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  2. Sethi–Ullman algorithm - Wikipedia

    en.wikipedia.org/wiki/Sethi–Ullman_algorithm

    The simple Sethi–Ullman algorithm works as follows (for a load/store architecture): . Traverse the abstract syntax tree in pre- or postorder . For every leaf node, if it is a non-constant left-child, assign a 1 (i.e. 1 register is needed to hold the variable/field/etc.), otherwise assign a 0 (it is a non-constant right child or constant leaf node (RHS of an operation – literals, values)).

  3. 2–3 tree - Wikipedia

    en.wikipedia.org/wiki/2–3_tree

    In computer science, a 2–3 tree is a tree data structure, where every node with children (internal node) has either two children (2-node) and one data element or three children (3-node) and two data elements. A 2–3 tree is a B-tree of order 3. [1] Nodes on the outside of the tree have no children and one or two data elements.

  4. Interval tree - Wikipedia

    en.wikipedia.org/wiki/Interval_tree

    For example, when testing if the given interval [40 ,60) overlaps the intervals in the tree shown above, we see that it does not overlap the interval [20, 36) in the root, but since the root's low value (20) is less than the sought high value (60), we must search the right subtree. The left subtree's maximum high of 41 exceeds the sought low ...

  5. Tree traversal - Wikipedia

    en.wikipedia.org/wiki/Tree_traversal

    In computer science, tree traversal (also known as tree search and walking the tree) is a form of graph traversal and refers to the process of visiting (e.g. retrieving, updating, or deleting) each node in a tree data structure, exactly once. Such traversals are classified by the order in which the nodes are visited.

  6. Prüfer sequence - Wikipedia

    en.wikipedia.org/wiki/Prüfer_sequence

    A labeled tree with Prüfer sequence {4,4,4,5}. Consider the above algorithm run on the tree shown to the right. Initially, vertex 1 is the leaf with the smallest label, so it is removed first and 4 is put in the Prüfer sequence.

  7. 2–3–4 tree - Wikipedia

    en.wikipedia.org/wiki/2–3–4_tree

    In computer science, a 2–3–4 tree (also called a 2–4 tree) is a self-balancing data structure that can be used to implement dictionaries. The numbers mean a tree where every node with children (internal node) has either two, three, or four child nodes: a 2-node has one data element, and if internal has two child nodes;

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  9. Expectiminimax - Wikipedia

    en.wikipedia.org/wiki/Expectiminimax

    In game theory terms, an expectiminimax tree is the game tree of an extensive-form game of perfect, but incomplete information. In the traditional minimax method, the levels of the tree alternate from max to min until the depth limit of the tree has been reached. In an expectiminimax tree, the "chance" nodes are interleaved with the max and min ...