Extremal graph theoryExtremal graph theory is a branch of combinatorics, itself an area of mathematics, that lies at the intersection of extremal combinatorics and graph theory. In essence, extremal graph theory studies how global properties of a graph influence local substructure.
CombinatoricsCombinatorics is an area of mathematics primarily concerned with counting, both as a means and an end in obtaining results, and certain properties of finite structures. It is closely related to many other areas of mathematics and has many applications ranging from logic to statistical physics and from evolutionary biology to computer science. Combinatorics is well known for the breadth of the problems it tackles. Combinatorial problems arise in many areas of pure mathematics, notably in algebra, probability theory, topology, and geometry, as well as in its many application areas.
Graph theoryIn mathematics, graph theory is the study of graphs, which are mathematical structures used to model pairwise relations between objects. A graph in this context is made up of vertices (also called nodes or points) which are connected by edges (also called links or lines). A distinction is made between undirected graphs, where edges link two vertices symmetrically, and directed graphs, where edges link two vertices asymmetrically. Graphs are one of the principal objects of study in discrete mathematics.
CommunicationCommunication is usually defined as the transmission of information. The term can also refer to the message itself, or the field of inquiry studying these transmissions, also known as communication studies. The precise definition of communication is disputed. Controversial issues are whether unintentional or failed transmissions are included and whether communication does not just transmit meaning but also create it. Models of communication aim to provide a simplified overview of its main components and their interaction.
Kőnig's theorem (graph theory)In the mathematical area of graph theory, Kőnig's theorem, proved by , describes an equivalence between the maximum matching problem and the minimum vertex cover problem in bipartite graphs. It was discovered independently, also in 1931, by Jenő Egerváry in the more general case of weighted graphs. A vertex cover in a graph is a set of vertices that includes at least one endpoint of every edge, and a vertex cover is minimum if no other vertex cover has fewer vertices.
Line graphIn the mathematical discipline of graph theory, the line graph of an undirected graph G is another graph L(G) that represents the adjacencies between edges of G. L(G) is constructed in the following way: for each edge in G, make a vertex in L(G); for every two edges in G that have a vertex in common, make an edge between their corresponding vertices in L(G). The name line graph comes from a paper by although both and used the construction before this.
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.
Greedy algorithmA greedy algorithm is any algorithm that follows the problem-solving heuristic of making the locally optimal choice at each stage. In many problems, a greedy strategy does not produce an optimal solution, but a greedy heuristic can yield locally optimal solutions that approximate a globally optimal solution in a reasonable amount of time. For example, a greedy strategy for the travelling salesman problem (which is of high computational complexity) is the following heuristic: "At each step of the journey, visit the nearest unvisited city.
Planar graphIn graph theory, a planar graph is a graph that can be embedded in the plane, i.e., it can be drawn on the plane in such a way that its edges intersect only at their endpoints. In other words, it can be drawn in such a way that no edges cross each other. Such a drawing is called a plane graph or planar embedding of the graph. A plane graph can be defined as a planar graph with a mapping from every node to a point on a plane, and from every edge to a plane curve on that plane, such that the extreme points of each curve are the points mapped from its end nodes, and all curves are disjoint except on their extreme points.
Communication rightsCommunication rights involve freedom of opinion and expression, democratic media governance, media ownership and media control, participation in one's own culture, linguistic rights, rights to education, privacy, assemble, and self-determination. They are also related inclusion and exclusion, quality and accessibility to means of communication. A "right to communicate" and "communication rights" are closely related, but not identical.
Nonviolent CommunicationNonviolent Communication (NVC) is an approach to communication that is claimed to be based on principles of nonviolence. It is not an attempt to end disagreements, but rather a method that is claimed to increase empathy and improve the quality of life of those who utilize the method and the people around them. Nonviolent Communication evolved from concepts used in person-centered therapy, and was developed by clinical psychologist Marshall Rosenberg beginning in the 1960s and 1970s.
Nonverbal communicationNonverbal communication (NVC) is the transmission of messages or signals through a nonverbal platform such as eye contact, facial expressions, gestures, posture, use of objects and body language. It includes the use of social cues, kinesics, distance (proxemics) and physical environments/appearance, of voice (paralanguage) and of touch (haptics). A signal has three different parts to it, including the basic signal, what the signal is trying to convey, and how it is interpreted.
A* search algorithmA* (pronounced "A-star") is a graph traversal and path search algorithm, which is used in many fields of computer science due to its completeness, optimality, and optimal efficiency. One major practical drawback is its space complexity, as it stores all generated nodes in memory. Thus, in practical travel-routing systems, it is generally outperformed by algorithms that can pre-process the graph to attain better performance, as well as memory-bounded approaches; however, A* is still the best solution in many cases.
Cache-oblivious algorithmIn computing, a cache-oblivious algorithm (or cache-transcendent algorithm) is an algorithm designed to take advantage of a processor cache without having the size of the cache (or the length of the cache lines, etc.) as an explicit parameter. An optimal cache-oblivious algorithm is a cache-oblivious algorithm that uses the cache optimally (in an asymptotic sense, ignoring constant factors). Thus, a cache-oblivious algorithm is designed to perform well, without modification, on multiple machines with different cache sizes, or for a memory hierarchy with different levels of cache having different sizes.
Upper and lower boundsIn mathematics, particularly in order theory, an upper bound or majorant of a subset S of some preordered set (K, ≤) is an element of K that is greater than or equal to every element of S. Dually, a lower bound or minorant of S is defined to be an element of K that is less than or equal to every element of S. A set with an upper (respectively, lower) bound is said to be bounded from above or majorized (respectively bounded from below or minorized) by that bound.
Intercultural communicationIntercultural communication is a discipline that studies communication across different cultures and social groups, or how culture affects communication. It describes the wide range of communication processes and problems that naturally appear within an organization or social context made up of individuals from different religious, social, ethnic, and educational backgrounds. In this sense, it seeks to understand how people from different countries and cultures act, communicate, and perceive the world around them.
Animal communicationAnimal communication is the transfer of information from one or a group of animals (sender or senders) to one or more other animals (receiver or receivers) that affects the current or future behavior of the receivers. Information may be sent intentionally, as in a courtship display, or unintentionally, as in the transfer of scent from predator to prey with kairomones. Information may be transferred to an "audience" of several receivers. Animal communication is a rapidly growing area of study in disciplines including animal behavior, sociology, neurology and animal cognition.
Steiner tree problemIn combinatorial mathematics, the Steiner tree problem, or minimum Steiner tree problem, named after Jakob Steiner, is an umbrella term for a class of problems in combinatorial optimization. While Steiner tree problems may be formulated in a number of settings, they all require an optimal interconnect for a given set of objects and a predefined objective function. One well-known variant, which is often used synonymously with the term Steiner tree problem, is the Steiner tree problem in graphs.
Seminal vesiclesThe seminal vesicles (also called vesicular glands, or seminal glands) are a pair of convoluted tubular glands that lie behind the urinary bladder of some male mammals. They secrete fluid that partly composes the semen. The vesicles are 5–10 cm in size, 3–5 cm in diameter, and are located between the bladder and the rectum. They have multiple outpouchings which contain secretory glands, which join together with the vas deferens at the ejaculatory duct. They receive blood from the vesiculodeferential artery, and drain into the vesiculodeferential veins.
Dijkstra's algorithmDijkstra's algorithm (ˈdaɪkstrəz ) is an algorithm for finding the shortest paths between nodes in a weighted graph, which may represent, for example, road networks. It was conceived by computer scientist Edsger W. Dijkstra in 1956 and published three years later. The algorithm exists in many variants. Dijkstra's original algorithm found the shortest path between two given nodes, but a more common variant fixes a single node as the "source" node and finds shortest paths from the source to all other nodes in the graph, producing a shortest-path tree.