Algorithm selection

Algorithm selection

Algorithm selection (sometimes also called per-instance algorithm selection or offline algorithm selection) is a meta-algorithmic technique to choose an algorithm from a portfolio on an instance-by-instance basis. It is motivated by the observation that on many practical problems, different algorithms have different performance characteristics. That is, while one algorithm performs well in some scenarios, it performs poorly in others and vice versa for another algorithm. If we can identify when to use which algorithm, we can optimize for each scenario and improve overall performance. This is what algorithm selection aims to do. The only prerequisite for applying algorithm selection techniques is that there exists (or that there can be constructed) a set of complementary algorithms. == Definition == Given a portfolio P {\displaystyle {\mathcal {P}}} of algorithms A ∈ P {\displaystyle {\mathcal {A}}\in {\mathcal {P}}} , a set of instances i ∈ I {\displaystyle i\in {\mathcal {I}}} and a cost metric m : P × I → R {\displaystyle m:{\mathcal {P}}\times {\mathcal {I}}\to \mathbb {R} } , the algorithm selection problem consists of finding a mapping s : I → P {\displaystyle s:{\mathcal {I}}\to {\mathcal {P}}} from instances I {\displaystyle {\mathcal {I}}} to algorithms P {\displaystyle {\mathcal {P}}} such that the cost ∑ i ∈ I m ( s ( i ) , i ) {\displaystyle \sum _{i\in {\mathcal {I}}}m(s(i),i)} across all instances is optimized. == Examples == === Boolean satisfiability problem (and other hard combinatorial problems) === A well-known application of algorithm selection is the Boolean satisfiability problem. Here, the portfolio of algorithms is a set of (complementary) SAT solvers, the instances are Boolean formulas, the cost metric is for example average runtime or number of unsolved instances. So, the goal is to select a well-performing SAT solver for each individual instance. In the same way, algorithm selection can be applied to many other N P {\displaystyle {\mathcal {NP}}} -hard problems (such as mixed integer programming, CSP, AI planning, TSP, MAXSAT, QBF and answer set programming). Competition-winning systems in SAT are SATzilla, 3S and CSHC === Machine learning === In machine learning, algorithm selection is better known as meta-learning. The portfolio of algorithms consists of machine learning algorithms (e.g., Random Forest, SVM, DNN), the instances are data sets and the cost metric is for example the error rate. So, the goal is to predict which machine learning algorithm will have a small error on each data set. == Instance features == The algorithm selection problem is mainly solved with machine learning techniques. By representing the problem instances by numerical features f {\displaystyle f} , algorithm selection can be seen as a multi-class classification problem by learning a mapping f i ↦ A {\displaystyle f_{i}\mapsto {\mathcal {A}}} for a given instance i {\displaystyle i} . Instance features are numerical representations of instances. For example, we can count the number of variables, clauses, average clause length for Boolean formulas, or number of samples, features, class balance for ML data sets to get an impression about their characteristics. === Static vs. probing features === We distinguish between two kinds of features: Static features are in most cases some counts and statistics (e.g., clauses-to-variables ratio in SAT). These features ranges from very cheap features (e.g. number of variables) to very complex features (e.g., statistics about variable-clause graphs). Probing features (sometimes also called landmarking features) are computed by running some analysis of algorithm behavior on an instance (e.g., accuracy of a cheap decision tree algorithm on an ML data set, or running for a short time a stochastic local search solver on a Boolean formula). These feature often cost more than simple static features. === Feature costs === Depending on the used performance metric m {\displaystyle m} , feature computation can be associated with costs. For example, if we use running time as performance metric, we include the time to compute our instance features into the performance of an algorithm selection system. SAT solving is a concrete example, where such feature costs cannot be neglected, since instance features for CNF formulas can be either very cheap (e.g., to get the number of variables can be done in constant time for CNFs in the DIMACs format) or very expensive (e.g., graph features which can cost tens or hundreds of seconds). It is important to take the overhead of feature computation into account in practice in such scenarios; otherwise a misleading impression of the performance of the algorithm selection approach is created. For example, if the decision which algorithm to choose can be made with perfect accuracy, but the features are the running time of the portfolio algorithms, there is no benefit to the portfolio approach. This would not be obvious if feature costs were omitted. == Approaches == === Regression approach === One of the first successful algorithm selection approaches predicted the performance of each algorithm m ^ A : I → R {\displaystyle {\hat {m}}_{\mathcal {A}}:{\mathcal {I}}\to \mathbb {R} } and selected the algorithm with the best predicted performance a r g min A ∈ P m ^ A ( i ) {\displaystyle arg\min _{{\mathcal {A}}\in {\mathcal {P}}}{\hat {m}}_{\mathcal {A}}(i)} for an instance i {\displaystyle i} . === Clustering approach === A common assumption is that the given set of instances I {\displaystyle {\mathcal {I}}} can be clustered into homogeneous subsets and for each of these subsets, there is one well-performing algorithm for all instances in there. So, the training consists of identifying the homogeneous clusters via an unsupervised clustering approach and associating an algorithm with each cluster. A new instance is assigned to a cluster and the associated algorithm selected. A more modern approach is cost-sensitive hierarchical clustering using supervised learning to identify the homogeneous instance subsets. === Pairwise cost-sensitive classification approach === A common approach for multi-class classification is to learn pairwise models between every pair of classes (here algorithms) and choose the class that was predicted most often by the pairwise models. We can weight the instances of the pairwise prediction problem by the performance difference between the two algorithms. This is motivated by the fact that we care most about getting predictions with large differences correct, but the penalty for an incorrect prediction is small if there is almost no performance difference. Therefore, each instance i {\displaystyle i} for training a classification model A 1 {\displaystyle {\mathcal {A}}_{1}} vs A 2 {\displaystyle {\mathcal {A}}_{2}} is associated with a cost | m ( A 1 , i ) − m ( A 2 , i ) | {\displaystyle |m({\mathcal {A}}_{1},i)-m({\mathcal {A}}_{2},i)|} . == Requirements == The algorithm selection problem can be effectively applied under the following assumptions: The portfolio P {\displaystyle {\mathcal {P}}} of algorithms is complementary with respect to the instance set I {\displaystyle {\mathcal {I}}} , i.e., there is no single algorithm A ∈ P {\displaystyle {\mathcal {A}}\in {\mathcal {P}}} that dominates the performance of all other algorithms over I {\displaystyle {\mathcal {I}}} (see figures to the right for examples on complementary analysis). In some application, the computation of instance features is associated with a cost. For example, if the cost metric is running time, we have also to consider the time to compute the instance features. In such cases, the cost to compute features should not be larger than the performance gain through algorithm selection. == Application domains == Algorithm selection is not limited to single domains but can be applied to any kind of algorithm if the above requirements are satisfied. Application domains include: hard combinatorial problems: SAT, Mixed Integer Programming, CSP, AI Planning, TSP, MAXSAT, QBF and Answer Set Programming combinatorial auctions in machine learning, the problem is known as meta-learning software design black-box optimization multi-agent systems numerical optimization linear algebra, differential equations evolutionary algorithms vehicle routing problem power systems For an extensive list of literature about algorithm selection, we refer to a literature overview. == Variants of algorithm selection == === Online selection === Online algorithm selection refers to switching between different algorithms during the solving process. This is useful as a hyper-heuristic. In contrast, offline algorithm selection selects an algorithm for a given instance only once and before the solving process. === Computation of schedules === An extension of algorithm selection is the per-instance algorithm scheduling problem, in which we do not select only one solver, but we select a time budget for each algorithm

ELMo

ELMo (embeddings from language model) is a word embedding method for representing a sequence of words as a corresponding sequence of vectors. It was created by researchers at the Allen Institute for Artificial Intelligence, and University of Washington and first released in February 2018. It is a bidirectional LSTM which takes character-level as inputs and produces word-level embeddings, trained on a corpus of about 30 million sentences and 1 billion words. The architecture of ELMo accomplishes a contextual understanding of tokens. Deep contextualized word representation is useful for many natural language processing tasks, such as coreference resolution and polysemy resolution. ELMo was historically important as a pioneer of self-supervised generative pretraining followed by fine-tuning, where a large model is trained to reproduce a large corpus, then the large model is augmented with additional task-specific weights and fine-tuned on supervised task data. It was an instrumental step in the evolution towards transformer-based language modelling. == Architecture == ELMo is a multilayered bidirectional LSTM on top of a token embedding layer. The output of all LSTMs concatenated together consists of the token embedding. The input text sequence is first mapped by an embedding layer into a sequence of vectors. Then two parts are run in parallel over it. The forward part is a 2-layered LSTM with 4096 units and 512 dimension projections, and a residual connection from the first to second layer. The backward part has the same architecture, but processes the sequence back-to-front. The outputs from all 5 components (embedding layer, two forward LSTM layers, and two backward LSTM layers) are concatenated and multiplied by a linear matrix ("projection matrix") to produce a 512-dimensional representation per input token. ELMo was pretrained on a text corpus of 1 billion words. The forward part is trained by repeatedly predicting the next token, and the backward part is trained by repeatedly predicting the previous token. After the ELMo model is pretrained, its parameters are frozen, except for the projection matrix, which can be fine-tuned to minimize loss on specific language tasks. This is an early example of the pretraining-fine-tune paradigm. The original paper demonstrated this by improving state of the art on six benchmark NLP tasks. === Contextual word representation === The architecture of ELMo accomplishes a contextual understanding of tokens. For example, the first forward LSTM of ELMo would process each input token in the context of all previous tokens, and the first backward LSTM would process each token in the context of all subsequent tokens. The second forward LSTM would then incorporate those to further contextualize each token. Deep contextualized word representation is useful for many natural language processing tasks, such as coreference resolution and polysemy resolution. For example, consider the sentenceShe went to the bank to withdraw money.In order to represent the token "bank", the model must resolve its polysemy in context. The first forward LSTM would process "bank" in the context of "She went to the", which would allow it to represent the word to be a location that the subject is going towards. The first backward LSTM would process "bank" in the context of "to withdraw money", which would allow it to disambiguate the word as referring to a financial institution. The second forward LSTM can then process "bank" using the representation vector provided by the first backward LSTM, thus allowing it to represent it to be a financial institution that the subject is going towards. == Historical context == ELMo is one link in a historical evolution of language modelling. Consider a simple problem of document classification, where we want to assign a label (e.g., "spam", "not spam", "politics", "sports") to a given piece of text. The simplest approach is the "bag of words" approach, where each word in the document is treated independently, and its frequency is used as a feature for classification. This was computationally cheap but ignored the order of words and their context within the sentence. GloVe and Word2Vec built upon this by learning fixed vector representations (embeddings) for words based on their co-occurrence patterns in large text corpora. Like BERT (but unlike "bag of words" such as Word2Vec and GloVe), ELMo word embeddings are context-sensitive, producing different representations for words that share the same spelling. It was trained on a corpus of about 30 million sentences and 1 billion words. Previously, bidirectional LSTM was used for contextualized word representation. ELMo applied the idea to a large scale, achieving state of the art performance. After the 2017 publication of Transformer architecture, the architecture of ELMo was changed from a multilayered bidirectional LSTM to a Transformer encoder, giving rise to BERT. BERT has a similar pretrain-fine-tune workflow, but uses a Transformer with implications for more parallelizable training.

Penril

Penril DataComm Networks, Inc. was a computer telecommunications hardware company that made some acquisitions and was eventually split into two parts: one was acquired by Bay Networks and the other was a newly formed company named Access Beyond. The focus of both company's products was end-to-end data transfer. By the mid-1990s, with the popularization of the internet, this was no longer of wide interest. == History == Penril, whose earnings reports and other financials were followed by The New York Times in the 1990s, made several acquisitions but also grew internally. Following its Datability acquisition it renamed itself Penril Datability Networks. By the time the 1968-founded Penril was acquired by Bay their name was Penril DataComm Networks. The company, which as of 1985 "had made 14 acquisitions in 12 years," also had done extensive work regarding quality control, and leveraged their product line by what The Washington Post called clever packaging: "software, cables, instructions and telephone support" sold to those less technically skilled as "Network in a Box." == Datability == Datability Software Systems Inc. was the initial name of what by 1991 became 'Datability, Inc.', "a manufacturer of hardware that links computer networks." The 1977-founded firm began as a software consulting company, especially in the area of databases. To speed up project development they built a program generator, which they marketed as Control 10/20 (targeted at users of Digital Equipment Corporation's DECsystem-10 and DECSYSTEM-20). After trying their hand at time-sharing they built hardware to enhance bridging these computers to DEC's VAX product line. In particular they focused on Digital's LAT protocol, selling "boxes" that reimplemented the protocol, at a lower price than DEC's. They later expanded into other areas of telecommunications hardware The firm relocated to a larger manufacturing plant in 1991 and was acquired by Penril in 1993. == Access Beyond == Access Beyond was initially housed by Penril, from which it was spun off. A securities analyst noted that Access began operations with no debt. They subsequently merged with Hayes Corporation. Some of the funds brought to the merger came from a sale by Penril of two of its divisions, each bringing about $4 million. == Ron Howard == Ron Howard, founder of Datability, became part of Penril when the latter acquired the former, and was CEO of Access Beyond when it was spun off by Penril. Access merged with Hayes Microcomputer Products and was renamed Hayes Corp, at which time Howard became executive VP of business development and corporate vice chairman of Hayes. == People == In the matter of hiring immigrants, in an industry where recent arrivals came from a culture of six day work weeks, and subcontracting was then common, these assembly line workers at Penril comprised about 25%, compared to double in other firms. Placement was overseen by government agencies. == Controversy == Penril had a joint development agreement, beginning in 1990, with a Standard Microsystems Corporation (SMSC) subsidiary. A dispute arose, and the matter was brought to court. Penril was awarded $3.5 million in 1996.

Information history

Information history may refer to the history of each of the categories listed below (or to combinations of them). It should be recognized that the understanding of, for example, libraries as information systems only goes back to about 1950. The application of the term information for earlier systems or societies is a retronym. == Academic discipline == Information history is an emerging discipline related to, but broader than, library history. An important introduction and review was made by Alistair Black (2006). A prolific scholar in this field is also Toni Weller, for example, Weller (2007, 2008, 2010a and 2010b). As part of her work Toni Weller has argued that there are important links between the modern information age and its historical precedents. A description from Russia is Volodin (2000). Alistair Black (2006, p. 445) wrote: "This chapter explores issues of discipline definition and legitimacy by segmenting information history into its various components: The history of print and written culture, including relatively long-established areas such as the histories of libraries and librarianship, book history, publishing history, and the history of reading. The history of more recent information disciplines and practice, that is to say, the history of information management, information systems, and information science. The history of contiguous areas, such as the history of the information society and information infrastructure, necessarily enveloping communication history (including telecommunications history) and the history of information policy. The history of information as social history, with emphasis on the importance of informal information networks." "Bodies influential in the field include the American Library Association’s Round Table on Library History, the Library History Section of the International Federation of Library Associations and Institutions (IFLA), and, in the U.K., the Library and Information History Group of the Chartered Institute of Library and Information Professionals (CILIP). Each of these bodies has been busy in recent years, running conferences and seminars, and initiating scholarly projects. Active library history groups function in many other countries, including Germany (The Wolfenbuttel Round Table on Library History, the History of the Book and the History of Media, located at the Herzog August Bibliothek), Denmark (The Danish Society for Library History, located at the Royal School of Library and Information Science), Finland (The Library History Research Group, University of Tamepere), and Norway (The Norwegian Society for Book and Library History). Sweden has no official group dedicated to the subject, but interest is generated by the existence of a museum of librarianship in Bods, established by the Library Museum Society and directed by Magnus Torstensson. Activity in Argentina, where, as in Europe and the U.S., a "new library history" has developed, is described by Parada (2004)." (Black (2006, p. 447). === Journals === Information & Culture (previously Libraries & the Cultural Record, Libraries & Culture) Library & Information History (until 2008: Library History; until 1967: Library Association. Library History Group. Newsletter) == Information technology (IT) == The term IT is ambiguous although mostly synonym with computer technology. Haigh (2011, pp. 432-433) wrote "In fact, the great majority of references to information technology have always been concerned with computers, although the exact meaning has shifted over time (Kline, 2006). The phrase received its first prominent usage in a Harvard Business Review article (Haigh, 2001b; Leavitt & Whisler, 1958) intended to promote a technocratic vision for the future of business management. Its initial definition was at the conjunction of computers, operations research methods, and simulation techniques. Having failed initially to gain much traction (unlike related terms of a similar vintage such as information systems, information processing, and information science) it was revived in policy and economic circles in the 1970s with a new meaning. Information technology now described the expected convergence of the computing, media, and telecommunications industries (and their technologies), understood within the broader context of a wave of enthusiasm for the computer revolution, post-industrial society, information society (Webster, 1995), and other fashionable expressions of the belief that new electronic technologies were bringing a profound rupture with the past. As it spread broadly during the 1980s, IT increasingly lost its association with communications (and, alas, any vestigial connection to the idea of anybody actually being informed of anything) to become a new and more pretentious way of saying "computer". The final step in this process is the recent surge in references to "information and communication technologies" or ICTs, a coinage that makes sense only if one assumes that a technology can inform without communicating". Some people use the term information technology about technologies used before the development of the computer. This is however to use the term as a retronym. =

Rendezvous hashing

Rendezvous or highest random weight (HRW) hashing is an algorithm that allows clients to achieve distributed agreement on a set of k {\displaystyle k} options out of a possible set of n {\displaystyle n} options. A typical application is when clients need to agree on which sites (or proxies) objects are assigned to. Consistent hashing addresses the special case k = 1 {\displaystyle k=1} using a different method. Rendezvous hashing is both much simpler and more general than consistent hashing (see below). == History == Rendezvous hashing was invented by David Thaler and Chinya Ravishankar at the University of Michigan in 1996. Consistent hashing appeared a year later in the literature. Given its simplicity and generality, rendezvous hashing is now being preferred to consistent hashing in real-world applications. Rendezvous hashing was used very early on in many applications including mobile caching, router design, secure key establishment, and sharding and distributed databases. Other examples of real-world systems that use Rendezvous Hashing include the GitHub load balancer, the Apache Ignite distributed database, the Tahoe-LAFS file store, the CoBlitz large-file distribution service, Apache Druid, IBM's Cloud Object Store, the Arvados Data Management System, Apache Kafka, and the Twitter EventBus pub/sub platform. One of the first applications of rendezvous hashing was to enable multicast clients on the Internet (in contexts such as the MBONE) to identify multicast rendezvous points in a distributed fashion. It was used in 1998 by Microsoft's Cache Array Routing Protocol (CARP) for distributed cache coordination and routing. Some Protocol Independent Multicast routing protocols use rendezvous hashing to pick a rendezvous point. == Problem definition and approach == === Algorithm === Rendezvous hashing solves a general version of the distributed hash table problem: We are given a set of n {\displaystyle n} sites (servers or proxies, say). How can any set of clients, given an object O {\displaystyle O} , agree on a k-subset of sites to assign to O {\displaystyle O} ? The standard version of the problem uses k = 1. Each client is to make its selection independently, but all clients must end up picking the same subset of sites. This is non-trivial if we add a minimal disruption constraint, and require that when a site fails or is removed, only objects mapping to that site need be reassigned to other sites. The basic idea is to give each site S j {\displaystyle S_{j}} a score (a weight) for each object O i {\displaystyle O_{i}} , and assign the object to the highest scoring site. All clients first agree on a hash function h ( ⋅ ) {\displaystyle h(\cdot )} . For object O i {\displaystyle O_{i}} , the site S j {\displaystyle S_{j}} is defined to have weight w i , j = h ( O i , S j ) {\displaystyle w_{i,j}=h(O_{i},S_{j})} . Each client independently computes these weights w i , 1 , w i , 2 … w i , n {\displaystyle w_{i,1},w_{i,2}\dots w_{i,n}} and picks the k sites that yield the k largest hash values. The clients have thereby achieved distributed k {\displaystyle k} -agreement. If a site S {\displaystyle S} is added or removed, only the objects mapping to S {\displaystyle S} are remapped to different sites, satisfying the minimal disruption constraint above. The HRW assignment can be computed independently by any client, since it depends only on the identifiers for the set of sites S 1 , S 2 … S n {\displaystyle S_{1},S_{2}\dots S_{n}} and the object being assigned. HRW easily accommodates different capacities among sites. If site S k {\displaystyle S_{k}} has twice the capacity of the other sites, we simply represent S k {\displaystyle S_{k}} twice in the list, say, as S k , 1 , S k , 2 {\displaystyle S_{k,1},S_{k,2}} . Clearly, twice as many objects will now map to S k {\displaystyle S_{k}} as to the other sites. === Properties === Consider the simple version of the problem, with k = 1, where all clients are to agree on a single site for an object O. Approaching the problem naively, it might appear sufficient to treat the n sites as buckets in a hash table and hash the object name O into this table. Unfortunately, if any of the sites fails or is unreachable, the hash table size changes, forcing all objects to be remapped. This massive disruption makes such direct hashing unworkable. Under rendezvous hashing, however, clients handle site failures by picking the site that yields the next largest weight. Remapping is required only for objects currently mapped to the failed site, and disruption is minimal. Rendezvous hashing has the following properties: Low overhead: The hash function used is efficient, so overhead at the clients is very low. Load balancing: Since the hash function is randomizing, each of the n sites is equally likely to receive the object O. Loads are uniform across the sites. Site capacity: Sites with different capacities can be represented in the site list with multiplicity in proportion to capacity. A site with twice the capacity of the other sites will be represented twice in the list, while every other site is represented once. High hit rate: Since all clients agree on placing an object O into the same site SO, each fetch or placement of O into SO yields the maximum utility in terms of hit rate. The object O will always be found unless it is evicted by some replacement algorithm at SO. Minimal disruption: When a site fails, only the objects mapped to that site need to be remapped. Disruption is at the minimal possible level. Distributed k-agreement: Clients can reach distributed agreement on k sites simply by selecting the top k sites in the ordering. == O(log n) running time via skeleton-based hierarchical rendezvous hashing == The standard version of Rendezvous Hashing described above works quite well for moderate n, but when n {\displaystyle n} is extremely large, the hierarchical use of Rendezvous Hashing achieves O ( log ⁡ n ) {\displaystyle O(\log n)} running time. This approach creates a virtual hierarchical structure (called a "skeleton"), and achieves O ( log ⁡ n ) {\displaystyle O(\log n)} running time by applying HRW at each level while descending the hierarchy. The idea is to first choose some constant m {\displaystyle m} and organize the n {\displaystyle n} sites into c = ⌈ n / m ⌉ {\displaystyle c=\lceil n/m\rceil } clusters C 1 = { S 1 , S 2 … S m } , C 2 = { S m + 1 , S m + 2 … S 2 m } … {\displaystyle C_{1}=\left\{S_{1},S_{2}\dots S_{m}\right\},C_{2}=\left\{S_{m+1},S_{m+2}\dots S_{2m}\right\}\dots } Next, build a virtual hierarchy by choosing a constant f {\displaystyle f} and imagining these c {\displaystyle c} clusters placed at the leaves of a tree T {\displaystyle T} of virtual nodes, each with fanout f {\displaystyle f} . In the accompanying diagram, the cluster size is m = 4 {\displaystyle m=4} , and the skeleton fanout is f = 3 {\displaystyle f=3} . Assuming 108 sites (real nodes) for convenience, we get a three-tier virtual hierarchy. Since f = 3 {\displaystyle f=3} , each virtual node has a natural numbering in octal. Thus, the 27 virtual nodes at the lowest tier would be numbered 000 , 001 , 002 , . . . , 221 , 222 {\displaystyle 000,001,002,...,221,222} in octal (we can, of course, vary the fanout at each level - in that case, each node will be identified with the corresponding mixed-radix number). The easiest way to understand the virtual hierarchy is by starting at the top, and descending the virtual hierarchy. We successively apply Rendezvous Hashing to the set of virtual nodes at each level of the hierarchy, and descend the branch defined by the winning virtual node. We can in fact start at any level in the virtual hierarchy. Starting lower in the hierarchy requires more hashes, but may improve load distribution in the case of failures. For example, instead of applying HRW to all 108 real nodes in the diagram, we can first apply HRW to the 27 lowest-tier virtual nodes, selecting one. We then apply HRW to the four real nodes in its cluster, and choose the winning site. We only need 27 + 4 = 31 {\displaystyle 27+4=31} hashes, rather than 108. If we apply this method starting one level higher in the hierarchy, we would need 9 + 3 + 4 = 16 {\displaystyle 9+3+4=16} hashes to get to the winning site. The figure shows how, if we proceed starting from the root of the skeleton, we may successively choose the virtual nodes ( 2 ) 3 {\displaystyle (2)_{3}} , ( 20 ) 3 {\displaystyle (20)_{3}} , and ( 200 ) 3 {\displaystyle (200)_{3}} , and finally end up with site 74. The virtual hierarchy need not be stored, but can be created on demand, since the virtual nodes names are simply prefixes of base- f {\displaystyle f} (or mixed-radix) representations. We can easily create appropriately sorted strings from the digits, as required. In the example, we would be working with the strings 0 , 1 , 2 {\displaystyle 0,1,2} (at tier 1), 20 , 21 , 22 {\displaystyle 20,21,22} (at tier 2), and 200 , 201 , 202

Comparison of vector graphics editors

A number of vector graphics editors exist for various platforms. Potential users of these editors will make comparisons based on factors such as the availability for the user's platform, the software license, the feature set, the merits of the user interface (UI) and the focus of the program. Some programs are more suitable for artistic work while others are better for technical drawings. Another important factor is the application's support of various vector and bitmap image formats for import and export. The tables in this article compare general and technical information for a number of vector graphics editors. See the article on each editor for further information. This article is neither all-inclusive nor necessarily up-to-date. == Some editors in detail == Adobe Fireworks (formerly Macromedia Fireworks) is a vector editor with bitmap editing capabilities with its main purpose being the creation of graphics for Web and screen. Fireworks supports RGB color scheme and has no CMYK support. This means it is mostly used for screen design. The native Fireworks file format is editable PNG (FWPNG or PNG). Adobe Fireworks has a competitive price, but its features can seem limited in comparison with other products. It is easier to learn than other products and can produce complex vector artwork. The Fireworks editable PNG file format is not supported by other Adobe products. Fireworks can manage the PSD and AI file formats which enables it to be integrated with other Adobe apps. Fireworks can also open FWPNG/PNG, PSD, AI, EPS, JPG, GIF, BMP, TIFF file formats, and save/export to FWPNG/PNG, PSD, AI (v.8), FXG (v.2.0), JPG, GIF, PDF, SWF and some others. Some support for exporting to SVG is available via a free Export extension. On May 6, 2013, Adobe announced that Fireworks would be phased out. Adobe Flash (formerly a Macromedia product) has straightforward vector editing tools that make it easier for designers and illustrators to use. The most important of these tools are vector lines and fills with bitmap-like selectable areas, simple modification of curves via the "selection" or the control points/handles through "direct selection" tools. Flash uses Actionscript for OOP, and has full XML functionality through E4X support. Adobe FreeHand (formerly Macromedia Freehand and Aldus Freehand) is mainly used by professional graphic designers. The functionality of FreeHand includes the flexibility of the application in the wide design environment, catering to the output needs of both traditional image reproduction methods and to contemporary print and digital media with its page-layout capabilities and text attribute controls. Specific functions of FreeHand include a superior image-tracing operation for vector editing, page layout features within multiple-page documents, and embedding custom print-settings (such as variable halftone-screen specifications within a single graphic, etc.) to each document independent of auxiliary printer-drivers. User-operation is considered to be more suited for designers with an artistic background compared to designers with a technical background. When being marketed, FreeHand lacked the promotional backing, development and PR support in comparison to other similar products. FreeHand was transferred to the classic print group after Macromedia was purchased by Adobe in 2005. On May 16, 2007, Adobe announced that no further updates to Freehand would be developed but continues to sell FreeHand MX as a Macromedia product. FreeHand continues to run on Mac OS X Snow Leopard (using an Adobe fix) and on Windows 7. For macOS, Affinity Designer is able to open version 10 & MX Freehand files. Adobe Illustrator is a commonly used editor because of Adobe's market dominance, but is more expensive than other similar products. It is primarily developed consistently in line with other Adobe products and is best integrated with Adobe's Creative Suite packages. The ai file format is proprietary, but some vector editors can open and save in that format. Illustrator imports over two dozen formats, including PSD, PDF and SVG, and exports AI, PDF, SVG, SVGZ, GIF, JPG, PNG, WBMP, and SWF. However, the user must be aware of unchecking the "Preserve Illustrator Editing Capabilities" option if generating interoperable SVG files is desired. Affinity Designer by Serif Europe (the successor to their previous product, DrawPlus) is non-subscription-based software that is often described as an alternative to Adobe Illustrator. The application can open Portable Document Format (PDF), Adobe Photoshop, and Adobe Illustrator files, as well as export to those formats and to the Scalable Vector Graphics (SVG) and Encapsulated PostScript (EPS) formats. It also supports import from some Adobe Freehand files (specifically versions 10 & MX). Apache OpenOffice Draw is the vector graphics editor of the Apache OpenOffice open source office suite. It supports many import and export file formats and is available for multiple desktop operating systems. Boxy SVG is a chromium-based vector graphics editor for creating illustrations, as well as logos, icons, and other elements of graphic design. It is primarily focused on editing drawings in the SVG file format. The program is available as both a web app and a desktop application for Windows, macOS, ChromeOS, and Linux-based operating systems. Collabora Online Draw is the vector graphics editor of the Collabora Online open source office suite. It supports many import and export file formats and is accessible via any modern web browser, it also supports desktop editing features, Collabora Office is available for desktop and mobile operating systems, it is the enterprise ready version of LibreOffice. ConceptDraw PRO is a business diagramming tool and vector graphics editor available for both Windows and macOS. It supports multi-page documents, and includes an integrated presentation mode. ConceptDraw PRO supports imports and exports several formats, including Microsoft Visio and Microsoft PowerPoint. Corel Designer (originally Micrografx Designer) is one of the earliest vector-based graphics editors for the Microsoft Windows platform. The product is mainly used for the creation of engineering drawings and is shipped with extensive libraries for the needs of engineers. It is also flexible enough for most vector graphics design applications. CorelDRAW is an editor used in the graphic design, sign making and fashion design industries. CorelDRAW is capable of limited interoperation by reading file formats from Adobe Illustrator. CorelDRAW has over 50 import and export filters, on-screen and dialog box editing and the ability to create multi-page documents. It can also generate TrueType and Type 1 fonts, although refined typographic control is better suited to a more specific application. Some other features of CorelDRAW include the creation and execution of VBA macros, viewing of colour separations in print preview mode and integrated professional imposing options. Dia is a free and open-source diagramming and vector graphics editor available for Windows, Linux and other Unix-based computer operating systems. Dia has a modular design and several shape packages for flowcharting, network diagrams and circuit diagrams. Its design was inspired by Microsoft Visio, although it uses a Single Document Interface similar to other GNOME software (such as GIMP). DrawPlus, first built for the Windows platform in 1993, has matured into a full featured vector graphics editor for home and professional users. Also available as a feature-limited free 'starter edition': DrawPlus SE. DrawPlus developers, Serif Europe, have now ceased its development in order to focus on its successor, Affinity Designer. Edraw Max is a cross-platform diagram software and vector graphics editor available for Windows, Mac and Linux. It supports kinds of diagram types. It supports imports and exports SVG, PDF, HTML, Multiple page TIFF, Microsoft Visio and Microsoft PowerPoint. Embroidermodder is a free machine embroidery software tool that supports a variety of formats and allows the user to add custom modifications to their embroidery designs. Fatpaint is a free, light-weight, browser-based graphic design application with built-in vector drawing tools. It can be accessed through any browser with Flash 9 installed. Its integration with Zazzle makes it particularly suitable for people who want to create graphics for custom printed products such as T-shirts, mugs, iPhone cases, flyers and other promotional products. Figma is a collaborative web-based online vector graphics editor, used primarily for UX design and prototyping. GIMP, which works mainly with raster images, offers a limited set of features to create and record SVG files. It can also load and handle SVG files created with other software like Inkscape. Inkscape is a free and open-source vector editor with the primary native format being SVG. Inkscape is available for Linux, Windows, Mac OS X, and

Iteration

Iteration means repeating a process to generate a (possibly unbounded) sequence of outcomes. Each repetition of the process is a single iteration, and the outcome of each iteration is the starting point of the next iteration. In mathematics and computer science, iteration (along with the related technique of recursion) is a standard element of algorithms. == Mathematics == In mathematics, iteration may refer to the process of iterating a function, i.e. applying a function repeatedly, using the output from one iteration as the input to the next. Iteration of apparently simple functions can produce complex behaviors and difficult problems – for examples, see the Collatz conjecture and juggler sequences. Another use of iteration in mathematics is in iterative methods which are used to produce approximate numerical solutions to certain mathematical problems. Newton's method is an example of an iterative method. Manual calculation of a number's square root is a common use and a well-known example. == Computing == In computing, iteration is a technique that marks out of a block of statements within a computer program for a defined number of repetitions. That block of statements is said to be iterated. A computer programmer might also refer to that block of statements as an iteration. === Implementations === Loops constitute the most common language constructs for performing iterations. The following pseudocode "iterates" three times the line of code between begin & end through a for loop, and uses the values of i as increments. It is permissible, and often necessary, to use values from other parts of the program outside the bracketed block of statements, to perform the desired function. Iterators constitute alternative language constructs to loops, which ensure consistent iterations over specific data structures. They can eventually save time and effort in later coding attempts. In particular, an iterator allows one to repeat the same kind of operation at each node of such a data structure, often in some pre-defined order. Iteratees are purely functional language constructs, which accept or reject data during the iterations. === Relation with recursion === Recursions and iterations have different algorithmic definitions, even though they can generate identical results. The primary difference is that recursion can be a solution without prior knowledge as to how many times the action must repeat, while a successful iteration requires that foreknowledge. Some types of programming languages, known as functional programming languages, are designed such that they do not set up a block of statements for explicit repetition, as with the for loop. Instead, those programming languages exclusively use recursion. Rather than call out a block of code to repeate a pre-defined number of times, the executing code block instead "divides" the work into a number of separate pieces, after which the code block executes itself on each individual piece. Each piece of work is divided repeatedly until the "amount" of work is as small as possible, at which point the algorithm does that work very quickly. The algorithm then "reverses" and reassembles the pieces into a complete whole. The classic example of recursion is in list-sorting algorithms, such as merge sort. The merge sort recursive algorithm first repeatedly divides the list into consecutive pairs. Each pair is then ordered, then each consecutive pair of pairs, and so forth until the elements of the list are in the desired order. The code below is an example of a recursive algorithm in the Scheme programming language that outputs the same result as the pseudocode under the previous heading. == Education == In some schools of pedagogy, iterations are used to describe the process of teaching or guiding students to repeat experiments, assessments, or projects, until more accurate results are found, or the student has mastered the technical skill. This idea is found in the old adage, "Practice makes perfect." In particular, "iterative" is defined as the "process of learning and development that involves cyclical inquiry, enabling multiple opportunities for people to revisit ideas and critically reflect on their implication." Unlike computing and math, educational iterations are not predetermined; instead, the task is repeated until success according to some external criteria (often a test) is achieved.