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Solver (computer Science)
A solver is a piece of mathematical software, possibly in the form of a stand-alone computer program or as a software library, that 'solves' a mathematical problem. A solver takes problem descriptions in some sort of generic form and calculates their solution. In a solver, the emphasis is on creating a program or library that can easily be applied to other problems of similar type. Solver types Types of problems with existing dedicated solvers include: * Linear and non-linear equations. In the case of a single equation, the "solver" is more appropriately called a root-finding algorithm. * Systems of linear equations. * Nonlinear systems. * Systems of polynomial equations, which are a special case of non linear systems, better solved by specific solvers. * Linear and non-linear optimisation problems * Systems of ordinary differential equations * Systems of differential algebraic equations * Boolean satisfiability problems, including SAT solvers * Quantified boolean formula sol ...
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Mathematical Software
Mathematical software is software used to model, analyze or calculate numeric, symbolic or geometric data. Evolution of mathematical software Numerical analysis and symbolic computation had been in most important place of the subject, but other kind of them is also growing now. A useful mathematical knowledge of such as algorism which exist before the invention of electronic computer, helped to mathematical software developing. On the other hand, by the growth of computing power (such as seeing on Moore's law), the new treatment (for example, a new kind of technique such as data assimilation which combined numerical analysis and statistics) needing conversely the progress of the mathematical science or applied mathematics. The progress of mathematical information presentation such as TeX or MathML will demand to evolution form ''formula manipulation language'' to true ''mathematics manipulation language'' (notwithstanding the problem that whether mathematical theory is inconsistent ...
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Minimum Spanning Tree
A minimum spanning tree (MST) or minimum weight spanning tree is a subset of the edges of a connected, edge-weighted undirected graph that connects all the vertices together, without any cycles and with the minimum possible total edge weight. That is, it is a spanning tree whose sum of edge weights is as small as possible. More generally, any edge-weighted undirected graph (not necessarily connected) has a minimum spanning forest, which is a union of the minimum spanning trees for its connected components. There are many use cases for minimum spanning trees. One example is a telecommunications company trying to lay cable in a new neighborhood. If it is constrained to bury the cable only along certain paths (e.g. roads), then there would be a graph containing the points (e.g. houses) connected by those paths. Some of the paths might be more expensive, because they are longer, or require the cable to be buried deeper; these paths would be represented by edges with larger weights ...
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Mathematical Software
Mathematical software is software used to model, analyze or calculate numeric, symbolic or geometric data. Evolution of mathematical software Numerical analysis and symbolic computation had been in most important place of the subject, but other kind of them is also growing now. A useful mathematical knowledge of such as algorism which exist before the invention of electronic computer, helped to mathematical software developing. On the other hand, by the growth of computing power (such as seeing on Moore's law), the new treatment (for example, a new kind of technique such as data assimilation which combined numerical analysis and statistics) needing conversely the progress of the mathematical science or applied mathematics. The progress of mathematical information presentation such as TeX or MathML will demand to evolution form ''formula manipulation language'' to true ''mathematics manipulation language'' (notwithstanding the problem that whether mathematical theory is inconsistent ...
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TK Solver
TK Solver (originally TK!Solver) is a mathematical modeling and problem solving software system based on a declarative, rule-based language, commercialized by Universal Technical Systems, Inc. History Invented by Milos Konopasek in the late 1970s and initially developed in 1982 by Software Arts, the company behind VisiCalc, TK Solver was acquired by Universal Technical Systems in 1984 after Software Arts fell into financial difficulty and was sold to Lotus Software. Konopasek's goal in inventing the TK Solver concept was to create a problem solving environment in which a given mathematical model built to solve a specific problem could be used to solve related problems (with a redistribution of input and output variables) with minimal or no additional programming required: once a user enters an equation, TK Solver can evaluate that equation as is—without isolating unknown variables on one side of the equals sign. Software Arts also released a series of "''Solverpacks''" - ...
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Computational Time
In computer science, the time complexity is the computational complexity that describes the amount of computer time it takes to run an algorithm. Time complexity is commonly estimated by counting the number of elementary operations performed by the algorithm, supposing that each elementary operation takes a fixed amount of time to perform. Thus, the amount of time taken and the number of elementary operations performed by the algorithm are taken to be related by a constant factor. Since an algorithm's running time may vary among different inputs of the same size, one commonly considers the worst-case time complexity, which is the maximum amount of time required for inputs of a given size. Less common, and usually specified explicitly, is the average-case complexity, which is the average of the time taken on inputs of a given size (this makes sense because there are only a finite number of possible inputs of a given size). In both cases, the time complexity is generally expresse ...
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Backtracking
Backtracking is a class of algorithms for finding solutions to some computational problems, notably constraint satisfaction problems, that incrementally builds candidates to the solutions, and abandons a candidate ("backtracks") as soon as it determines that the candidate cannot possibly be completed to a valid solution. The classic textbook example of the use of backtracking is the eight queens puzzle, that asks for all arrangements of eight chess queens on a standard chessboard so that no queen attacks any other. In the common backtracking approach, the partial candidates are arrangements of ''k'' queens in the first ''k'' rows of the board, all in different rows and columns. Any partial solution that contains two mutually attacking queens can be abandoned. Backtracking can be applied only for problems which admit the concept of a "partial candidate solution" and a relatively quick test of whether it can possibly be completed to a valid solution. It is useless, for example, ...
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Software Engine
A software engine is a core component of a complex software system. Alternate phrases include "software core" and "software core engine", or just "core engine". The word "engine" is a metaphor of a car's engine. Thus a software engine is a complex subsystem. There is no formal guideline for what should be called an engine, but the term has become entrenched in the software industry. Notable examples are database engine, graphics engine, physics engine, search engine, plotting engine, and game engine. Moreover, a web browser actually has two components referred to as engines: the browser engine and JavaScript engine. Classically an engine is something packaged as a library, such as a ".sa", ".so", ".dll", that provides functionality to the software that loads or embeds it. Engines may produce graphics, such as the Pythomatplotlibor the Objective-Core Plot But engines do not in and of themselves generally have standalone user interfaces or "main", they are not applications. Thus, a ...
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Domain (software Engineering)
A domain is the targeted subject area of a computer program. It is a term used in software engineering. Formally it represents the target subject of a specific programming project, whether narrowly or broadly defined. For example, a particular programming project might have had as a goal, the creation of a program for a particular hospital, and that hospital would be the domain. Or the project could be expanded in scope to include ''all hospitals'' as their domain. In a computer programming design, you define a domain by delineating a set of common requirements, terminology, and functionality for any software program constructed to solve a problem in the area of computer programming, known as domain engineering. The word domain is also taken as a synonym of ''application domain''. Domain in the realm of software engineering commonly refers to the subject area on which the application is intended to apply. In other words, during application development, the domain is the "sphere of ...
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Allen Newell
Allen Newell (March 19, 1927 – July 19, 1992) was a researcher in computer science and cognitive psychology at the RAND Corporation and at Carnegie Mellon University’s School of Computer Science, Tepper School of Business, and Department of Psychology. He contributed to the Information Processing Language (1956) and two of the earliest AI programs, the Logic Theory Machine (1956) and the General Problem Solver (1957) (with Herbert A. Simon). He was awarded the ACM's A.M. Turing Award along with Herbert A. Simon in 1975 for their basic contributions to artificial intelligence and the psychology of human cognition. Early studies Newell completed his Bachelor's degree in physics from Stanford in 1949. He was a graduate student at Princeton University from 1949–1950, where he did mathematics. Due to his early exposure to an unknown field known as game theory and the experiences from the study of mathematics, he was convinced that he would prefer a combination of exper ...
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Cliff Shaw
John Clifford Shaw (February 23, 1922 – February 9, 1991) was a systems programmer at the RAND Corporation. He is a coauthor of the first artificial intelligence program, the Logic Theorist, and was one of the developers of General Problem Solver (universal problem solver machine) and Information Processing Language (a programming language of the 1950s). It is considered the true "father" of the JOSS language. One of the most significant events that occurred in the programming was the development of the concept of list processing by Allen Newell, Herbert A. Simon and Cliff Shaw during the development of the language IPL-V. He invented the linked list, which remains fundamental in many strands of modern computing technology. References External links *Simon, Herbert AAllen Newell- a referenced biography of Newell and Shaw at the National Academy of Sciences The National Academy of Sciences (NAS) is a United States nonprofit, non-governmental organization. NAS is part of th ...
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Herbert A
Herbert may refer to: People Individuals * Herbert (musician), a pseudonym of Matthew Herbert Name * Herbert (given name) * Herbert (surname) Places Antarctica * Herbert Mountains, Coats Land * Herbert Sound, Graham Land Australia * Herbert, Northern Territory, a rural locality * Herbert, South Australia. former government town * Division of Herbert, an electoral district in Queensland * Herbert River, a river in Queensland * County of Herbert, a cadastral unit in South Australia Canada * Herbert, Saskatchewan, Canada, a town * Herbert Road, St. Albert, Canada New Zealand * Herbert, New Zealand, a town * Mount Herbert (New Zealand) United States * Herbert, Illinois, an unincorporated community * Herbert, Michigan, a former settlement * Herbert Creek, a stream in South Dakota * Herbert Island, Alaska Arts, entertainment, and media Fictional entities * Herbert (Disney character) This list of Donald Duck universe characters focuses on Disney cartoon and comics characte ...
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General Problem Solver
General Problem Solver (GPS) is a computer program created in 1959 by Herbert A. Simon, J. C. Shaw, and Allen Newell (RAND Corporation) intended to work as a universal problem solver machine. In contrast to the former Logic Theorist project, the GPS works with means–ends analysis. Overview Any problem that can be expressed as a set of well-formed formulas (WFFs) or Horn clauses, and that constitute a directed graph with one or more sources (that is, axioms) and sinks (that is, desired conclusions), can be solved, in principle, by GPS. Proofs in the predicate logic and Euclidean geometry problem spaces are prime examples of the domain the applicability of GPS. It was based on Simon and Newell's theoretical work on logic machines. GPS was the first computer program which separated its knowledge of problems (rules represented as input data) from its strategy of how to solve problems (a generic solver engine). GPS was implemented in the third-order programming language, IPL. While ...
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