The architecture of the .NET framework

The architecture of the .NET framework

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The shortest path problem is a classic problem in mathematics and computer science with applications in Economics (sequential decision making, analysis of social networks, etc.). The presented work is an example of realizing and applying of Dijkstra's algorithm to find the shortest path between two vertices in a connected, undirected graph, which i...

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... execution, the CIL code is automatically compiled by CLR for the specific hardware platform and operating system the user is use. The .NET Framework architecture is often considered at levels as shown in Figure 1. ...

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... Click the calendar icon on the DataGridView control to freely select the check-in date. After entering the complete information, click the check-in button to add the customer information and the room information to the database, and the usage status of the room in the database will also be refreshed to the occupied status in real time [3]. In the input information page, there is also a reset button. ...
... The Dijkstra's algorithm serves as the basis for many other pathfinding algorithms, which improves the performance of the pathfinding by adding one or more criteria to determine the most efficient path. Some of the improvements made for the Dijkstra's algorithm are visualizing the path generated by the algorithm [7], adding the ability to handle parameters given in neutrosophic numbers [8], applying the algorithm on a curved surface [9], combining it with other algorithms such as the Floyd-Warshall algorithm [10], and one of the well-known extensions of the Dijkstra's algorithm is the A-Star algorithm [11]. Adding a heuristic function to the pathfinding algorithm improves the performance of the A-Star algorithm compared to the Dijkstra's algorithm. ...
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Theta Star is an efficient algorithm that can be used to find an optimal path in a map with better performance compared to the A-Star algorithm. Combining the Theta Star with Hierarchical Pathfinding further enhances its performance by abstracting a large map into several clusters. What this combination lacks are the capability to handle a dynamic element in the map. Without that capability, the agent could potentially collide with elements in the map that is undesirable in certain conditions, while adding that capability might reduce the pathfinding algorithm's performance. The proposed algorithm aims to provide the capability to handle dynamic elements without severe negative impact on the performance of the algorithm. The effectiveness of the proposed algorithm is verified in terms of execution time, number of nodes explored, final path length, and the number of collisions that occurred.
... Higher education may be facing a crisis, but it leads to a greater opportunity for universities to demonstrate why they must remain a cornerstone of a society fueled by technology [6]. This article emphasizes the role of technology integrated into the classroom enhancing student achievement and prepare students [7], [8] to participate in the 21st-century economy. ...
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... A* algorithm is the result of Dijkstra's algorithm with an empirical search, leading A* algorithm to path planning quicker than Dijkstra's algorithm. To determine the shortest path for an Indoor Positioning System, a study has tested the algorithms of A* and Dijkstra's [15][16]. The study found that due to Dijkstra's frequent tries to improve an initial approximation (cost) of each node, A* algorithm is the fastest. ...
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In the single-source shortest path (SSSP) problem, the shortest paths from a source vertex v to all other vertices in a graph should be executed in the best way. A common algorithm to solve the (SSSP) is the A* and Ant colony optimization (ACO). However, the traditional A* is fast but not accurate because it does not calculate all node’s distance of the graph. Moreover, it is slow in path computation. In this paper, we propose a new technique that consists of a hybridizing of A* algorithm and ant colony optimization (ACO). This solution depends on applying the optimization on the best path. For justification, the proposed algorithm has been applied to the parking system as a case study to validate the proposed algorithm performance. First, A*algorithm generates the shortest path in faster time complexity. ACO will optimize this path and output the best path. The result showed that the proposed solution provides an average decreasing time complexity e is 13.5%.
... A* algorithm is the result of Dijkstra's algorithm with an empirical search, leading A* algorithm to path planning quicker than Dijkstra's algorithm. To determine the shortest path for an Indoor Positioning System, a study has tested the algorithms of A* and Dijkstra's [15][16]. The study found that due to Dijkstra's frequent tries to improve an initial approximation (cost) of each node, A* algorithm is the fastest. ...
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span lang="EN-US">In the single-source shortest path (SSSP) problem, the shortest paths from a source vertex v to all other vertices in a graph should be executed in the best way. A common algorithm to solve the (SSSP) is the A* and Ant colony optimization (ACO). However, the traditional A* is fast but not accurate because it doesn’t calculate all node's distance of the graph. Moreover, it is slow in path computation. In this paper, we propose a new technique that consists of a hybridizing of A* algorithm and ant colony optimization (ACO). This solution depends on applying the optimization on the best path. For justification, the proposed algorithm has been applied to the parking system as a case study to validate the proposed algorithm performance. First, A*algorithm generates the shortest path in fast time processing. ACO will optimize this path and output the best path. The result showed that the proposed solution provides an average decreasing time performance is 13.5%.</span
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A comprehensive study on algorithm visualization reveals insights into content distribution, creator demographics, and visualization quality. The associated wiki catalogues over 350 algorithm visualizations and includes an annotated bibliology on algorithm visualization literature. Unfortunately, the majority of visualizations are deemed low-quality, with a bias towards simpler topics. The report proposes the development of an e-learning tool focusing on specific visualizations like Pathfinder, Prime Numbers, Sorting Algorithms, N Queen, Convex Hull, and Binary Search Game. The absence of effective repositories for algorithm visualizations is recognized as a significant gap. Emphasizing the need for improved dissemination, the report suggests initiatives to inform developers about existing gaps and requirements within the field. It also underscores the importance of propagating established best practices for creating high-quality visualizations. In conclusion, the report highlights the urgency of addressing these deficiencies to cultivate a more robust and accessible ecosystem for algorithm visualization resources. Despite the challenges, there is a clear call to action to enhance the standard of algorithm visualizations and foster a more inclusive and informed community. Key Words: Algorithm, Visualization, Pathfinder, Sorting, Search Game.
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