This document discusses the metric K-center problem and algorithms for approximating its solution. It shows that metric K-center is NP-hard by reducing it to the dominating set problem. It also proves that metric K-center cannot be approximated within a factor of 2, unless P=NP. The document then describes Gonzalez's algorithm, which achieves an approximation ratio of 2 by greedily selecting centers to maximize the minimum distance from existing centers.
A simple and powerful property system for C++ (talk at GCDC 2008, Leipzig) David Salz
Tool development is an essential part of game development. Teams use graphical editors to create levels, virtual worlds, missions or graphical user interfaces (GUIs) for their games.
An editor manipulates objects that typically correspond with C++ objects (i.e. instances of C++ classes). These objects might be things like labels and buttons in a GUI editor or trees, houses and animals in a 3D game level editor. Objects should expose their properties to the editor in a generic way. Ideally, it should be possible to add new properties to an object or add new objects to the game without adding any code to the editor.
A good property system can be used for a lot of things beyond editors, for instance: • support undo/redo operations in tools or in the game • serialization, i.e. saving and restoring the state of an object in a generic way • animation of properties, i.e. menus flying into the screen, buttons changing colors etc. All that should be possible without adding any code for a new object or a new property.
A simple and powerful property system for C++ (talk at GCDC 2008, Leipzig) David Salz
Tool development is an essential part of game development. Teams use graphical editors to create levels, virtual worlds, missions or graphical user interfaces (GUIs) for their games.
An editor manipulates objects that typically correspond with C++ objects (i.e. instances of C++ classes). These objects might be things like labels and buttons in a GUI editor or trees, houses and animals in a 3D game level editor. Objects should expose their properties to the editor in a generic way. Ideally, it should be possible to add new properties to an object or add new objects to the game without adding any code to the editor.
A good property system can be used for a lot of things beyond editors, for instance: • support undo/redo operations in tools or in the game • serialization, i.e. saving and restoring the state of an object in a generic way • animation of properties, i.e. menus flying into the screen, buttons changing colors etc. All that should be possible without adding any code for a new object or a new property.
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DNS server configuration in packet tracerprodhan999
DNS server configuration in packet tracer.
1. First, build your network topology
2. Configure the static IP Addresses on the PCs and the Server.
3. Configure DNS services of the server.
4. Test domain name IP resolution. Using their names instead of their IP addresses, ping the hosts from one another.
Computing Performance: On the Horizon (2021)Brendan Gregg
Talk by Brendan Gregg for USENIX LISA 2021. https://www.youtube.com/watch?v=5nN1wjA_S30 . "The future of computer performance involves clouds with hardware hypervisors and custom processors, servers running a new type of BPF software to allow high-speed applications and kernel customizations, observability of everything in production, new Linux kernel technologies, and more. This talk covers interesting developments in systems and computing performance, their challenges, and where things are headed."
DNS server configuration in packet tracerprodhan999
DNS server configuration in packet tracer.
1. First, build your network topology
2. Configure the static IP Addresses on the PCs and the Server.
3. Configure DNS services of the server.
4. Test domain name IP resolution. Using their names instead of their IP addresses, ping the hosts from one another.
One of the central tasks in computational mathematics and statistics is to accurately approximate unknown target functions. This is typically done with the help of data — samples of the unknown functions. The emergence of Big Data presents both opportunities and challenges. On one hand, big data introduces more information about the unknowns and, in principle, allows us to create more accurate models. On the other hand, data storage and processing become highly challenging. In this talk, we present a set of sequential algorithms for function approximation in high dimensions with large data sets. The algorithms are of iterative nature and involve only vector operations. They use one data sample at each step and can handle dynamic/stream data. We present both the numerical algorithms, which are easy to implement, as well as rigorous analysis for their theoretical foundation.
This Presentation Elliptical Curve Cryptography give a brief explain about this topic, it will use to enrich your knowledge on this topic. Use this ppt for your reference purpose and if you have any queries you'll ask questions.
Minimum mean square error estimation and approximation of the Bayesian updateAlexander Litvinenko
We develop a Bayesian update surrogate. Our formula allows us to update polynomial chaos coefficients. In contrast to classical Bayesian approach, we suggest to update PCE coefficients. We show that classical Kalman filter is a particular case of our update.
–concept of groups, rings, fields
–modular arithmetic with integers
–Euclid’s algorithm for GCD
–finite fields GF(p)
–polynomial arithmetic in general and in GF(2n)
Robust Control of Uncertain Switched Linear Systems based on Stochastic Reach...Leo Asselborn
This presentation proposes an approach to algorithmically synthesize control strategies for
set-to-set transitions of uncertain discrete-time switched linear systems based on a combination
of tree search and reachable set computations in a stochastic setting. For given Gaussian
distributions of the initial states and disturbances, state sets wich are reachable to a chosen
confidence level under the effect of time-variant hybrid control laws are computed by using
principles of the ellipsoidal calculus. The proposed algorithm iterates over sequences of the
discrete states and LMI-constrained semi-definite programming (SDP) problems to compute
stabilizing controllers, while polytopic input constraints are considered. An example for illustration is included.
Subgradient Methods for Huge-Scale Optimization Problems - Юрий Нестеров, Cat...Yandex
We consider a new class of huge-scale problems, the problems with sparse subgradients. The most important functions of this type are piecewise linear. For optimization problems with uniform sparsity of corresponding linear operators, we suggest a very efficient implementation of subgradient iterations, the total cost of which depends logarithmically in the dimension. This technique is based on a recursive update of the results of matrix/vector products and the values of symmetric functions. It works well, for example, for matrices with few nonzero diagonals and for max-type functions.
We show that the updating technique can be efficiently coupled with the simplest subgradient methods. Similar results can be obtained for a new non-smooth random variant of a coordinate descent scheme. We also present promising results of preliminary computational experiments.
3. Preliminary
• A metric space is a pair (M, d) where M is a set of nodes
and d is a distance function on M such that:
– d(x, y) >=0 (non-negative),
– d(x, y) = 0 iff x=y (identity of indiscernibles),
– d(x, y) = d(y, x) (symmetry) and
– d(x, y) <= d(x, z) + d(y, z) (triangle inequality)
• Notation overloading
– Given x ∈ M and Y ⊆ M, let d(x, Y) = min {d(x, y): y ∈ Y}
4. Metric K-Center Problem
• Given a metric space (M, d), find k center
C = {c1, c2, ..., ck} to minimize the radius
– max { d(x, C): u ∈ M}
• Geometric view
– Voronoi diagram
– Each node is covered by some center
c1
c2
c3
c4
5. NP-hard
• Dominating set
– Given a graph G=(V, E), a k-dominating set of size k is a set C = {c1, c2, ..., ck}
⊆ V such that each node v ∈ V is adjacet to some node in C.
– To determine if a graph has a k-dominating set is known to be NP-hard
• Theorem: Metrick K-center is NP-hard
Proof:
– Given G = (V, E), let d(x, y) = 2 if (x, y) ∉ E and d(x, y) = 1 otherwise.
– (V, d) is a metric space.
– G has a k-dominating set => radius of optimal k centers for (V, d) is 1
– G has no k-dominating set => radius of optimal k centers for (V, d) is 2
– G = (V, E) has a k-dominating radius of optimal k centers for (V, d) is 1
6. Unapproximibility
• Theorem: Assuming NP≠P, Metrick K-center cannot be
approximated within 2.
Proof:
– Given G = (V, E), let d(x, y) = 2 if (x, y) ∉ E and d(x, y) = 1 otherwise.
– G has a k-dominating set => radius of optimal k centers for (V, d) is 1
– G has no k-dominating set => radius of optimal k centers for (V, d) is 2
– Assume for contradiction that we have a polynomial (2 –ε)-
approximation algorithm called A
– G has a k-dominating set A(V, d) < 2 - ε
– So we have a polynomial algorithm for the k-dominating set, -><-
7. Gonzalez’s Algorithm (1985)
• Input: a metric space (M, d) and a positive integer
• Output: a set of k centers
1. C = {}
2. c1 := a randomly chosen node in M
3. C.add(c1)
4. for i in {2, ..., k}:
ci := the node c ∈ M – C with max d(c, C)
C.add(ci)
5. return C
8. Approximation ratio
• Theorem: Gonzalez’s algorithm has an approximation ratio of 2
• proof:
– Let C = {c1, c2, ..., ck} be the output of Gonzalez algorithm and r be its
radius.
– Let ck+1 be the farest node from C. Note that
• d(ci, cj) >= r for all i ≠ j
– Let C’ = {c’1, c’2, ..., c’k} be the optimal solution and r* be its radius
– By Pigenhole theorem we have two nodes ci, cj being covered by the
same center c’ in C’
– r <= d(ci, cj) <= d(ci, c’) + d(cj, c’) <= d(ci, C’) + d(cj, C’) <= 2r*
c’
ci
cj
<=r*
>=r