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  2. Continuous-time random walk - Wikipedia

    en.wikipedia.org/wiki/Continuous-time_random_walk

    In mathematics, a continuous-time random walk (CTRW) is a generalization of a random walk where the wandering particle waits for a random time between jumps. It is a stochastic jump process with arbitrary distributions of jump lengths and waiting times. [1] [2] [3] More generally it can be seen to be a special case of a Markov renewal process.

  3. Random walk - Wikipedia

    en.wikipedia.org/wiki/Random_walk

    An elementary example of a random walk is the random walk on the integer number line which starts at 0, and at each step moves +1 or −1 with equal probability. Other examples include the path traced by a molecule as it travels in a liquid or a gas (see Brownian motion ), the search path of a foraging animal, or the price of a fluctuating ...

  4. Trampoline (computing) - Wikipedia

    en.wikipedia.org/wiki/Trampoline_(computing)

    As used in some Lisp implementations, a trampoline is a loop that iteratively invokes thunk-returning functions (continuation-passing style).A single trampoline suffices to express all control transfers of a program; a program so expressed is trampolined, or in trampolined style; converting a program to trampolined style is trampolining.

  5. Step detection - Wikipedia

    en.wikipedia.org/wiki/Step_detection

    Many algorithms explicitly fit 0-degree splines to the noisy signal in order to detect steps (including stepwise jump placement methods [2] [8]), but there are other popular algorithms that can also be seen to be spline fitting methods after some transformation, for example total variation denoising.

  6. Function (computer programming) - Wikipedia

    en.wikipedia.org/wiki/Function_(computer...

    Control jumps to the specified line number and then continues on the next line on return. 10 REM A BASIC PROGRAM 20 GOSUB 100 30 GOTO 20 100 INPUT “ GIVE ME A NUMBER ” ; N 110 PRINT “ THE SQUARE ROOT OF ” ; N ; 120 PRINT “ IS ” ; SQRT ( N ) 130 RETURN

  7. Rosetta Code - Wikipedia

    en.wikipedia.org/wiki/Rosetta_Code

    Rosetta Code is a wiki-based programming chrestomathy website with implementations of common algorithms and solutions to various programming problems in many different programming languages. [ 2 ] [ 3 ] It is named for the Rosetta Stone , which has the same text inscribed on it in three languages, and thus allowed Egyptian hieroglyphs to be ...

  8. Vieta jumping - Wikipedia

    en.wikipedia.org/wiki/Vieta_jumping

    In number theory, Vieta jumping, also known as root flipping, is a proof technique. It is most often used for problems in which a relation between two integers is given, along with a statement to prove about its solutions. In particular, it can be used to produce new solutions of a quadratic Diophantine equation from known ones.

  9. No-three-in-line problem - Wikipedia

    en.wikipedia.org/wiki/No-three-in-line_problem

    The no-three-in-line drawing of a complete graph is a special case of this result with =. [12] The no-three-in-line problem also has applications to another problem in discrete geometry, the Heilbronn triangle problem. In this problem, one must place points, anywhere in a unit square, not restricted to a grid. The goal of the placement is to ...