Boyer–Moore–Horspool Algorithm
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Boyer–Moore–Horspool Algorithm
In computer science, the Boyer–Moore–Horspool algorithm or Horspool's algorithm is an algorithm for finding substrings in strings. It was published by Nigel Horspool in 1980 as SBM. It is a simplification of the Boyer–Moore string-search algorithm which is related to the Knuth–Morris–Pratt algorithm. The algorithm trades space for time in order to obtain an average-case complexity of ''O(n)'' on random text, although it has ''O(nm)'' in the worst case, where the length of the pattern is ''m'' and the length of the search string is ''n''. Description Like Boyer–Moore, Boyer–Moore–Horspool preprocesses the pattern to produce a table containing, for each symbol in the alphabet An alphabet is a standard set of letter (alphabet), letters written to represent particular sounds in a spoken language. Specifically, letters largely correspond to phonemes as the smallest sound segments that can distinguish one word from a ..., the number of characters that can sa ...
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String-searching Algorithm
A string-searching algorithm, sometimes called string-matching algorithm, is an algorithm that searches a body of text for portions that match by pattern. A basic example of string searching is when the pattern and the searched text are arrays of elements of an alphabet (finite set) Σ. Σ may be a human language alphabet, for example, the letters ''A'' through ''Z'' and other applications may use a ''binary alphabet'' (Σ = ) or a ''DNA alphabet'' (Σ = ) in bioinformatics. In practice, the method of feasible string-search algorithm may be affected by the string encoding. In particular, if a variable-width encoding is in use, then it may be slower to find the ''N''th character, perhaps requiring time proportional to ''N''. This may significantly slow some search algorithms. One of many possible solutions is to search for the sequence of code units instead, but doing so may produce false matches unless the encoding is specifically designed to avoid it. Overview The most basic ...
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String (computer Science)
In computer programming, a string is traditionally a sequence of character (computing), characters, either as a literal (computer programming), literal constant or as some kind of Variable (computer science), variable. The latter may allow its elements to be Immutable object, mutated and the length changed, or it may be fixed (after creation). A string is often implemented as an array data structure of bytes (or word (computer architecture), words) that stores a sequence of elements, typically characters, using some character encoding. More general, ''string'' may also denote a sequence (or List (abstract data type), list) of data other than just characters. Depending on the programming language and precise data type used, a variable (programming), variable declared to be a string may either cause storage in memory to be statically allocated for a predetermined maximum length or employ dynamic allocation to allow it to hold a variable number of elements. When a string appears lit ...
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Computer Science
Computer science is the study of computation, information, and automation. Computer science spans Theoretical computer science, theoretical disciplines (such as algorithms, theory of computation, and information theory) to Applied science, applied disciplines (including the design and implementation of Computer architecture, hardware and Software engineering, software). Algorithms and data structures are central to computer science. The theory of computation concerns abstract models of computation and general classes of computational problem, problems that can be solved using them. The fields of cryptography and computer security involve studying the means for secure communication and preventing security vulnerabilities. Computer graphics (computer science), Computer graphics and computational geometry address the generation of images. Programming language theory considers different ways to describe computational processes, and database theory concerns the management of re ...
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Algorithm
In mathematics and computer science, an algorithm () is a finite sequence of Rigour#Mathematics, mathematically rigorous instructions, typically used to solve a class of specific Computational problem, problems or to perform a computation. Algorithms are used as specifications for performing calculations and data processing. More advanced algorithms can use Conditional (computer programming), conditionals to divert the code execution through various routes (referred to as automated decision-making) and deduce valid inferences (referred to as automated reasoning). In contrast, a Heuristic (computer science), heuristic is an approach to solving problems without well-defined correct or optimal results.David A. Grossman, Ophir Frieder, ''Information Retrieval: Algorithms and Heuristics'', 2nd edition, 2004, For example, although social media recommender systems are commonly called "algorithms", they actually rely on heuristics as there is no truly "correct" recommendation. As an e ...
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Substring
In formal language theory and computer science, a substring is a contiguous sequence of characters within a string. For instance, "''the best of''" is a substring of "''It was the best of times''". In contrast, "''Itwastimes''" is a subsequence of "''It was the best of times''", but not a substring. Prefixes and suffixes are special cases of substrings. A prefix of a string S is a substring of S that occurs at the beginning of S; likewise, a suffix of a string S is a substring that occurs at the end of S. The substrings of the string "''apple''" would be: "''a''", "''ap''", "''app''", "''appl''", "''apple''", "''p''", "''pp''", "''ppl''", "''pple''", "''pl''", "''ple''", "''l''", "''le''" "''e''", "" (note the empty string at the end). Substring A string u is a substring (or factor) of a string t if there exists two strings p and s such that t = pus. In particular, the empty string is a substring of every string. Example: The string u=ana is equal to substrings (and subs ...
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String (computer Science)
In computer programming, a string is traditionally a sequence of character (computing), characters, either as a literal (computer programming), literal constant or as some kind of Variable (computer science), variable. The latter may allow its elements to be Immutable object, mutated and the length changed, or it may be fixed (after creation). A string is often implemented as an array data structure of bytes (or word (computer architecture), words) that stores a sequence of elements, typically characters, using some character encoding. More general, ''string'' may also denote a sequence (or List (abstract data type), list) of data other than just characters. Depending on the programming language and precise data type used, a variable (programming), variable declared to be a string may either cause storage in memory to be statically allocated for a predetermined maximum length or employ dynamic allocation to allow it to hold a variable number of elements. When a string appears lit ...
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Nigel Horspool
R. Nigel Horspool is a retired professor of computer science, formerly of the University of Victoria. He invented the Boyer–Moore–Horspool algorithm, a fast string search algorithm adapted from the Boyer–Moore string-search algorithm. Horspool is co-inventor of dynamic Markov compression and was associate editor and then editor-at-large of the journal ''Software: Practice and Experience'' from 2007 to 2017. He is the author of ''C Programming in the Berkeley UNIX Environment''. Nigel Horspool is British by birth, but is now a citizen of Canada. After a public school education at Monmouth School, he studied at Pembroke College, Cambridge, where he received a BA in natural science, but specializing in theoretical physics, in 1969. After two years employment as an assembly language programmer on a partially successful air traffic control system project, he went to the University of Toronto for an MSc followed by a PhD in computer science. This was followed by seven years as a ...
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Boyer–Moore String-search Algorithm
In computer science, the Boyer–Moore string-search algorithm is an efficient string-searching algorithm that is the standard benchmark for practical string-search literature. It was developed by Robert S. Boyer and J Strother Moore in 1977. The original paper contained static tables for computing the pattern shifts without an explanation of how to produce them. The algorithm for producing the tables was published in a follow-on paper; this paper contained errors which were later corrected by Wojciech Rytter in 1980. The algorithm preprocesses the string being searched for (the pattern), but not the string being searched in (the text). It is thus well-suited for applications in which the pattern is much shorter than the text or where it persists across multiple searches. The Boyer–Moore algorithm uses information gathered during the preprocess step to skip sections of the text, resulting in a lower constant factor than many other string search algorithms. In general, the a ...
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Knuth–Morris–Pratt Algorithm
In computer science, the Knuth–Morris–Pratt algorithm (or KMP algorithm) is a string-searching algorithm that searches for occurrences of a "word" W within a main "text string" S by employing the observation that when a mismatch occurs, the word itself embodies sufficient information to determine where the next match could begin, thus bypassing re-examination of previously matched characters. The algorithm was conceived by James H. Morris and independently discovered by Donald Knuth "a few weeks later" from automata theory. Morris and Vaughan Pratt published a technical report in 1970. The three also published the algorithm jointly in 1977. Independently, in 1969, Matiyasevich discovered a similar algorithm, coded by a two-dimensional Turing machine, while studying a string-pattern-matching recognition problem over a binary alphabet. This was the first linear-time algorithm for string matching. Background A string-matching algorithm wants to find the starting index m in st ...
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Average-case Complexity
In computational complexity theory, the average-case complexity of an algorithm is the amount of some computational resource (typically time) used by the algorithm, averaged over all possible inputs. It is frequently contrasted with worst-case complexity which considers the maximal complexity of the algorithm over all possible inputs. There are three primary motivations for studying average-case complexity. First, although some problems may be intractable in the worst-case, the inputs which elicit this behavior may rarely occur in practice, so the average-case complexity may be a more accurate measure of an algorithm's performance. Second, average-case complexity analysis provides tools and techniques to generate hard instances of problems which can be utilized in areas such as cryptography and derandomization. Third, average-case complexity allows discriminating the most efficient algorithm in practice among algorithms of equivalent best case complexity (for instance Quicksort#For ...
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Worst Case
In computer science, best, worst, and average cases of a given algorithm express what the resource usage is ''at least'', ''at most'' and ''on average'', respectively. Usually the resource being considered is running time, i.e. time complexity, but could also be memory or some other resource. Best case is the function which performs the minimum number of steps on input data of n elements. Worst case is the function which performs the maximum number of steps on input data of size n. Average case is the function which performs an average number of steps on input data of n elements. In real-time computing, the worst-case execution time is often of particular concern since it is important to know how much time might be needed ''in the worst case'' to guarantee that the algorithm will always finish on time. Average performance and worst-case performance are the most used in algorithm analysis. Less widely found is best-case performance, but it does have uses: for example, where th ...
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Alphabet (formal Languages)
In formal language theory, an alphabet, sometimes called a vocabulary, is a non-empty set of indivisible symbols/ characters/glyphs, typically thought of as representing letters, characters, digits, phonemes, or even words. The definition is used in a diverse range of fields including logic, mathematics, computer science, and linguistics. An alphabet may have any cardinality ("size") and, depending on its purpose, may be finite (e.g., the alphabet of letters "a" through "z"), countable (e.g., \), or even uncountable (e.g., \). Strings, also known as "words" or "sentences", over an alphabet are defined as a sequence of the symbols from the alphabet set. For example, the alphabet of lowercase letters "a" through "z" can be used to form English words like "iceberg" while the alphabet of both upper and lower case letters can also be used to form proper names like "Wikipedia". A common alphabet is , the binary alphabet, and a "00101111" is an example of a binary string. Infinite sequen ...
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