Chapter 2 notes

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** C
#+TITLE: Random Data Structures
#+AUTHOR: Joseph Ferano
#+OPTIONS: ^:{}
** Stack
*** C
#+begin_src C :includes stdlib.h stdio.h stdbool.h
typedef struct Node {

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* Chapter 1
** Notes
*** 1
** 1
An /algorithm/ is a procedure that takes any of the possible input instances
and transforms it to the desired output.
The author provides an example of a sorting algorithm called
~insertion_sort~. Here it is modified so it actually runs
** 1.1 Robots
The Robot arm problem is presented where it is trying to solder contact points
and visit all points in the shortest path possible.
The first algorithm considered is ~NearestNeighbor~. However this is a naïve, and
the arm hopscotches around
Next we consider ~ClosestPair~, but that too misses in certain instances.
Next is ~OptimalTSP~, which will always give the correct result because it
enumerates all possible combinations and return the one with the shortest
path. For 20 points however, the algorithm grows at a right of O(n!). TSP stands
for Traveling Salesman Problem.
*** TODO Implement NearestNeighbor
*** TODO Implement ClosestPair
*** TODO Implement OptimalTSP for N < 8
** 1.2 Right Jobs
Here we are introduced to the Movie Scheduling Problem where we try to pick the
largest amount of mutually non-overlapping movies an actor can pick to maximize
their time. Algorithms considered are ~EarliestJobFirst~ to start as soon as
possible, and then ~ShortestJobFirst~ to be done with it the quickest, but both
fail to find optimal solutions.
~ExhaustiveScheduling~ grows at a rate of O(2^{n}) which is much better than O(n!) as
in the previous problem. Finally ~OptimalScheduling~ improves efficiency by first
removing candidates that are overlapping such that it doesn't even compare them.
** 1.3 Correctness
It's important to be clear about the steps in pseudocode when designing
algorithms on paper. There are important things to consider about algorithm
correctness;
- Verifiability
- Simplicity
- Think small
- Think exhaustively
- Hunt for the weakness
- Go for a tie
- Seek extremes
Other tecniques include *Induction*, *Recursion*, and *Summations*.
** 1.4 Modeling
Most algorithms are designed to work on rigorously defined abstract
structures. These fundamental structures include;
- Permutations
- Subsets
- Trees
- Graphs
- Points
- Polygons
- Strings
** 1.5-1.6 War Story about Psychics
* Chapter 2
** 2.1 RAM Model of Computation
This is a simpler kind of Big Oh where
- Each simple operation is 1 step
- Loops and Subroutines are composition of simple operations
- Each memory access is one time step
Like flat earth theory, in practice we use it when engineering certain
structures because we don't take into account the curvature of the Earth.
We can already apply the concept of worst, average, and best case to this model.
** 2.2 Big Oh
The previous model often requires concrete implementations to actually measure
correctly, so instead Big Oh gives us a better, simpler framework for discussing
the relative performance between algorithms. It ignores factors that don't
impact how algorithms scale.
** 2.3 Growth Rates and Dominance Relations
These are the functions that occur in algorithm analyses;
- *Constant O(1)*
Hashtable look up, array look up, consing a list
- *Logarithmic O(log n)*
Binary Search
- *Linear O(n)*
Iterating over a list
- *Superlinear O(n log n)*
Quicksort and Mergesort
- *Quadratic* O(n^{2})
Insertion Sort and Selection Sort
- *Cubic* O(n^{3})
Some dynamic programming problems
- *Exponential* O(C^{n}^{}) *c for any constant c > 1*
Enumerate all subsets
- *Factorial O(n!)*
Generating all permutations or orderings
*Notes*:
- O(n!) algorithms become useless for anything n >= 20
- O(2^{n}) algorithms become impractical for anything n > 40
- O(n^{2}^{}) algorithms start deteriorating after n > 10,000, a million is hopeless
- O(n^{2}^{}) and O(n log n) Are fine up to 1 billion
** 2.4 Working with Big Oh
Apparently you can do arithmetic on the Big Oh functions
** 2.5 Efficiency
*** Selection Sort
**** C
#+begin_src C :includes stdio.h
void print_nums(int *nums, int length) {
for (int i = 0; i < length; i++) {
printf("%d,", nums[i]);
}
printf("\n");
}
void selection_sort(int *nums, int length) {
int i, j;
int min_idx;
for (i = 0; i < length; i++) {
print_nums(nums, length);
min_idx = i;
for (j = i+1; j < length; j++) {
if (nums[j] < nums[min_idx]) {
min_idx = j;
}
}
int temp = nums[min_idx];
nums[min_idx] = nums[i];
nums[i] = temp;
}
}
int nums[9] = { 2, 4, 9, 1, 3, 8, 5, 7, 6 };
selection_sort(nums, 9);
#+end_src
#+RESULTS:
| 2 | 4 | 9 | 1 | 3 | 8 | 5 | 7 | 6 | |
| 1 | 4 | 9 | 2 | 3 | 8 | 5 | 7 | 6 | |
| 1 | 2 | 9 | 4 | 3 | 8 | 5 | 7 | 6 | |
| 1 | 2 | 3 | 4 | 9 | 8 | 5 | 7 | 6 | |
| 1 | 2 | 3 | 4 | 9 | 8 | 5 | 7 | 6 | |
| 1 | 2 | 3 | 4 | 5 | 8 | 9 | 7 | 6 | |
| 1 | 2 | 3 | 4 | 5 | 6 | 9 | 7 | 8 | |
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 9 | 8 | |
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |
*** Insertion Sort
**** C
#+begin_src C :includes stdio.h
void insertion_sort(int *nums, int len) {
@ -36,66 +195,37 @@ for (int i = 0; i < 8; i++) {
#+RESULTS:
: 12345789
*** 1.1 Robots
The Robot arm problem is presented where it is trying to solder contact points
and visit all points in the shortest path possible.
The first algorithm considered is ~NearestNeighbor~. However this is a naïve, and
the arm hopscotches around
*** TODO String Pattern Matching
*** TODO Matrix Multiplication
Next we consider ~ClosestPair~, but that too misses in certain instances.
** 2.6 Logarithms
Next is ~OptimalTSP~, which will always give the correct result because it
enumerates all possible combinations and return the one with the shortest
path. For 20 points however, the algorithm grows at a right of O(n!). TSP stands
for Traveling Salesman Problem.
Logarithms are the inverse of exponents. Binary search is great for sorted
lists. There are applications related to fast exponentiation, binary trees,
harmonic numbers, and criminal sentencing.
**** TODO Implement NearestNeighbor
**** TODO Implement ClosestPair
**** TODO Implement OptimalTSP for N < 8
** 2.7 Properties of Logarithms
*** 1.2 Right Jobs
Here we are introduced to the Movie Scheduling Problem where we try to pick the
largest amount of mutually non-overlapping movies an actor can pick to maximize
their time. Algorithms considered are ~EarliestJobFirst~ to start as soon as
possible, and then ~ShortestJobFirst~ to be done with it the quickest, but both
fail to find optimal solutions.
Common bases for logarithms include 2, /e/, and 10. The base of the logarithm has
no real impact on the growth rate; log_{2} and log_{3} are roughly equivalent.
~ExhaustiveScheduling~ grows at a rate of O(2^{n}) which is much better than O(n!) as
in the previous problem. Finally ~OptimalScheduling~ improves efficiency by first
removing candidates that are overlapping such that it doesn't even compare them.
** 2.8 War Story Pyramids
*** 1.3 Correctness
Cool story bro
It's important to be clear about the steps in pseudocode when designing
algorithms on paper. There are important things to consider about algorithm
correctness;
** 2.9 Advanced Analysis
- Verifiability
- Simplicity
- Think small
- Think exhaustively
- Hunt for the weakness
- Go for a tie
- Seek extremes
Some advanced stuff
- *Inverse Ackerman's Function*
Union-Find data structure
- *log log n*
Binary search on a sorted array of only log n items
- *log n / log log n*
- log^{2} n
- \sqrt{,}n
Other tecniques include *Induction*, *Recursion*, and *Summations*.
There are also limits and dominance relations
*** 1.4 Modeling
Most algorithms are designed to work on rigorously defined abstract
structures. These fundamental structures include;
- Permutations
- Subsets
- Trees
- Graphs
- Points
- Polygons
- Strings
*** 1.5-1.6 War Story about Psychics
* Chapter 2
* Chapter 3