Diferente pentru training-path intre reviziile #95 si #96

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Diferente intre continut:

* Structuri de multimi disjuncte
* 'Arbori de intervale':arbori-de-intervale
* 'Tries':http://infoarena.ro/problema/trie
* Arbori binari de cautare ('treaps':treapuri, AVL, red-black trees)
* 'Tries':problema/trie
* Arbori binari de cautare ('Treapuri':treapuri, AVL, red-black trees)
* 'Cautari ortogonale. Quad trees, kD-trees':cautari-ortogonale
h2. Algoritmi si tehnici de programare
* 'Intersectia a doua cercuri':http://local.wasp.uwa.edu.au/~pbourke/geometry/2circle/
* 'Minimal enclosing circle':minimal-enclosing-circle
* Convex hull
** 'Aplicatie din Arhiva Educationala':problema/infasuratoare
** http://www.algorithmist.com/index.php/Monotone_Chain_Convex_Hull
** http://en.wikipedia.org/wiki/Gift_wrapping_algorithm
** Aplicatie - onion peeling in O(n^2^)
h3. Programare dinamica
* Parantezare optima de matrici
* Cel mai lung subsir crescator $O(N*log N)$
* 'Cel mai lung subsir crescator $O(N*log N)$':problema/scmax
* Knapsack
** Knapsack pe biti
* Cel mai lung subsir comun
* 'Cel mai lung subsir comun':problema/cmlsc
* Distanta de editare
* Ciclu hamiltonian in $O(n^2^ * 2^n^)$
** problema 'adn':problema/adn
** 'explicatie':http://forums.topcoder.com/?module=Thread&threadID=512824&start=0, 'problema':http://www.topcoder.com/stat?c=problem_statement&pm=6678&rd=9998&rm=249548&cr=8547850
* 'Arbore de cautare optim in $O(n^2)$':http://www.ics.uci.edu/~dan/class/165/notes/OptBST.html
* Dinamici pe arbori
* Numarul posibilitatilor de acoperire a unei table cu dominouri
* 'Numarul posibilitatilor de acoperire a unei table cu dominouri':probleme-de-acoperire-2#problema3
* Memoizare (trading space for time)
h3. Grafuri
* Parcurgeri
** dfs, bfs, meet in the middle bfs
** Componente biconexe
** Componente tare-conexe
** 'DFS':problema/dfs, 'BFS':problema/bfs, meet in the middle bfs
** 'Componente biconexe':problema/biconex
** 'Componente tare-conexe':problema/ctc
** Sortare topologica
** Ciclu eulerian
** 'Ciclu eulerian':problema/ciclueuler
 
* Drumuri minime
** Dijkstra (cu heapuri, cu set-uri, cu AINT-uri, cu coada ca pe TC - Cosmin stie)
** 'Dijkstra':problema/dijkstra (cu heapuri, cu set-uri, cu AINT-uri, cu coada ca pe TC - Cosmin stie)
** 'Dijkstra cu costuri mici ;)':http://www.ginfo.ro/revista/13_6/focus2.pdf cum se foloseste la problema 'car':problema/car
** A* has a lot of intuitive appeal for me. If you compare Dijkstra's vs. A*, Dijkstra's is like a puddle of water flooding outwards on a flat floor, whereas A* is like the same puddle expanding on a bumpy and graded floor toward a drain (the target node) at the lowest point in the floor. Instead of spreading out evenly on all sides, the water seeks the path of least resistance, only trying new paths when something gets in its way. The heuristic function is what provides the 'grade' of the hypothetical floor.
*** A* se foloseste foarte mult in industria jocurilor, fiind un algoritm foarte rapid in practica. Un exemplu unde este folosit este jocul de strategie Starcraft.
** Floyd-Warshall
** Bellman-Ford
** 'Floyd-Warshall':problema/royfloyd
** 'Bellman-Ford':wiki/Bellman-Ford_algorithm
*** De obicei mai simplu de implementat si cam aceeasi viteza ca si Dijkstra cu heapuri
*** Sistem de inegalitati
*** 'Ciclu de cost mediu minim':ciclu-de-cost-mediu-minim
* Flux
* 'Flux':problema/maxflow
** Edmonds-Karp
** 'Taietura minima':taietura-minima
** Dinic
** Flux maxim de cost minim
** 'Dinic':http://www.msri.org/about/computing/docs/magma/html/text1499.htm
** 'Flux maxim de cost minim':problema/fmcm
** Flux cu capacitati inferioare
** Circulatii
** Problema postasului chinez
** 'Diametrul, centrul unui arbore':http://online-judge.uva.es/board/viewtopic.php?p=36766&highlight=#36766
** 'Testare daca doi arbori sunt izomorfi':http://online-judge.uva.es/board/viewtopic.php?p=22754&highlight=#22754
** Cod Prufer
* APM
* 'APM':problema/apm
** Prim
** Kruskal
** Al doilea APM
** APM in graf orientat
** Kirchhoff's matrix tree theorem
* Pentru grafuri bipartite: 'cuplaj maxim':problema/cuplaj, suport minim, multime independenta maxima
* 'LCA':lowest-common-ancestor, RMQ, Level Ancestor, 'Path Decomposition':heavy-path-decomposition
* 'LCA':lowest-common-ancestor, 'RMQ':problema/rmq, Level Ancestor, 'Tree decompositions':tree-decompositions
* Colorari de muchii, graf complet/bipartit/oarecare (teorema lui Vizing)
* Grafuri planare
** problema 'count':problema/count
* Grafuri turneu/ciclu hamiltonian
** problema 'plimbare':problema/plimbare
* 'Implication graph si 2-SAT':downloads?action=download&file=2SAT.doc
** problema 'aladdin':problema/aladdin
* {'Implication graph si 2-SAT':2-sat}
h3. Siruri de caractere
* Hashuri
* 'Hashuri':problema/strmatch
* 'KMP':automate-finite-si-kmp
* 'Siruri de sufixe':siruri-de-sufixe
** 'In timp liniar':suffix-array-liniar
h3. Teoria jocurilor
* Nim
* 'Numere Sprague-Grundy':http://www.ginfo.ro/revista/14_5/mate.pdf
* 'Numere Sprague-Grundy':numerele-sprague-grundy
* Min-max
* Alpha-beta

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