ShoemakingShoemaking is the process of making footwear. Originally, shoes were made one at a time by hand, often by groups of shoemakers, or cordwainers (sometimes misidentified as cobblers, who repair shoes rather than make them). In the 18th century, dozens or even hundreds of masters, journeymen and apprentices (both men and women) would work together in a shop, dividing up the work into individual tasks. A customer could come into a shop, be individually measured, and return to pick up their new shoes in as little as a day.
Knapsack problemThe knapsack problem is the following problem in combinatorial optimization: Given a set of items, each with a weight and a value, determine which items to include in the collection so that the total weight is less than or equal to a given limit and the total value is as large as possible. It derives its name from the problem faced by someone who is constrained by a fixed-size knapsack and must fill it with the most valuable items.
Pointe shoeA pointe shoe (UKpwæ̃t, USpwɑːnt,_pɔːɪnt), also called a ballet shoe, is a type of shoe worn by ballet dancers when performing pointe work. Pointe shoes were conceived in response to the desire for dancers to appear weightless and sylph-like and have evolved to enable dancers to dance en pointe (on the tips of their toes) for extended periods of time. They are manufactured in a variety of colors, most commonly in shades of light pink. Women began to dance ballet in 1681, twenty years after King Louis XIV of France ordered the founding of the Académie Royale de Danse.
StyrofoamStyrofoam is a trademarked brand of closed-cell extruded polystyrene foam (XPS), manufactured to provide continuous building insulation board used in walls, roofs, and foundations as thermal insulation and as a water barrier. This material is light blue in color and is owned and manufactured by DuPont. DuPont also has produced a line of green and white foam shapes for use in crafts and floral arrangements. The term Styrofoam is often used in the United States as a colloquial term to refer to expanded (not extruded) polystyrene foam (EPS).
Decision problemIn computability theory and computational complexity theory, a decision problem is a computational problem that can be posed as a yes–no question of the input values. An example of a decision problem is deciding by means of an algorithm whether a given natural number is prime. Another is the problem "given two numbers x and y, does x evenly divide y?". The answer is either 'yes' or 'no' depending upon the values of x and y. A method for solving a decision problem, given in the form of an algorithm, is called a decision procedure for that problem.
Grammatical caseA grammatical case is a category of nouns and noun modifiers (determiners, adjectives, participles, and numerals) which corresponds to one or more potential grammatical functions for a nominal group in a wording. In various languages, nominal groups consisting of a noun and its modifiers belong to one of a few such categories. For instance, in English, one says I see them and they see me: the nominative pronouns I/they represent the perceiver and the accusative pronouns me/them represent the phenomenon perceived.
Beat 'em upA beat 'em up (also known as brawler and, in some markets, beat 'em all) is a video game genre featuring hand-to-hand combat against a large number of opponents. Traditional beat 'em ups take place in scrolling, two-dimensional (2D) levels, while a number of modern games feature more open three-dimensional (3D) environments with yet larger numbers of enemies. The gameplay tends to follow arcade genre conventions, such as being simple to learn but difficult to master, and the combat system tends to be more highly developed than other side-scrolling action games.
Travelling salesman problemThe travelling salesman problem (TSP) asks the following question: "Given a list of cities and the distances between each pair of cities, what is the shortest possible route that visits each city exactly once and returns to the origin city?" It is an NP-hard problem in combinatorial optimization, important in theoretical computer science and operations research. The travelling purchaser problem and the vehicle routing problem are both generalizations of TSP.
Shoot 'em upShoot 'em ups (also known as shmups or STGs) are a sub-genre of action games. There is no consensus as to which design elements compose a shoot 'em up; some restrict the definition to games featuring spacecraft and certain types of character movement, while others allow a broader definition including characters on foot and a variety of perspectives. The genre's roots can be traced back to earlier shooting games, including target shooting electro-mechanical games of the mid-20th-century and the early mainframe game Spacewar! (1962).
Hamiltonian path problemIn the mathematical field of graph theory the Hamiltonian path problem and the Hamiltonian cycle problem are problems of determining whether a Hamiltonian path (a path in an undirected or directed graph that visits each vertex exactly once) or a Hamiltonian cycle exists in a given graph (whether directed or undirected). Both problems are NP-complete.
Control flowIn computer science, control flow (or flow of control) is the order in which individual statements, instructions or function calls of an imperative program are executed or evaluated. The emphasis on explicit control flow distinguishes an imperative programming language from a declarative programming language. Within an imperative programming language, a control flow statement is a statement that results in a choice being made as to which of two or more paths to follow.
QuantityQuantity or amount is a property that can exist as a multitude or magnitude, which illustrate discontinuity and continuity. Quantities can be compared in terms of "more", "less", or "equal", or by assigning a numerical value multiple of a unit of measurement. Mass, time, distance, heat, and angle are among the familiar examples of quantitative properties. Quantity is among the basic classes of things along with quality, substance, change, and relation.