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In mathematics and computer science, an algorithm ( (listen)) is a finite sequence of rigorous instructions, typically used to solve a class of specific problems or to perform a computation. Algorithms are used as specifications for performing calculations and data processing. More advanced algorithms can perform automated deductions (referred to as automated reasoning) and use mathematical and logical tests to divert the code execution through various routes (referred to as automated decision-making). Using human characteristics as descriptors of machines in metaphorical ways was already practiced by Alan Turing with terms such as "memory", "search" and "stimulus".
In contrast, a heuristic is an approach to problem solving that may not be fully specified or may not guarantee correct or optimal results, especially in problem domains where there is no well-defined correct or optimal result.
As an effective method, an algorithm can be expressed within a finite amount of space and time, and in a well-defined formal language for calculating a function. Starting from an initial state and initial input (perhaps empty), the instructions describe a computation that, when executed, proceeds through a finite number of well-defined successive states, eventually producing "output" and terminating at a final ending state. The transition from one state to the next is not necessarily deterministic; some algorithms, known as randomized algorithms, incorporate random input.
A nyckelharpa (Swedish: [ˈnʏ̂kːɛlˌharːpa], "keyed fiddle", or literally "key harp", plural nyckelharpor) is the national musical instrument of Sweden. It is a string instrument or chordophone. Its keys are attached to tangents which, when a key is depressed, serve as frets to change the pitch of the string.
The nyckelharpa is similar in appearance to a fiddle or the big Sorb geige or viol. Structurally, it is more closely related to the hurdy-gurdy, both employing key-actuated tangents to change the pitch.