Dovetailing (computer Science)
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Dovetailing (computer Science)
Dovetailing, in algorithm design, is a technique that interweaves different computations, performing them essentially simultaneously. Algorithms that use dovetailing are sometimes referred to as dovetailers. Examples Consider a tree that potentially contains a path of infinite length (but each node has only finitely many children): if a depth-first search is performed in this environment, the search may move down an infinite path and never return, potentially leaving part of the tree unexplored. However, if a breadth-first search is used, the existence of an infinite path is no longer a problem: each node is visited in a branching manner according to its distance from the root, so an infinite path will only impact the part of the search travelling down that path. We can regard this tree as analogous to a collection of programs; in this case, the depth-first approach corresponds to running one program at a time, moving to the next only when the current program has finished runni ...
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Algorithm Design
In mathematics and computer science, an algorithm () 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 perform automated deductions (referred to as automated reasoning) and use mathematical and logical tests to divert the code execution through various routes (referred to as automated decision-making). Using human characteristics as descriptors of machines in metaphorical ways was already practiced by Alan Turing with terms such as "memory", "search" and "stimulus". In contrast, a heuristic is an approach to problem solving that may not be fully specified or may not guarantee correct or optimal results, especially in problem domains where there is no well-defined correct or optimal result. As an effective method, an algorithm can be expressed within a finite amount of space and t ...
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Computation
Computation is any type of arithmetic or non-arithmetic calculation that follows a well-defined model (e.g., an algorithm). Mechanical or electronic devices (or, historically, people) that perform computations are known as ''computers''. An especially well-known discipline of the study of computation is computer science. Physical process of Computation Computation can be seen as a purely physical process occurring inside a closed physical system called a computer. Examples of such physical systems are digital computers, mechanical computers, quantum computers, DNA computers, molecular computers, microfluidics-based computers, analog computers, and wetware computers. This point of view has been adopted by the physics of computation, a branch of theoretical physics, as well as the field of natural computing. An even more radical point of view, pancomputationalism (inaudible word), is the postulate of digital physics that argues that the evolution of the universe is itself ...
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Tree Data Structure
In computer science, a tree is a widely used abstract data type that represents a hierarchical tree structure with a set of connected nodes. Each node in the tree can be connected to many children (depending on the type of tree), but must be connected to exactly one parent, except for the ''root'' node, which has no parent. These constraints mean there are no cycles or "loops" (no node can be its own ancestor), and also that each child can be treated like the root node of its own subtree, making recursion a useful technique for tree traversal. In contrast to linear data structures, many trees cannot be represented by relationships between neighboring nodes in a single straight line. Binary trees are a commonly used type, which constrain the number of children for each parent to exactly two. When the order of the children is specified, this data structure corresponds to an ordered tree in graph theory. A value or pointer to other data may be associated with every node in the tre ...
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Path (graph)
In graph theory, a path in a graph is a finite or infinite sequence of edges which joins a sequence of vertices which, by most definitions, are all distinct (and since the vertices are distinct, so are the edges). A directed path (sometimes called dipathGraph Structure Theory: Proceedings of the AMS-IMS-SIAM Joint Summer Research Conference on Graph Minors, Held June 22 to July 5, 1991p.205/ref>) in a directed graph is a finite or infinite sequence of edges which joins a sequence of distinct vertices, but with the added restriction that the edges be all directed in the same direction. Paths are fundamental concepts of graph theory, described in the introductory sections of most graph theory texts. See e.g. Bondy and Murty (1976), Gibbons (1985), or Diestel (2005). Korte et al. (1990) cover more advanced algorithmic topics concerning paths in graphs. Definitions Walk, trail, and path * A walk is a finite or infinite sequence of edges which joins a sequence of vertices. : ...
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Depth-first Search
Depth-first search (DFS) is an algorithm for traversing or searching tree or graph data structures. The algorithm starts at the root node (selecting some arbitrary node as the root node in the case of a graph) and explores as far as possible along each branch before backtracking. Extra memory, usually a stack, is needed to keep track of the nodes discovered so far along a specified branch which helps in backtracking of the graph. A version of depth-first search was investigated in the 19th century by French mathematician Charles Pierre Trémaux as a strategy for solving mazes. Properties The time and space analysis of DFS differs according to its application area. In theoretical computer science, DFS is typically used to traverse an entire graph, and takes time where , V, is the number of vertices and , E, the number of edges. This is linear in the size of the graph. In these applications it also uses space O(, V, ) in the worst case to store the stack of vertices on th ...
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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 encountered but not yet explored. For example, in a chess endgame a chess engine may build the game tree from the current position by applying all possible moves, and use breadth-first search to find a win position for white. Implicit trees (such as game trees or other problem-solving trees) may be of infinite size; breadth-first search is guaranteed to find a solution node if one exists. In contrast, (plain) depth-first search, which explores the node branch as far as possible before backtracking and expanding other nodes, may get lost in an infinite branch and never make it to the solution node. Iterative deepening depth-first search avoids ...
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Node (graph)
In discrete mathematics, and more specifically in graph theory, a vertex (plural vertices) or node is the fundamental unit of which graphs are formed: an undirected graph consists of a set of vertices and a set of edges (unordered pairs of vertices), while a directed graph consists of a set of vertices and a set of arcs (ordered pairs of vertices). In a diagram of a graph, a vertex is usually represented by a circle with a label, and an edge is represented by a line or arrow extending from one vertex to another. From the point of view of graph theory, vertices are treated as featureless and indivisible objects, although they may have additional structure depending on the application from which the graph arises; for instance, a semantic network is a graph in which the vertices represent concepts or classes of objects. The two vertices forming an edge are said to be the endpoints of this edge, and the edge is said to be incident to the vertices. A vertex ''w'' is said to be adja ...
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Non-deterministic Turing Machine
In theoretical computer science, a nondeterministic Turing machine (NTM) is a theoretical model of computation whose governing rules specify more than one possible action when in some given situations. That is, an NTM's next state is ''not'' completely determined by its action and the current symbol it sees, unlike a deterministic Turing machine. NTMs are sometimes used in thought experiments to examine the abilities and limits of computers. One of the most important open problems in theoretical computer science is the P versus NP problem, which (among other equivalent formulations) concerns the question of how difficult it is to simulate nondeterministic computation with a deterministic computer. Background In essence, a Turing machine is imagined to be a simple computer that reads and writes symbols one at a time on an endless tape by strictly following a set of rules. It determines what action it should perform next according to its internal ''state'' and ''what symbol it cur ...
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Universal Turing Machine
In computer science, a universal Turing machine (UTM) is a Turing machine that can simulate an arbitrary Turing machine on arbitrary input. The universal machine essentially achieves this by reading both the description of the machine to be simulated as well as the input to that machine from its own tape. Alan Turing introduced the idea of such a machine in 1936–1937. This principle is considered to be the origin of the idea of a stored-program computer used by John von Neumann in 1946 for the "Electronic Computing Instrument" that now bears von Neumann's name: the von Neumann architecture. Martin Davis, ''The universal computer : the road from Leibniz to Turing'' (2017) In terms of computational complexity, a multi-tape universal Turing machine need only be slower by logarithmic factor compared to the machines it simulates. Introduction Every Turing machine computes a certain fixed partial computable function from the input strings over its alphabet. In that sense it be ...
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Dovetail Joint
A dovetail joint or simply dovetail is a joinery technique most commonly used in woodworking joinery (carpentry), including furniture, cabinets, log buildings, and traditional timber framing. Noted for its resistance to being pulled apart (tensile strength), the dovetail joint is commonly used to join the sides of a drawer to the front. A series of 'pins' cut to extend from the end of one board interlock with a series of 'tails' cut into the end of another board. The pins and tails have a trapezoidal shape. Once glued, a wooden dovetail joint requires no mechanical fasteners. History The dovetail joint technique probably pre-dates written history. Some of the earliest known examples of the dovetail joint are in ancient Egyptian furniture entombed with mummies dating from First Dynasty, the tombs of Chinese emperors, and a stone pillar at the Vazhappally Maha Siva Temple in India. The dovetail design is an important method of distinguishing various periods of furniture. The et ...
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Woodworking
Woodworking is the skill of making items from wood, and includes cabinet making (cabinetry and furniture), wood carving, woodworking joints, joinery, carpentry, and woodturning. History Along with Rock (geology), stone, clay and animal parts, wood was one of the first materials worked by early humans. Lithic analysis, Microwear analysis of the Mousterian stone tools used by the Neanderthals show that many were used to work wood. The development of civilization was closely tied to the development of increasingly greater degrees of skill in working these materials. Among early finds of wooden tools are the worked sticks from Kalambo Falls, Clacton-on-Sea and Lehringen. The spears from Schöningen (Germany) provide some of the first examples of wooden hunting gear. Flint tools were used for carving. Since Neolithic, Neolithic times, carved wooden vessels are known, for example, from the Linear Pottery culture water well, wells at Kückhofen and Eythra. Examples of Bronze Age woo ...
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Recursive Enumeration
In computability theory, a set ''S'' of natural numbers is called computably enumerable (c.e.), recursively enumerable (r.e.), semidecidable, partially decidable, listable, provable or Turing-recognizable if: *There is an algorithm such that the set of input numbers for which the algorithm halts is exactly ''S''. Or, equivalently, *There is an algorithm that enumerates the members of ''S''. That means that its output is simply a list of all the members of ''S'': ''s''1, ''s''2, ''s''3, ... . If ''S'' is infinite, this algorithm will run forever. The first condition suggests why the term ''semidecidable'' is sometimes used. More precisely, if a number is in the set, one can ''decide'' this by running the algorithm, but if the number is not in the set, the algorithm runs forever, and no information is returned. A set that is "completely decidable" is a computable set. The second condition suggests why ''computably enumerable'' is used. The abbreviations c.e. and r.e. are oft ...
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