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In computer programming, lazy initialization is the tactic of delaying the creation of an object, the calculation of a value, or some other expensive process until the first time it is needed.
In computer science, the count-distinct problem [1] (also known in applied mathematics as the cardinality estimation problem) is the problem of finding the number of distinct elements in a data stream with repeated elements. This is a well-known problem with numerous applications.
The initialization of the count array, and the second for loop which performs a prefix sum on the count array, each iterate at most k + 1 times and therefore take O(k) time. The other two for loops, and the initialization of the output array, each take O ( n ) time.
This is a simple example of double counting, often used when teaching multiplication to young children. In this context, multiplication of natural numbers is introduced as repeated addition, and is then shown to be commutative by counting, in two different ways, a number of items arranged in a rectangular grid.
Graphical examination of count data may be aided by the use of data transformations chosen to have the property of stabilising the sample variance. In particular, the square root transformation might be used when data can be approximated by a Poisson distribution (although other transformation have modestly improved properties), while an inverse sine transformation is available when a binomial ...
This is also known as execute around [1] or a code sandwich, and occurs in various other contexts, [2] such as a temporary change of program state, or tracing entry and exit into a subroutine. However, resource management is the most commonly cited application. In aspect-oriented programming, such execute around logic is a form of advice.
For example, to find the character at i=10 in Figure 2.1 shown on the right, start at the root node (A), find that 22 is greater than 10 and there is a left child, so go to the left child (B). 9 is less than 10, so subtract 9 from 10 (leaving i=1) and go to the right child (D). Then because 6 is greater than 1 and there's a left child, go to ...
The Game of Life, also known as Conway's Game of Life or simply Life, is a cellular automaton devised by the British mathematician John Horton Conway in 1970. [1] It is a zero-player game, [2] [3] meaning that its evolution is determined by its initial state, requiring no further input. One interacts with the Game of Life by creating an initial ...