VIDEOS 1 TO 50

8.3 - Deterministic Selection Algorithm - Linear Time Selection - [DSA 1] By Tim Roughgarden

Published: 2013/09/21

Channel: YogiBearian

8.4 - Deterministic Selection Analysis 1 - Linear Time Selection - [DSA 1] By Tim Roughgarden

Published: 2013/09/21

Channel: YogiBearian

Nondeterministic algorithm

Published: 2016/01/22

Channel: WikiAudio

Median Selection Algorithm (Part #5 - Deterministic Solutions)

Published: 2016/01/25

Channel: Course Grinder

8.1 - Randomized Selection Algorithm - Linear Time Selection - [DSA 1] By Tim Roughgarden

Published: 2013/09/21

Channel: YogiBearian

Randomized algorithm

Published: 2015/07/21

Channel: Wikivoicemedia

Algorithm

Published: 2015/11/17

Channel: Wikivoicemedia

Non-deterministic Turing machine

Published: 2016/01/08

Channel: WikiAudio

8.5 - Deterministic Selection Analysis 2 - Linear Time Selection - [DSA 1] By Tim Roughgarden

Published: 2013/09/21

Channel: YogiBearian

Programming Interview: Convex Hull Graham's Scan Algorithm

Published: 2014/08/12

Channel: saurabhschool

Part 1: NO MAN'S SKY [Live Streamed] Gameplay

Published: 2016/08/25

Channel: Horaiso

How To Pronounce Algorithm - Pronunciation Academy

Published: 2015/03/31

Channel: Pronunciation Academy

No Man's Sky Playthrough Part 2 - Vy'keen - Let's Play Gameplay Walkthrough

Published: 2016/08/17

Channel: GameolioDan

Principle of Optimality - Dynamic Programming

Published: 2015/05/16

Channel: CSBreakdown

Quicksort algorithm

Published: 2013/07/22

Channel: mycodeschool

3.4 - Closest Pair 1 - Divide and Conquer Algorithm.- [DSA 1] By Tim Roughgarden

Published: 2013/09/10

Channel: YogiBearian

Part 9: No Man's Sky [Live Stream] Gameplay Walkthrough

Published: 2016/08/28

Channel: Horaiso

Part 3: NO MAN'S SKY [Live Stream] Gameplay Walkthrough

Published: 2016/08/26

Channel: Horaiso

Part 8: No Man's Sky [Live Stream] Gameplay Walkthrough

Published: 2016/08/28

Channel: Horaiso

Quicksort Part 1 - Algorithm

Published: 2013/01/15

Channel: Sesh Venugopal

No Man's Sky #01 Gameplay/Let's play (på svenska)

Published: 2016/08/11

Channel: MrSmutsen

Part 2: NO MAN'S SKY [Live Streamed] Gameplay: Atlas Interface 1 and AWESOME Earthlike Alien Planet

Published: 2016/08/25

Channel: Horaiso

Part 6: DINOSAUR Moon Planet and Dogfights // No Man's Sky [Live Stream] Gameplay Walkthrough

Published: 2016/08/27

Channel: Horaiso

No Man's Sky #02 Gameplay/Let's play (på svenska)

Published: 2016/08/16

Channel: MrSmutsen

Pseudorandom number generator

Published: 2015/07/22

Channel: Wikivoicemedia

How to minimize a Deterministic Finite Automata (DFA) using Table Fill method?

Published: 2014/05/30

Channel: Unacademy

No Man's Sky #05 Gameplay/Let's play (på svenska)

Published: 2016/10/10

Channel: MrSmutsen

No Man's Sky #04 Gameplay/Let's play (på svenska)

Published: 2016/09/24

Channel: MrSmutsen

No Man's Sky Playthrough Part 1 - Awaken - Let's Play Gameplay Walkthrough

Published: 2016/08/14

Channel: GameolioDan

Turing Machines

Published: 2013/08/23

Channel: EngMicroLectures

No Man's Sky #03 Gameplay/Let's play (på svenska)

Published: 2016/08/26

Channel: MrSmutsen

No Man's Sky: WHERE THE ALIEN BABES AT?! #1

Published: 2016/08/17

Channel: OneLifeMike

Minecraft Redstone Tutorial 16 Bit Linear Feedback Shift Register | Pseudorandom Number Generator

Published: 2011/12/14

Channel: MRCRUCIAL

Part 7: Toxic ALIEN DINOSAUR Planet // No Man's Sky [Live Stream] Gameplay Walkthrough

Published: 2016/08/28

Channel: Horaiso

No Man's Sky - $117,000,000 Units Spaceship - Best Spaceship in No Man's Sky 48 Inventory slots

Published: 2016/08/22

Channel: CronicGamerz

Programming Interview : String Matching with Finite Automata

Published: 2013/10/22

Channel: saurabhschool

No Man's Sky: WHERE THE ALIEN BABES AT?! #2

Published: 2016/08/19

Channel: OneLifeMike

No Mans Sky Review PC | No Man's Sky First Impressions | Should I Buy NMS | No Mans Sky Gameplay

Published: 2016/08/14

Channel: Beardedbob

No Man's Sky - 2016 (PS4/PC) By Hello Games

Published: 2016/08/23

Channel: LatesTrailers

Deterministic vs. Stochastic trend

Published: 2012/06/03

Channel: Gopal Malakar

5.2- Quicksort Algorithm-Partition Around Pivot-[Data Structure And Algorithm 1] By Tim Roughgarden

Published: 2013/09/12

Channel: YogiBearian

Taking the Dragon of Complexity By Its Tail (see message in sidebar)

Published: 2010/02/13

Channel: SciMethod

9.4 - Analysis of Contraction Algorithm - Graphs Algorithms - [DSA 1] By Tim Roughgarden

Published: 2013/09/27

Channel: YogiBearian

15.1 - Polynomial Time Solvable Problems - NP Complete Problems - [DSA 2] - By Tim Roughgarden

Published: 2013/10/09

Channel: YogiBearian

NO MAN'S SKY LEAKED FOOTAGE

Published: 2016/08/01

Channel: Treo

No Man's Sky: WHERE THE ALIEN BABES AT?! #2

Published: 2016/08/18

Channel: OneLifeMike

Part 4: NO MAN'S SKY [Live Stream] Gameplay Walkthrough

Published: 2016/08/27

Channel: Horaiso

Is Language a Virus? Starring Punished "Venom" Snake | Idea Channel | PBS Digital Studios

Published: 2015/12/09

Channel: PBS Idea Channel

5.1 - Quicksort Algorithm - Quicksort Overview - [Data Structure And Algorithm 1] By Tim Roughgarden

Published: 2013/09/12

Channel: YogiBearian

5.4 - Quicksort Algorithm - Choosing a Pivot - [Data Structure And Algorithm 1] By Tim Roughgarden

Published: 2013/09/12

Channel: YogiBearian

From Wikipedia, the free encyclopedia

In computer science, a **deterministic algorithm** is an algorithm which, given a particular input, will always produce the same output, with the underlying machine always passing through the same sequence of states. Deterministic algorithms are by far the most studied and familiar kind of algorithm, as well as one of the most practical, since they can be run on real machines efficiently.

Formally, a deterministic algorithm computes a mathematical function; a function has a unique value for any input in its domain, and the algorithm is a process that produces this particular value as output.

Deterministic algorithms can be defined in terms of a state machine: a *state* describes what a machine is doing at a particular instant in time. State machines pass in a discrete manner from one state to another. Just after we enter the input, the machine is in its *initial state* or *start state*. If the machine is deterministic, this means that from this point onwards, its current state determines what its next state will be; its course through the set of states is predetermined. Note that a machine can be deterministic and still never stop or finish, and therefore fail to deliver a result.

Examples of particular abstract machines which are deterministic include the deterministic Turing machine and deterministic finite automaton.

A variety of factors can cause an algorithm to behave in a way which is not deterministic, or non-deterministic:

- If it uses external state other than the input, such as user input, a global variable, a hardware timer value, a random value, or stored disk data.
- If it operates in a way that is timing-sensitive, for example if it has multiple processors writing to the same data at the same time. In this case, the precise order in which each processor writes its data will affect the result.
- If a hardware error causes its state to change in an unexpected way.

Although real programs are rarely purely deterministic, it is easier for humans as well as other programs to reason about programs that are. For this reason, most programming languages and especially functional programming languages make an effort to prevent the above events from happening except under controlled conditions.

The prevalence of multi-core processors has resulted in a surge of interest in determinism in parallel programming and challenges of non-determinism have been well documented.^{[1]}^{[2]} A number of tools to help deal with the challenges have been proposed^{[3]}^{[4]}^{[5]}^{[6]} to deal with deadlocks and race conditions.

It is advantageous, in some cases, for a program to exhibit nondeterministic behavior. The behavior of a card shuffling program used in a game of blackjack, for example, should not be predictable by players — even if the source code of the program is visible. The use of a pseudorandom number generator is often not sufficient to ensure that players are unable to predict the outcome of a shuffle. A clever gambler might guess precisely the numbers the generator will choose and so determine the entire contents of the deck ahead of time, allowing him to cheat; for example, the Software Security Group at Reliable Software Technologies was able to do this for an implementation of Texas Hold 'em Poker that is distributed by ASF Software, Inc, allowing them to consistently predict the outcome of hands ahead of time.^{[7]} These problems can be avoided, in part, through the use of a cryptographically secure pseudo-random number generator, but it is still necessary for an unpredictable random seed to be used to initialize the generator. For this purpose a source of nondeterminism is required, such as that provided by a hardware random number generator.

Note that a negative answer to the P=NP problem would not imply that programs with nondeterministic output are theoretically more powerful than those with deterministic output. The complexity class NP (complexity) can be defined without any reference to nondeterminism using the verifier-based definition.

This logic-functional programming language establish different determinism categories for predicate modes as explained in the ref.^{[8]}^{[9]}

Haskell provides several mechanisms:

- non-determinism or notion of Fail

- the
*Maybe*and*Either*types include the notion of success in the result. - the
*fail*method of the class Monad, may be used to signal*fail*as exception. - the Maybe monad and MaybeT monad transformer provide for failed computations (stop the computation sequence and return Nothing)
^{[10]}

- determinism/non-det with multiple solutions
- you may retrieve all possible outcomes of a multiple result computation, by wrapping its result type in a MonadPlus monad. (its method
*mzero*makes an outcome fail and*mplus*collects the successful results).^{[11]}

As seen in Standard ML, OCaml and Scala

- The
*option*type includes the notion of success.

- The
*null*reference value may represent an unsuccessful (out-of-domain) result.

**^**Edward A. Lee. "The Problem with Threads" (PDF). Retrieved 2009-05-29.**^**Bocchino Jr., Robert L.; Adve, Vikram S.; Adve, Sarita V.; Snir, Marc (2009).*Parallel Programming Must Be Deterministic by Default*. USENIX Workshop on Hot Topics in Parallelism.**^**"Intel Parallel Inspector Thread Checker". Retrieved 2009-05-29.**^**Yuan Lin. "Data Race and Deadlock Detection with Sun Studio Thread Analyzer" (PDF). Retrieved 2009-05-29.**^**Intel. "Intel Parallel Inspector". Retrieved 2009-05-29.**^**David Worthington. "Intel addresses development life cycle with Parallel Studio". Retrieved 2009-05-26.**^**Gary McGraw and John Viega. Make your software behave: Playing the numbers: How to cheat in online gambling. http://www.ibm.com/developerworks/library/s-playing/#h4**^**Determinism categories in the Mercury programming language**^**Mercury predicate modes**^**Representing failure using the Maybe monad**^**The class MonadPlus

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