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  2. Longest path problem - Wikipedia

    en.wikipedia.org/wiki/Longest_path_problem

    In graph theory and theoretical computer science, the longest path problem is the problem of finding a simple path of maximum length in a given graph.A path is called simple if it does not have any repeated vertices; the length of a path may either be measured by its number of edges, or (in weighted graphs) by the sum of the weights of its edges.

  3. Pointer jumping - Wikipedia

    en.wikipedia.org/wiki/Pointer_jumping

    Pointer jumping or path doubling is a design technique for parallel algorithms that operate on pointer structures, such as linked lists and directed graphs. Pointer jumping allows an algorithm to follow paths with a time complexity that is logarithmic with respect to the length of the longest path. It does this by "jumping" to the end of the ...

  4. Library of Efficient Data types and Algorithms - Wikipedia

    en.wikipedia.org/wiki/Library_of_Efficient_Data...

    The bigfloat type improves on the C++ floating-point types by allowing for the significand (also commonly called mantissa) to be set to an arbitrary level of precision instead of following the IEEE standard. LEDA's real type allows for precise representations of real numbers, and can be used to compute the sign of a radical expression. [1]

  5. Johnson's algorithm - Wikipedia

    en.wikipedia.org/wiki/Johnson's_algorithm

    The first three stages of Johnson's algorithm are depicted in the illustration below. The graph on the left of the illustration has two negative edges, but no negative cycles. The center graph shows the new vertex q, a shortest path tree as computed by the Bellman–Ford algorithm with q as starting vertex, and the values h(v) computed at each other node as the length of the shortest path from ...

  6. A* search algorithm - Wikipedia

    en.wikipedia.org/wiki/A*_search_algorithm

    Compared to Dijkstra's algorithm, the A* algorithm only finds the shortest path from a specified source to a specified goal, and not the shortest-path tree from a specified source to all possible goals. This is a necessary trade-off for using a specific-goal-directed heuristic. For Dijkstra's algorithm, since the entire shortest-path tree is ...

  7. Seidel's algorithm - Wikipedia

    en.wikipedia.org/wiki/Seidel's_algorithm

    Seidel's algorithm is an algorithm designed by Raimund Seidel in 1992 for the all-pairs-shortest-path problem for undirected, unweighted, connected graphs. [1] It solves the problem in (⁡) expected time for a graph with vertices, where < is the exponent in the complexity () of matrix multiplication.

  8. Algorithm (C++) - Wikipedia

    en.wikipedia.org/wiki/Algorithm_(C++)

    C++20 adds versions of the algorithms defined in the < algorithm > header which operate on ranges rather than pairs of iterators. The ranges versions of algorithm functions are scoped within the ranges namespace. They extend the functionality of the basic algorithms by allowing iterator-sentinel pairs to be used instead of requiring that both ...

  9. Maximal munch - Wikipedia

    en.wikipedia.org/wiki/Maximal_munch

    In computer programming and computer science, "maximal munch" or "longest match" is the principle that when creating some construct, as much of the available input as possible should be consumed. The earliest known use of this term is by R.G.G. Cattell in his PhD thesis [ 1 ] on automatic derivation of code generators for compilers .