Improved Bounds for Orthogonal Point Enclosure Query and Point
... Table 1: Summary of our results for orthogonal point enclosure in R3 . log∗ n is the iterated logarithm of n. log(1) n = log n and log(i) n = log(log(i−1) n) when i > 1 is a constant integer. Existing solutions in the literature for 6-sided rectangles require Ω(n log n) space. comparison of our resu ...
... Table 1: Summary of our results for orthogonal point enclosure in R3 . log∗ n is the iterated logarithm of n. log(1) n = log n and log(i) n = log(log(i−1) n) when i > 1 is a constant integer. Existing solutions in the literature for 6-sided rectangles require Ω(n log n) space. comparison of our resu ...
Algorithms and Compressed Data Structures for Information Retrieval
... 12.5.2 Partition of the adjacency matrix . . . . ...
... 12.5.2 Partition of the adjacency matrix . . . . ...
Data Structures and Algorithms: Table of Contents
... In addition to using Pascal programs as algorithms, we shall often present algorithms using a pseudo-language that is a combination of the constructs of a programming language together with informal English statements. We shall use Pascal as the programming language, but almost any common programmin ...
... In addition to using Pascal programs as algorithms, we shall often present algorithms using a pseudo-language that is a combination of the constructs of a programming language together with informal English statements. We shall use Pascal as the programming language, but almost any common programmin ...
space-efficient data structures for string searching and retrieval
... this problem. These results are based on a reduction of top-k document retrieval problem to a geometric problem known as 4-sided range reporting in 3d (three dimensions). Although, the general case of this geometric problem is hard, results in [34] are based on a crucial observation that the proble ...
... this problem. These results are based on a reduction of top-k document retrieval problem to a geometric problem known as 4-sided range reporting in 3d (three dimensions). Although, the general case of this geometric problem is hard, results in [34] are based on a crucial observation that the proble ...
Algorithms and Data Structures for Games Programming
... (STL)) provides very efficient implementations of the most common data structures and algorithms. When I’m using Standard Library (STL) features on something I’m not too sure about, I have (Josuttis 1999), (Reese 2007), (Meyers 2001) and (Stroustrup 1997) by my right hand. For both STL and C++, (Str ...
... (STL)) provides very efficient implementations of the most common data structures and algorithms. When I’m using Standard Library (STL) features on something I’m not too sure about, I have (Josuttis 1999), (Reese 2007), (Meyers 2001) and (Stroustrup 1997) by my right hand. For both STL and C++, (Str ...
I n - Computer Science at Virginia Tech
... Some Questions to Ask • Are all data inserted into the data structure at the beginning, or are insertions interspersed with other operations? • Can data be deleted? • Are all data processed in some welldefined order, or is random access allowed? ...
... Some Questions to Ask • Are all data inserted into the data structure at the beginning, or are insertions interspersed with other operations? • Can data be deleted? • Are all data processed in some welldefined order, or is random access allowed? ...
I n - Read
... Some Questions to Ask • Are all data inserted into the data structure at the beginning, or are insertions interspersed with other operations? • Can data be deleted? • Are all data processed in some welldefined order, or is random access allowed? ...
... Some Questions to Ask • Are all data inserted into the data structure at the beginning, or are insertions interspersed with other operations? • Can data be deleted? • Are all data processed in some welldefined order, or is random access allowed? ...
KorthDB6_ch11
... Observations about B+-trees Since the inter-node connections are done by pointers, “logically” close ...
... Observations about B+-trees Since the inter-node connections are done by pointers, “logically” close ...
Quadtree
A quadtree is a tree data structure in which each internal node has exactly four children. Quadtrees are most often used to partition a two-dimensional space by recursively subdividing it into four quadrants or regions. The regions may be square or rectangular, or may have arbitrary shapes. This data structure was named a quadtree by Raphael Finkel and J.L. Bentley in 1974. A similar partitioning is also known as a Q-tree. All forms of quadtrees share some common features: They decompose space into adaptable cells Each cell (or bucket) has a maximum capacity. When maximum capacity is reached, the bucket splits The tree directory follows the spatial decomposition of the quadtree.