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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)

    In embedded systems, trampolines are short snippets of code that start up other snippets of code. For example, rather than write interrupt handlers entirely in assembly language, another option is to write interrupt handlers mostly in C, and use a short trampoline to convert the assembly-language interrupt calling convention into the C calling ...

  5. Step detection - Wikipedia

    en.wikipedia.org/wiki/Step_detection

    The term ‖ ‖ = # {: +} penalizes the number of jumps and the term ‖ ‖ = = | | measures fidelity to data x. The parameter γ > 0 controls the tradeoff between regularity and data fidelity . Since the minimizer u ∗ {\displaystyle u^{*}} is piecewise constant the steps are given by the non-zero locations of the gradient ∇ u ∗ ...

  6. Maze-solving algorithm - Wikipedia

    en.wikipedia.org/wiki/Maze-solving_algorithm

    Robot in a wooden maze. A maze-solving algorithm is an automated method for solving a maze.The random mouse, wall follower, Pledge, and Trémaux's algorithms are designed to be used inside the maze by a traveler with no prior knowledge of the maze, whereas the dead-end filling and shortest path algorithms are designed to be used by a person or computer program that can see the whole maze at once.

  7. Sweep line algorithm - Wikipedia

    en.wikipedia.org/wiki/Sweep_line_algorithm

    The idea behind algorithms of this type is to imagine that a line (often a vertical line) is swept or moved across the plane, stopping at some points. Geometric operations are restricted to geometric objects that either intersect or are in the immediate vicinity of the sweep line whenever it stops, and the complete solution is available once ...

  8. Jump threading - Wikipedia

    en.wikipedia.org/wiki/Jump_threading

    The jump on line 50 will always be taken if the jump on line 20 is taken. Therefore, for as long as line 100 is within the reachable range of the jump (or the size of the jump doesn't matter), the jump on line 20 may safely be modified to jump directly to line 100. Another example shows jump threading of 2 partial overlap conditions:

  9. 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.