Dependent and independent variablesDependent and independent variables are variables in mathematical modeling, statistical modeling and experimental sciences. Dependent variables are studied under the supposition or demand that they depend, by some law or rule (e.g., by a mathematical function), on the values of other variables. Independent variables, in turn, are not seen as depending on any other variable in the scope of the experiment in question. In this sense, some common independent variables are time, space, density, mass, fluid flow rate, and previous values of some observed value of interest (e.
Interaction (statistics)In statistics, an interaction may arise when considering the relationship among three or more variables, and describes a situation in which the effect of one causal variable on an outcome depends on the state of a second causal variable (that is, when effects of the two causes are not additive). Although commonly thought of in terms of causal relationships, the concept of an interaction can also describe non-causal associations (then also called moderation or effect modification).
First-class citizenIn a given programming language design, a first-class citizen is an entity which supports all the operations generally available to other entities. These operations typically include being passed as an argument, returned from a function, and assigned to a variable. The concept of first- and second-class objects was introduced by Christopher Strachey in the 1960s. He did not actually define the term strictly, but contrasted real numbers and procedures in ALGOL: First and second class objects.
Variable (mathematics)In mathematics, a variable (from Latin variabilis, "changeable") is a symbol that represents a mathematical object. A variable may represent a number, a vector, a matrix, a function, the argument of a function, a set, or an element of a set. Algebraic computations with variables as if they were explicit numbers solve a range of problems in a single computation. For example, the quadratic formula solves any quadratic equation by substituting the numeric values of the coefficients of that equation for the variables that represent them in the quadratic formula.
Gesture recognitionGesture recognition is a topic in computer science and language technology with the goal of interpreting human gestures via mathematical algorithms. It is a subdiscipline of computer vision. Gestures can originate from any bodily motion or state, but commonly originate from the face or hand. Focuses in the field include emotion recognition from face and hand gesture recognition since they are all expressions. Users can make simple gestures to control or interact with devices without physically touching them.
Categorical variableIn statistics, a categorical variable (also called qualitative variable) is a variable that can take on one of a limited, and usually fixed, number of possible values, assigning each individual or other unit of observation to a particular group or on the basis of some qualitative property. In computer science and some branches of mathematics, categorical variables are referred to as enumerations or enumerated types. Commonly (though not in this article), each of the possible values of a categorical variable is referred to as a level.
Random variableA random variable (also called random quantity, aleatory variable, or stochastic variable) is a mathematical formalization of a quantity or object which depends on random events. The term 'random variable' can be misleading as it is not actually random nor a variable, but rather it is a function from possible outcomes (e.g., the possible upper sides of a flipped coin such as heads and tails ) in a sample space (e.g., the set ) to a measurable space (e.g., in which 1 corresponding to and −1 corresponding to ), often to the real numbers.
Satisfiability modulo theoriesIn computer science and mathematical logic, satisfiability modulo theories (SMT) is the problem of determining whether a mathematical formula is satisfiable. It generalizes the Boolean satisfiability problem (SAT) to more complex formulas involving real numbers, integers, and/or various data structures such as lists, arrays, bit vectors, and strings. The name is derived from the fact that these expressions are interpreted within ("modulo") a certain formal theory in first-order logic with equality (often disallowing quantifiers).
Input deviceIn computing, an input device is a piece of equipment used to provide data and control signals to an information processing system, such as a computer or information appliance. Examples of input devices include keyboards, mouse, s, cameras, joysticks, and microphones. Input devices can be categorized based on: modality of input (e.g., mechanical motion, audio, visual, etc.) whether the input is discrete (e.g., pressing of key) or continuous (e.g.
Inheritance (object-oriented programming)In object-oriented programming, inheritance is the mechanism of basing an object or class upon another object (prototype-based inheritance) or class (class-based inheritance), retaining similar implementation. Also defined as deriving new classes (sub classes) from existing ones such as super class or base class and then forming them into a hierarchy of classes. In most class-based object-oriented languages like C++, an object created through inheritance, a "child object", acquires all the properties and behaviors of the "parent object", with the exception of: constructors, destructors, overloaded operators and friend functions of the base class.
Stone toolA stone tool is, in the most general sense, any tool made either partially or entirely out of stone. Although stone tool-dependent societies and cultures still exist today, most stone tools are associated with prehistoric (particularly Stone Age) cultures that have become extinct. Archaeologists often study such prehistoric societies, and refer to the study of stone tools as lithic analysis. Ethnoarchaeology has been a valuable research field in order to further the understanding and cultural implications of stone tool use and manufacture.
Answer set programmingAnswer set programming (ASP) is a form of declarative programming oriented towards difficult (primarily NP-hard) search problems. It is based on the stable model (answer set) semantics of logic programming. In ASP, search problems are reduced to computing stable models, and answer set solvers—programs for generating stable models—are used to perform search. The computational process employed in the design of many answer set solvers is an enhancement of the DPLL algorithm and, in principle, it always terminates (unlike Prolog query evaluation, which may lead to an infinite loop).