COTSBot

COTSBot

COTSBot is a small autonomous underwater vehicle (AUV) 4.5 feet (1.4 m) long, which is designed by Queensland University of Technology (QUT) to kill the very destructive crown-of-thorns starfish (Acanthaster planci) in the Great Barrier Reef off the north-east coast of Australia. It identifies its target using an image-analyzing neural net to analyze what an onboard camera sees, and then lethally injects the starfish with a bile salt solution using a needle on the end of a long underslung foldable arm. COTSBot uses GPS to navigate. The first version was created in the early 2000s with an accuracy rate of about 65%. After training COTSBot with machine learning, its accuracy rate rose to 99% by 2019. COTSBot is capable of killing 200 crown-of-thorns starfish with its two liters capacity of poison. COTSBot is capable of performing about 20 runs per day, but multiple COTSBots will be necessary to significantly impact the crown of thorns starfish populations. A smaller version of COTSBot called "RangerBot" is also being developed by QUT.

Macromedia FreeHand

Macromedia FreeHand (formerly Aldus FreeHand) is a discontinued computer application for creating two-dimensional vector graphics oriented primarily to professional illustration, desktop publishing and content creation for the Web. FreeHand was similar in scope, intended market, and functionality to Adobe Illustrator, CorelDRAW and Xara Designer Pro. Because of FreeHand's dedicated page layout and text control features, it also compares to Adobe InDesign and QuarkXPress. Professions using FreeHand include graphic design, illustration, cartography, fashion and textile design, product design, architects, scientific research, and multimedia production. FreeHand was created by Altsys Corporation in 1988 and licensed to Aldus Corporation, which released versions 1 through 4. In 1994, Aldus merged with Adobe Systems and because of the overlapping market with Adobe Illustrator, FreeHand was returned to Altsys by order of the Federal Trade Commission. Altsys was later bought by Macromedia, which released FreeHand versions 5 through 11 (FreeHand MX). In 2005, Adobe Systems acquired Macromedia and its product line which included FreeHand MX, under whose ownership it presently resides. Since 2003, FreeHand development has been discontinued; in the Adobe Systems catalog, FreeHand has been replaced by Adobe Illustrator. FreeHand MX continues to run under Windows 11 and under Mac OS X 10.6 (Snow Leopard) within Rosetta, a PowerPC code emulator, and requires a registration patch supplied by Adobe. FreeHand 10 runs without problems on Mac OS X Snow Leopard with Rosetta enabled, and does not require a registration patch. Later versions of macOS can use a Mac OS X Snow Leopard Server virtual machine to emulate the required PowerPC support. == History == === Altsys and Aldus FreeHand === In 1984, James R. Von Ehr founded Altsys Corporation to develop graphics applications for personal computers. Based in Plano, Texas, the company initially produced font editing and conversion software; Fontastic Plus, Metamorphosis, and the Art Importer. Their premier PostScript font-design package, Fontographer, was released in 1986 and was the first such program on the market. With the PostScript background having been established by Fontographer, Altsys also developed FreeHand (originally called Masterpiece) as a Macintosh Postscript-based illustration program that used Bézier curves for drawing and was similar to Adobe Illustrator. FreeHand was announced as "... a Macintosh graphics program described as having all the features of Adobe's Illustrator plus drawing tools such as those in Mac Paint and Mac Draft and special effects similar to those in Cricket Draw." Seattle's Aldus Corporation acquired a licensing agreement with Altsys Corporation to release FreeHand along with their flagship product, Pagemaker, and Aldus FreeHand 1.0 was released in 1988. FreeHand's product name used intercaps; the F and H were capitalized. The partnership between the two companies continued with Altsys developing FreeHand and with Aldus controlling marketing and sales. After 1988, a competitive exchange between Aldus FreeHand and Adobe Illustrator ensued on the Macintosh platform with each software advancing new tools, achieving better speed, and matching significant features. Windows PC development also allowed Illustrator 2 (aka, Illustrator 88 on the Mac) and FreeHand 3 to release Windows versions to the graphics market. FreeHand 1.0 sold for $495 in 1988. It included the standard drawing tools and features as other draw programs including special effects in fills and screens, text manipulation tools, and full support for CMYK color printing. It was also possible to create and insert PostScript routines anywhere within the program. FreeHand performed in preview mode instead of keyline mode but performance was slower. FreeHand 2.0 sold for $495 in 1989. Besides improving on the features of FreeHand 1.0, FreeHand 2 added faster operation, Pantone colors, stroked text, flexible fill patterns and automatically import graphic assets from other programs. It added accurate control over a color monitor screen display, limited only by its resolution. FreeHand 3.0 sold for $595 in 1991. New features included resizable color, style, and layer panels including an Attributes menu. Also tighter precision of both the existing tools and aligning of objects. FH3 created compound Paths. Text could be converted to paths, applied to an ellipse, or made vertical. Carried over from version 1.0, FreeHand 3 suffered by having text entered into a dialog box instead of directly to the page. In October 1991, a 3.1 upgrade made FreeHand work with System 7 but additionally, it supported pressure-sensitive drawing which offered varying line widths with a users stroke. It improved element manipulation and added more import/export options. FreeHand 4.0 sold for $595 in 1994. Altsys ported FreeHand 3.0 to the NeXT system creating a new program named Virtuoso. Virtuoso continued its development at Altsys and version 2.0 of Virtuoso was feature-equivalent to FreeHand 4 (with the addition of NeXT-specific features such as Services and Display PostScript) and file compatible, with Virtuoso 2 able to open FreeHand 4 files and vice versa. A prominent feature of this version was the ability to type directly into the page and wrap inside or outside any shape. It also included drag-and-drop color imaging, a larger pasteboard, and a user interface that featured floating, rollup panels. The colors palette included a color mixer for adding new colors to the swatch list. Speed increases were made. In the same year of FreeHand 4 release, Adobe Systems announced merger plans with Aldus Corporation for $525 million. Fear about the end of competition between these two leading applications was reported in the media and expressed by customers (Illustrator versus FreeHand and Adobe Photoshop versus Aldus PhotoStyler.) Because of this overlapping of the market, Altsys stepped in by suing Aldus, saying that the merger deal was "a prima facie violation of a non-compete clause within the FreeHand licensing agreement." Altsys CEO Jim Von Ehr explained, "No one loves FreeHand more than we do. We will do whatever it takes to see it survive." The Federal Trade Commission issued a complaint against Adobe Systems on October 18, 1994, ordering a divestiture of FreeHand to "remedy the lessening of competition resulting from the acquisition as alleged in the Commission's complaint," and further, the FTC ordering, "That for a period of ten (10) years from the date on which this order becomes final, respondents shall not, without the prior approval of the Commission, directly or indirectly, through subsidiaries, partnerships, or otherwise .. Acquire any Professional Illustration Software or acquire or enter into any exclusive license to Professional Illustration Software;" (referring to FreeHand.) FreeHand was returned to Altsys with all licensing and marketing rights as well as Aldus FreeHand's customer list. === Macromedia Freehand === By late 1994, Altsys still retained all rights to FreeHand. Despite brief plans to keep it in-house to sell it along with Fontographer and Virtuoso, Altsys reached an agreement with the multimedia software company, Macromedia, to be acquired. This mutual agreement provided FreeHand and Fontographer a new home with ample resources for marketing, sales, and competition against the newly merged Adobe-Aldus company. Altsys would remain in Richardson, Texas, but would be renamed as the Digital Arts Group of Macromedia and was responsible for the continued development of FreeHand. Macromedia received FreeHand's 200,000 customers and expanded its traditional product line of multimedia graphics software to illustration and design graphics software. CEO James Von Ehr became a Macromedia vice-president until 1997 when he left to start another venture. FreeHand 5.0 sold for $595 in 1995. This version featured a more customizable and expanded workspace, multiple views, stronger design and editing tools, a report generator, spell check, paragraph styles, multicolor gradient fills up to 64 colors, speed improvements, and it accepted Illustrator plugins. In September 1995, a 5.5 upgrade added Photoshop plug-in support, PDF import capabilities, the Extract feature, inline graphics to text, improved auto-expanding text containers, the Crop feature, and the Create PICT Image feature. A FreeHand 5.5 upgrade was part of the FreeHand Graphics Studio (a suite that included Fontographer, Macromedia xRes image editing application, and Extreme 3D animation and modeling application). FreeHand 6.0 in 1996. This version only existed in beta. Some Freehand 7 prerelease versions were released under the Freehand 6 tag. FreeHand 7.0 sold for $399 in 1996, or $449 as part of the FreeHand Graphics Studio (see above.) Features included a redesigned user interface that allowed recombining Inspectors, Panel Tabs, Dockable Panels, Smart Cursors,

Reverse data management

Reverse data management describes a branch and set of research questions in relational database theory that aim to reverse the common focus of standard data management. Instead of focusing on the "forward" transformation of an input databases (a set of relational tables) to an output table, which is the main focus of standard query evaluation, reverse data management reverses that focus and studies the possible input database transformations that would achieve a desired output. Usually the objective is to find an intervention (a deletion, addition, or change of tuples) of minimal size, in order to achieve a particular change in the output. The problem has been studied at least since the 1980s, but has received renewed attention due to an influential paper in the early 2000s that made a connection between provenance and view propagation. The term was coined in a VLDB 2011 vision paper. The problem has been receiving significant attention in recent years due to its connection to computational fairness. == Topics in reverse data management problems == Example topics in reverse data management include: Deletion propagation with source side-effects: Find a minimal number of tuples to delete in the database in order to delete a particular tuple in the output. Deletion propagation with view side-effects: Find a set of tuples to delete in the database in order to delete a particular tuple in the output, while removing the minimal number of other output tuples. Causal responsibility: Find a minimal number of tuples to delete in the database in order to make a particular input tuple counterfactual. This notion is inspired by the notions of actual cause and causal responsibility from the work of Halpern and Pearl. Resilience: Find a minimal number of tuples to delete in the database in order to make a Boolean query false. The complexity of this problem is identical to the problem of deletion propagation with source-side effects over a different database. Smallest witness problem: Find a minimal number of tuples to keep in the a database (or equivalently, delete a maximal number of tuples) while keeping a particular tuple in the output. Minimum repair: Given a database that violates certain integrity constraints, find a minimal number of tuples to delete in the database in order to fulfill all constraints (also called to "repair" the database).

Sikidy

Sikidy is a form of algebraic geomancy practiced by Malagasy peoples in Madagascar. It involves algorithmic operations performed on random data generated from tree seeds, which are ritually arranged in a tableau called a toetry and divinely interpreted after being mathematically operated on. Columns of seeds, designated "slaves" or "princes" belonging to respective "lands" for each, interact symbolically to express vintana ('fate') in the interpretation of the diviner. The diviner also prescribes solutions to problems and ways to avoid fated misfortune, often involving a sacrifice. The centuries-old practice derives from Islamic influence brought to the island by medieval Arab traders. The sikidy is consulted for a range of divinatory questions pertaining to fate and the future, including identifying sources of and rectifying misfortune, reading the fate of newborns, and planning annual migrations. The mathematics of sikidy involves Boolean algebra, symbolic logic and parity. == History == The practice is several centuries old, and is influenced by Arab geomantic traditions of Arab Muslim traders on the island. Most writers link the origins of sikidy to the "sea-going trade involving the southwest coast of India, the Persian Gulf, and the east coast of Africa in the 9th or 10th century C.E." Stephen Ellis and Solofo Randrianja describe sikidy as "probably one of the oldest components of Malagasy culture", writing that it most likely the product of an indigenous divinatory art later influenced by Islamic practice. Umar H. D. Danfulani writes that the integration of Arabic divination into indigenous divination is "clearly demonstrated" in Madagascar, where the Arabic astrological system was adapted to the indigenous agricultural system and meshed with Malagasy lunar months by "adapting indigenous months, volana, to the astrological months, vintana". Danfulani also describes the concepts in sikidy of "houses" (lands) and "kings in their houses" as retained from medieval Arabic astrology. Chemillier et al. say the practice's spread across Madagascar likely originated with the southeastern Antemoro people, among whom Arab influence was the strongest. Though the etymology of sikidy is unknown, it has been posited that the word derives from the Arabic sichr ('incantation' or 'charm'). Sikidy was of central importance to pre-Christian Malagasy religion, with one practitioner quoted in 1892 as calling sikidy "the Bible of our ancestors". A missionary report from 1616 describes one form of sikidy using tamarind seeds, and another using fingered markings in the sand. The early colonial French governor of Madagascar Étienne de Flacourt documented sikidy in the mid-17th century: Matatane country in southeastern Madagascar [...] where the Antemoro [...] live was a center of astrological study as early as the fourteenth century [...]. This area was also the site of early Arab settlements, although strict Islamic observances were lost centuries ago [...]. Historical evidence shows that Antemoro diviners, bearers of the astrological system, infiltrated nearly all the ancient kingdoms of Madagascar beginning in the sixteenth century. [...] Today, although many persons claim to be ombiasy [diviners], only the Antemoro diviners are considered true professionals. The area is still a famous place of learning where specialists go for training and then return to their home communities with a certain body of knowledge. Now we can better understand the degree of similarity of divination forms found throughout Madagascar. For centuries Matitanana has remained a training center for diviners who have migrated widely, usually attaining important positions in their home communities and with various royal families. Comparison of contemporary rites with centuries-old texts show that sikidy has been remarkably unchanged throughout its history. The "infiltration" of Malagasy kingdoms by Antemoro diviners, and Matitanana's role as a place for astrological and divinatory learning, help to explain the relatively uniform practicing of sikidy across Madagascar. Chemallier et al. write that the mathematical construction of the arrangement of seeds is procedurally consistent across all of Madagascar, with variations in practice between groups and regions being limited to more minor aspects, such as the alignment of figures according to cardinal directions. One exception is the simplified Merina sikidy joria. === Origin myths === Mythic tradition relating to the origin of sikidy "links [the practice] both to the return by walking on water of Arab ancestors who had intermarried with Malagasy but then left, and to the names of the days of the week" and holds that the art was supernaturally communicated to the ancestors, with Zanahary (the supreme deity of Malagasy religion) giving it to Ranakandriana, who then gave it to a line of diviners (Ranakandriana to Ramanitralanana to Rabibi-andrano to Andriambavi-maitso (who was a woman) to Andriam-bavi-nosy), the last of whom terminated the monopoly by giving it to the people, declaring: "Behold, I give you the sikidy, of which you may inquire what offerings you should present in order to obtain blessings; and what expiation you should make so as to avert evils, when any are ill or under apprehension of some future calamity". A mythic anecdote of Ranakandriana says that two men observed him one day playing in the sand. In fact he was practicing a form of sikidy worked in sand called sikidy alanana. The two men seized him, and Ranakandriana promised that he would teach them something if they released him. They agreed, and Ranakandriana taught them in depth how to work the sikidy. The two men then went to their chief and told him that they could tell him "the past and the future—what was good and what was bad—what increased and what diminished." The chief asked them to tell him how he could obtain plenty of cattle. The two men worked their sikidy and told the chief to kill all of his bulls, and that "great numbers would come to him" on the following Friday. The chieftain, doubting, asked what would happen if their prediction didn't come true, and the two men promised they would pay with their lives. The chief agreed and killed his bulls. On Thursday, thinking he'd been duped, he prematurely killed the first man of the two who'd told him about the divinatory art. On Friday, however, "vast herds" came amidst heavy rain, actually filling an immense plain in their crowd. The chieftain lamented the mpisikidy's wrongful execution and ordered for him a pompous funeral. The chieftain took the second man as his close adviser and friend, and trusted the sikidy forever afterwards. The British missionary William Ellis recorded in 1839 two idiomatic expressions used in Madagascar that come from this story: "Tsy mahandry andro Zoma" (lit. 'He cannot wait 'til Friday') is said of someone extremely impatient, and heavy rainshowers falling in rapid succession are called "sese omby" (lit. 'a crowding together of cattle'). == Rites and arrangement of seeds == The divination is performed by a practitioner called an mpisikidy, ny màsina (lit. 'sacred one'), ombiasy, or ambiàsa (derived from the Arabic anbia, meaning 'prophet') who guides the client through the process and interprets the results in the context of the client's inquiries and desires. As part of an mpisikidy's formal initiation into the art, which includes a long period of apprenticeship, the initiate (called a mianatsy) must gather 124 and 200 fàno (Entada sp.) or kily (tamarind) tree seeds for his subsequent ritual use in sikidy. Raymond Decary writes that, at least among the Sakalava, a man must be 40 years old before learning and practicing sikidy, or he risks death. Before beginning to study, a student practitioner must make incisions at the tips of his index finger, his middle finger, and his tongue, and put within the incisions a paste containing red pepper and crushed wasp. This paste impregnates the fingers that will move the seeds of the sikidy and the tongue that will speak their revelations with the power to decipher the sikidy. Once this is done, he leaves at dawn to search for a fano (Entada chrysostachys) tree. Upon finding it, he throws his spear at its branches, shaking the tree and causing its large seed pods to fall. During this act, some initiates say: "When you were on the steep peak and in the dense forest, on you the crabs climbed, from you the crocodiles made their bed, with their paws the birds trod on you. Whether you are suspended in the trees or buried, you are never dried up nor rotten." In his study (written in 1941 and revised in 1948), Decary reported that the salary paid by a mianatsy to his master is "not very high": up to five francs, plus a red rooster's feather. The mpisikidy ritually arranges his seeds into a sixteen-column table consisting of four columns of randomly-generated data (representing fate) and eight columns of data derived from logical ope

Ontology engineering

In computer science, information science and systems engineering, ontology engineering is a field which studies the methods and methodologies for building ontologies, which encompasses a representation, formal naming and definition of the categories, properties and relations between the concepts, data and entities of a given domain of interest. In a broader sense, this field also includes a knowledge construction of the domain using formal ontology representations such as OWL/RDF. A large-scale representation of abstract concepts such as actions, time, physical objects and beliefs would be an example of ontological engineering. Ontology engineering is one of the areas of applied ontology, and can be seen as an application of philosophical ontology. Core ideas and objectives of ontology engineering are also central in conceptual modeling. Ontology engineering aims at making explicit the knowledge contained within software applications, and within enterprises and business procedures for a particular domain. Ontology engineering offers a direction towards solving the inter-operability problems brought about by semantic obstacles, i.e. the obstacles related to the definitions of business terms and software classes. Ontology engineering is a set of tasks related to the development of ontologies for a particular domain. Automated processing of information not interpretable by software agents can be improved by adding rich semantics to the corresponding resources, such as video files. One of the approaches for the formal conceptualization of represented knowledge domains is the use of machine-interpretable ontologies, which provide structured data in, or based on, RDF, RDFS, and OWL. Ontology engineering is the design and creation of such ontologies, which can contain more than just the list of terms (controlled vocabulary); they contain terminological, assertional, and relational axioms to define concepts (classes), individuals, and roles (properties) (TBox, ABox, and RBox, respectively). Ontology engineering is a relatively new field of study concerning the ontology development process, the ontology life cycle, the methods and methodologies for building ontologies, and the tool suites and languages that support them. A common way to provide the logical underpinning of ontologies is to formalize the axioms with description logics, which can then be translated to any serialization of RDF, such as RDF/XML or Turtle. Beyond the description logic axioms, ontologies might also contain SWRL rules. The concept definitions can be mapped to any kind of resource or resource segment in RDF, such as images, videos, and regions of interest, to annotate objects, persons, etc., and interlink them with related resources across knowledge bases, ontologies, and LOD datasets. This information, based on human experience and knowledge, is valuable for reasoners for the automated interpretation of sophisticated and ambiguous contents, such as the visual content of multimedia resources. Application areas of ontology-based reasoning include, but are not limited to, information retrieval, automated scene interpretation, and knowledge discovery. == Languages == An ontology language is a formal language used to encode the ontology. There are a number of such languages for ontologies, both proprietary and standards-based: Common logic is ISO standard 24707, a specification for a family of ontology languages that can be accurately translated into each other. The Cyc project has its own ontology language called CycL, based on first-order predicate calculus with some higher-order extensions. The Gellish language includes rules for its own extension and thus integrates an ontology with an ontology language. IDEF5 is a software engineering method to develop and maintain usable, accurate, domain ontologies. KIF is a syntax for first-order logic that is based on S-expressions. Rule Interchange Format (RIF), F-Logic and its successor ObjectLogic combine ontologies and rules. OWL is a language for making ontological statements, developed as a follow-on from RDF and RDFS, as well as earlier ontology language projects including OIL, DAML and DAML+OIL. OWL is intended to be used over the World Wide Web, and all its elements (classes, properties and individuals) are defined as RDF resources, and identified by URIs. OntoUML is a well-founded language for specifying reference ontologies. SHACL (RDF SHapes Constraints Language) is a language for describing structure of RDF data. It can be used together with RDFS and OWL or it can be used independently from them. XBRL (Extensible Business Reporting Language) is a syntax for expressing business semantics. == Methodologies and tools == DOGMA KAON OntoClean HOZO Protégé (software) Large language models == In life sciences == Life sciences is flourishing with ontologies that biologists use to make sense of their experiments. For inferring correct conclusions from experiments, ontologies have to be structured optimally against the knowledge base they represent. The structure of an ontology needs to be changed continuously so that it is an accurate representation of the underlying domain. Recently, an automated method was introduced for engineering ontologies in life sciences such as Gene Ontology (GO), one of the most successful and widely used biomedical ontology. Based on information theory, it restructures ontologies so that the levels represent the desired specificity of the concepts. Similar information theoretic approaches have also been used for optimal partition of Gene Ontology. Given the mathematical nature of such engineering algorithms, these optimizations can be automated to produce a principled and scalable architecture to restructure ontologies such as GO. Open Biomedical Ontologies (OBO), a 2006 initiative of the U.S. National Center for Biomedical Ontology, provides a common 'foundry' for various ontology initiatives, amongst which are: The Generic Model Organism Project (GMOD) Gene Ontology Consortium Sequence Ontology Ontology Lookup Service The Plant Ontology Consortium Standards and Ontologies for Functional Genomics and more

Point distribution model

The point distribution model is a model for representing the mean geometry of a shape and some statistical modes of geometric variation inferred from a training set of shapes. == Background == The point distribution model concept has been developed by Cootes, Taylor et al. and became a standard in computer vision for the statistical study of shape and for segmentation of medical images where shape priors really help interpretation of noisy and low-contrasted pixels/voxels. The latter point leads to active shape models (ASM) and active appearance models (AAM). Point distribution models rely on landmark points. A landmark is an annotating point posed by an anatomist onto a given locus for every shape instance across the training set population. For instance, the same landmark will designate the tip of the index finger in a training set of 2D hands outlines. Principal component analysis (PCA), for instance, is a relevant tool for studying correlations of movement between groups of landmarks among the training set population. Typically, it might detect that all the landmarks located along the same finger move exactly together across the training set examples showing different finger spacing for a flat-posed hands collection. == Details == First, a set of training images are manually landmarked with enough corresponding landmarks to sufficiently approximate the geometry of the original shapes. These landmarks are aligned using the generalized procrustes analysis, which minimizes the least squared error between the points. k {\displaystyle k} aligned landmarks in two dimensions are given as X = ( x 1 , y 1 , … , x k , y k ) {\displaystyle \mathbf {X} =(x_{1},y_{1},\ldots ,x_{k},y_{k})} . It's important to note that each landmark i ∈ { 1 , … k } {\displaystyle i\in \lbrace 1,\ldots k\rbrace } should represent the same anatomical location. For example, landmark #3, ( x 3 , y 3 ) {\displaystyle (x_{3},y_{3})} might represent the tip of the ring finger across all training images. Now the shape outlines are reduced to sequences of k {\displaystyle k} landmarks, so that a given training shape is defined as the vector X ∈ R 2 k {\displaystyle \mathbf {X} \in \mathbb {R} ^{2k}} . Assuming the scattering is gaussian in this space, PCA is used to compute normalized eigenvectors and eigenvalues of the covariance matrix across all training shapes. The matrix of the top d {\displaystyle d} eigenvectors is given as P ∈ R 2 k × d {\displaystyle \mathbf {P} \in \mathbb {R} ^{2k\times d}} , and each eigenvector describes a principal mode of variation along the set. Finally, a linear combination of the eigenvectors is used to define a new shape X ′ {\displaystyle \mathbf {X} '} , mathematically defined as: X ′ = X ¯ + P b {\displaystyle \mathbf {X} '={\overline {\mathbf {X} }}+\mathbf {P} \mathbf {b} } where X ¯ {\displaystyle {\overline {\mathbf {X} }}} is defined as the mean shape across all training images, and b {\displaystyle \mathbf {b} } is a vector of scaling values for each principal component. Therefore, by modifying the variable b {\displaystyle \mathbf {b} } an infinite number of shapes can be defined. To ensure that the new shapes are all within the variation seen in the training set, it is common to only allow each element of b {\displaystyle \mathbf {b} } to be within ± {\displaystyle \pm } 3 standard deviations, where the standard deviation of a given principal component is defined as the square root of its corresponding eigenvalue. PDM's can be extended to any arbitrary number of dimensions, but are typically used in 2D image and 3D volume applications (where each landmark point is R 2 {\displaystyle \mathbb {R} ^{2}} or R 3 {\displaystyle \mathbb {R} ^{3}} ). == Discussion == An eigenvector, interpreted in euclidean space, can be seen as a sequence of k {\displaystyle k} euclidean vectors associated to corresponding landmark and designating a compound move for the whole shape. Global nonlinear variation is usually well handled provided nonlinear variation is kept to a reasonable level. Typically, a twisting nematode worm is used as an example in the teaching of kernel PCA-based methods. Due to the PCA properties: eigenvectors are mutually orthogonal, form a basis of the training set cloud in the shape space, and cross at the 0 in this space, which represents the mean shape. Also, PCA is a traditional way of fitting a closed ellipsoid to a Gaussian cloud of points (whatever their dimension): this suggests the concept of bounded variation. The idea behind PDMs is that eigenvectors can be linearly combined to create an infinity of new shape instances that will 'look like' the one in the training set. The coefficients are bounded alike the values of the corresponding eigenvalues, so as to ensure the generated 2n/3n-dimensional dot will remain into the hyper-ellipsoidal allowed domain—allowable shape domain (ASD).

Bisection (software engineering)

Bisection is a method used in software development to identify change sets that result in a specific behavior change. It is mostly employed for finding the patch that introduced a bug. Another application area is finding the patch that indirectly fixed a bug. == Overview == The process of locating the changeset that introduced a specific regression was described as "source change isolation" in 1997 by Brian Ness and Viet Ngo of Cray Research. Regression testing was performed on Cray's compilers in editions comprising one or more changesets. Editions with known regressions could not be validated until developers addressed the problem. Source change isolation narrowed the cause to a single changeset that could then be excluded from editions, unblocking them with respect to this problem, while the author of the change worked on a fix. Ness and Ngo outlined linear search and binary search methods of performing this isolation. Code bisection has the goal of minimizing the effort to find a specific change set. It employs a divide and conquer algorithm that depends on having access to the code history which is usually preserved by revision control in a code repository. == Bisection method == === Code bisection algorithm === Code history has the structure of a directed acyclic graph which can be topologically sorted. This makes it possible to use a divide and conquer search algorithm which: splits up the search space of candidate revisions tests for the behavior in question reduces the search space depending on the test result re-iterates the steps above until a range with at most one bisectable patch candidate remains === Algorithmic complexity === Bisection is in LSPACE having an algorithmic complexity of O ( log ⁡ N ) {\displaystyle O(\log N)} with N {\displaystyle N} denoting the number of revisions in the search space, and is similar to a binary search. === Desirable repository properties === For code bisection it is desirable that each revision in the search space can be built and tested independently. === Monotonicity === For the bisection algorithm to identify a single changeset which caused the behavior being tested to change, the behavior must change monotonically across the search space. For a Boolean function such as a pass/fail test, this means that it only changes once across all changesets between the start and end of the search space. If there are multiple changesets across the search space where the behavior being tested changes between false and true, then the bisection algorithm will find one of them, but it will not necessarily be the root cause of the change in behavior between the start and the end of the search space. The root cause could be a different changeset, or a combination of two or more changesets across the search space. To help deal with this problem, automated tools allow specific changesets to be ignored during a bisection search. == Automation support == Although the bisection method can be completed manually, one of its main advantages is that it can be easily automated. It can thus fit into existing test automation processes: failures in exhaustive automated regression tests can trigger automated bisection to localize faults. Ness and Ngo focused on its potential in Cray's continuous delivery-style environment in which the automatically isolated bad changeset could be automatically excluded from builds. The revision control systems Fossil, Git and Mercurial have built-in functionality for code bisection. The user can start a bisection session with a specified range of revisions from which the revision control system proposes a revision to test, the user tells the system whether the revision tested as "good" or "bad", and the process repeats until the specific "bad" revision has been identified. Other revision control systems, such as Bazaar or Subversion, support bisection through plugins or external scripts. Phoronix Test Suite can do bisection automatically to find performance regressions.