Algorithm in the context of "Markov chain Monte Carlo"

Play Trivia Questions online!

or

Skip to study material about Algorithm in the context of "Markov chain Monte Carlo"

Ad spacer

>>>PUT SHARE BUTTONS HERE<<<
In this Dossier

Algorithm in the context of Image processing

Digital image processing is the use of a digital computer to process digital images through an algorithm. As a subcategory or field of digital signal processing, digital image processing has many advantages over analog image processing. It allows a much wider range of algorithms to be applied to the input data and can avoid problems such as the build-up of noise and distortion during processing. Since images are defined over two dimensions (perhaps more), digital image processing may be modeled in the form of multidimensional systems. The generation and development of digital image processing are mainly affected by three factors: first, the development of computers; second, the development of mathematics (especially the creation and improvement of discrete mathematics theory); and third, the demand for a wide range of applications in environment, agriculture, military, industry and medical science has increased.

↑ Return to Menu

Algorithm in the context of Computer science

Computer science is the study of computation, information, and automation. Included broadly in the sciences, computer science spans theoretical disciplines (such as algorithms, theory of computation, and information theory) to applied disciplines (including the design and implementation of hardware and software). An expert in the field is known as a computer scientist.

Algorithms and data structures are central to computer science.The theory of computation concerns abstract models of computation and general classes of problems that can be solved using them. The fields of cryptography and computer security involve studying the means for secure communication and preventing security vulnerabilities. Computer graphics and computational geometry address the generation of images. Programming language theory considers different ways to describe computational processes, and database theory concerns the management of repositories of data. Human–computer interaction investigates the interfaces through which humans and computers interact, and software engineering focuses on the design and principles behind developing software. Areas such as operating systems, networks and embedded systems investigate the principles and design behind complex systems. Computer architecture describes the construction of computer components and computer-operated equipment. Artificial intelligence and machine learning aim to synthesize goal-orientated processes such as problem-solving, decision-making, environmental adaptation, planning and learning found in humans and animals. Within artificial intelligence, computer vision aims to understand and process image and video data, while natural language processing aims to understand and process textual and linguistic data.

↑ Return to Menu

Algorithm in the context of Computer programming

Computer programming or coding is the composition of sequences of instructions, called programs, that computers can follow to perform tasks. It involves designing and implementing algorithms, step-by-step specifications of procedures, by writing code in one or more programming languages. Programmers typically use high-level programming languages that are more easily intelligible to humans than machine code, which is directly executed by the central processing unit. Proficient programming usually requires expertise in several different subjects, including knowledge of the application domain, details of programming languages and generic code libraries, specialized algorithms, and formal logic.

Auxiliary tasks accompanying and related to programming include analyzing requirements, testing, debugging (investigating and fixing problems), implementation of build systems, and management of derived artifacts, such as programs' machine code. While these are sometimes considered programming, often the term software development is used for this larger overall process – with the terms programming, implementation, and coding reserved for the writing and editing of code per se. Sometimes software development is known as software engineering, especially when it employs formal methods or follows an engineering design process.

↑ Return to Menu

Algorithm in the context of Geospatial analysis

Spatial analysis is any of the formal techniques which study entities using their topological, geometric, or geographic properties, primarily used in urban design. Spatial analysis includes a variety of techniques using different analytic approaches, especially spatial statistics. It may be applied in fields as diverse as astronomy, with its studies of the placement of galaxies in the cosmos, or to chip fabrication engineering, with its use of "place and route" algorithms to build complex wiring structures. In a more restricted sense, spatial analysis is geospatial analysis, the technique applied to structures at the human scale, most notably in the analysis of geographic data. It may also applied to genomics, as in transcriptomics data, but is primarily for spatial data.

Complex issues arise in spatial analysis, many of which are neither clearly defined nor completely resolved, but form the basis for current research. The most fundamental of these is the problem of defining the spatial location of the entities being studied. Classification of the techniques of spatial analysis is difficult because of the large number of different fields of research involved, the different fundamental approaches which can be chosen, and the many forms the data can take.

↑ Return to Menu

Algorithm in the context of Euclidean algorithm

In mathematics, the Euclidean algorithm, or Euclid's algorithm, is an efficient method for computing the greatest common divisor (GCD) of two integers, the largest number that divides them both without a remainder. It is named after the ancient Greek mathematician Euclid, who first described it in his Elements (c. 300 BC).It is an example of an algorithm, and is one of the oldest algorithms in common use. It can be used to reduce fractions to their simplest form, and is a part of many other number-theoretic and cryptographic calculations.

The Euclidean algorithm is based on the principle that the greatest common divisor of two numbers does not change if the larger number is replaced by its difference with the smaller number. For example, 21 is the GCD of 252 and 105 (as 252 = 21 × 12 and 105 = 21 × 5), and the same number 21 is also the GCD of 105 and 252 − 105 = 147. Since this replacement reduces the larger of the two numbers, repeating this process gives successively smaller pairs of numbers until the two numbers become equal. When that occurs, that number is the GCD of the original two numbers. By reversing the steps or using the extended Euclidean algorithm, the GCD can be expressed as a linear combination of the two original numbers, that is the sum of the two numbers, each multiplied by an integer (for example, 21 = 5 × 105 + (−2) × 252). The fact that the GCD can always be expressed in this way is known as Bézout's identity.

↑ Return to Menu

Algorithm in the context of Sieve of Eratosthenes

In mathematics, the sieve of Eratosthenes is an ancient algorithm for finding all prime numbers up to any given limit.

It does so by iteratively marking as composite (i.e., not prime) the multiples of each prime, starting with the first prime number, 2. The multiples of a given prime are generated as a sequence of numbers starting from that prime, with constant difference between them that is equal to that prime. This is the sieve's key distinction from using trial division to sequentially test each candidate number for divisibility by each prime. Once all the multiples of each discovered prime have been marked as composites, the remaining unmarked numbers are primes.

↑ Return to Menu

Algorithm in the context of Al-Khwārizmī

Muhammad ibn Musa al-Khwarizmi, or simply al-Khwarizmi (c. 780 – c. 850) was a mathematician active during the Islamic Golden Age, who produced Arabic-language works in mathematics, astronomy, and geography. Around 820, he worked at the House of Wisdom in Baghdad, the contemporary capital city of the Abbasid Caliphate. One of the most prominent scholars of the period, his works were widely influential on later authors, both in the Islamic world and Europe.

His popularizing treatise on algebra, compiled between 813 and 833 as Al-Jabr (The Compendious Book on Calculation by Completion and Balancing), presented the first systematic solution of linear and quadratic equations. One of his achievements in algebra was his demonstration of how to solve quadratic equations by completing the square, for which he provided geometric justifications. Because al-Khwarizmi was the first person to treat algebra as an independent discipline and introduced the methods of "reduction" and "balancing" (the transposition of subtracted terms to the other side of an equation, that is, the cancellation of like terms on opposite sides of the equation), he has been described as the father or founder of algebra. The English term algebra comes from the short-hand title of his aforementioned treatise (الجبر Al-Jabr, transl. "completion" or "rejoining"). His name gave rise to the English terms algorism and algorithm; the Spanish, Italian, and Portuguese terms algoritmo; and the Spanish term guarismo and Portuguese term algarismo, all meaning 'digit'.

↑ Return to Menu

Algorithm in the context of Path (graph theory)

In graph theory, a path in a graph is a finite or infinite sequence of edges which joins a sequence of vertices which, by most definitions, are all distinct (and since the vertices are distinct, so are the edges). A directed path (sometimes called dipath) in a directed graph is a finite or infinite sequence of edges which joins a sequence of distinct vertices, but with the added restriction that the edges be all directed in the same direction.

Paths are fundamental concepts of graph theory, described in the introductory sections of most graph theory texts. See e.g. Bondy & Murty (1976), Gibbons (1985), or Diestel (2005). Korte et al. (1990) cover more advanced algorithmic topics concerning paths in graphs.

↑ Return to Menu

Algorithm in the context of Rational intuition

Logical Intuition, or mathematical intuition or rational intuition, is a series of instinctive foresight, know-how, and savviness often associated with the ability to perceive logical or mathematical truth—and the ability to solve mathematical challenges efficiently. Humans apply logical intuition in proving mathematical theorems, validating logical arguments, developing algorithms and heuristics, and in related contexts where mathematical challenges are involved. The ability to recognize logical or mathematical truth and identify viable methods may vary from person to person, and may even be a result of knowledge and experience, which are subject to cultivation. The ability may not be realizable in a computer program by means other than genetic programming or evolutionary programming.

↑ Return to Menu

Algorithm in the context of 3D modeling

In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based representation of a surface of an object (inanimate or living) in three dimensions via specialized software by manipulating edges, vertices, and polygons in a simulated 3D space.

Three-dimensional (3D) models represent a physical body using a collection of points in 3D space, connected by various geometric entities such as triangles, lines, curved surfaces, etc. Being a collection of data (points and other information), 3D models can be created manually, algorithmically (procedural modeling), or by scanning. Their surfaces may be further defined with texture mapping.

↑ Return to Menu