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  2. Bentley–Ottmann algorithm - Wikipedia

    en.wikipedia.org/wiki/Bentley–Ottmann_algorithm

    No two line segment endpoints or crossings have the same x-coordinate; No line segment endpoint lies upon another line segment; No three line segments intersect at a single point. In such a case, L will always intersect the input line segments in a set of points whose vertical ordering changes only at a finite set of discrete events ...

  3. Randomized algorithm - Wikipedia

    en.wikipedia.org/wiki/Randomized_algorithm

    A randomized algorithm is an algorithm that employs a degree of randomness as part of its logic or procedure. The algorithm typically uses uniformly random bits as an auxiliary input to guide its behavior, in the hope of achieving good performance in the "average case" over all possible choices of random determined by the random bits; thus either the running time, or the output (or both) are ...

  4. Fisher–Yates shuffle - Wikipedia

    en.wikipedia.org/wiki/Fisher–Yates_shuffle

    Their description of the algorithm used pencil and paper; a table of random numbers provided the randomness. The basic method given for generating a random permutation of the numbers 1 through N goes as follows: Write down the numbers from 1 through N. Pick a random number k between one and the number of unstruck numbers remaining (inclusive).

  5. Random permutation - Wikipedia

    en.wikipedia.org/wiki/Random_permutation

    A simple algorithm to generate a permutation of n items uniformly at random without retries, known as the Fisher–Yates shuffle, is to start with any permutation (for example, the identity permutation), and then go through the positions 0 through n − 2 (we use a convention where the first element has index 0, and the last element has index n − 1), and for each position i swap the element ...

  6. Scrambler - Wikipedia

    en.wikipedia.org/wiki/Scrambler

    A scrambler (or randomizer) can be either: An algorithm that converts an input string into a seemingly random output string of the same length (e.g., by pseudo-randomly selecting bits to invert), thus avoiding long sequences of bits of the same value; in this context, a randomizer is also referred to as a scrambler.

  7. Kirkman's schoolgirl problem - Wikipedia

    en.wikipedia.org/wiki/Kirkman's_schoolgirl_problem

    When two points as A and B of the line ABC are chosen, each of the five other lines through A is met by only one of the five other lines through B. The five points determined by the intersections of these pairs of lines, together with the two points A and B we designate a "heptad". [27]: 68 A heptad is determined by any two of its points.

  8. Arrangement of lines - Wikipedia

    en.wikipedia.org/wiki/Arrangement_of_lines

    For each pair of lines, there can be only one cell where the two lines meet at the bottom vertex, so the number of downward-bounded cells is at most the number of pairs of lines, () /. Adding the unbounded and bounded cells, the total number of cells in an arrangement can be at most n ( n + 1 ) / 2 + 1 {\displaystyle n(n+1)/2+1} . [ 5 ]

  9. Lagged Fibonacci generator - Wikipedia

    en.wikipedia.org/wiki/Lagged_Fibonacci_generator

    The maximum period of lagged Fibonacci generators depends on the binary operation .If addition or subtraction is used, the maximum period is (2 k − 1) × 2 M−1.If multiplication is used, the maximum period is (2 k − 1) × 2 M−3, or 1/4 of period of the additive case.