In-place algorithmIn computer science, an in-place algorithm is an algorithm that operates directly on the input data structure without requiring extra space proportional to the input size. In other words, it modifies the input in place, without creating a separate copy of the data structure. An algorithm which is not in-place is sometimes called not-in-place or out-of-place. In-place can have slightly different meanings. In its strictest form, the algorithm can only have a constant amount of extra space, counting everything including function calls and pointers.
Referential transparencyIn analytic philosophy and computer science, referential transparency and referential opacity are properties of linguistic constructions, and by extension of languages. A linguistic construction is called referentially transparent when for any expression built from it, replacing a subexpression with another one that denotes the same value does not change the value of the expression. Otherwise, it is called referentially opaque.
Social heuristicsSocial heuristics are simple decision making strategies that guide people's behavior and decisions in the social environment when time, information, or cognitive resources are scarce. Social environments tend to be characterised by complexity and uncertainty, and in order to simplify the decision-making process, people may use heuristics, which are decision making strategies that involve ignoring some information or relying on simple rules of thumb.
Homogeneous differential equationA differential equation can be homogeneous in either of two respects. A first order differential equation is said to be homogeneous if it may be written where f and g are homogeneous functions of the same degree of x and y. In this case, the change of variable y = ux leads to an equation of the form which is easy to solve by integration of the two members. Otherwise, a differential equation is homogeneous if it is a homogeneous function of the unknown function and its derivatives.
Selection algorithmIn computer science, a selection algorithm is an algorithm for finding the th smallest value in a collection of ordered values, such as numbers. The value that it finds is called the th order statistic. Selection includes as special cases the problems of finding the minimum, median, and maximum element in the collection. Selection algorithms include quickselect, and the median of medians algorithm. When applied to a collection of values, these algorithms take linear time, as expressed using big O notation.
Combinatorial optimizationCombinatorial optimization is a subfield of mathematical optimization that consists of finding an optimal object from a finite set of objects, where the set of feasible solutions is discrete or can be reduced to a discrete set. Typical combinatorial optimization problems are the travelling salesman problem ("TSP"), the minimum spanning tree problem ("MST"), and the knapsack problem. In many such problems, such as the ones previously mentioned, exhaustive search is not tractable, and so specialized algorithms that quickly rule out large parts of the search space or approximation algorithms must be resorted to instead.
Heuristic (psychology)Heuristics is the process by which humans use mental short cuts to arrive at decisions. Heuristics are simple strategies that humans, animals, organizations, and even machines use to quickly form judgments, make decisions, and find solutions to complex problems. Often this involves focusing on the most relevant aspects of a problem or situation to formulate a solution. While heuristic processes are used to find the answers and solutions that are most likely to work or be correct, they are not always right or the most accurate.
Wave equationThe (two-way) wave equation is a second-order linear partial differential equation for the description of waves or standing wave fields - as they occur in classical physics - such as mechanical waves (e.g. water waves, sound waves and seismic waves) or electromagnetic waves (including light waves). It arises in fields like acoustics, electromagnetism, and fluid dynamics. Single mechanical or electromagnetic waves propagating in a pre-defined direction can also be described with the first-order one-way wave equation, which is much easier to solve and also valid for inhomogeneous media.
Microsoft BASICMicrosoft BASIC is the foundation software product of the Microsoft company and evolved into a line of BASIC interpreters and compiler(s) adapted for many different microcomputers. It first appeared in 1975 as Altair BASIC, which was the first version of BASIC published by Microsoft as well as the first high-level programming language available for the Altair 8800 microcomputer. During the home computer craze during the late-1970s and early-1980s, BASIC was ported to and supplied with many home computer designs.
Heuristic (computer science)In mathematical optimization and computer science, heuristic (from Greek εὑρίσκω "I find, discover") is a technique designed for problem solving more quickly when classic methods are too slow for finding an exact or approximate solution, or when classic methods fail to find any exact solution. This is achieved by trading optimality, completeness, accuracy, or precision for speed. In a way, it can be considered a shortcut.
Binary treeIn computer science, a binary tree is a k-ary tree data structure in which each node has at most two children, which are referred to as the and the . A recursive definition using just set theory notions is that a (non-empty) binary tree is a tuple (L, S, R), where L and R are binary trees or the empty set and S is a singleton set containing the root. Some authors allow the binary tree to be the empty set as well. From a graph theory perspective, binary (and K-ary) trees as defined here are arborescences.
BASICBASIC (Beginners' All-purpose Symbolic Instruction Code) is a family of general-purpose, high-level programming languages designed for ease of use. The original version was created by John G. Kemeny and Thomas E. Kurtz at Dartmouth College in 1963. They wanted to enable students in non-scientific fields to use computers. At the time, nearly all computers required writing custom software, which only scientists and mathematicians tended to learn.