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  2. Kosaraju's algorithm - Wikipedia

    en.wikipedia.org/wiki/Kosaraju's_algorithm

    The only additional data structure needed by the algorithm is an ordered list L of graph vertices, that will grow to contain each vertex once. If strong components are to be represented by appointing a separate root vertex for each component, and assigning to each vertex the root vertex of its component, then Kosaraju's algorithm can be stated ...

  3. Memory ordering - Wikipedia

    en.wikipedia.org/wiki/Memory_ordering

    Memory ordering is the order of accesses to computer memory by a CPU. Memory ordering depends on both the order of the instructions generated by the compiler at compile time and the execution order of the CPU at runtime .

  4. Dataman - Wikipedia

    en.wikipedia.org/wiki/Dataman

    Dataman was an educational toy calculator with mathematical games to aid in learning arithmetic. [ 1 ] [ 2 ] It had an 8-digit vacuum fluorescent display (VFD), [ 3 ] and a keypad. [ 4 ] Dataman was manufactured by Texas Instruments [ 5 ] and was launched on 5 June 1977.

  5. Math Rescue - Wikipedia

    en.wikipedia.org/wiki/Math_Rescue

    Math Rescue is a 1992 educational platform game created by Karen Crowther of Redwood Games and published by Apogee Software. Its early pre-release title was "Number Rescue". [ 1 ] Released in October 1992 for the MS-DOS platform, it is a loose successor to the earlier game Word Rescue , whose game engine was used to power the new game with ...

  6. Tarjan's strongly connected components algorithm - Wikipedia

    en.wikipedia.org/wiki/Tarjan's_strongly_connected...

    Tarjan's strongly connected components algorithm is an algorithm in graph theory for finding the strongly connected components (SCCs) of a directed graph. It runs in linear time , matching the time bound for alternative methods including Kosaraju's algorithm and the path-based strong component algorithm .

  7. Trachtenberg system - Wikipedia

    en.wikipedia.org/wiki/Trachtenberg_system

    The method for general multiplication is a method to achieve multiplications with low space complexity, i.e. as few temporary results as possible to be kept in memory. . This is achieved by noting that the final digit is completely determined by multiplying the last digit of the multiplic

  8. Sprouts (game) - Wikipedia

    en.wikipedia.org/wiki/Sprouts_(game)

    A 2-spot game of Sprouts. The game ends when the first player is unable to draw a connecting line between the only two free points, marked in green. The game is played by two players, [2] starting with a few spots drawn on a sheet of paper. Players take turns, where each turn consists of drawing a line between two spots (or from a spot to ...

  9. Professor Kageyama's Maths Training: The Hundred Cell ...

    en.wikipedia.org/wiki/Professor_Kageyama's_Maths...

    Maths Training, designed to be played daily, uses a method called "The Hundred Cell Calculation Method" that focuses on repetition of basic arithmetic.This method was developed by Professor Kageyama who works at the Centre for Research and Educational Development at Ritsumeikan University, Kyoto. [5]

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