Lazy evaluationIn programming language theory, lazy evaluation, or call-by-need, is an evaluation strategy which delays the evaluation of an expression until its value is needed (non-strict evaluation) and which also avoids repeated evaluations (by the use of sharing). The benefits of lazy evaluation include: The ability to define control flow (structures) as abstractions instead of primitives. The ability to define potentially infinite data structures. This allows for more straightforward implementation of some algorithms.
Search algorithmIn computer science, a search algorithm is an algorithm designed to solve a search problem. Search algorithms work to retrieve information stored within particular data structure, or calculated in the search space of a problem domain, with either discrete or continuous values. Although search engines use search algorithms, they belong to the study of information retrieval, not algorithmics. The appropriate search algorithm to use often depends on the data structure being searched, and may also include prior knowledge about the data.
Temporal databaseA temporal database stores data relating to time instances. It offers temporal data types and stores information relating to past, present and future time. Temporal databases can be uni-temporal, bi-temporal or tri-temporal. More specifically the temporal aspects usually include valid time, transaction time or decision time. Valid time is the time period during or event time at which a fact is true in the real world. Transaction time is the time at which a fact was recorded in the database.
Program evaluationProgram evaluation is a systematic method for collecting, analyzing, and using information to answer questions about projects, policies and programs, particularly about their effectiveness and efficiency. In both the public sector and private sector, as well as the voluntary sector, stakeholders might be required to assess—under law or charter—or want to know whether the programs they are funding, implementing, voting for, receiving or opposing are producing the promised effect.
Open Database ConnectivityIn computing, Open Database Connectivity (ODBC) is a standard application programming interface (API) for accessing database management systems (DBMS). The designers of ODBC aimed to make it independent of database systems and operating systems. An application written using ODBC can be ported to other platforms, both on the client and server side, with few changes to the data access code. ODBC accomplishes DBMS independence by using an ODBC driver as a translation layer between the application and the DBMS.
Genetic algorithmIn computer science and operations research, a genetic algorithm (GA) is a metaheuristic inspired by the process of natural selection that belongs to the larger class of evolutionary algorithms (EA). Genetic algorithms are commonly used to generate high-quality solutions to optimization and search problems by relying on biologically inspired operators such as mutation, crossover and selection. Some examples of GA applications include optimizing decision trees for better performance, solving sudoku puzzles, hyperparameter optimization, causal inference, etc.
Prim's algorithmIn computer science, Prim's algorithm (also known as Jarník's algorithm) is a greedy algorithm that finds a minimum spanning tree for a weighted undirected graph. This means it finds a subset of the edges that forms a tree that includes every vertex, where the total weight of all the edges in the tree is minimized. The algorithm operates by building this tree one vertex at a time, from an arbitrary starting vertex, at each step adding the cheapest possible connection from the tree to another vertex.
Randomized algorithmA 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 random variables.
Dijkstra's algorithmDijkstra's algorithm (ˈdaɪkstrəz ) is an algorithm for finding the shortest paths between nodes in a weighted graph, which may represent, for example, road networks. It was conceived by computer scientist Edsger W. Dijkstra in 1956 and published three years later. The algorithm exists in many variants. Dijkstra's original algorithm found the shortest path between two given nodes, but a more common variant fixes a single node as the "source" node and finds shortest paths from the source to all other nodes in the graph, producing a shortest-path tree.
WellA well is an excavation or structure created in the ground by digging, driving, or drilling to access liquid resources, usually water. The oldest and most common kind of well is a water well, to access groundwater in underground aquifers. The well water is drawn up by a pump, or using containers, such as buckets or large water bags that are raised mechanically or by hand. Water can also be injected back into the aquifer through the well.