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  2. Knuth–Morris–Pratt algorithm - Wikipedia

    en.wikipedia.org/wiki/Knuth–Morris–Pratt...

    Θ ( m ) {\displaystyle \Theta (m)} In computer science, the Knuth–Morris–Pratt algorithm (or KMP algorithm) is a string-searching algorithm that searches for occurrences of a "word" W within a main "text string" S by employing the observation that when a mismatch occurs, the word itself embodies sufficient information to determine where ...

  3. Algorithm - Wikipedia

    en.wikipedia.org/wiki/Algorithm

    Algorithm. In 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. [1] Algorithms are used as specifications for performing calculations and data processing.

  4. Kosaraju's algorithm - Wikipedia

    en.wikipedia.org/wiki/Kosaraju's_algorithm

    Kosaraju's algorithm. In computer science, Kosaraju-Sharir's algorithm (also known as Kosaraju's algorithm) is a linear time algorithm to find the strongly connected components of a directed graph. Aho, Hopcroft and Ullman credit it to S. Rao Kosaraju and Micha Sharir. Kosaraju suggested it in 1978 but did not publish it, while Sharir ...

  5. k-nearest neighbors algorithm - Wikipedia

    en.wikipedia.org/wiki/K-nearest_neighbors_algorithm

    k. -nearest neighbors algorithm. In statistics, the k-nearest neighbors algorithm ( k-NN) is a non-parametric supervised learning method first developed by Evelyn Fix and Joseph Hodges in 1951, [1] and later expanded by Thomas Cover. [2] It is used for classification and regression. In both cases, the input consists of the k closest training ...

  6. Dijkstra's algorithm - Wikipedia

    en.wikipedia.org/wiki/Dijkstra's_algorithm

    Dijkstra's algorithm ( / ˈdaɪkstrəz / DYKE-strəz) 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. [4] [5] [6]

  7. Bresenham's line algorithm - Wikipedia

    en.wikipedia.org/wiki/Bresenham's_line_algorithm

    Bresenham's line algorithm is a line drawing algorithm that determines the points of an n -dimensional raster that should be selected in order to form a close approximation to a straight line between two points.

  8. Breadth-first search - Wikipedia

    en.wikipedia.org/wiki/Breadth-first_search

    Breadth-first search ( BFS) is an algorithm for searching a tree data structure for a node that satisfies a given property. It starts at the tree root and explores all nodes at the present depth prior to moving on to the nodes at the next depth level. Extra memory, usually a queue, is needed to keep track of the child nodes that were ...

  9. Sieve of Eratosthenes - Wikipedia

    en.wikipedia.org/wiki/Sieve_of_Eratosthenes

    Sieve of Eratosthenes: algorithm steps for primes below 121 (including optimization of starting from prime's square). In mathematics, the sieve of Eratosthenes is an ancient algorithm for finding all prime numbers up to any given limit. It does so by iteratively marking as composite (i.e., not prime) the multiples of each prime, starting with ...