"Italiano" is "italian" in italian :)
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README.md
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README.md
@ -31,7 +31,7 @@ _Read this in other languages:_
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[_Português_](README.pt-BR.md),
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[_Русский_](README.ru-RU.md),
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[_Türkçe_](README.tr-TR.md),
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[_Italiana_](README.it-IT.md),
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[_Italiano_](README.it-IT.md),
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[_Bahasa Indonesia_](README.id-ID.md),
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[_Українська_](README.uk-UA.md),
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[_Arabic_](README.ar-AR.md),
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@ -199,7 +199,7 @@ algorithm is an abstraction higher than a computer program.
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* **Brute Force** - look at all the possibilities and selects the best solution
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* `B` [Linear Search](src/algorithms/search/linear-search)
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* `B` [Rain Terraces](src/algorithms/uncategorized/rain-terraces) - trapping rain water problem
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* `B` [Recursive Staircase](src/algorithms/uncategorized/recursive-staircase) - count the number of ways to reach to the top
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* `B` [Recursive Staircase](src/algorithms/uncategorized/recursive-staircase) - count the number of ways to reach the top
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* `A` [Maximum Subarray](src/algorithms/sets/maximum-subarray)
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* `A` [Travelling Salesman Problem](src/algorithms/graph/travelling-salesman) - shortest possible route that visits each city and returns to the origin city
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* `A` [Discrete Fourier Transform](src/algorithms/math/fourier-transform) - decompose a function of time (a signal) into the frequencies that make it up
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@ -230,7 +230,7 @@ algorithm is an abstraction higher than a computer program.
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* `B` [Jump Game](src/algorithms/uncategorized/jump-game)
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* `B` [Unique Paths](src/algorithms/uncategorized/unique-paths)
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* `B` [Rain Terraces](src/algorithms/uncategorized/rain-terraces) - trapping rain water problem
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* `B` [Recursive Staircase](src/algorithms/uncategorized/recursive-staircase) - count the number of ways to reach to the top
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* `B` [Recursive Staircase](src/algorithms/uncategorized/recursive-staircase) - count the number of ways to reach the top
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* `B` [Seam Carving](src/algorithms/image-processing/seam-carving) - content-aware image resizing algorithm
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* `A` [Levenshtein Distance](src/algorithms/string/levenshtein-distance) - minimum edit distance between two sequences
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* `A` [Longest Common Subsequence](src/algorithms/sets/longest-common-subsequence) (LCS)
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@ -243,9 +243,9 @@ algorithm is an abstraction higher than a computer program.
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* `A` [Bellman-Ford Algorithm](src/algorithms/graph/bellman-ford) - finding the shortest path to all graph vertices
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* `A` [Floyd-Warshall Algorithm](src/algorithms/graph/floyd-warshall) - find the shortest paths between all pairs of vertices
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* `A` [Regular Expression Matching](src/algorithms/string/regular-expression-matching)
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* **Backtracking** - similarly to brute force, try to generate all possible solutions, but each time you generate next solution you test
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if it satisfies all conditions, and only then continue generating subsequent solutions. Otherwise, backtrack, and go on a
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different path of finding a solution. Normally the DFS traversal of state-space is being used.
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* **Backtracking** - similarly to brute force, try to generate all possible solutions, but each time you generate the next solution, you test
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if it satisfies all conditions and only then continue generating subsequent solutions. Otherwise, backtrack and go on a
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different path to finding a solution. Normally the DFS traversal of state-space is being used.
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* `B` [Jump Game](src/algorithms/uncategorized/jump-game)
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* `B` [Unique Paths](src/algorithms/uncategorized/unique-paths)
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* `B` [Power Set](src/algorithms/sets/power-set) - all subsets of a set
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@ -255,8 +255,8 @@ different path of finding a solution. Normally the DFS traversal of state-space
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* `A` [Combination Sum](src/algorithms/sets/combination-sum) - find all combinations that form specific sum
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* **Branch & Bound** - remember the lowest-cost solution found at each stage of the backtracking
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search, and use the cost of the lowest-cost solution found so far as a lower bound on the cost of
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a least-cost solution to the problem, in order to discard partial solutions with costs larger than the
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lowest-cost solution found so far. Normally BFS traversal in combination with DFS traversal of state-space
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a least-cost solution to the problem in order to discard partial solutions with costs larger than the
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lowest-cost solution found so far. Normally, BFS traversal in combination with DFS traversal of state-space
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tree is being used.
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## How to use this repository
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@ -296,14 +296,14 @@ rm -rf ./node_modules
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npm i
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```
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Also make sure that you're using a correct Node version (`>=16`). If you're using [nvm](https://github.com/nvm-sh/nvm) for Node version management you may run `nvm use` from the root folder of the project and the correct version will be picked up.
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Also, make sure that you're using the correct Node version (`>=16`). If you're using [nvm](https://github.com/nvm-sh/nvm) for Node version management you may run `nvm use` from the root folder of the project and the correct version will be picked up.
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**Playground**
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You may play with data-structures and algorithms in `./src/playground/playground.js` file and write
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tests for it in `./src/playground/__test__/playground.test.js`.
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Then just simply run the following command to test if your playground code works as expected:
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Then just, simply run the following command to test if your playground code works as expected:
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```
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npm test -- 'playground'
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@ -319,7 +319,7 @@ npm test -- 'playground'
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### Big O Notation
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*Big O notation* is used to classify algorithms according to how their running time or space requirements grow as the input size grows.
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On the chart below you may find most common orders of growth of algorithms specified in Big O notation.
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On the chart below, you may find the most common orders of growth of algorithms specified in Big O notation.
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