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