hub
Graphs
Anything connected to anything.
01 play_circle 02 play_circle 03 play_circle 04 play_circle 05 play_circle 06 play_circle 07 play_circle
Breadth-First Search
Explore a network in rings, nearest first — using a queue.
Depth-First Search
Plunge down one path to the end, then back up and try the next.
Topological Sort
Put jobs in an order where nothing happens before what it depends on.
Dijkstra's Shortest Path
The cheapest route through a weighted map — always finish the nearest place first.
Bellman–Ford
Slower than Dijkstra, and it can do the one thing Dijkstra can't.
A* Search
Dijkstra with a sense of direction — it guesses what's left, and aims.
Union-Find
Merge groups and ask 'are these two connected?' — in effectively constant time.