Recursion (computer science)In computer science, recursion is a method of solving a computational problem where the solution depends on solutions to smaller instances of the same problem. Recursion solves such recursive problems by using functions that call themselves from within their own code. The approach can be applied to many types of problems, and recursion is one of the central ideas of computer science. The power of recursion evidently lies in the possibility of defining an infinite set of objects by a finite statement.
RecursionRecursion occurs when the definition of a concept or process depends on a simpler version of itself. Recursion is used in a variety of disciplines ranging from linguistics to logic. The most common application of recursion is in mathematics and computer science, where a function being defined is applied within its own definition. While this apparently defines an infinite number of instances (function values), it is often done in such a way that no infinite loop or infinite chain of references can occur.
Course-of-values recursionIn computability theory, course-of-values recursion is a technique for defining number-theoretic functions by recursion. In a definition of a function f by course-of-values recursion, the value of f(n) is computed from the sequence . The fact that such definitions can be converted into definitions using a simpler form of recursion is often used to prove that functions defined by course-of-values recursion are primitive recursive.
Divide-and-conquer algorithmIn computer science, divide and conquer is an algorithm design paradigm. A divide-and-conquer algorithm recursively breaks down a problem into two or more sub-problems of the same or related type, until these become simple enough to be solved directly. The solutions to the sub-problems are then combined to give a solution to the original problem. The divide-and-conquer technique is the basis of efficient algorithms for many problems, such as sorting (e.g., quicksort, merge sort), multiplying large numbers (e.
Dynamic loadingDynamic loading is a mechanism by which a computer program can, at run time, load a library (or other ) into memory, retrieve the addresses of functions and variables contained in the library, execute those functions or access those variables, and unload the library from memory. It is one of the 3 mechanisms by which a computer program can use some other software; the other two are static linking and dynamic linking.
Dynamic linkerIn computing, a dynamic linker is the part of an operating system that loads and links the shared libraries needed by an executable when it is executed (at "run time"), by copying the content of libraries from persistent storage to RAM, filling jump tables and relocating pointers. The specific operating system and executable format determine how the dynamic linker functions and how it is implemented.
AlgorithmIn mathematics and computer science, an algorithm (ˈælɡərɪðəm) is a finite sequence of rigorous instructions, typically used to solve a class of specific problems or to perform a computation. Algorithms are used as specifications for performing calculations and data processing. More advanced algorithms can use conditionals to divert the code execution through various routes (referred to as automated decision-making) and deduce valid inferences (referred to as automated reasoning), achieving automation eventually.
Algorithmic paradigmAn algorithmic paradigm or algorithm design paradigm is a generic model or framework which underlies the design of a class of algorithms. An algorithmic paradigm is an abstraction higher than the notion of an algorithm, just as an algorithm is an abstraction higher than a computer program. Backtracking Branch and bound Brute-force search Divide and conquer Dynamic programming Greedy algorithm Recursion Prune and search Kernelization Iterative compression Sweep line algorithms Rotating calipers Randomized i
Mutual recursionIn mathematics and computer science, mutual recursion is a form of recursion where two mathematical or computational objects, such as functions or datatypes, are defined in terms of each other. Mutual recursion is very common in functional programming and in some problem domains, such as recursive descent parsers, where the datatypes are naturally mutually recursive. The most important basic example of a datatype that can be defined by mutual recursion is a tree, which can be defined mutually recursively in terms of a forest (a list of trees).
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.
Dynamic programming languageIn computer science, a dynamic programming language is a class of high-level programming languages, which at runtime execute many common programming behaviours that static programming languages perform during compilation. These behaviors could include an extension of the program, by adding new code, by extending objects and definitions, or by modifying the type system. Although similar behaviors can be emulated in nearly any language, with varying degrees of difficulty, complexity and performance costs, dynamic languages provide direct tools to make use of them.
Type systemIn computer programming, a type system is a logical system comprising a set of rules that assigns a property called a type (for example, integer, floating point, string) to every "term" (a word, phrase, or other set of symbols). Usually the terms are various constructs of a computer program, such as variables, expressions, functions, or modules. A type system dictates the operations that can be performed on a term. For variables, the type system determines the allowed values of that term.
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.
Hilbert schemeIn algebraic geometry, a branch of mathematics, a Hilbert scheme is a scheme that is the parameter space for the closed subschemes of some projective space (or a more general projective scheme), refining the Chow variety. The Hilbert scheme is a disjoint union of projective subschemes corresponding to Hilbert polynomials. The basic theory of Hilbert schemes was developed by . Hironaka's example shows that non-projective varieties need not have Hilbert schemes.
Noetherian schemeIn algebraic geometry, a noetherian scheme is a scheme that admits a finite covering by open affine subsets , noetherian rings. More generally, a scheme is locally noetherian if it is covered by spectra of noetherian rings. Thus, a scheme is noetherian if and only if it is locally noetherian and quasi-compact. As with noetherian rings, the concept is named after Emmy Noether. It can be shown that, in a locally noetherian scheme, if is an open affine subset, then A is a noetherian ring.
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.
Product ruleIn calculus, the product rule (or Leibniz rule or Leibniz product rule) is a formula used to find the derivatives of products of two or more functions. For two functions, it may be stated in Lagrange's notation as or in Leibniz's notation as The rule may be extended or generalized to products of three or more functions, to a rule for higher-order derivatives of a product, and to other contexts. Discovery of this rule is credited to Gottfried Leibniz, who demonstrated it using differentials. (However, J. M.
Quotient ruleIn calculus, the quotient rule is a method of finding the derivative of a function that is the ratio of two differentiable functions. Let , where both f and g are differentiable and The quotient rule states that the derivative of h(x) is It is provable in many ways by using other derivative rules. Given , let , then using the quotient rule: The quotient rule can be used to find the derivative of as follows: Reciprocal rule The reciprocal rule is a special case of the quotient rule in which the numerator .
CYK algorithmIn computer science, the Cocke–Younger–Kasami algorithm (alternatively called CYK, or CKY) is a parsing algorithm for context-free grammars published by Itiroo Sakai in 1961. The algorithm is named after some of its rediscoverers: John Cocke, Daniel Younger, Tadao Kasami, and Jacob T. Schwartz. It employs bottom-up parsing and dynamic programming. The standard version of CYK operates only on context-free grammars given in Chomsky normal form (CNF). However any context-free grammar may be algorithmically transformed into a CNF grammar expressing the same language .
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.