Search results
Results from the WOW.Com Content Network
A simple flowchart representing a process for dealing with a non-functioning lamp.. A flowchart is a type of diagram that represents a workflow or process.A flowchart can also be defined as a diagrammatic representation of an algorithm, a step-by-step approach to solving a task.
By tracking operands for instructions in the reservation stations and register renaming in hardware the algorithm minimizes read-after-write (RAW) and eliminates write-after-write (WAW) and Write-after-Read (WAR) computer architecture hazards. This improves performance by reducing wasted time that would otherwise be required for stalls. [1]: 33
Flowchart of using successive subtractions to find the greatest common divisor of number r and s. In mathematics and computer science, an algorithm (/ ˈ æ l ɡ ə r ɪ ð əm / ⓘ) is a finite sequence of mathematically rigorous instructions, typically used to solve a class of specific problems or to perform a computation. [1]
A Nassi–Shneiderman diagram (NSD) in computer programming is a graphical design representation for structured programming. [1] This type of diagram was developed in 1972 by Isaac Nassi and Ben Shneiderman who were both graduate students at Stony Brook University. [2] These diagrams are also called structograms, [3] as they show a program's ...
Computer network diagrams, depictions of the nodes and connections in a computer network [26] Flowcharts and drakon-charts, drawings in which the nodes represent the steps of an algorithm and the edges represent control flow between steps. Project network, graphical depiction of the chronological order in which activities of a project are to be ...
Strategy lets the algorithm vary independently from clients that use it. Yes Yes Yes Template method: Define the skeleton of an algorithm in an operation, deferring some steps to subclasses. Template method lets subclasses redefine certain steps of an algorithm without changing the algorithm's structure. Yes Yes Yes Visitor
The algorithmic state machine (ASM) is a method for designing finite-state machines (FSMs) originally developed by Thomas E. Osborne at the University of California, Berkeley (UCB) since 1960, [1] introduced to and implemented at Hewlett-Packard in 1968, formalized and expanded since 1967 and written about by Christopher R. Clare since 1970.
An algorithm is fundamentally a set of rules or defined procedures that is typically designed and used to solve a specific problem or a broad set of problems.. Broadly, algorithms define process(es), sets of rules, or methodologies that are to be followed in calculations, data processing, data mining, pattern recognition, automated reasoning or other problem-solving operations.