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Theta Notation
CS 61B Lecture 20: Algorithm Analysis -
Jonathan Shewchuk
, UC Berkeley
Randomly Built BST's
Minimum Spanning Trees
Static Fields
Radial Basis Functions
Ray-Surface Intersection
Constraint Network
Continuous State MDPs
Overfitting
Backward Analysis
DFS vs BFS
Gouraud Shading
anonimus function
CSS
Stack vs. Heap
Floats vs Integers
Testing Introduction
VC Analysis vs. Bias-Variance
Viewing Frustum Transformation
JTAG
Perceptron Learning Algorithm
Fully vs Partially Observable
Hard vs Soft Shadows
Dictionaries
Error Bound
Shortest Path Weight
Insertion Sort Code
Fragment Shader Transformations
RTOS Issues
Passing by Pointer
Primitive Types
Shear
Amortized Running Time
Difference Constraints
Digital Representation of Voltage
Time-triggered Hybrid Scheduler
Shadow Maps
Logarithmic Time
OpenGL Shading
Tcp/ip
Insertion Sort
Amortized Analysis
Storage Requirements of Search
Light Diffusion
CAN
Algorithm Introduction
HTML5 New Semantic Tags
Value Iteration
Stochastic Environments
Lower Bounds on Decision Tree Sorting
Transitive Closure
Essay writing help
Functions of a Processor
Rasterization
Constants
Sutherland-Hodgman Algorithm
Active Reinforcement Learning
Mixture of Naive Bayes
Redundancy
State Graph Vs. Search Tree
HTML
Type Casting
Algorithmic Efficiency
Minimax Pruning
Structs
Memory Management
Karush-Kuhn-Tucker Conditions
Switches
Pointers and Arrays
Perspective Projection
Optimal Value Function
virtual host
Parallel Projection
Optimizing Game Tree Search
K-consistency
The Growth Function
Representation of Negative Numbers
Automatic Array Construction
Approximation-Generalization Tradeoff
Binary
Lloyd's Algorithm
Theta Notation
website
Projection (Graphics)
Stochastic Gradient Descent
Data Types
Postorder Traversal
Pointers
Recursion Tree Method
Homogeneous Transformations
Regularization
Definition of Artificial Intelligence
Dynamic Order Statistics
Linear Interpolation
Red-black Insertion
Time Trigger Systems
N-Squared Complexity
Spectral Clustering
Vector Class
Self-Organizing Lists
Combining Translations and Rotations
PCA Applications
State Path Trellis
Singular Value Decomposition (SVD)
Initializing Shaders
Vector Processing
Markov Models
Cocktail Sort
IDE Tools
Occam's Razor
Vertex vs. Fragment Shaders
Red-black Trees
Heapsort
Kernel Trick
V Model of Testing
Stream Operations
Randomized Quicksort Analysis
Hold-Out Cross Validation
Dynamic Bayes Nets (DBNs)
List Subclasses
Probabilities in Expectimax Search
Locally-weighted Regression
Huffman Trees
Booleans
EM Algorithm
chmod
Debugging Reinforcement Learning Algorithms
Rotation About Axis
Generalized Linear Models
Displacement Mapping
Abstract Classes
Choosing a Regularizer
Dynamic Vs. Static Rtos
Triangle Texture Mapping
Uniform Cost Search
Composition of Arrays
Instancing
Support Vectors
session
Universal Hashing
K-fold Cross Validation
Watchdog Timers
Policy Search Algorithms
Hoeffding Inequality
Dynamic Multi-threading
Bellman-Ford Algorithm
Viewing 3D Objects
GLUT
Non-parametric Learning Algorithms
JSON
Load Factor of a Hash Table
Game Tree Search
Real Time Systems
Skip List Search Cost
Coordinate Frame Transformations
Quicksort on Arrays
Lighting
Vertex Transforms
Vertex Shader
Linear Classifier
Iterative Functions
Events
Ray Tracing
Quick-Union Algorithm
Constraint Satisfaction
Components of a Microcontroller
Snell's Law
frriendly address - mod_rewrite
Disjoint Sets
Implicit Curves
Translation in a Matrix
Phong Illumination Model
BST Sort
Inheritance
Mixture of Gaussians
Reinforcement Learning
Shading Models
NOP Sleds
Microcontrollers Vs. Microprocessors
Longest Common Subsequence
Renesas Rx62n
Non-deterministic Search
Training vs Testing
Nested Objects
Feature Selection
Normals
Buffer Readers
Animation in OpenGL
Transforms (Open GL)
Linear Search
Object-Oriented Definition
Division Method
Joint Distributions
Merging
Error Measures
Microcontroller Architecture
Interface of a Class
xml
Bits
source control
Divide and Conquer
The "this" keyword
Integrators
Worst-case Linear Time Order Statistics
Dijkstra's Algorithm
Marginal Distribution
Accounting Method
Goal Based Agents
2-3-4 Tree Time-Efficiency
Shearing
Perlin Noise
Shaders
Parametric Curves
Strongly Connected Graphs
Model-based Design
Binary Search
Pocket Algorithm
Binary Search Trees
Scaling Transformation
Online Learning
Application of AI
Lists
HTML5
Linear Programming
Limitations of Search
Components of a System
Data Structure Integrity
Simple Embedded Operating Systems (sEOS)
Window System Interaction
SVG vs Canvas
Ray Tracing Acceleration
Dimensionality Reduction
Matrix Multiplication
js compresors
MIP Mapping
Refraction
Latent Semantic Indexing (LSI)
Windowing Transformation
Binary Perceptron
Synchronization
Search Trees
Bellman Equations
Ray-Object Intersection
Depth Tests
Custom Essay Writing Service
If Else Statement
Finance Homework Help, Business Homework Help
2-3-4 Trees
PHP Syntax
IDDFS Search Tree
serialization
Priority Queues
Analog Vs. Digital
Hidden Markov Models (HMMs)
Components of a Processor
VC Dimension
Normal Vectors
Randomized Quicksort
Generative Learning Algorithms
Preorder Traversal
Arrays
Discrete Systems
Maximizing Margins
Texture Mapping
Competitive Analysis
Support Vector Machines
Justification for Least-squares Regression
2D Rotation Matrix
Model Selection
Specular Reflection
Constructing a Binary Tree
Coordinate Frames
Encoded Contexts
Randomized Analysis
GLMs
Cardinality
Multiplication Method
Linear Time
Using JSON with PHP
SVM Dual Problem
Components of an Embedded System
Gaussian Discriminant Analysis
Nonlinear Classifiers
Randomized Divide and Conquer
Naive Bayes
Counters
Bayes' Net Inference
Efficient Ray Tracing
Graphics Definition
Global Vs. Local Variables
Symbol-table Problem
Depth-Bounded Search
Prior Sampling
Asynchronicity
Gradient Descent
Johnson's Algorithm
Mouse Motion in GLUT
Capping
Microprocessor Architecture
Scope
State-Action Rewards
Recursive Ray Tracing
Culling
Private Methods
Linear-time Sorting
Data Snooping
OpenGL Primitives
Jitter
Red-Black Tree Height
glOrtho
Big Omega Notation
Hashing
GLUT 3D Primitives
Benign Environments
Buffers
Bucket Sort Time-Efficiency
Laplace Smoothing
Memory Mapped I/O
Object Oriented Programming
Blinn-Phong Model
Java
Validation
Recursive Backtracking
Model-based Learning
RSS
Kalman Filters
Red-black Rotations
Regularized LS Regression
Direct Access Table
Floats and Doubles
OpenGL
C introduction
Diffuse Shading
Stencil Buffers
Stacks
Rejection Sampling
Class
While Loops
Rooted Trees
Paths
Diffuse Lighting on Vertices
Alpha-beta Pruning
Instantiation
Coordinate Frame Rotations
Fibonacci Algorithm
Exponential Family of Distributions
Strings and Pointers
Reflection
Augmenting Data Structures
Box Model (HTML)
Apprenticeship Learning
Adjacency List
Splay Tree Rotation
Debugger Chips
Dynamic Programming
Composition of a Byte
New OpenGL Drawing
Pegasus Algorithm
Strassen's Algorithm
Jensen's Inequality
gluLookAt
Weiler-Atherton Algorithm
Minimax Search
Base Case
Normal Transformations
Projective Transformations
Database Management Systems
Embedded System Definition
General Translation Matrix
Functions
Special Functions Registers
Light Sources
Deterministic Noise
Reflex Agents
Branching Programs
Asymptotic Analysis
Big O Notation
Spherical Texture Mapping
3D Rotation Matrix
Linear Regression
L Search
Finite Horizon MDPs
Passive Reinforcement Learning
Optimistic Heuristics
Strings
Tries
Utility Scales
Translation
Radial Basis Functions vs. Neural Networks
State Spaces
Adversarial Games
DOM
Bubble Sort Time-Efficiency
Linearizing a Non-Linear Model
Differential Dynamic Programming
Forms
Expression Parsing
Edge Tables
Objects
Bayes' Nets
Randomized BST Sort
bookmark1
js static validator
Linear Transformations
cs 50 appliance
Hard Constraint Satisfaction
Cocktail Party Problem
Polymorphism
Pseudorandomness
2D Bases
Building Packages
A* Search
Balanced vs Unbalanced Binary Trees
Pre-processing
Hash Table Size
Stack Pop
Tree-Structured CSPs
Digraphs
Instance Variable
Volumetric Texturing
Vector Transformations
Ajax
Binary Trees
BSP Trees
Level-order Traversal
Radiosity
Thesis Writing Service
Search Algorithms
Memory in Embedded Systems
Fragment Shader
2-3-4 Tree Deletion
Long Tasks
Inplace Place Sorting
PHP
Conditional Independence
A* Search Cost Path
Hash Codes
Perfect Hashing
Breadth-First Search
File I/O
State Machines
Exceptions
VC Dimension of Perceptrons
Soft Margin SVM
Particle Filtering
Radix Sort
OpenGL Drawing
Conditional Loops
CSS Syntax
Splay Trees
Counting Sort
Noise Conditioning
Potential Method
Phong Shading
Prim's Algoritm
Perspective Projection Matrix
Physical Layer of Serial Communication
Clock Frequency
Bytes
Viewing Frustum
Shadow Volumes
Probabilistic Inference
Primary Keys
Finance Homework Help
Chip Manufacturing
Triangle Inequality
Binary Search Time-Efficiency
Logistic Regression Model
Stack Frames
Probabilistic Models
Purpose of Transformations
Matrix Stacks
KKT Conditions
VC Inequality
Cache-oblivious Algorithms
Lambert's Cosine Law
Circuit Board Hardware Overview
Heap Handles
Linear Quadratic Regulation (LQR)
Do While Loop
Stable Sort
Tree Definition
Term Paper Writing Service
Doubly Linked Lists
Dynamic Tables
Tracking Availability in The Heap
Quicksort Analysis
Tree Decomposition
Minimum Spanning Tree Substructure
Compiling
Temporal-difference Learning
introduction to java
Analog to Digital Conversion
Parallel Algorithms
Geometric Margins
Merge Sort
Skip Lists
Simple Pruning
Iterative Deepening Complexity
JavaConstructors
Important Specs For Embedded Systems
Ascii
Optimization Under Constraints
Bayesian Statistics and Regularization
Chaining
Lambertian Shading Model
Disjunctive Concepts
Axis-Angle Formula
CSS Box Model
Merge Sort Time-Efficiency
Master Method
Constant Time
MVC
K-Means Clustering
Graphics Pipeline
Multinomial
Bias-Variance Tradeoff
Computer Vision
Neural Networks
Form Factors
Search Problems
Iterative Deepening Depth First Search
Serial Communications
Filtering (search)
Color
State Transition Diagram
Agent Preferences
Parametric Learning Algorithms
Merge Sort Code
Markov Chain Monte Carlo
Effectiveness of Policy Search
Environment Mapping
Tree Traversals
Multi-dimensional Arrays
Rendering Pipeline
Supervised Learning
Double Buffering
Dynamic Programming Substructure
Text Clustering
Combining Transformations
Bucket Sort
Types of Learning
Definition of Machine Learning
Shortest Path
Agents
Discretized Models
Introduction to C
Infix vs. Prefix vs. Postfix
Finite State Machines (FSMs)
Bitwise Operators
Orthonormal Bases
Decision Trees
Javascript
Direct vs Global Lighting
Perception-Action Cycle
On-line Algorithm
Activation Records
Kruskal's Algorithm
Physical Motion Models
Clipping
Linked Lists
Non-deterministic Fsm
Width and Precision
Size of Data Types
Sentinels
Packages
Shadow Feelers
Heap Manager
Deterministic Environments
Balancing
Abstract Data Types
Pre-emptive Scheduling
Weighted Center of Mass
Feature Vectors
Search Heuristics
Binary Decision Rule
Product Development Lifecycle
Procedural vs Functional Recursion
Set Class
Depth-First Search
Declaring a Class
Endianness
Bump Mapping
Graphs
Empirical Risk Minimization
Subclass and Superclass
Bayes' Net Likelihood Weighting
Viterbi Algorithm
Super Loops
Mercer's Condition
Factor Analysis
Independent Component Analysis (ICA)
Shadows
Initializers
Malloc
Weight Decay
3D Graphics in Browsers
For Loops
Multi-Processor Systems
Expectimax Search
2D Rotations
Merge Sort vs. Quicksort
Infix to Postfix Conversion
Overlapping Subproblems
Compression
5;31
Glossy Reflection
Ray Intersections on Transformed Objects
Random Caching Trees
Constructive Solid Geometry
Heuristic Dominance
Constructors
The Heap
Dynamic Method Lookup
Get Vs. Post
Cocktail Sort Time-Efficiency
Ambient Lighting
Variable Lifetimes
Ascii Tables
Density Estimation
All-pairs Shortest Paths
Estimate Smoothing
errors - handling
String Constructors
POMDPs
Switch Statements
Quicksort
Regular Vs. Associative Arrays
Markov's Inequality
Class Hierarchy
Ray Casting
Gaussian Mixture Model (GMM)
Calculus Homework Help
render
Iterative vs. Recursive Functions
Comparison Sorting
Floyd-Warshall Algorithm
Pushdown Automata
Recursion
Selection Sort Time-Efficiency
Arc Consistency
Inorder Traversal
Huffman Coding
Open Addressing
Completeness of Search
Undirected Graphs
Fields
Adversarial Search
OpenGL Lighting
create CS50.net
OpenGL Geometry
Quicksort on Linked Lists
Lagrange Multipliers
Interval Trees
Variables
Register Sets
Vector Spaces
Graphics API
Balanced Search Trees
Convexity of Objective Function
Linear Model
Aliasing
Floating Point Numbers
Principal Component Analysis (PCA)
Dichotomies
Rotations
Python (language)
Uniform Convergence Bound
Texture Arrays
Wrapper
Coordinate Assent Algorithm
mvc diagram
Graph Search
Dynamic Memory Allocation
Fake Shadows
Policy Iteration
Z-Buffers
Algorithm Definition
Queue Class
Binary Heap
Map Class
Non-Commutativity
Selection Sort
Big O Sets
Learning Feasibility
Gaussian Elimination
Forward Checking
Binary Classification
Computer Assignment Help
Constraint Graphs
Time Complexity
LOESS
Ray Tracing Code
Markov Decision Process (MDP)
Unsupervised Learning
Selection
Choosing Linear Separators
Swapping in C
Linear Quadratic Gaussians (LQGs)
Bottom-up Algorithm
Inverting Composite Transforms
Multi-state Systems
Validation vs. Regularization
Time Aggregation
Kernels
Bubble Sort
Orthographic Projection
Protected Fields
Viewing in OpenGL
LIFO Data Structure
Try/Catch Blocks
Order Statistics
Limits of Floats and Doubles
Nonlinear Transformation
Break Points
Nearest-Neighbor Method
Generics in C
time triggered hybrid scheduler
Conditionals
Diffuse vs Phong Shading
Stack Implementation
Randomized Analysis of Hash Tables
Buffer Overflow
Homogenous Coordinates
Priority Inversion
Multiclass Perceptrons
Assembly Language
Adjacency Matrix
Class Variables
Parameters of a Learning Algorithm
Evaluation Functions
Markov Reward Process
Passing Data into JSON
Hardware Delays
3D Rotations
Heartbeats
Interrupts
Asymptotic Bounds
Hash Tables
Insertion Sort Time-Efficiency
Synchronizing Clocks
The Stack
Object Types vs. Data Types
Algorithims
Blind Search
Heuristic Search
Multithreaded Algorithms
Orthographic Matrix
Grid Class
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