﺗﺎﻳﭗ ﮐﻨﺪ‪ .‬ﺍﮔﺮ ﺍﻳﻦ ﮐﻠﻤﺎﺕ ﻗﺒﻞ ﺍﺯ ﺍﺻﺎﺑﺖ ﺑﻪ ﺳﻄﺢ ﭘﺎﻳﻴﻨﯽ ﺻﻔﺤﻪ )ﮐﻪ ﻫﻤﻮﺍﺭ ﻳﺎ ﻏﻴﺮ‬
‫ﻫﻤﻮﺍﺭ ﺍﺳﺖ( ﺑﻪ ﺻﻮﺭﺕ ﺻﺤﻴﺢ ﺗﺎﻳﭗ ﺷﻮﻧﺪ‪ ،‬ﺁﻥ ﮐﻠﻤﻪ ﻣﻨﻔﺠﺮ ﻣﯽﺷﻮﺩ ﻭ ﮐﺎﺭﺑﺮ ﺍﻣﺘﻴﺎﺯ ﻣﺜﺒﺘﯽ ﺑﺮ ﺣﺴﺐ ﻃﻮﻝ ﺁﻥ ﮐﻠﻤﻪ‬
‫ﺩﺭﻳﺎﻓﺖ ﻣﯽﮐﻨﺪ‪ .‬ﺩﺭ ﻏﻴﺮ ﺍﻳﻨﺼﻮﺭﺕ‪ ،‬ﺍﮔﺮ ﮐﻠﻤﺎﺕ ﺑﻪ ﭘﺎﻳﻴﻦ ﺻﻔﺤﻪ ﺑﺮﺳﻨﺪ‪ ،‬ﺑﻪ ﺍﻧﺪﺍﺯﻩ ﺗﻌﺪﺍﺩ ﺣﺮﻭﻑ ﺧﻮﺩ‪ ،‬ﻗﺴﻤﺘﯽ ﺍﺯ ﺑﺨﺶ‬
‫ﭘﺎﻳﻴﻨﯽ ﺻﻔﺤﻪ ﺭﺍ ﺗﺨﺮﻳﺐ ﻣﯽﮐﻨﻨﺪ‪ .‬ﻟﺬﺍ ﮐﺎﺭﺑﺮ ﺑﺎﻳﺪ ﺑﺎ ﺗﺎﻳﭗ ﮐﻠﻤﺎﺕ‪ ،‬ﺍﺯ ﺗﺨﺮﻳﺐ ﺻﻔﺤﻪ ﺟﻠﻮﮔﻴﺮﯼ ﮐﻨﺪ ﻭ ﻣﺪﺕ ﺑﺎﺯﯼ ﺭﺍ‬
‫ﻃﻮﻻﻧﯽﺗﺮ ﮐﻨﺪ ﺗﺎ ﺍﻣﺘﻴﺎﺯ ﺑﻴﺸﺘﺮﯼ ﮐﺴﺐ ﮐﻨﺪ‪.‬‬
‫ﻧﺤﻮﻩ ﺗﻌﻴﻴﻦ ﺍﻣﺘﻴﺎﺯ ﺑﻪ ﺍﺧﺘﻴﺎﺭ ﺷﻤﺎﺳﺖ ﻭ ﻫﻤﻮﺍﺭﻩ ﺑﺎﻳﺪ ﺩﺭ ﻗﺴﻤﺘﯽ ﺍﺯ ﺻﻔﺤﻪ ﺩﺭ ﺣﺎﻝ ﻧﻤﺎﻳﺶ ﺑﺎﺷﺪ ﻭ ﻣﻘﺪﺍﺭ ﺁﻥ‬
‫ﺑﻪﺭﻭﺯ ﺷﻮﺩ‪ .‬ﮐﻠﻤﺎﺕ ﺗﻮﻟﻴﺪ ﺷﺪﻩ ﻧﻴﺰ ﻧﺒﺎﻳﺪ ﺗﺼﺎﺩﻓﯽ ﺗﻮﻟﻴﺪ ﺷﻮﻧﺪ‪ .‬ﺑﻠﮑﻪ ﺑﺎﻳﺪﺍﺯ ﻳﮏ ﻓﺎﻳﻞ ﻣﺸﺨﺺ ﺧﻮﺍﻧﺪﻩ ﺷﻮﻧﺪ ﻭ ﺑﻪ ﺻﻮﺭﺕ‬
‫ﺗﺼﺎﺩﻓﯽ ﻣﻮﺭﺩ ﺍﺳﺘﻔﺎﺩﻩ ﻗﺮﺍﺭ ﮔﻴﺮﻧﺪ‪.‬‬
‫ﺑﺮﻧﺎﻣﻪ ﮐﺎﺭﺑﺮﺩﯼ ﺷﻤﺎ ﺑﺎﻳﺪ ﺣﺪﺍﻗﻞ ﺍﻣﮑﺎﻧﺎﺕ ﺯﻳﺮ ﺭﺍ ﺩﺍﺭﺍ ﺑﺎﺷﺪ‪:‬‬
‫‪ .1‬ﻋﻮﺽ ﺷﺪﻥ ﺭﻧﮓ ﺣﺮﻭﻓﯽ ﺍﺯ ﮐﻠﻤﻪ ﮐﻪ ﺩﺭﺳﺖ ﺗﺎﻳﭗ ﺷﺪﻩﺍﻧﺪ ‪ :‬ﺍﮔﺮ ﺣﺮﻭﻓﯽ ﺍﺯ ﻳﮏ ﮐﻠﻤﻪ ﺩﺭﺳﺖ ﺗﺎﻳﭗ ﺷﻮﻧﺪ‪،‬‬
‫ﺭﻧﮓ ﺁﻥﻫﺎ ﻣﺘﻤﺎﻳﺰ ﺍﺯ ﺣﺮﻭﻑ ﺑﺎﻗﻴﻤﺎﻧﺪﻩ ﺧﻮﺍﻫﺪ ﺷﺪ‪ .‬ﺑﺪﻳﻦ ﺗﺮﺗﻴﺐ ﻣﺸﺨﺺ ﺍﺳﺖ ﮐﻪ ﭼﻪ ﺣﺮﻭﻓﯽ ﺗﺎﻳﭗ ﺷﺪﻩﺍﻧﺪ ﻭ‬
‫ﭼﻪ ﺣﺮﻭﻓﯽ ﻫﻨﻮﺯ ﺗﺎﻳﭗ ﻧﺸﺪﻩﺍﻧﺪ‪ .‬ﺩﺭ ﺻﻮﺭﺗﯽ ﮐﻪ ﻳﮏ ﺣﺮﻑ ﺍﺯ ﮐﻠﻤﻪ ﺟﺎﺭﯼ ﺍﺷﺘﺒﺎﻩ ﺗﺎﻳﭗ ﺷﻮﺩ‪ ،‬ﮐﺎﺭﺑﺮ ﺑﺎﻳﺪ ﺁﻥ‬
‫ﮐﻠﻤﻪ ﺭﺍ ﻣﺠﺪﺩﹰﺍ ﻭ ﺍﺯ ﺍﺑﺘﺪﺍ ﺗﺎﻳﭗ ﮐﻨﺪ‪.‬‬
‫‪ .2‬ﻣﺸﮑﻞ ﺷﺪﻥ ﺑﺎﺯﯼ ﺑﺎ ﺍﻓﺰﺍﻳﺶ ﺍﻣﺘﻴﺎﺯ ﺑﺎﺯﻳﮑﻦ‪ :‬ﺑﺎ ﺭﺳﻴﺪﻥ ﺍﻣﺘﻴﺎﺯ ﮐﺎﺭﺑﺮ ﺑﻪ ﻳﮏ ﻣﻘﺪﺍﺭ ﻣﺸﺨﺺ‪ ،‬ﺳﺮﻋﺖ ﺗﻮﻟﻴﺪ ﻭ‬
‫ﻓﺮﻭﺩ ﮐﻠﻤﺎﺕ ﺑﺎﻳﺪ ﺑﻪ ﺍﻧﺪﺍﺯﻩ ﻳﮏ ﻣﻘﺪﺍﺭ ﺛﺎﺑﺖ ﺍﻓﺰﺍﻳﺶ ﭘﻴﺪﺍ ﮐﻨﺪ‪ -‬ﻃﺒﻌﺎ ﺩﺭ ﺍﻳﻦ ﺷﺮﺍﻳﻂ‪ ،‬ﺍﻣﺘﻴﺎﺯﯼ ﮐﻪ ﺑﻪ ﺑﺎﺯﻳﮑﻦ‬
‫ﺩﺍﺩﻩ ﻣﯽﺷﻮﺩ ﻧﻴﺰ ﺑﻴﺸﺘﺮ ﺍﺯ ﺣﺎﻟﺖ ﻋﺎﺩﯼ ﺧﻮﺍﻫﺪ ﺑﻮﺩ‪.‬‬
‫‪ .3‬ﺳﻄﻮﺡ ﻣﺨﺘﻠﻒ ﺑﺎﺯﯼ‪ :‬ﺑﻪ ﺍﻧﺘﺨﺎﺏ ﮐﺎﺭﺑﺮ ﺣﺪﺍﻗﻞ ﻳﮏ ﺳﻄﺢ ﻣﻌﻤﻮﻟﯽ ﻭ ﻳﮏ ﺳﻄﺢ ﺣﺮﻓﻪﺍﯼ ﺑﺎﺯﯼ ﻭﺟﻮﺩ ﺩﺍﺷﺘﻪ‬
‫ﺑﺎﺷﺪ ﮐﻪ ﺩﺭ ﺳﻄﺢ ﻣﻌﻤﻮﻟﯽ‪ ،‬ﺍﻋﺪﺍﺩ ﻭ ﻧﺸﺎﻧﻪﻫﺎ ﻭﺟﻮﺩ ﻧﺪﺍﺭﻧﺪ ﻭﻟﯽ ﺩﺭ ﺳﻄﺢ ﺣﺮﻓﻪﺍﯼ‪ ،‬ﺍﻳﻦ ﮐﺎﺭﮐﺘﺮﻫﺎ ﻧﻴﺰ ﺩﺭ ﮐﻠﻤﺎﺕ‬
‫ﺑﻪ ﭼﺸﻢ ﻣﯽﺧﻮﺭﺩ‪.‬‬
‫‪ .4‬ﺳﺎﺑﻘﻪﺍﯼ ﺍﺯ ﻧﻔﺮﺍﺕ ﺑﺮﺗﺮ‪ :‬ﺩﺭ ﻫﺮ ﺳﻄﺢ ﺑﺎﺯﯼ‪ ،‬ﻧﺎﻡ ﻭ ﺍﻣﺘﻴﺎﺯ ﻧﻔﺮﺍﺕ ﺍﻭﻝ ﺗﺎ ﺳﻮﻡ ﺑﻪ ﻧﺤﻮﯼ ﺫﺧﻴﺮﻩ ﺷﺪﻩﺍﺳﺖ‪ .‬ﺍﮔﺮ‬
‫ﺑﺎﺯﻳﮑﻦ ﺟﺎﺭﯼ ﺍﻣﺘﻴﺎﺯﯼ ﺑﺎﻻﺗﺮ ﺍﺯ ﻧﻔﺮ ﺳﻮﻡ ﺩﺭﻳﺎﻓﺖ ﮐﻨﺪ‪ ،‬ﭘﺲ ﺍﺯ ﭘﺎﻳﺎﻥ ﺑﺎﺯﯼ‪ ،‬ﻧﺎﻡ ﺍﻭ ﺩﺭﻳﺎﻓﺖ ﻣﯽﺷﻮﺩ ﻭ ﻧﻔﺮﺍﺕ ﺑﺮﺗﺮ‬
‫ﺍﺻﻼﺡ ﻣﯽﺷﻮﻧﺪ‪.‬‬
‫‪ ) .5‬ﺍﺧﺘﻴﺎﺭﯼ( ﺗﻐﻴﻴﺮ ﻓﺎﻳﻞ ﻭﺭﻭﺩﯼ ﺑﻪ ﺩﻟﺨﻮﺍﻩ ﮐﺎﺭﺑﺮ ‪ :‬ﺍﻳﻦ ﺍﻣﮑﺎﻥ ﺑﺮﺍﯼ ﮐﺎﺭﺑﺮ ﻭﺟﻮﺩ ﺩﺍﺷﺘﻪ ﺑﺎﺷﺪ ﮐﻪ ﻓﺎﻳﻞ ﻭﺭﻭﺩﯼ‬
‫ﮐﻪ ﺩﺭ ﻫﺮ ﺳﻄﺢ ﺑﺎﺯﯼ ﻣﻮﺭﺩ ﺍﺳﺘﻔﺎﺩﻩ ﻗﺮﺍﺭ ﻣﯽﮔﻴﺮﺩ ﺭﺍ ﺗﻐﻴﻴﺮ ﺩﻫﺪ‪ -‬ﻳﻌﻨﯽ ﺁﺩﺭﺱ ﻭ ﻧﺎﻡ ﻳﮏ ﻓﺎﻳﻞ ﻣﺘﻨﯽ ﺩﻟﺨﻮﺍﻩ ﺭﺍ‬
‫ﻣﺸﺨﺺ ﮐﻨﺪ‪ .‬ﮐﺎﺭﺑﺮﺩ ﺍﻳﻦ ﻗﺎﺑﻠﻴﺖ ﻣﯽﺗﻮﺍﻧﺪ ﺩﺭ ﺗﻤﺮﻳﻦ ﻳﮏ ﺳﺮﯼ ﮐﻠﻤﺎﺕ ﺧﺎﺹ ﻣﺜﻞ ﻟﻐﺎﺕ ﺍﻧﮕﻠﻴﺴﯽ ﺟﺪﻳﺪﯼ ﮐﻪ‬
‫ﮐﺎﺭﺑﺮ ﺗﻬﻴﻪ ﮐﺮﺩﻩ ﺍﺳﺖ‪ ،‬ﮐﻠﻤﺎﺕ ﺭﺯﺭﻭ ﺷﺪﻩ ﻳﮏ ﺯﺑﺎﻥ ﺑﺮﻧﺎﻣﻪﻧﻮﻳﺴﯽ ﺟﻬﺖ ﺍﻓﺰﺍﻳﺶ ﺳﺮﻋﺖ ﺗﺎﻳﭗ ﺁﻥﻫﺎ ﻭ ﻏﻴﺮﻩ‬
‫ﺍﺷﺎﺭﻩ ﮐﺮﺩ!‬
‫‪ -٣‬ﺍﻧﺒﺎﺭﺩﺍﺭﯼ )ﭘﺎﺳﮑﺎﻝ ﻳﺎ ﺩﻟﻔﯽ)‪ 3 - (+0.5‬ﻧﻤﺮﻩ(‬
‫ﻫﺪﻑ ﺍﺯ ﺍﻳﻦ ﻧﺮﻡﺍﻓﺰﺍﺭ‪ ،‬ﮐﺎﻣﭙﻴﻮﺗﺮﯼ ﮐﺮﺩﻥ ﺍﻣﻮﺭ ﻣﺮﺑﻮﻁ ﺑﻪ ﮐﺎﻻﻫﺎ ﻣﺎﻧﻨﺪ ﻣﻮﺟﻮﺩﯼ‪ ،‬ﻭﺭﻭﺩ ﻭ ﺧﺮﻭﺝ ﮐﺎﻻ‪ ،‬ﮐﺎﻻﻫﺎﯼ ﺩﺭ‬
‫ﻣﻌﺮﺽ ﺧﺮﺍﺑﯽ ﻭ ﻏﻴﺮﻩ ﺩﺭ ﻳﮏ ﺍﻧﺒﺎﺭ ﺍﺳﺖ ﮐﻪ ﺩﺭ ﺍﺩﺍﻣﻪ ﺑﻪ ﺻﻮﺭﺕ ﺩﻗﻴﻘﺘﺮ ﺑﺎ ﻧﻴﺎﺯﻣﻨﺪﯼﻫﺎﯼ ﺳﻴﺴﺘﻢ ﺁﺷﻨﺎ ﻣﯽ ﺷﻮﻳﻢ‪:‬‬
‫‪ .1‬ﻫﺮ ﮐﺎﻻ ﺩﺍﺭﺍﯼ ﻳﮏ ﺷﻤﺎﺭﻩ ﮐﺎﻻﯼ ﻳﮑﺘﺎ ﺍﺳﺖ ﮐﻪ ﺩﺭ ﺑﺴﻴﺎﺭﯼ ﻣﻮﺍﺭﺩ ﺗﻮﺳﻂ ﺁﻥ ﺷﻨﺎﺧﺘﻪ ﻣﯽﺷﻮﺩ‪ .‬ﺩﺭ ﻫﺮ ﻟﺤﻈﻪ‬
‫ﻣﻮﺟﻮﺩﯼ ﻫﺮ ﮐﺎﻻ ﺩﺭ ﺍﻧﺒﺎﺭ ﻣﺸﺨﺺ ﺍﺳﺖ‪ .‬ﺍﺯ ﻃﺮﻓﯽ ﻫﻤﻮﺍﺭﻩ ﺍﺯ ﻫﺮ ﮐﺎﻻ ﺑﺎﻳﺪ ﻳﮏ ﻣﻘﺪﺍﺭ ﺣﺪﺍﻗﻠﯽ ﻣﻮﺟﻮﺩﯼ ﺩﺍﺷﺘﻪ‬
‫ﺑﺎﺷﻴﻢ‪.‬‬
‫‪ .2‬ﺑﺎﻳﺪ ﻣﮑﺎﻧﻴﺰﻣﯽ ﺩﺭ ﻧﻈﺮ ﮔﺮﻓﺘﻪ ﺷﻮﺩ ﮐﻪ ﺗﺎﺭﻳﺦ ﻭﺭﻭﺩ ﺑﺨﺶﻫﺎﯼ ﻣﺨﺘﻠﻒ ﮐﺎﻻﻫﺎ ﻣﺸﺨﺺ ﺑﺎﺷﺪ‪ ،‬ﺯﻳﺮﺍ ﺍﻳﻦ ﺍﻃﻼﻉ‬
‫ﺟﻬﺖ ﺗﻌﻴﻴﻦ ﻣﻮﺍﺩ ﻓﺎﺳﺪ ﺷﺪﻩ ﻳﺎ ﺩﺭ ﻣﻌﺮﺽ ﻓﺎﺳﺪ ﺷﺪﻥ ﻣﻮﺭﺩ ﻧﻴﺎﺯ ﺍﺳﺖ‪.‬‬
‫‪ .3‬ﻭﺭﻭﺩ ﻭ ﺧﺮﻭﺝ ﮐﺎﻻ ﺗﻮﺳﻂ ﺷﻤﺎﺭﻩ ﺑﺎﺭﻧﺎﻣﻪ ﻭﺳﻴﻠﻪ ﻧﻘﻠﻴﻪ ﮐﻪ ﺩﺍﺭﺍﯼ ﺗﺎﺭﻳﺦ ﻭ ﻣﺸﺨﺼﺎﺕ ﻭﺳﻴﻠﻪ ﻧﻘﻠﻴﻪ ﺍﺳﺖ‪ ،‬ﮐﻨﺘﺮﻝ‬
‫ﻭ ﻧﮕﻬﺪﺍﺭﯼ ﻣﯽﺷﻮﺩ‪.‬‬
‫‪.4‬‬
‫ﻧﺮﻡﺍﻓﺰﺍﺭ ﺑﺎﻳﺪ ﺑﺘﻮﺍﻧﺪ ﺣﺪﺍﻗﻞ ﺍﻧﻮﺍﻉ ﮔﺰﺍﺭﺷﺎﺕ ﺯﻳﺮ ﺭﺍ ﺑﻪ ﺻﻮﺭﺕ ﻣﺮﺗﺐ ﺷﺪﻩ ﺑﺮ ﺣﺴﺐ ﻧﺎﻡ ﻳﺎ ﻣﻮﺟﻮﺩﯼ ﻳﺎ ﺩﻳﮕﺮ‬
‫ﻣﺸﺨﺼﺎﺕ ﮐﺎﻻﻫﺎ ﺍﺭﺍﺋﻪ ﮐﻨﺪ‪:‬‬
‫‪ .a‬ﺗﻌﺪﺍﺩ ﻭ ﮔﻮﻧﻪﻫﺎﯼ ﻣﺨﺘﻠﻒ ﮐﺎﻻﯼ ﺍﺯ ﻳﮏ ﻧﻮﻉ ﺧﺎﺹ‪ ،‬ﻣﺜﻞ ﻣﺎﺷﻴﻦ ﻟﺒﺎﺳﺸﻮﻳﯽ‪ ،‬ﻻﺳﺘﻴﮏ ﺧﻮﺩﺭﻭ ﻭ ‪...‬‬
‫‪ .b‬ﮐﺎﻻﻫﺎﻳﯽ ﮐﻪ ﺗﺎ ‪ n‬ﻣﺎﻩ ﺩﻳﮕﺮ ﻏﻴﺮﻗﺎﺑﻞ ﺍﺳﺘﻔﺎﺩﻩ ﺧﻮﺍﻫﻨﺪ ﺷﺪ‬
‫‪ .c‬ﮐﺎﻻﻫﺎﻳﯽ ﮐﻪ ﮐﻤﺘﺮ ﺍﺯ ﺣﺪﺍﻗﻞ ﻣﺸﺨﺺﺷﺪﻩ‪ ،‬ﺩﺭ ﺍﻧﺒﺎﺭ ﻣﻮﺟﻮﺩﯼ ﺩﺍﺭﻧﺪ‪،‬‬
‫‪ .d‬ﺧﺮﻭﺟﯽﻫﺎ ﻳﺎ ﻭﺭﻭﺩﯼﻫﺎ ﺑﻪ ﺍﻧﺒﺎﺭ‬
‫ﻣﻮﻓﻖ ﺑﺎﺷﻴﺪ‪ -‬ﺍﺑﻮﺍﻟﻔﻀﻞ ﮐﻴﻘﺒﺎﺩﯼ‬