Search algorithmIn computer science, a search algorithm is an algorithm designed to solve a search problem. Search algorithms work to retrieve information stored within particular data structure, or calculated in the search space of a problem domain, with either discrete or continuous values. Although search engines use search algorithms, they belong to the study of information retrieval, not algorithmics. The appropriate search algorithm to use often depends on the data structure being searched, and may also include prior knowledge about the data.
Overlapping subproblemsIn computer science, a problem is said to have overlapping subproblems if the problem can be broken down into subproblems which are reused several times or a recursive algorithm for the problem solves the same subproblem over and over rather than always generating new subproblems. For example, the problem of computing the Fibonacci sequence exhibits overlapping subproblems. The problem of computing the nth Fibonacci number F(n), can be broken down into the subproblems of computing F(n − 1) and F(n − 2), and then adding the two.
Recurrence relationIn mathematics, a recurrence relation is an equation according to which the th term of a sequence of numbers is equal to some combination of the previous terms. Often, only previous terms of the sequence appear in the equation, for a parameter that is independent of ; this number is called the order of the relation. If the values of the first numbers in the sequence have been given, the rest of the sequence can be calculated by repeatedly applying the equation. In linear recurrences, the nth term is equated to a linear function of the previous terms.
Time complexityIn computer science, the time complexity is the computational complexity that describes the amount of computer time it takes to run an algorithm. Time complexity is commonly estimated by counting the number of elementary operations performed by the algorithm, supposing that each elementary operation takes a fixed amount of time to perform. Thus, the amount of time taken and the number of elementary operations performed by the algorithm are taken to be related by a constant factor.
Sequence alignmentIn bioinformatics, a sequence alignment is a way of arranging the sequences of DNA, RNA, or protein to identify regions of similarity that may be a consequence of functional, structural, or evolutionary relationships between the sequences. Aligned sequences of nucleotide or amino acid residues are typically represented as rows within a matrix. Gaps are inserted between the residues so that identical or similar characters are aligned in successive columns.
SubsequenceIn mathematics, a subsequence of a given sequence is a sequence that can be derived from the given sequence by deleting some or no elements without changing the order of the remaining elements. For example, the sequence is a subsequence of obtained after removal of elements and The relation of one sequence being the subsequence of another is a preorder. Subsequences can contain consecutive elements which were not consecutive in the original sequence.
Longest common subsequenceA longest common subsequence (LCS) is the longest subsequence common to all sequences in a set of sequences (often just two sequences). It differs from the longest common substring: unlike substrings, subsequences are not required to occupy consecutive positions within the original sequences. The problem of computing longest common subsequences is a classic computer science problem, the basis of data comparison programs such as the diff utility, and has applications in computational linguistics and bioinformatics.
PseudocodeIn computer science, pseudocode is a plain language description of the steps in an algorithm or another system. Pseudocode often uses structural conventions of a normal programming language, but is intended for human reading rather than machine reading. It typically omits details that are essential for machine understanding of the algorithm, such as variable declarations and language-specific code. The programming language is augmented with natural language description details, where convenient, or with compact mathematical notation.
MemoizationIn computing, memoization or memoisation is an optimization technique used primarily to speed up computer programs by storing the results of expensive function calls to pure functions and returning the cached result when the same inputs occur again. Memoization has also been used in other contexts (and for purposes other than speed gains), such as in simple mutually recursive descent parsing. It is a type of caching, distinct from other forms of caching such as buffering and page replacement.
Unit of lengthA unit of length refers to any arbitrarily chosen and accepted reference standard for measurement of length. The most common units in modern use are the metric units, used in every country globally. In the United States the U.S. customary units are also in use. British Imperial units are still used for some purposes in the United Kingdom and some other countries. The metric system is sub-divided into SI and non-SI units.
Arc lengthArc length is the distance between two points along a section of a curve. Determining the length of an irregular arc segment by approximating the arc segment as connected (straight) line segments is also called curve rectification. A rectifiable curve has a finite number of segments in its rectification (so the curve has a finite length). If a curve can be parameterized as an injective and continuously differentiable function (i.e., the derivative is a continuous function) , then the curve is rectifiable (i.
LengthLength is a measure of distance. In the International System of Quantities, length is a quantity with dimension distance. In most systems of measurement a base unit for length is chosen, from which all other units are derived. In the International System of Units (SI) system the base unit for length is the metre. Length is commonly understood to mean the most extended dimension of a fixed object. However, this is not always the case and may depend on the position the object is in.