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  • Level set (data structures)

    Level set (data structures)

    In computer science, a level set is a data structure designed to represent discretely sampled dynamic level sets of functions. A common use of this form of data structure is in efficient image rendering. The underlying method constructs a signed distance field that extends from the boundary, and can be used to solve the motion of the boundary in this field. == Chronological developments == The powerful level-set method is due to Osher and Sethian 1988. However, the straightforward implementation via a dense d-dimensional array of values, results in both time and storage complexity of O ( n d ) {\displaystyle O(n^{d})} , where n {\displaystyle n} is the cross sectional resolution of the spatial extents of the domain and d {\displaystyle d} is the number of spatial dimensions of the domain. === Narrow band === The narrow band level set method, introduced in 1995 by Adalsteinsson and Sethian, restricted most computations to a thin band of active voxels immediately surrounding the interface, thus reducing the time complexity in three dimensions to O ( n 2 ) {\displaystyle O(n^{2})} for most operations. Periodic updates of the narrowband structure, to rebuild the list of active voxels, were required which entailed an O ( n 3 ) {\displaystyle O(n^{3})} operation in which voxels over the entire volume were accessed. The storage complexity for this narrowband scheme was still O ( n 3 ) . {\displaystyle O(n^{3}).} Differential constructions over the narrow band domain edge require careful interpolation and domain alteration schemes to stabilise the solution. === Sparse field === This O ( n 3 ) {\displaystyle O(n^{3})} time complexity was eliminated in the approximate "sparse field" level set method introduced by Whitaker in 1998. The sparse field level set method employs a set of linked lists to track the active voxels around the interface. This allows incremental extension of the active region as needed without incurring any significant overhead. While consistently O ( n 2 ) {\displaystyle O(n^{2})} efficient in time, O ( n 3 ) {\displaystyle O(n^{3})} storage space is still required by the sparse field level set method. See for implementation details. === Sparse block grid === The sparse block grid method, introduced by Bridson in 2003, divides the entire bounding volume of size n 3 {\displaystyle n^{3}} into small cubic blocks of m 3 {\displaystyle m^{3}} voxels each. A coarse grid of size ( n / m ) 3 {\displaystyle (n/m)^{3}} then stores pointers only to those blocks that intersect the narrow band of the level set. Block allocation and deallocation occur as the surface propagates to accommodate to the deformations. This method has a suboptimal storage complexity of O ( ( n m ) 3 + m 3 n 2 ) {\displaystyle O\left((nm)3+m^{3}n^{2}\right)} , but retains the constant time access inherent to dense grids. === Octree === The octree level set method, introduced by Strain in 1999 and refined by Losasso, Gibou and Fedkiw, and more recently by Min and Gibou uses a tree of nested cubes of which the leaf nodes contain signed distance values. Octree level sets currently require uniform refinement along the interface (i.e. the narrow band) in order to obtain sufficient precision. This representation is efficient in terms of storage, O ( n 2 ) , {\displaystyle O(n^{2}),} and relatively efficient in terms of access queries, O ( log n ) . {\displaystyle O(\log \,n).} An advantage of the level method on octree data structures is that one can solve the partial differential equations associated with typical free boundary problems that use the level set method. The CASL research group has developed this line of work in computational materials, computational fluid dynamics, electrokinetics, image-guided surgery and controls. === Run-length encoded === The run-length encoding (RLE) level set method, introduced in 2004, applies the RLE scheme to compress regions away from the narrow band to just their sign representation while storing with full precision the narrow band. The sequential traversal of the narrow band is optimal and storage efficiency is further improved over the octree level set. The addition of an acceleration lookup table allows for fast O ( log ⁡ r ) {\displaystyle O(\log r)} random access, where r is the number of runs per cross section. Additional efficiency is gained by applying the RLE scheme in a dimensional recursive fashion, a technique introduced by Nielsen & Museth's similar DT-Grid. === Hash Table Local Level Set === The Hash Table Local Level Set method was introduced in 2011 by Eyiyurekli and Breen and extended in 2012 by Brun, Guittet, and Gibou, only computes the level set data in a band around the interface, as in the Narrow Band Level-Set Method, but also only stores the data in that same band. A hash table data structure is used, which provides an O ( 1 ) {\displaystyle O(1)} access to the data. However, Brun et al. conclude that their method, while being easier to implement, performs worse than a quadtree implementation. They find that as it is, [...] a quadtree data structure seems more adapted than the hash table data structure for level-set algorithms. Three main reasons for worse efficiency are listed: to obtain accurate results, a rather large band is required close to the interface, which counterbalances the absence of grid nodes far from the interface; the performances are deteriorated by extrapolation procedures on the outer edges of the local grid and the width of the band restricts the time step and slows down the method. === Point-based === Corbett in 2005 introduced the point-based level set method. Instead of using a uniform sampling of the level set, the continuous level set function is reconstructed from a set of unorganized point samples via moving least squares.

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  • Algorithm engineering

    Algorithm engineering

    Algorithm engineering focuses on the design, analysis, implementation, optimization, profiling and experimental evaluation of computer algorithms, bridging the gap between algorithmics theory and practical applications of algorithms in software engineering. It is a general methodology for algorithmic research. == Origins == In 1995, a report from an NSF-sponsored workshop "with the purpose of assessing the current goals and directions of the Theory of Computing (TOC) community" identified the slow speed of adoption of theoretical insights by practitioners as an important issue and suggested measures to reduce the uncertainty by practitioners whether a certain theoretical breakthrough will translate into practical gains in their field of work, and tackle the lack of ready-to-use algorithm libraries, which provide stable, bug-free and well-tested implementations for algorithmic problems and expose an easy-to-use interface for library consumers. But also, promising algorithmic approaches have been neglected due to difficulties in mathematical analysis. The term "algorithm engineering" was first used with specificity in 1997, with the first Workshop on Algorithm Engineering (WAE97), organized by Giuseppe F. Italiano. == Difference from algorithm theory == Algorithm engineering does not intend to replace or compete with algorithm theory, but tries to enrich, refine and reinforce its formal approaches with experimental algorithmics (also called empirical algorithmics). This way it can provide new insights into the efficiency and performance of algorithms in cases where the algorithm at hand is less amenable to algorithm theoretic analysis, formal analysis pessimistically suggests bounds which are unlikely to appear on inputs of practical interest, the algorithm relies on the intricacies of modern hardware architectures like data locality, branch prediction, instruction stalls, instruction latencies which the machine model used in Algorithm Theory is unable to capture in the required detail, the crossover between competing algorithms with different constant costs and asymptotic behaviors needs to be determined. == Methodology == Some researchers describe algorithm engineering's methodology as a cycle consisting of algorithm design, analysis, implementation and experimental evaluation, joined by further aspects like machine models or realistic inputs. They argue that equating algorithm engineering with experimental algorithmics is too limited, because viewing design and analysis, implementation and experimentation as separate activities ignores the crucial feedback loop between those elements of algorithm engineering. === Realistic models and real inputs === While specific applications are outside the methodology of algorithm engineering, they play an important role in shaping realistic models of the problem and the underlying machine, and supply real inputs and other design parameters for experiments. === Design === Compared to algorithm theory, which usually focuses on the asymptotic behavior of algorithms, algorithm engineers need to keep further requirements in mind: Simplicity of the algorithm, implementability in programming languages on real hardware, and allowing code reuse. Additionally, constant factors of algorithms have such a considerable impact on real-world inputs that sometimes an algorithm with worse asymptotic behavior performs better in practice due to lower constant factors. === Analysis === Some problems can be solved with heuristics and randomized algorithms in a simpler and more efficient fashion than with deterministic algorithms. Unfortunately, this makes even simple randomized algorithms difficult to analyze because there are subtle dependencies to be taken into account. === Implementation === Huge semantic gaps between theoretical insights, formulated algorithms, programming languages and hardware pose a challenge to efficient implementations of even simple algorithms, because small implementation details can have rippling effects on execution behavior. The only reliable way to compare several implementations of an algorithm is to spend an considerable amount of time on tuning and profiling, running those algorithms on multiple architectures, and looking at the generated machine code. === Experiments === See: Experimental algorithmics === Application engineering === Implementations of algorithms used for experiments differ in significant ways from code usable in applications. While the former prioritizes fast prototyping, performance and instrumentation for measurements during experiments, the latter requires thorough testing, maintainability, simplicity, and tuning for particular classes of inputs. === Algorithm libraries === Stable, well-tested algorithm libraries like LEDA play an important role in technology transfer by speeding up the adoption of new algorithms in applications. Such libraries reduce the required investment and risk for practitioners, because it removes the burden of understanding and implementing the results of academic research. == Conferences == Two main conferences on Algorithm Engineering are organized annually, namely: Symposium on Experimental Algorithms (SEA), established in 1997 (formerly known as WEA). SIAM Meeting on Algorithm Engineering and Experiments (ALENEX), established in 1999. The 1997 Workshop on Algorithm Engineering (WAE'97) was held in Venice (Italy) on September 11–13, 1997. The Third International Workshop on Algorithm Engineering (WAE'99) was held in London, UK in July 1999. The first Workshop on Algorithm Engineering and Experimentation (ALENEX99) was held in Baltimore, Maryland on January 15–16, 1999. It was sponsored by DIMACS, the Center for Discrete Mathematics and Theoretical Computer Science (at Rutgers University), with additional support from SIGACT, the ACM Special Interest Group on Algorithms and Computation Theory, and SIAM, the Society for Industrial and Applied Mathematics.

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  • Two-phase commit protocol

    Two-phase commit protocol

    In transaction processing, databases, and computer networking, the two-phase commit protocol (2PC, tupac) is a type of atomic commitment protocol (ACP). It is a distributed algorithm that coordinates all the processes that participate in a distributed atomic transaction on whether to commit or abort (roll back) the transaction. This protocol (a specialised type of consensus protocol) achieves its goal even in many cases of temporary system failure (involving either process, network node, communication, etc. failures), and is thus widely used. However, it is not resilient to all possible failure configurations, and in rare cases, manual intervention is needed to remedy an outcome. To accommodate recovery from failure (automatic in most cases) the protocol's participants use logging of the protocol's states. Log records, which are typically slow to generate but survive failures, are used by the protocol's recovery procedures. Many protocol variants exist that primarily differ in logging strategies and recovery mechanisms. Though usually intended to be used infrequently, recovery procedures compose a substantial portion of the protocol, due to many possible failure scenarios to be considered and supported by the protocol. In a "normal execution" of any single distributed transaction (i.e., when no failure occurs, which is typically the most frequent situation), the protocol consists of two phases: The commit-request phase (or voting phase), in which a coordinator process attempts to prepare all the transaction's participating processes (named participants, cohorts, or workers) to take the necessary steps for either committing or aborting the transaction and to vote, either "Yes": commit (if the transaction participant's local portion execution has ended properly), or "No": abort (if a problem has been detected with the local portion), and The commit phase, in which, based on voting of the participants, the coordinator decides whether to commit (only if all have voted "Yes") or abort the transaction (otherwise), and notifies the result to all the participants. The participants then follow with the needed actions (commit or abort) with their local transactional resources (also called recoverable resources; e.g., database data) and their respective portions in the transaction's other output (if applicable). The two-phase commit (2PC) protocol should not be confused with the two-phase locking (2PL) protocol, a concurrency control protocol. == Assumptions == The protocol works in the following manner: one node is a designated coordinator, which is the master site, and the rest of the nodes in the network are designated the participants. The protocol assumes that: there is stable storage at each node with a write-ahead log, no node crashes forever, the data in the write-ahead log is never lost or corrupted in a crash, and any two nodes can communicate with each other. The last assumption is not too restrictive, as network communication can typically be rerouted. The first two assumptions are much stronger; if a node is totally destroyed then data can be lost. The protocol is initiated by the coordinator after the last step of the transaction has been reached. The participants then respond with an agreement message or an abort message depending on whether the transaction has been processed successfully at the participant. == Basic algorithm == === Commit request (or voting) phase === The coordinator sends a query to commit message to all participants and waits until it has received a reply from all participants. The participants execute the transaction up to the point where they will be asked to commit. They each write an entry to their undo log and an entry to their redo log. Each participant replies with: either an agreement message (participant votes Yes to commit), if the participant's actions succeeded; or an abort message (participant votes No to commit), if the participant experiences a failure that will make it impossible to commit. === Commit (or completion) phase === ==== Success ==== If the coordinator received an agreement message from all participants during the commit-request phase: The coordinator sends a commit message to all the participants. Each participant completes the operation, and releases all the locks and resources held during the transaction. Each participant sends an acknowledgement to the coordinator. The coordinator completes the transaction when all acknowledgements have been received. ==== Failure ==== If any participant votes No during the commit-request phase (or the coordinator's timeout expires): The coordinator sends a rollback message to all the participants. Each participant undoes the transaction using the undo log, and releases the resources and locks held during the transaction. Each participant sends an acknowledgement to the coordinator. The coordinator undoes the transaction when all acknowledgements have been received. ==== Message flow ==== Coordinator Participant QUERY TO COMMIT --------------------------------> VOTE YES/NO prepare/abort <------------------------------- commit/abort COMMIT/ROLLBACK --------------------------------> ACKNOWLEDGEMENT commit/abort <-------------------------------- end An next to the record type means that the record is forced to stable storage. == Disadvantages == The greatest disadvantage of the two-phase commit protocol is that it is a blocking protocol. If the coordinator fails permanently, some participants will never resolve their transactions: After a participant has sent an agreement message as a response to the commit-request message from the coordinator, it will block until a commit or rollback is received. A two-phase commit protocol cannot dependably recover from a failure of both the coordinator and a cohort member during the commit phase. If only the coordinator had failed, and no cohort members had received a commit message, it could safely be inferred that no commit had happened. If, however, both the coordinator and a cohort member failed, it is possible that the failed cohort member was the first to be notified, and had actually done the commit. Even if a new coordinator is selected, it cannot confidently proceed with the operation until it has received an agreement from all cohort members, and hence must block until all cohort members respond. == Implementing the two-phase commit protocol == === Common architecture === In many cases the 2PC protocol is distributed in a computer network. It is easily distributed by implementing multiple dedicated 2PC components similar to each other, typically named transaction managers (TMs; also referred to as 2PC agents or Transaction Processing Monitors), that carry out the protocol's execution for each transaction (e.g., The Open Group's X/Open XA). The databases involved with a distributed transaction, the participants, both the coordinator and participants, register to close TMs (typically residing on respective same network nodes as the participants) for terminating that transaction using 2PC. Each distributed transaction has an ad hoc set of TMs, the TMs to which the transaction participants register. A leader, the coordinator TM, exists for each transaction to coordinate 2PC for it, typically the TM of the coordinator database. However, the coordinator role can be transferred to another TM for performance or reliability reasons. Rather than exchanging 2PC messages among themselves, the participants exchange the messages with their respective TMs. The relevant TMs communicate among themselves to execute the 2PC protocol schema above, "representing" the respective participants, for terminating that transaction. With this architecture the protocol is fully distributed (does not need any central processing component or data structure), and scales up with number of network nodes (network size) effectively. This common architecture is also effective for the distribution of other atomic commitment protocols besides 2PC, since all such protocols use the same voting mechanism and outcome propagation to protocol participants. === Protocol optimizations === Database research has been done on ways to get most of the benefits of the two-phase commit protocol while reducing costs by protocol optimizations and protocol operations saving under certain system's behavior assumptions. ==== Presumed abort and presumed commit ==== Presumed abort or Presumed commit are common such optimizations. An assumption about the outcome of transactions, either commit, or abort, can save both messages and logging operations by the participants during the 2PC protocol's execution. For example, when presumed abort, if during system recovery from failure no logged evidence for commit of some transaction is found by the recovery procedure, then it assumes that the transaction has been aborted, and acts accordingly. This means that it does not matter if aborts are logged at all, and such logging can be saved under this assumption. Typical

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  • Object storage

    Object storage

    Object storage (also known as object-based storage or blob storage) is a computer data storage approach that manages data as "blobs" or "objects", as opposed to other storage architectures like file systems, which manage data as a file hierarchy, and block storage, which manages data as blocks within sectors and tracks. Each object is typically associated with a variable amount of metadata, and a globally unique identifier. Object storage can be implemented at multiple levels, including the device level (object-storage device), the system level, and the interface level. In each case, object storage seeks to enable capabilities not addressed by other storage architectures, like interfaces that are directly programmable by the application, a namespace that can span multiple instances of physical hardware, and data-management functions like data replication and data distribution at object-level granularity. Object storage systems allow retention of massive amounts of unstructured data in which data is written once and read once (or many times). Object storage is used for purposes such as storing objects like videos and photos on Facebook, songs on Spotify, or files in online collaboration services, such as Dropbox. One of the limitations with object storage is that it is not intended for transactional data, as object storage was not designed to replace NAS file access and sharing; it does not support the locking and sharing mechanisms needed to maintain a single, accurately updated version of a file. == History == === Origins === Jim Starkey coined the term blob working at Digital Equipment Corporation to refer to opaque data entities. The terminology was adopted for Rdb/VMS. Blob is often humorously explained to be an abbreviation for binary large object. According to Starkey, this backronym arose when Terry McKiever, working in marketing at Apollo Computer felt that the term needed to be an abbreviation. McKiever began using the expansion basic large object. This was later eclipsed by the retroactive explanation of blobs as binary large objects. According to Starkey, "Blob don't stand for nothin'." Rejecting the acronym, he explained his motivation behind the coinage, saying, "A blob is the thing that ate Cincinnatti [sic], Cleveland, or whatever", referring to the 1958 science fiction film The Blob. In 1995, research led by Garth Gibson on Network-Attached Secure Disks first promoted the concept of splitting less common operations, like namespace manipulations, from common operations, like reads and writes, to optimize the performance and scale of both. In the same year, a Belgian company – FilePool – was established to build the basis for archiving functions. Object storage was proposed at Gibson's Carnegie Mellon University lab as a research project in 1996. Another key concept was abstracting the writes and reads of data to more flexible data containers (objects). Fine grained access control through object storage architecture was further described by one of the NASD team, Howard Gobioff, who later was one of the inventors of the Google File System. Other related work includes the Coda filesystem project at Carnegie Mellon, which started in 1987, and spawned the Lustre file system. There is also the OceanStore project at UC Berkeley, which started in 1999 and the Logistical Networking project at the University of Tennessee Knoxville, which started in 1998. In 1999, Gibson founded Panasas to commercialize the concepts developed by the NASD team. === Development === Seagate Technology played a central role in the development of object storage. According to the Storage Networking Industry Association (SNIA), "Object storage originated in the late 1990s: Seagate specifications from 1999 Introduced some of the first commands and how operating system effectively removed from consumption of the storage." A preliminary version of the "OBJECT BASED STORAGE DEVICES Command Set Proposal" dated 10/25/1999 was submitted by Seagate as edited by Seagate's Dave Anderson and was the product of work by the National Storage Industry Consortium (NSIC) including contributions by Carnegie Mellon University, Seagate, IBM, Quantum, and StorageTek. This paper was proposed to INCITS T-10 (International Committee for Information Technology Standards) with a goal to form a committee and design a specification based on the SCSI interface protocol. This defined objects as abstracted data, with unique identifiers and metadata, how objects related to file systems, along with many other innovative concepts. Anderson presented many of these ideas at the SNIA conference in October 1999. The presentation revealed an IP Agreement that had been signed in February 1997 between the original collaborators (with Seagate represented by Anderson and Chris Malakapalli) and covered the benefits of object storage, scalable computing, platform independence, and storage management. == Architecture == === Abstraction of storage === One of the design principles of object storage is to abstract some of the lower layers of storage away from the administrators and applications. Thus, data is exposed and managed as objects instead of blocks or (exclusively) files. Objects contain additional descriptive properties which can be used for better indexing or management. Administrators do not have to perform lower-level storage functions like constructing and managing logical volumes to utilize disk capacity or setting RAID levels to deal with disk failure. Object storage also allows the addressing and identification of individual objects by more than just file name and file path. Object storage adds a unique identifier within a bucket, or across the entire system, to support much larger namespaces and eliminate name collisions. === Inclusion of rich custom metadata within the object === Object storage explicitly separates file metadata from data to support additional capabilities. As opposed to fixed metadata in file systems (filename, creation date, type, etc.), object storage provides for full function, custom, object-level metadata in order to: Capture application-specific or user-specific information for better indexing purposes Support data-management policies (e.g. a policy to drive object movement from one storage tier to another) Centralize management of storage across many individual nodes and clusters Optimize metadata storage (e.g. encapsulated, database or key value storage) and caching/indexing (when authoritative metadata is encapsulated with the metadata inside the object) independently from the data storage (e.g. unstructured binary storage) Additionally, in some object-based file-system implementations: The file system clients only contact metadata servers once when the file is opened and then get content directly via object-storage servers (vs. block-based file systems which would require constant metadata access) Data objects can be configured on a per-file basis to allow adaptive stripe width, even across multiple object-storage servers, supporting optimizations in bandwidth and I/O Object-based storage devices (OSD) as well as some software implementations (e.g., DataCore Swarm) manage metadata and data at the storage device level: Instead of providing a block-oriented interface that reads and writes fixed sized blocks of data, data is organized into flexible-sized data containers, called objects Each object has both data (an uninterpreted sequence of bytes) and metadata (an extensible set of attributes describing the object); physically encapsulating both together benefits recoverability. The command interface includes commands to create and delete objects, write bytes and read bytes to and from individual objects, and to set and get attributes on objects Security mechanisms provide per-object and per-command access control === Programmatic data management === Object storage provides programmatic interfaces to allow applications to manipulate data. At the base level, this includes Create, read, update and delete (CRUD) functions for basic read, write and delete operations. Some object storage implementations go further, supporting additional functionality like object/file versioning, object replication, life-cycle management and movement of objects between different tiers and types of storage. Most API implementations are REST-based, allowing the use of many standard HTTP calls. == Implementation == === Cloud storage === The vast majority of cloud storage available in the market leverages an object-storage architecture. Some notable examples are Amazon S3, which debuted in March 2006, Microsoft Azure Blob Storage, IBM Cloud Object Storage, Rackspace Cloud Files (whose code was donated in 2010 to Openstack project and released as OpenStack Swift), and Google Cloud Storage released in May 2010. === Object-based file systems === Some distributed file systems use an object-based architecture, where file metadata is stored in metadata servers and file data is stored i

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  • Auralization

    Auralization

    Auralization is a procedure designed to model and simulate the experience of acoustic phenomena rendered as a soundfield in a virtualized space. This is useful in configuring the soundscape of architectural structures, concert venues, and public spaces, as well as in making coherent sound environments within virtual immersion systems. == History == The English term auralization was used for the first time by Kleiner et al. in an article in the journal of the AES en 1991. The increase of computational power allowed the development of the first acoustic simulation software towards the end of the 1960s. == Principles == Auralizations are experienced through systems rendering virtual acoustic models made by convolving or mixing acoustic events recorded 'dry' (or in an anechoic chamber) projected within a virtual model of an acoustic space, the characteristics of which are determined by means of sampling its impulse response (IR). Once this h ( t ) {\displaystyle h(t)} has been determined, the simulation of the resulting soundfield s ( t ) {\displaystyle s(t)} in the target environment is obtained by convolution: r ( t ) = h ( t ) ∗ s ( t ) {\displaystyle r(t)=h(t)s(t)} The resulting sound r ( t ) {\displaystyle r(t)} is heard as it would if emitted in that acoustic space. == Binaurality == For auralizations to be perceived as realistic, it is critical to emulate the human hearing in terms of position and orientation of the listener's head with respect to the sources of sound. For IR data to be convolved convincingly, the acoustic events are captured using a dummy head where two microphones are positioned on each side of the head to record an emulation of sound arriving at the locations of human ears, or using an ambisonics microphone array and mixed down for binaurality. Head-related transfer functions (HRTF) datasets can be used to simplify the process insofar as a monaural IR can be measured or simulated, then audio content is convolved with its target acoustic space. In rendering the experience, the transfer function corresponding to the orientation of the head is applied to simulate the corresponding spatial emanation of sound.

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  • Transliteracy

    Transliteracy

    Transliteracy is "a fluidity of movement across a range of technologies, media and contexts". It is an ability to use diverse techniques to collaborate across different social groups. Transliteracy combines a range of capabilities required to move across a range of contexts, media, technologies and genres. Conceptually, transliteracy is situated across five capabilities: information capabilities (see information literacy), ICT (information and communication technologies), communication and collaboration, creativity and critical thinking. It is underpinned by literacy and numeracy. (See figure below) The concept of transliteracy is impacting the system of education and libraries. == History == While the term appears to come from the prefix trans- ('across') and the word literacy, the scholars who coined it say they developed it from the practice of transliteration, which means to use the letters of one language to write down a different language. The study of transliteracy was first developed in 2005 by the Transliteracies Research Project, directed by University of California at Santa Barbara Professor Alan Liu. The concept of 'transliteracies' was developed as part of research into online reading. It was shared and refined at the Transliteracies conference, held at UC Santa Barbara in 2005. The conference inspired the at the time De Montfort University Professor, Sue Thomas, to create the Production in Research and Transliteracy (PART) group, which evolved into the Transliteracy Research Group. The current meaning of transliteracy was defined in the group's seminal paper Transliteracy: crossing divides as "the ability to read, write, and interact across a range of platforms, tools, and media from signing and orality through handwriting, print, TV, radio, and film, to digital social networks." The concept was enthusiastically adopted by a number of professional groups, notably in the library and information field. Transliteracy Research Group Archive 2006–2013 curates numerous resources from this period. For a number of years, there was a gap between significant interest in transliteracy among professional groups and the scarcity of research. A group of academics from the University of Bordeaux considered transliteracy mainly in the school context. Freelance writer and consultant, Sue Thomas, studied transliteracy and creativity, while Suzana Sukovic, executive director of educational research and evidence-based practice at HETI, researched transliteracy in relation to digital storytelling. The first book on the topic, Transliteracy in complex information environment by Sukovic, is based on research and experience with practice-based projects. == Transliteracy in education == Transliteracy is making an impact on the classroom setting because of how technologically advanced younger generations are today. In 2012, Adam Marcus, a teacher and librarian at the New York City Department of Education (NYCDOE), decided to incorporate transliteracy into his school's public library summer reading program. He had a desire to enhance the experience of reading for his students by allowing them to connect to the text differently by using social media. He used a tool called VoiceThread in order to have his students "take part in conversations, formulate ideas, and share higher-order thinking through a variety of media channels: video, audio, text, images, and music". Students were also enabled to communicate with the book's author through blogs and websites, and were given multiple modes of media to comprehend and engage with the text on a deeper level. Some of these examples include an audio-video glossary and web links that aimed to bring the details of the text to life. The results of his experiment were deemed to have a positive effect on the program as students responded well to this interactive experience they were given. Marcus believes that it is important for educators and librarians to enhance storytelling for children by providing them with a modern and transliterate experience that one could not receive back then. The Agence nationale de la recherche funded a program at a French high school from 2013 to 2015, where the transliteracy skills of students were tested and observed. Students were placed in groups of three or four members and were required to use all sorts of media and tools in order to collect data for their projects. They were not allowed to only use digital sources, and were advised to use a diversity of sources. The focus of this experiment was to observe "the possible diversity of media and tools employed, on the ways of and reasons for switching from one to another, on how these different media and tools are distributed within contexts, according to the academic requirements and tasks individually and collectively performed by the students." The conclusions of the experiment dealt with physical space and organization being an issue for students and teachers to deal with. Spatially, it was challenging for students to navigate through different mediums when their space inside the classroom was limited. It was noticed that students were prone to use something that took up less space, rather than focusing on expanding their diversity of sources. Organizationally, it was challenging for students to organize all of the information they collected since everything was not being search and collected for digitally. In addition, students were not allotted a lot of time to complete their projects which also impacted their final product. == Transliteracy in libraries == In 2009, Dr. Susie Andretta, senior lecturer in Information Management at London Metropolitan University, conducted interviews with four different information professionals including an academic librarian, an outreach librarian, a content manager, and a scholar within the library science and information discipline. She was aiming to explore how transliteracy was colliding and combining with the print-world of libraries. Dr. Andretta defines transliteracy as "an umbrella term encompassing different literacies and multiple communication channels that require active participation with and across a range of platforms, and embracing both linear and non-linear messages (3)." The goals of these interviews ranged from the following: to test the information professional's awareness of transliteracy, to have them identify transliteracy and how it is integrated into their work, and to explain the impact transliteracy has had on they library they work at. Andretta found that out of all the information professionals interviewed, it was only the academic librarian who was vaguely familiar with the concept of transliteracy. Bernadette Daly Swanson, an Academic Librarian at UC Davis, expresses in her interview with Dr. Andretta how she would "like to think that the transliterate library is more of an environment where we do different things [...] I would take maybe about a third of the first floor of our library and transform it into a lab [...] where we can start to evolve [..] explore, and experiment in media development, content development, and do it not just with librarians; so open up the space for other people [...] so you don't get people working in isolation." Although the other three candidates that Dr. Andretta interviewed had not heard of the term transliteracy, they responded well to the concept once it was explained to them and agreed with its impact on the workplace. Dr. Michael Stephens, an assistant professor in the Graduate School of Library and Information Science at Dominican University, explains in his interview how the term transliteracy describes the courses he teaches on libraries and Web 2.0 technologies. Dr. Stephens states that students being educated in Web 2.0 technologies gives them "the opportunity to experience what the channel can be and the potential for that sharing learning, for asking questions, just for out loud thinking – I think it's incredibly valuable. [..] this is where this wonderful concept comes in, it was teaching them transliteracy and the fact that they can move across channels without getting worried about it." Dr. Andretta concluded from her interviews how although transliteracy may not be a very well-known term yet, it has nonetheless established itself into the intuition of libraries while also transforming the traditional library to a world of enhanced and expanded services. "Inherent in this transition are the challenges of having to adapt to a constantly changing technological landscape, the multiple literacies that this generates, and the need to establish a multifaceted library profession that can speak the multiple-media languages of its diverse users." Thomas Ipri, a librarian at the University of Nevada, advocates for libraries needing to make a change in their literary functions. He argues that the divide between digital and print makes it harder for libraries to accommodate their patrons and to share information. He f

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  • Communication-avoiding algorithm

    Communication-avoiding algorithm

    Communication-avoiding algorithms minimize movement of data within a memory hierarchy for improving its running-time and energy consumption. These minimize the total of two costs (in terms of time and energy): arithmetic and communication. Communication, in this context refers to moving data, either between levels of memory or between multiple processors over a network. It is much more expensive than arithmetic. == Formal theory == === Two-level memory model === A common computational model in analyzing communication-avoiding algorithms is the two-level memory model: There is one processor and two levels of memory. Level 1 memory is infinitely large. Level 0 memory ("cache") has size M {\displaystyle M} . In the beginning, input resides in level 1. In the end, the output resides in level 1. Processor can only operate on data in cache. The goal is to minimize data transfers between the two levels of memory. === Matrix multiplication === Corollary 6.2: More general results for other numerical linear algebra operations can be found in. The following proof is from. == Motivation == Consider the following running-time model: Measure of computation = Time per FLOP = γ Measure of communication = No. of words of data moved = β ⇒ Total running time = γ·(no. of FLOPs) + β·(no. of words) From the fact that β >> γ as measured in time and energy, communication cost dominates computation cost. Technological trends indicate that the relative cost of communication is increasing on a variety of platforms, from cloud computing to supercomputers to mobile devices. The report also predicts that gap between DRAM access time and FLOPs will increase 100× over coming decade to balance power usage between processors and DRAM. Energy consumption increases by orders of magnitude as we go higher in the memory hierarchy. United States president Barack Obama cited communication-avoiding algorithms in the FY 2012 Department of Energy budget request to Congress: New Algorithm Improves Performance and Accuracy on Extreme-Scale Computing Systems. On modern computer architectures, communication between processors takes longer than the performance of a floating-point arithmetic operation by a given processor. ASCR researchers have developed a new method, derived from commonly used linear algebra methods, to minimize communications between processors and the memory hierarchy, by reformulating the communication patterns specified within the algorithm. This method has been implemented in the TRILINOS framework, a highly-regarded suite of software, which provides functionality for researchers around the world to solve large scale, complex multi-physics problems. == Objectives == Communication-avoiding algorithms are designed with the following objectives: Reorganize algorithms to reduce communication across all memory hierarchies. Attain the lower-bound on communication when possible. The following simple example demonstrates how these are achieved. === Matrix multiplication example === Let A, B and C be square matrices of order n × n. The following naive algorithm implements C = C + A B: for i = 1 to n for j = 1 to n for k = 1 to n C(i,j) = C(i,j) + A(i,k) B(k,j) Arithmetic cost (time-complexity): n2(2n − 1) for sufficiently large n or O(n3). Rewriting this algorithm with communication cost labelled at each step for i = 1 to n {read row i of A into fast memory} - n2 reads for j = 1 to n {read C(i,j) into fast memory} - n2 reads {read column j of B into fast memory} - n3 reads for k = 1 to n C(i,j) = C(i,j) + A(i,k) B(k,j) {write C(i,j) back to slow memory} - n2 writes Fast memory may be defined as the local processor memory (CPU cache) of size M and slow memory may be defined as the DRAM. Communication cost (reads/writes): n3 + 3n2 or O(n3) Since total running time = γ·O(n3) + β·O(n3) and β >> γ the communication cost is dominant. The blocked (tiled) matrix multiplication algorithm reduces this dominant term: ==== Blocked (tiled) matrix multiplication ==== Consider A, B and C to be n/b-by-n/b matrices of b-by-b sub-blocks where b is called the block size; assume three b-by-b blocks fit in fast memory. for i = 1 to n/b for j = 1 to n/b {read block C(i,j) into fast memory} - b2 × (n/b)2 = n2 reads for k = 1 to n/b {read block A(i,k) into fast memory} - b2 × (n/b)3 = n3/b reads {read block B(k,j) into fast memory} - b2 × (n/b)3 = n3/b reads C(i,j) = C(i,j) + A(i,k) B(k,j) - {do a matrix multiply on blocks} {write block C(i,j) back to slow memory} - b2 × (n/b)2 = n2 writes Communication cost: 2n3/b + 2n2 reads/writes << 2n3 arithmetic cost Making b as large possible: 3b2 ≤ M we achieve the following communication lower bound: 31/2n3/M1/2 + 2n2 or Ω (no. of FLOPs / M1/2) == Previous approaches for reducing communication == Most of the approaches investigated in the past to address this problem rely on scheduling or tuning techniques that aim at overlapping communication with computation. However, this approach can lead to an improvement of at most a factor of two. Ghosting is a different technique for reducing communication, in which a processor stores and computes redundantly data from neighboring processors for future computations. Cache-oblivious algorithms represent a different approach introduced in 1999 for fast Fourier transforms, and then extended to graph algorithms, dynamic programming, etc. They were also applied to several operations in linear algebra as dense LU and QR factorizations. The design of architecture specific algorithms is another approach that can be used for reducing the communication in parallel algorithms, and there are many examples in the literature of algorithms that are adapted to a given communication topology.

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  • Bottom-up and top-down approaches

    Bottom-up and top-down approaches

    Bottom-up and top-down are strategies of composition and decomposition in fields as diverse as information processing and ordering knowledge, software, humanistic and scientific theories (see systemics), time management, and organization. In practice they can be seen as a style of thinking, teaching, or leadership. A top-down approach (also known as stepwise design and stepwise refinement and in some cases used as a synonym of decomposition) is essentially the breaking down of a system to gain insight into its compositional subsystems in a reverse engineering fashion. In a top-down approach an overview of the system is formulated, specifying, but not detailing, any first-level subsystems. Each subsystem is then refined in yet greater detail, sometimes in many additional subsystem levels, until the entire specification is reduced to base elements. A top-down model is often specified with the assistance of black boxes, which makes it easier to manipulate. However, black boxes may fail to clarify elementary mechanisms or be detailed enough to realistically validate the model. A top-down approach starts with the big picture, then breaks down into smaller segments. A bottom-up approach is the piecing together of systems to give rise to more complex systems, thus making the original systems subsystems of the emergent system. Bottom-up processing is a type of information processing based on incoming data from the environment to form a perception. From a cognitive psychology perspective, information enters the eyes in one direction (sensory input, or the "bottom"), and is then turned into an image by the brain that can be interpreted and recognized as a perception (output that is "built up" from processing to final cognition). In a bottom-up approach the individual base elements of the system are first specified in great detail. These elements are then linked together to form larger subsystems, which then in turn are linked, sometimes in many levels, until a complete top-level system is formed. This strategy often resembles a "seed" model, by which the beginnings are small but eventually grow in complexity and completeness. But "organic strategies" may result in a tangle of elements and subsystems, developed in isolation and subject to local optimization as opposed to meeting a global purpose. == Computer science == === Software development === In the software development process, the top-down and bottom-up approaches play a key role. Top-down approaches emphasize planning and a complete understanding of the system. It is inherent that no coding can begin until a sufficient level of detail has been reached in the design of at least some part of the system. Top-down approaches are implemented by attaching the stubs in place of the module. But these delay testing of the ultimate functional units of a system until significant design is complete. Bottom-up emphasizes coding and early testing, which can begin as soon as the first module has been specified. But this approach runs the risk that modules may be coded without having a clear idea of how they link to other parts of the system, and that such linking may not be as easy as first thought. Re-usability of code is one of the main benefits of a bottom-up approach. Top-down design was promoted in the 1970s by IBM researchers Harlan Mills and Niklaus Wirth. Mills developed structured programming concepts for practical use and tested them in a 1969 project to automate the New York Times morgue index. The engineering and management success of this project led to the spread of the top-down approach through IBM and the rest of the computer industry. Among other achievements, Niklaus Wirth, the developer of Pascal programming language, wrote the influential paper Program Development by Stepwise Refinement. Since Niklaus Wirth went on to develop languages such as Modula and Oberon (where one could define a module before knowing about the entire program specification), one can infer that top-down programming was not strictly what he promoted. Top-down methods were favored in software engineering until the late 1980s, and object-oriented programming assisted in demonstrating the idea that both aspects of top-down and bottom-up programming could be used. Modern software design approaches usually combine top-down and bottom-up approaches. Although an understanding of the complete system is usually considered necessary for good design—leading theoretically to a top-down approach—most software projects attempt to make use of existing code to some degree. Pre-existing modules give designs a bottom-up flavor. === Programming === Top-down is a programming style, the mainstay of traditional procedural languages, in which design begins by specifying complex pieces and then dividing them into successively smaller pieces. The technique for writing a program using top-down methods is to write a main procedure that names all the major functions it will need. Later, the programming team looks at the requirements of each of those functions and the process is repeated. These compartmentalized subroutines eventually will perform actions so simple they can be easily and concisely coded. When all the various subroutines have been coded the program is ready for testing. By defining how the application comes together at a high level, lower-level work can be self-contained. In a bottom-up approach the individual base elements of the system are first specified in great detail. These elements are then linked together to form larger subsystems, which in turn are linked, sometimes at many levels, until a complete top-level system is formed. This strategy often resembles a "seed" model, by which the beginnings are small, but eventually grow in complexity and completeness. Object-oriented programming (OOP) is a paradigm that uses "objects" to design applications and computer programs. In mechanical engineering with software programs such as Pro/ENGINEER, Solidworks, and Autodesk Inventor users can design products as pieces not part of the whole and later add those pieces together to form assemblies like building with Lego. Engineers call this "piece part design". === Parsing === Parsing is the process of analyzing an input sequence (such as that read from a file or a keyboard) in order to determine its grammatical structure. This method is used in the analysis of both natural languages and computer languages, as in a compiler. Bottom-up parsing is parsing strategy that recognizes the text's lowest-level small details first, before its mid-level structures, and leaves the highest-level overall structure to last. In top-down parsing, on the other hand, one first looks at the highest level of the parse tree and works down the parse tree by using the rewriting rules of a formal grammar. == Natural sciences == === Nanotechnology === Top-down and bottom-up are two approaches for the manufacture of products. These terms were first applied to the field of nanotechnology by the Foresight Institute in 1989 to distinguish between molecular manufacturing (to mass-produce large atomically precise objects) and conventional manufacturing (which can mass-produce large objects that are not atomically precise). Bottom-up approaches seek to have smaller (usually molecular) components built up into more complex assemblies, while top-down approaches seek to create nanoscale devices by using larger, externally controlled ones to direct their assembly. Certain valuable nanostructures, such as Silicon nanowires, can be fabricated using either approach, with processing methods selected on the basis of targeted applications. A top-down approach often uses the traditional workshop or microfabrication methods where externally controlled tools are used to cut, mill, and shape materials into the desired shape and order. Micropatterning techniques, such as photolithography and inkjet printing belong to this category. Vapor treatment can be regarded as a new top-down secondary approaches to engineer nanostructures. Bottom-up approaches, in contrast, use the chemical properties of single molecules to cause single-molecule components to (a) self-organize or self-assemble into some useful conformation, or (b) rely on positional assembly. These approaches use the concepts of molecular self-assembly and/or molecular recognition. See also Supramolecular chemistry. Such bottom-up approaches should, broadly speaking, be able to produce devices in parallel and much cheaper than top-down methods but could potentially be overwhelmed as the size and complexity of the desired assembly increases. === Neuroscience and psychology === These terms are also employed in cognitive sciences including neuroscience, cognitive neuroscience and cognitive psychology to discuss the flow of information in processing. Typically, sensory input is considered bottom-up, and higher cognitive processes, which have more information from other sources, are considered top-down. A bottom-up proc

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  • Multi-armed bandit

    Multi-armed bandit

    In probability theory and machine learning, the multi-armed bandit problem (sometimes called the K- or N-armed bandit problem) is named from imagining a gambler at a row of slot machines (sometimes known as "one-armed bandits"), who has to decide which machines to play, how many times to play each machine and in which order to play them, and whether to continue with the current machine or try a different machine. More generally, it is a problem in which a decision maker iteratively selects one of multiple fixed choices (i.e., arms or actions) when the properties of each choice are only partially known at the time of allocation, and may become better understood as time passes. A fundamental aspect of bandit problems is that choosing an arm does not affect the properties of the arm or other arms. Instances of the multi-armed bandit problem include the task of iteratively allocating a fixed, limited set of resources between competing (alternative) choices in a way that minimizes the regret. A notable alternative setup for the multi-armed bandit problem includes the "best arm identification (BAI)" problem where the goal is instead to identify the best choice by the end of a finite number of rounds. The multi-armed bandit problem is a classic reinforcement learning problem that exemplifies the exploration–exploitation tradeoff dilemma. In contrast to general reinforcement learning, the selected actions in bandit problems do not affect the reward distribution of the arms. The multi-armed bandit problem also falls into the broad category of stochastic scheduling. In the problem, each machine provides a random reward from a probability distribution specific to that machine, that is not known a priori. The objective of the gambler is to maximize the sum of rewards earned through a sequence of lever pulls. The crucial tradeoff the gambler faces at each trial is between "exploitation" of the machine that has the highest expected payoff and "exploration" to get more information about the expected payoffs of the other machines. The trade-off between exploration and exploitation is also faced in machine learning. In practice, multi-armed bandits have been used to model problems such as managing research projects in a large organization, like a science foundation or a pharmaceutical company. In early versions of the problem, the gambler begins with no initial knowledge about the machines. Herbert Robbins in 1952, realizing the importance of the problem, constructed convergent population selection strategies in "some aspects of the sequential design of experiments". A theorem, the Gittins index, first published by John C. Gittins, gives an optimal policy for maximizing the expected discounted reward. == Empirical motivation == The multi-armed bandit problem models an agent that simultaneously attempts to acquire new knowledge (called "exploration") and optimize their decisions based on existing knowledge (called "exploitation"). The agent attempts to balance these competing tasks in order to maximize their total value over the period of time considered. There are many practical applications of the bandit model, for example: clinical trials investigating the effects of different experimental treatments while minimizing patient losses, adaptive routing efforts for minimizing delays in a network, financial portfolio design In these practical examples, the problem requires balancing reward maximization based on the knowledge already acquired with attempting new actions to further increase knowledge. This is known as the exploitation vs. exploration tradeoff in machine learning. The model has also been used to control dynamic allocation of resources to different projects, answering the question of which project to work on, given uncertainty about the difficulty and payoff of each possibility. Originally considered by Allied scientists in World War II, it proved so intractable that, according to Peter Whittle, the problem was proposed to be dropped over Germany so that German scientists could also waste their time on it. The version of the problem now commonly analyzed was formulated by Herbert Robbins in 1952. == The multi-armed bandit model == The multi-armed bandit (short: bandit or MAB) can be seen as a set of real distributions B = { R 1 , … , R K } {\displaystyle B=\{R_{1},\dots ,R_{K}\}} , each distribution being associated with the rewards delivered by one of the K ∈ N + {\displaystyle K\in \mathbb {N} ^{+}} levers. Let μ 1 , … , μ K {\displaystyle \mu _{1},\dots ,\mu _{K}} be the mean values associated with these reward distributions. The gambler iteratively plays one lever per round and observes the associated reward. The objective is to maximize the sum of the collected rewards. The horizon H {\displaystyle H} is the number of rounds that remain to be played. The bandit problem is formally equivalent to a one-state Markov decision process. The regret ρ {\displaystyle \rho } after T {\displaystyle T} rounds is defined as the expected difference between the reward sum associated with an optimal strategy and the sum of the collected rewards: ρ = T μ ∗ − ∑ t = 1 T r ^ t {\displaystyle \rho =T\mu ^{}-\sum _{t=1}^{T}{\widehat {r}}_{t}} , where μ ∗ {\displaystyle \mu ^{}} is the maximal reward mean, μ ∗ = max k { μ k } {\displaystyle \mu ^{}=\max _{k}\{\mu _{k}\}} , and r ^ t {\displaystyle {\widehat {r}}_{t}} is the reward in round t {\displaystyle t} . A zero-regret strategy is a strategy whose average regret per round ρ / T {\displaystyle \rho /T} tends to zero with probability 1 when the number of played rounds tends to infinity. Intuitively, zero-regret strategies are guaranteed to converge to a (not necessarily unique) optimal strategy if enough rounds are played. == Variations == A common formulation is the Binary multi-armed bandit or Bernoulli multi-armed bandit, which issues a reward of one with probability p {\displaystyle p} , and otherwise a reward of zero. Another formulation of the multi-armed bandit has each arm representing an independent Markov machine. Each time a particular arm is played, the state of that machine advances to a new one, chosen according to the Markov state evolution probabilities. There is a reward depending on the current state of the machine. In a generalization called the "restless bandit problem", the states of non-played arms can also evolve over time. There has also been discussion of systems where the number of choices (about which arm to play) increases over time. Computer science researchers have studied multi-armed bandits under worst-case assumptions, obtaining algorithms to minimize regret in both finite and infinite (asymptotic) time horizons for both stochastic and non-stochastic arm payoffs. === Best arm identification === An important variation of the classical regret minimization problem in multi-armed bandits is best arm identification (BAI), also known as pure exploration. This problem is crucial in various applications, including clinical trials, adaptive routing, recommendation systems, and A/B testing. In BAI, the objective is to identify the arm having the highest expected reward. An algorithm in this setting is characterized by a sampling rule, a decision rule, and a stopping rule, described as follows: Sampling rule: ( a t ) t ≥ 1 {\displaystyle (a_{t})_{t\geq 1}} is a sequence of actions at each time step Stopping rule: τ {\displaystyle \tau } is a (random) stopping time which suggests when to stop collecting samples Decision rule: a ^ τ {\displaystyle {\hat {a}}_{\tau }} is a guess on the best arm based on the data collected up to time τ {\displaystyle \tau } There are two predominant settings in BAI: Fixed budget setting: Given a time horizon T ≥ 1 {\displaystyle T\geq 1} , the objective is to identify the arm with the highest expected reward a ⋆ ∈ arg ⁡ max k μ k {\displaystyle a^{\star }\in \arg \max _{k}\mu _{k}} minimizing probability of error δ {\displaystyle \delta } . Fixed confidence setting: Given a confidence level δ ∈ ( 0 , 1 ) {\displaystyle \delta \in (0,1)} , the objective is to identify the arm with the highest expected reward a ⋆ ∈ arg ⁡ max k μ k {\displaystyle a^{\star }\in \arg \max _{k}\mu _{k}} with the least possible amount of trials and with probability of error P ( a ^ τ ≠ a ⋆ ) ≤ δ {\displaystyle \mathbb {P} ({\hat {a}}_{\tau }\neq a^{\star })\leq \delta } . For example using a decision rule, we could use m 1 {\displaystyle m_{1}} where m {\displaystyle m} is the machine no.1 (you can use a different variable respectively) and 1 {\displaystyle 1} is the amount for each time an attempt is made at pulling the lever, where ∫ ∑ m 1 , m 2 , ( . . . ) = M {\displaystyle \int \sum m_{1},m_{2},(...)=M} , identify M {\displaystyle M} as the sum of each attempts m 1 + m 2 {\displaystyle m_{1}+m_{2}} , (...) as needed, and from there you can get a ratio, sum or mean as quantitative probability and sample your formulation for each slots. You can also do ∫ ∑ k ∝ i N − (

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  • Gutmann method

    Gutmann method

    The Gutmann method is an algorithm for securely erasing the contents of computer hard disk drives, such as files. Devised by Peter Gutmann and Colin Plumb and presented in the paper Secure Deletion of Data from Magnetic and Solid-State Memory in July 1996, it involved writing a series of 35 patterns over the region to be erased. The selection of patterns assumes that the user does not know the encoding mechanism used by the drive, so it includes patterns designed specifically for three types of drives. A user who knows which type of encoding the drive uses can choose only those patterns intended for their drive. A drive with a different encoding mechanism would need different patterns. Most of the patterns in the Gutmann method were designed for older MFM/RLL-encoded disks. Gutmann himself has noted that more modern drives no longer use these older encoding techniques, making parts of the method irrelevant. He said "In the time since this paper was published, some people have treated the 35-pass overwrite technique described in it more as a kind of voodoo incantation to banish evil spirits than the result of a technical analysis of drive encoding techniques". Since about 2001, some ATA IDE and SATA hard drive manufacturer designs include support for the ATA Secure Erase standard, obviating the need to apply the Gutmann method when erasing an entire drive. The Gutmann method does not apply to USB sticks: a 2011 study reports that 71.7% of data remained available. On solid state drives it resulted in 0.8–4.3% recovery. == Background == The delete function in most operating systems simply marks the space occupied by the file as reusable (removes the pointer to the file) without immediately removing any of its contents. At this point the file can be fairly easily recovered by numerous recovery applications. However, once the space is overwritten with other data, there is no known way to use software to recover it. It cannot be done with software alone since the storage device only returns its current contents via its normal interface. Gutmann claims that intelligence agencies have sophisticated tools, including magnetic force microscopes, which together with image analysis, can detect the previous values of bits on the affected area of the media (for example hard disk). This claim however seems to be invalid based on the thesis "Data Reconstruction from a Hard Disk Drive using Magnetic Force Microscopy". == Method == An overwrite session consists of a lead-in of four random write patterns, followed by patterns 5 to 31 (see rows of table below), executed in a random order, and a lead-out of four more random patterns. Each of patterns 5 to 31 was designed with a specific magnetic media encoding scheme in mind, which each pattern targets. The drive is written to for all the passes even though the table below only shows the bit patterns for the passes that are specifically targeted at each encoding scheme. The result should obscure any data on the drive so that only the most advanced physical scanning (e.g., using a magnetic force microscope) of the drive is likely to be able to recover any data. The series of patterns is as follows: Encoded bits shown in bold are what should be present in the ideal pattern, although due to the encoding the complementary bit is actually present at the start of the track. == Criticism == Daniel Feenberg of the National Bureau of Economic Research, an American private nonprofit research organization, criticized Gutmann's claim that intelligence agencies are likely to be able to read overwritten data, citing a lack of evidence for such claims. He finds that Gutmann cites one non-existent source and sources that do not actually demonstrate recovery, only partially-successful observations. The definition of "random" is also quite different from the usual one used: Gutmann expects the use of pseudorandom data with sequences known to the recovering side, not an unpredictable one such as a cryptographically secure pseudorandom number generator. Nevertheless, some published government security procedures consider an overwritten disk to still be sensitive. Human factors and potential limitations in the overwriting software create a residual risk that is not considered acceptable at the highest security levels. Gutmann himself has responded to some of these criticisms and also criticized how his algorithm has been abused in an epilogue to his original paper, in which he states: In the time since this paper was published, some people have treated the 35-pass overwrite technique described in it more as a kind of voodoo incantation to banish evil spirits than the result of a technical analysis of drive encoding techniques. As a result, they advocate applying the voodoo to PRML and EPRML drives even though it will have no more effect than a simple scrubbing with random data. In fact performing the full 35-pass overwrite is pointless for any drive since it targets a blend of scenarios involving all types of (normally-used) encoding technology, which covers everything back to 30+-year-old MFM methods (if you don't understand that statement, re-read the paper). If you're using a drive which uses encoding technology X, you only need to perform the passes specific to X, and you never need to perform all 35 passes. For any modern PRML/EPRML drive, a few passes of random scrubbing is the best you can do. As the paper says, "A good scrubbing with random data will do about as well as can be expected". This was true in 1996, and is still true now. Gutmann's statement has been criticized for not recognizing that PRML/EPRML does not replace RLL, with critics claiming PRML/EPRML to be a signal detection method rather than a data encoding method. Polish data recovery service Kaleron has also claimed that Gutmann's publication contains further factual errors and assumptions that do not apply to actual disks.

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  • Operational database

    Operational database

    Operational database management systems (also referred to as OLTP databases or online transaction processing databases), are used to update data in real-time. These types of databases allow users to do more than simply view archived data. Operational databases allow you to modify that data (add, change or delete data), doing it in real-time. OLTP databases provide transactions as main abstraction to guarantee data consistency that guarantee the so-called ACID properties. Basically, the consistency of the data is guaranteed in the case of failures and/or concurrent access to the data. == History == Since the early 1990s, the operational database software market has been largely taken over by SQL engines. In 2014, the operational DBMS market (formerly OLTP) was evolving dramatically, with new, innovative entrants and incumbents supporting the growing use of unstructured data and NoSQL DBMS engines, as well as XML databases and NewSQL databases. NoSQL databases typically have focused on scalability and have renounced to data consistency by not providing transactions as OLTP system do. Operational databases are increasingly supporting distributed database architecture that can leverage distribution to provide high availability and fault tolerance through replication and scale out ability. The growing role of operational databases in the IT industry is moving fast from legacy databases to real-time operational databases capable to handle distributed web and mobile demand and to address Big data challenges. Recognizing this, Gartner started to publish the Magic Quadrant for Operational Database Management Systems in October 2013. == List of operational databases == Notable operational databases include: == Use in business == Operational databases are used to store, manage and track real-time business information. For example, a company might have an operational database used to track warehouse/stock quantities. As customers order products from an online web store, an operational database can be used to keep track of how many items have been sold and when the company will need to reorder stock. An operational database stores information about the activities of an organization, for example customer relationship management transactions or financial operations, in a computer database. Operational databases allow a business to enter, gather, and retrieve large quantities of specific information, such as company legal data, financial data, call data records, personal employee information, sales data, customer data, data on assets and many other information. An important feature of storing information in an operational database is the ability to share information across the company and over the Internet. Operational databases can be used to manage mission-critical business data, to monitor activities, to audit suspicious transactions, or to review the history of dealings with a particular customer. They can also be part of the actual process of making and fulfilling a purchase, for example in e-commerce. == Data warehouse terminology == In data warehousing, the term is even more specific: the operational database is the one which is accessed by an operational system (for example a customer-facing website or the application used by the customer service department) to carry out regular operations of an organization. Operational databases usually use an online transaction processing database which is optimized for faster transaction processing (create, read, update and delete operations). An operational database is the source for a data warehouse. Data from an operational database can be loaded into an operational data store at a data warehouse before the data is processed into the data warehouse.

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  • Information explosion

    Information explosion

    Information explosion is the rapid increase in the amount of published information or data and the effects of this abundance. As the amount of available data grows, the problem of managing the information becomes more difficult, which can lead to information overload. The Online Oxford English Dictionary indicates use of the phrase in a March 1964 New Statesman article. The New York Times first used the phrase in its editorial content in an article by Walter Sullivan on June 7, 1964, in which he described the phrase as "much discussed". The earliest known use of the phrase was in a speech about television by NBC president Pat Weaver at the Institute of Practitioners of Advertising in London on September 27, 1955. The speech was rebroadcast on radio station WSUI in Iowa City and excerpted in the Daily Iowan newspaper two months later. Many sectors are seeing this rapid increase in the amount of information available such as healthcare, supermarkets, and governments. Another sector that is being affected by this phenomenon is journalism. Such a profession, which in the past was responsible for the dissemination of information, may be suppressed by the overabundance of information today. Techniques to gather knowledge from an overabundance of electronic information (e.g., data fusion may help in data mining) have existed since the 1970s. Another common technique to deal with such amount of information is qualitative research. Such approaches aim to organize the information, synthesizing, categorizing and systematizing in order to be more usable and easier to search. == Growth patterns == The world's technological capacity to store information grew from, optimally compressed, 2.6 exabytes in 1986 to 15.7 in 1993, over 54.5 in 2000, and to 295 exabytes in 2007. The world's technological capacity to receive information through one-way broadcast networks was 432 exabytes of (optimally compressed) information in 1986, 715 (optimally compressed) exabytes in 1993, 1,200 (optimally compressed) exabytes in 2000, and 1,900 in 2007. The world's effective capacity to exchange information through two-way telecommunications networks was 0.281 exabytes of (optimally compressed) information in 1986, 0.471 in 1993, 2.2 in 2000, and 65 (optimally compressed) exabytes in 2007. A new metric that is being used in an attempt to characterize the growth in person-specific information, is the disk storage per person (DSP), which is measured in megabytes/person (where megabytes is 106 bytes and is abbreviated MB). Global DSP (GDSP) is the total rigid disk drive space (in MB) of new units sold in a year divided by the world population in that year. The GDSP metric is a crude measure of how much disk storage could possibly be used to collect person-specific data on the world population. In 1983, one million fixed drives with an estimated total of 90 terabytes were sold worldwide; 30MB drives had the largest market segment. In 1996, 105 million drives, totaling 160,623 terabytes were sold with 1 and 2 gigabyte drives leading the industry. By the year 2000, with 20GB drive leading the industry, rigid drives sold for the year are projected to total 2,829,288 terabytes Rigid disk drive sales to top $34 billion in 1997. According to Latanya Sweeney, there are three trends in data gathering today: Type 1. Expansion of the number of fields being collected, known as the “collect more” trend. Type 2. Replace an existing aggregate data collection with a person-specific one, known as the “collect specifically” trend. Type 3. Gather information by starting a new person-specific data collection, known as the “collect it if you can” trend. == Related terms == Since "information" in electronic media is often used synonymously with "data", the term information explosion is closely related to the concept of data flood (also dubbed data deluge). Sometimes the term information flood is used as well. All of those basically boil down to the ever-increasing amount of electronic data exchanged per time unit. A term that covers the potential negative effects of information explosion is information inflation. The awareness about non-manageable amounts of data grew along with the advent of ever more powerful data processing since the mid-1960s. == Challenges == Even though the abundance of information can be beneficial in several levels, some problems may be of concern such as privacy, legal and ethical guidelines, filtering and data accuracy. Filtering refers to finding useful information in the middle of so much data, which relates to the job of data scientists. A typical example of a necessity of data filtering (data mining) is in healthcare since in the next years is due to have EHRs (Electronic Health Records) of patients available. With so much information available, the doctors will need to be able to identify patterns and select important data for the diagnosis of the patient. On the other hand, according to some experts, having so much public data available makes it difficult to provide data that is actually anonymous. Another point to take into account is the legal and ethical guidelines, which relates to who will be the owner of the data and how frequently he/she is obliged to the release this and for how long. With so many sources of data, another problem will be accuracy of such. An untrusted source may be challenged by others, by ordering a new set of data, causing a repetition in the information. According to Edward Huth, another concern is the accessibility and cost of such information. The accessibility rate could be improved by either reducing the costs or increasing the utility of the information. The reduction of costs according to the author, could be done by associations, which should assess which information was relevant and gather it in a more organized fashion. == Web servers == As of August 2005, there were over 70 million web servers. As of September 2007 there were over 135 million web servers. == Blogs == According to Technorati, the number of blogs doubles about every 6 months with a total of 35.3 million blogs as of April 2006. This is an example of the early stages of logistic growth, where growth is approximately exponential, since blogs are a recent innovation. As the number of blogs approaches the number of possible producers (humans), saturation occurs, growth declines, and the number of blogs eventually stabilizes.

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  • Database

    Database

    In computing, a database is an organized collection of data or a type of data store based on the use of a database management system (DBMS), the software that interacts with end users, applications, and the database itself to capture and analyze the data. The DBMS additionally encompasses the core facilities provided to administer the database. The sum total of the database, the DBMS and the associated applications can be referred to as a database system. Often the term "database" is also used loosely to refer to any of the DBMS, the database system or an application associated with the database. Before digital storage and retrieval of data became widespread, index cards were used for data storage in a wide range of applications and environments: in the home to record and store recipes, shopping lists, contact information and other organizational data; in business to record presentation notes, project research and notes, and contact information; in schools as flash cards or other visual aids; and in academic research to hold data such as bibliographical citations or notes in a card file. Professional book indexers used index cards in the creation of book indexes until they were replaced by indexing software in the 1980s and 1990s. Small databases can be stored on a file system, while large databases are hosted on computer clusters or cloud storage. The design of databases spans formal techniques and practical considerations, including data modeling, efficient data representation and storage, query languages, security and privacy of sensitive data, and distributed computing issues, including supporting concurrent access and fault tolerance. Computer scientists may classify database management systems according to the database models that they support. Relational databases became dominant in the 1980s. These model data as rows and columns in a series of tables, and the vast majority use SQL for writing and querying data. In the 2000s, non-relational databases became popular, collectively referred to as NoSQL, because they use different query languages. == Terminology and overview == Formally, a "database" refers to a set of related data accessed through the use of a "database management system" (DBMS), which is an integrated set of computer software that allows users to interact with one or more databases and provides access to all of the data contained in the database (although restrictions may exist that limit access to particular data). The DBMS provides various functions that allow entry, storage and retrieval of large quantities of information and provides ways to manage how that information is organized. Because of the close relationship between them, the term "database" is often used casually to refer to both a database and the DBMS used to manipulate it. Outside the world of professional information technology, the term database is often used to refer to any collection of related data (such as a spreadsheet or a card index) as size and usage requirements typically necessitate use of a database management system. Existing DBMSs provide various functions that allow management of a database and its data which can be classified into four main functional groups: Data definition – Creation, modification and removal of definitions that detail how the data is to be organized. Update – Insertion, modification, and deletion of the data itself. Retrieval – Selecting data according to specified criteria (e.g., a query, a position in a hierarchy, or a position in relation to other data) and providing that data either directly to the user, or making it available for further processing by the database itself or by other applications. The retrieved data may be made available in a more or less direct form without modification, as it is stored in the database, or in a new form obtained by altering it or combining it with existing data from the database. Administration – Registering and monitoring users, enforcing data security, monitoring performance, maintaining data integrity, dealing with concurrency control, and recovering information that has been corrupted by some event such as an unexpected system failure. Both a database and its DBMS conform to the principles of a particular database model. "Database system" refers collectively to the database model, database management system, and database. Physically, database servers are dedicated computers that hold the actual databases and run only the DBMS and related software. Database servers are usually multiprocessor computers, with generous memory and RAID disk arrays used for stable storage. Hardware database accelerators, connected to one or more servers via a high-speed channel, are also used in large-volume transaction processing environments. DBMSs are found at the heart of most database applications. DBMSs may be built around a custom multitasking kernel with built-in networking support, but modern DBMSs typically rely on a standard operating system to provide these functions. Since DBMSs comprise a significant market, computer and storage vendors often take into account DBMS requirements in their own development plans. Databases and DBMSs can be categorized according to the database model(s) that they support (such as relational or XML), the type(s) of computer they run on (from a server cluster to a mobile phone), the query language(s) used to access the database (such as SQL or XQuery), and their internal engineering, which affects performance, scalability, resilience, and security. == History == The sizes, capabilities, and performance of databases and their respective DBMSs have grown in orders of magnitude. These performance increases were enabled by the technology progress in the areas of processors, computer memory, computer storage, and computer networks. The concept of a database was made possible by the emergence of direct access storage media such as magnetic disks, which became widely available in the mid-1960s; earlier systems relied on sequential storage of data on magnetic tape. The subsequent development of database technology can be divided into three eras based on data model or structure: navigational, SQL/relational, and post-relational. The two main early navigational data models were the hierarchical model and the CODASYL model (network model). These were characterized by the use of pointers (often physical disk addresses) to follow relationships from one record to another. The relational model, first proposed in 1970 by Edgar F. Codd, departed from this tradition by insisting that applications should search for data by content, rather than by following links. The relational model employs sets of ledger-style tables, each used for a different type of entity. Only in the mid-1980s did computing hardware become powerful enough to allow the wide deployment of relational systems (DBMSs plus applications). By the early 1990s, however, relational systems dominated in all large-scale data processing applications, and as of 2018 they remain dominant: IBM Db2, Oracle, MySQL, and Microsoft SQL Server are the most searched DBMS. The dominant database language, standardized SQL for the relational model, has influenced database languages for other data models. Object databases were developed in the 1980s to overcome the inconvenience of object–relational impedance mismatch, which led to the coining of the term "post-relational" and also the development of hybrid object–relational databases. The next generation of post-relational databases in the late 2000s became known as NoSQL databases, introducing fast key–value stores and document-oriented databases. A competing "next generation" known as NewSQL databases attempted new implementations that retained the relational/SQL model while aiming to match the high performance of NoSQL compared to commercially available relational DBMSs. === 1960s, navigational DBMS === The introduction of the term database coincided with the availability of direct-access storage (disks and drums) from the mid-1960s onwards. The term represented a contrast with the tape-based systems of the past, allowing shared interactive use rather than daily batch processing. The Oxford English Dictionary cites a 1962 report by the System Development Corporation of California as the first to use the term "data-base" in a specific technical sense. As computers grew in speed and capability, a number of general-purpose database systems emerged; by the mid-1960s a number of such systems had come into commercial use. Interest in a standard began to grow, and Charles Bachman, author of one such product, the Integrated Data Store (IDS), founded the Database Task Group within CODASYL, the group responsible for the creation and standardization of COBOL. In 1971, the Database Task Group delivered their standard, which generally became known as the CODASYL approach, and soon a number of commercial products based on this approach entered the market. The CODASYL approach of

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  • Enterprise architecture

    Enterprise architecture

    Enterprise architecture (EA) is a business function concerned with the structures and behaviours of a business, especially business roles and processes that create and use business data. The international definition according to the Federation of Enterprise Architecture Professional Organizations is "a well-defined practice for conducting enterprise analysis, design, planning, and implementation, using a comprehensive approach at all times, for the successful development and execution of strategy. Enterprise architecture applies architecture principles and practices to guide organizations through the business, information, process, and technology changes necessary to execute their strategies. These practices utilize the various aspects of an enterprise to identify, motivate, and achieve these changes." The United States Federal Government is an example of an organization that practices EA, in this case with its Capital Planning and Investment Control processes. Companies such as Independence Blue Cross, Intel, Volkswagen AG, and InterContinental Hotels Group also use EA to improve their business architectures as well as to improve business performance and productivity. Additionally, the Federal Enterprise Architecture's reference guide aids federal agencies in the development of their architectures. == Introduction == As a discipline, EA "proactively and holistically lead[s] enterprise responses to disruptive forces by identifying and analyzing the execution of change" towards organizational goals. EA gives business and IT leaders recommendations for policy adjustments and provides best strategies to support and enable business development and change within the information systems the business depends on. EA provides a guide for decision making towards these objectives. The National Computing Centre's EA best practice guidance states that an EA typically "takes the form of a comprehensive set of cohesive models that describe the structure and functions of an enterprise. The individual models in an EA are arranged in a logical manner that provides an ever-increasing level of detail about the enterprise." Important players within EA include enterprise architects and solutions architects. Enterprise architects are at the top level of the architect hierarchy, meaning they have more responsibilities than solutions architects. While solutions architects focus on their own relevant solutions, enterprise architects focus on solutions for and the impact on the whole organization. Enterprise architects oversee many solution architects and business functions. As practitioners of EA, enterprise architects support an organization's strategic vision by acting to align people, process, and technology decisions with actionable goals and objectives that result in quantifiable improvements toward achieving that vision. The practice of EA "analyzes areas of common activity within or between organizations, where information and other resources are exchanged to guide future states from an integrated viewpoint of strategy, business, and technology." === Definitions === The term enterprise can be defined as an organizational unit, organization, or collection of organizations that share a set of common goals and collaborate to provide specific products or services to customers. In that sense, the term enterprise covers various types of organizations, regardless of their size, ownership model, operational model, or geographical distribution. It includes those organizations' complete sociotechnical system, including people, information, processes, and technologies. Enterprise as a sociotechnical system defines the scope of EA. The term architecture refers to fundamental concepts or properties of a system in its environment; and embodied in its elements, relationships, and in the principles of its design and evolution. A methodology for developing and using architecture to guide the transformation of a business from a baseline state to a target state, sometimes through several transition states, is usually known as an enterprise architecture framework. A framework provides a structured collection of processes, techniques, artifact descriptions, reference models, and guidance for the production and use of an enterprise-specific architecture description. Open-source tools supporting EA practice, such as the Essential Project, have also been evaluated for suitability in academic and commercial training contexts. Paramount to changing the EA is the identification of a sponsor. Their mission, vision, strategy, and the governance framework define all roles, responsibilities, and relationships involved in the anticipated transformation. Changes considered by enterprise architects typically include innovations in the structure or processes of an organization; innovations in the use of information systems or technologies; the integration and/or standardization of business processes; and improvement of the quality and timeliness of business information. According to the standard ISO/IEC/IEEE 42010, the product used to describe the architecture of a system is called an architectural description. In practice, an architectural description contains a variety of lists, tables, and diagrams. These are models known as views. In the case of EA, these models describe the logical business functions or capabilities, business processes, human roles and actors, the physical organization structure, data flows and data stores, business applications and platform applications, hardware, and communications infrastructure. The first use of the term "enterprise architecture" is often incorrectly attributed to John Zachman's 1987 A framework for information systems architecture. The first publication to use it was instead a National Institute of Standards (NIST) Special Publication on the challenges of information system integration. The NIST article describes EA as consisting of several levels. Business unit architecture is the top level and might be a total corporate entity or a sub-unit. It establishes for the whole organization necessary frameworks for "satisfying both internal information needs" as well as the needs of external entities, which include cooperating organizations, customers, and federal agencies. The lower levels of the EA that provide information to higher levels are more attentive to detail on behalf of their superiors. In addition to this structure, business unit architecture establishes standards, policies, and procedures that either enhance or stymie the organization's mission. The main difference between these two definitions is that Zachman's concept was the creation of individual information systems optimized for business, while NIST's described the management of all information systems within a business unit. The definitions in both publications, however, agreed that due to the "increasing size and complexity of the [i]mplementations of [i]nformation systems... logical construct[s] (or architecture) for defining and controlling the interfaces and... [i]ntegration of all the components of a system" is necessary. Zachman in particular urged for a "strategic planning methodology." == Overview == === Schools of thought === Within the field of enterprise architecture, there are three overarching schools: Enterprise IT Design, Enterprise Integrating, and Enterprise Ecosystem Adaption. Which school one subscribes to will impact how they see the EA's purpose and scope, as well as the means of achieving it, the skills needed to conduct it, and the locus of responsibility for conducting it. Under Enterprise IT Design, the main purpose of EA is to guide the process of planning and designing an enterprise's IT/IS capabilities to meet the desired organizational objectives, often by greater alignment between IT/IS and business concerns. Architecture proposals and decisions are limited to the IT/IS aspects of the enterprise and other aspects service only as inputs. The Enterprise Integrating school believes that the purpose of EA is to create a greater coherency between the various concerns of an enterprise (HR, IT, Operations, etc.), including the link between strategy formulation and execution. Architecture proposals and decisions here encompass all aspects of the enterprise. The Enterprise Ecosystem Adaption school states that the purpose of EA is to foster and maintain the learning capabilities of enterprises so they may be sustainable. Consequently, a great deal of emphasis is put on improving the capabilities of the enterprise to improve itself, to innovate, and to coevolve with its environment. Typically, proposals and decisions encompass both the enterprise and its environment. === Benefits, challenges, and criticisms === The benefits of EA are achieved through its direct and indirect contributions to organizational goals. Notable benefits include support in the areas related to design and re-design of the organizational structures during mergers, acquisitions, or

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  • Driver scheduling problem

    Driver scheduling problem

    The driver scheduling problem (DSP) is type of problem in operations research and theoretical computer science. The DSP consists of selecting a set of duties (assignments) for the drivers or pilots of vehicles (e.g., buses, trains, boats, or planes) involved in the transportation of passengers or goods, within the constraints of various legislative and logistical criteria. == Criteria and modelling == This very complex problem involves several constraints related to labour and company rules and also different evaluation criteria and objectives. Being able to solve this problem efficiently can have a great impact on costs and quality of service for public transportation companies. There is a large number of different rules that a feasible duty might be required to satisfy, such as Minimum and maximum stretch duration Minimum and maximum break duration Minimum and maximum work duration Minimum and maximum total duration Maximum extra work duration Maximum number of vehicle changes Minimum driving duration of a particular vehicle Operations research has provided optimization models and algorithms that lead to efficient solutions for this problem. Among the most common models proposed to solve the DSP are the Set Covering and Set Partitioning Models (SPP/SCP). In the SPP model, each work piece (task) is covered by only one duty. In the SCP model, it is possible to have more than one duty covering a given work piece. In both models, the set of work pieces that needs to be covered is laid out in rows, and the set of previously defined feasible duties available for covering specific work pieces is arranged in columns. The DSP resolution, based on either of these models, is the selection of the set of feasible duties that guarantees that there is one (SPP) or more (SCP) duties covering each work piece while minimizing the total cost of the final schedule.

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