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  • Dynamic texture

    Dynamic texture

    Dynamic texture ( sometimes referred to as temporal texture) is the texture with motion which can be found in videos of sea-waves, fire, smoke, wavy trees, etc. Dynamic texture has a spatially repetitive pattern with time-varying visual pattern. Modeling and analyzing dynamic texture is a topic of images processing and pattern recognition in computer vision. Extracting features that describe the dynamic texture can be utilized for tasks of images sequences classification, segmentation, recognition and retrieval. Comparing with texture found within static images, analyzing dynamic texture is a challenging problem. It is important that the extracted features from dynamic texture combine motion and appearance description, and also be invariance to some transformation such as rotation, translation and illumination. == Analysis methods of dynamic texture == The methods of dynamic texture recognition can categorized as follows: Methods based on optical flow: by applying optical flow to the dynamic texture, velocity with direction and magnitude can be detected and used to recognize the dynamic texture. Due to simplicity of its computation, it is currently the most popular method. Methods computing geometric properties: this methods track the surfaces of motion trajectories in spatiotemporal domain. Methods based on local spatiotemporal filtering : this methods analyze the local spatiotemporal patterns and its orientation and energy and employ them as feature used for classification. Methods based on global spatiotemporal transform: this method characterize the motion at different scale using wavelets that can decompose the motion into local and global. Model-based methods : These methods aims at generating a model to describe the motion by a set of parameters. == Applications == - Segmenting the sequence images of natural scenes. This helps on differentiate between streets and grass alongside these streets which could be used in the application of navigations. - Motion detection : Dynamic texture features extracted from footage videos can be exploited to detect abnormal crowd activities. - Video classification: video of natural scenes or other scenes that exhibit dynamic textures. - Video retrieval : Dynamic textures can be employed as a feature retrieve videos that contain, for example, sea-waves, smoke, clouds, wavy trees.

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  • Novell File Reporter

    Novell File Reporter

    Novell File Reporter (NFR) is software that allows network administrators to identify files stored on the network and generates reports regarding the size of individual files, file type, when files were last accessed, and where duplicates exist. Additionally, the File Reporter tracks storage volume capacity and usage. It is a component of the Novell File Management Suite. == How it works == Novell File Reporter examines and reports on terabytes of data via a central reporting engine (NFR Engine) and distributed agents (NFR Agents). The NFR Engine schedules the scans of file instances conducted by NFR Agents, processes and compiles the scans for reporting purposes, and provides report information to the user interface. In addition to the standard reports it can generate, the NFR Engine can also produce "trigger reports" in response to specific events (a server volume crossing a capacity threshold, for example). Accordingly, the NFR Engine monitors the data gathered by the NFR Agents in order to identify these "triggers." The NFR Engine when working in either eDirectory or Active Directory connects to the directory via a Directory Services Interface (DSI) and thus can monitor and check file permissions.

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  • Microsoft Query

    Microsoft Query

    Microsoft Query is a visual method of creating database queries using examples based on a text string, the name of a document or a list of documents. The QBE system converts the user input into a formal database query using Structured Query Language (SQL) on the backend, allowing the user to perform powerful searches without having to explicitly compose them in SQL, and without even needing to know SQL. It is derived from Moshé M. Zloof's original Query by Example (QBE) implemented in the mid-1970s at IBM's Research Centre in Yorktown, New York. In the context of Microsoft Access, QBE is used for introducing students to database querying, and as a user-friendly database management system for small businesses. Microsoft Excel allows results of QBE queries to be embedded in spreadsheets.

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  • QuickPar

    QuickPar

    QuickPar is a computer program that creates parchives used as verification and recovery information for a file or group of files, and uses the recovery information, if available, to attempt to reconstruct the originals from the damaged files and the PAR volumes. Designed for the Microsoft Windows operating system, in the past it was often used to recover damaged or missing files that have been downloaded through Usenet. QuickPar may also be used under Linux via Wine. There are two main versions of PAR files: PAR and PAR2. The PAR2 file format lifts many of its previous restrictions. QuickPar is freeware but not open-source. It uses the Reed-Solomon error correction algorithm internally to create the error correcting information. == Replacement == Since QuickPar hasn't been updated in 21 years, it is considered abandonware. Currently, MultiPar is accepted as the software that replaces QuickPar. MultiPar is actively being developed by Yutaka Sawada. == 64-bit versions == At present the command line version of QuickPar for Linux command line is available as a 64-bit version. None of the GUI versions available presently offer a 64-bit version.

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  • Qapital

    Qapital

    Qapital is a personal finance mobile application (app) for the iOS and Android operating systems, developed by Qapital, LLC. The app is designed to motivate users to save money through a gamification of their spending behavior. It moves money from a user's checking account to a separate Qapital account, when certain rules are triggered. Its database is used by psychology professor Dan Ariely to study consumer behavior. Qapital was released in Sweden in 2013, then in the US in early 2015. The application was later withdrawn from the Swedish market in April 2015, in order to focus on the US market. == History == The idea for Qapital was conceived by ex-bankers in Sweden. The software was designed by twin brothers Daniel and Andreas Källbom of Studio Källbom and released in Sweden in December 2013. The original software was a personal finance dashboard, similar to Mint.com, to show its users how they spent their money. Qapital introduced the app into the US market with a different design in 2014 and started focusing exclusively on the US market. The app was re-designed to focus on building savings rather than managing personal finances. The Swedish version shut down in April 2015. The app was initially restricted to the iOS platform, but an Android version was released at the end of 2015. Shortly after its US launch, Qapital invited psychology professor Dan Ariely to join its team as its "chief behavioral economist". He uses the app's database to conduct research into behavioral economics and Qapital in turn uses Ariely's research in design and programming decisions. In 2017, Qapital added checking and debit card services to the app. == Concept and features == Qapital is a free personal finance app for iOS and Android devices, intended to encourage its users to save money. Qapital directs each of its users to set savings goals, then automatically transfers money from their checking account to an account for savings, when a rule established in the app is met. It uses the "if this then that" (IFTTT) rule-based web-service. For example, one rule could be that if a user purchases a cup of coffee, then the app will round up the charge to the nearest dollar and deposit the difference into savings. Users connect their bank accounts to Qapital, so it knows when purchases are made. When a rule is met, money for savings are transferred to a Qapital account operated in partnership with Lincoln Savings Bank. As of 2015, Qapital can connect to more than 180 other apps, such as Facebook, Twitter, Dropbox and Instagram. For example, connecting to Jawbone allows the user to set a rule that if they take a certain number of steps during the day, a set amount of money is transferred to savings. The app also allows users to monitor activity among their other financial accounts, such as deposits and withdrawals. == Reception == In an October 2015 review, PC Magazine gave Qapital four out of five marks and an editor rating of "excellent." The review praised the app for having a "lovely design" and criticized it for being a, "bit simplistic in some of its rules." Bankrate, in a May 2015 review, gave the app a score of 3/5 for "ease of use," 5/5 for "features," 4/5 for "effectiveness," 4/5 for "value," for a total score of 16/20. The reviewer criticized Qapital's savings account for providing a low-interest rate, but concluded that its numerous features make the app "intriguing" and "it would be difficult to find a standard bank app more fun to use than Qapital."

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  • Webometrics

    Webometrics

    The science of webometrics (also referred to as cybermetrics) aims to quantify the World Wide Web to get knowledge about the number and types of hyperlinks, the structure of the World Wide Web, and using patterns. According to Björneborn and Ingwersen, the definition of webometrics is "the study of the quantitative aspects of the construction and use of information resources, structures and technologies on the Web drawing on bibliometric and informetric approaches." The term webometrics was coined by Almind and Ingwersen (1997). A second definition of webometrics has also been introduced, "the study of web-based content with primarily quantitative methods for social science research goals using techniques that are not specific to one field of study", which emphasizes the development of applied methods for use in the wider social sciences. The purpose of this alternative definition was to help publicize appropriate methods outside the information-science discipline rather than to replace the original definition within information science. Similar scientific fields are: bibliometrics, informetrics, scientometrics, virtual ethnography, and web mining. One relatively straightforward measure is the "web impact factor" (WIF) introduced by Ingwersen (1998). The WIF measure may be defined as the number of web pages in a web site receiving links from other web sites, divided by the number of web pages published in the site that are accessible to the crawler. However, the use of WIF has been disregarded due to the mathematical artifacts derived from power law distributions of these variables. Other similar indicators using size of the institution instead of number of webpages have been proved more useful.

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  • Social information architecture

    Social information architecture

    Social information architecture, also known as social iA, is a sub-domain of information architecture which deals with the social aspects of conceptualizing, modeling and organizing information. It has become more relevant because of the rise of social media and Web 2.0 in recent times. == Approach == There are different approaches to the explanation of social information architecture. === Architecture model (internal space) === Architects designing a physical community space, have to consider how the architecture will shape social interactions. A long hallway of offices creates an utterly different dynamic than desks with arranged in an open space. One might foster individuality, privacy, propriety; the other: collaboration, distraction, communalism. Still, physical spaces can be flexibly repurposed and worked around if the inhabitants desire a social dynamic not instantly afforded by the space. Office doors can be left open to invite easier interaction. Partitions can be raised between adjacent desks to limit distraction and increase privacy. That's physical architecture. The information architectures of online communities are far more deterministic and far less flexible. They literally define the social architecture by pre-specifying in immutable computer code what information you have access to, who you can talk to, where you can go. In the online world, information architecture = social architecture. === Social dialogue and information model (external space) === All major brands use information architecture to market their products online, it is then commonly wrapped under the umbrella phrase 'digital strategy'. Information architecture used for strategic purposes encompasses brand SEO, strategic placement of virals, social media presence etc. Charities, news outlets and social dialogue forums can make a much more specific use of the same tools for positive and important social purposes. Social Information Architecture is perceived as the socially conscious wing of commercial information architecture and function to exchange information and ideas between people and groups. Social iA can pick up on conflicting issues that are treated with misunderstanding between cultures and leaves individuals and societies vulnerable to exploitation and manipulation. Since the net has such a far reach it is obvious to use it for meaningful and coordinated social dialogue. Example of such issues are faith, environment, politics, climate change, war, injustice and other social challenges. Information architecture can help create frameworks in which sharing information brings people together, inspires and encourages them to participate in a forward thinking and unfragmented way. One of its core activities is to spread messages that bring people from opposite sites of social and cultural spectrums together and to confront uncomfortable subject head on. == How does social information architecture work? == Social iA utilizes a variety of Web2.0 applications to filter relevant or valuable information and weave them in appropriate information repository or provide feedback to interesting channels. Social iA makes strategic use of Search Engines, Social Media, Google Algorithms, as well as websites, video & news channels. It ‘reads’ or 'listens' to social conversations and search engine queries and engages with the net actively to gather clues about the world's pulse on the internet. It assesses data, social & political trends, and respond with targeted campaigns to give people ideas, as well as help people with making sense of information. == Principals == Dan Brown in his paper 8 Principals of Social Information Architecture enlists the following principals: 1. The principle of objects: Treat content as a living, breathing thing, with a lifecycle, behaviors and attributes. 2. The principle of choices: Create pages that offer meaningful choices to users, keeping the range of choices available focused on a particular task. 3. The principle of disclosure: Show only enough information to help people understand what kinds of information they'll find as they dig deeper. 4. The principle of exemplars: Describe the contents of categories by showing examples of the contents. 5. The principle of front doors: Assume at least half of the website's visitors will come through some page other than the home page. 6. The principle of multiple classification: Offer users several different classification schemes to browse the site's content. 7. The principle of focused navigation: Don't mix apples and oranges in your navigation scheme. 8. The principle of growth: Assume the content you have today is a small fraction of the content you will have tomorrow. == What can social information architecture achieve? == Social information architecture has many potentials in terms of fostering social connections and how information is shared in social spaces on the web.

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  • Query rewriting

    Query rewriting

    Query rewriting is a typically automatic transformation that takes a set of database tables, views, and/or queries, usually indices, often gathered data and query statistics, and other metadata, and yields a set of different queries, which produce the same results but execute with better performance (for example, faster, or with lower memory use). Query rewriting can be based on relational algebra or an extension thereof (e.g. multiset relational algebra with sorting, aggregation and three-valued predicates i.e. NULLs as in the case of SQL). The equivalence rules of relational algebra are exploited, in other words, different query structures and orderings can be mathematically proven to yield the same result. For example, filtering on fields A and B, or cross joining R and S can be done in any order, but there can be a performance difference. Multiple operations may be combined, and operation orders may be altered. The result of query rewriting may not be at the same abstraction level or application programming interface (API) as the original set of queries (though often is). For example, the input queries may be in relational algebra or SQL, and the rewritten queries may be closer to the physical representation of the data, e.g. array operations. Query rewriting can also involve materialization of views and other subqueries; operations that may or may not be available to the API user. The query rewriting transformation can be aided by creating indices from which the optimizer can choose (some database systems create their own indexes if deemed useful), mandating the use of specific indices, creating materialized and/or denormalized views, or helping a database system gather statistics on the data and query use, as the optimality depends on patterns in data and typical query usage. Query rewriting may be rule based or optimizer based. Some sources discuss query rewriting as a distinct step prior to optimization, operating at the level of the user accessible algebra API (e.g. SQL). There are other, largely unrelated concepts also named similarly, for example, query rewriting by search engines.

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  • Glossary of computer graphics

    Glossary of computer graphics

    This is a glossary of terms relating to computer graphics. For more general computer hardware terms, see glossary of computer hardware terms. == 0–9 == 2D convolution Operation that applies linear filtering to image with a given two-dimensional kernel, able to achieve e.g. edge detection, blurring, etc. 2D image 2D texture map A texture map with two dimensions, typically indexed by UV coordinates. 2D vector A two-dimensional vector, a common data type in rasterization algorithms, 2D computer graphics, graphical user interface libraries. 2.5D Also pseudo 3D. Rendering whose result looks 3D while actually not being 3D or having great limitations, e.g. in camera degrees of freedom. 3D graphics pipeline A graphics pipeline taking 3D models and producing a 2D bitmap image result. 3D paint tool A 3D graphics application for digital painting of multiple texture map image channels directly onto a rotated 3D model, such as zbrush or mudbox, also sometimes able to modify vertex attributes. 3D scene A collection of 3D models and lightsources in world space, into which a camera may be placed, describing a scene for 3D rendering. 3D unit vector A unit vector in 3D space. 4D vector A common datatype in graphics code, holding homogeneous coordinates or RGBA data, or simply a 3D vector with unused W to benefit from alignment, naturally handled by machines with 4-element SIMD registers. 4×4 matrix A matrix commonly used as a transformation of homogeneous coordinates in 3D graphics pipelines. 7e3 format A packed pixel format supported by some graphics processing units (GPUs) where a single 32-bit word encodes three 10-bit floating-point color channels, each with seven bits of mantissa and three bits of exponent. == A == AABB Axis-aligned bounding box (sometimes called "axis oriented"), a bounding box stored in world coordinates; one of the simplest bounding volumes. Additive blending A compositing operation where d s t = d s t + s r c , {\displaystyle dst=dst+src,} without the use of an alpha channel, used for various effects. Also known as linear dodge in some applications. Affine texture mapping Linear interpolation of texture coordinates in screen space without taking perspective into account, causing texture distortion. Aliasing Unwanted effect arising when sampling high-frequency signals, in computer graphics appearing e.g. when downscaling images. Antialiasing methods can prevent it. Alpha channel An additional image channel (e.g. extending an RGB image) or standalone channel controlling alpha blending. Ambient lighting An approximation to the light entering a region from a wide range of directions, used to avoid needing an exact solution to the rendering equation. Ambient occlusion (AO) Effect approximating, in an inexpensive way, one aspect of global illumination by taking into account how much ambient light is blocked by nearby geometry, adding visual clues about the shape. Analytic model A mathematical model for a phenomenon to be simulated, e.g. some approximation to surface shading. Contrasts with Empirical models based purely on recorded data. Anisotropic filtering Advanced texture filtering improving on mipmapping, preventing aliasing while reducing blur in textured polygons at oblique angles to the camera. Anti-aliasing Methods for filtering and sampling to avoid visual artifacts associated with the uniform pixel grid in 3D rendering. Array texture A form of texture map containing an array of 2D texture slices selectable by a 3rd 'W' texture coordinate; used to reduce state changes in 3D rendering. Augmented reality Computer-rendered content inserted into the user's view of the real world. AZDO Approaching zero driver overhead, a set of techniques aimed at reducing the CPU overhead in preparing and submitting rendering commands in the OpenGL pipeline. A compromise between the traditional GL API and other high-performance low-level rendering APIs. == B == Back-face culling Culling (discarding) of polygons that are facing backwards from the camera. Baking Performing an expensive calculation offline, and caching the results in a texture map or vertex attributes. Typically used for generating lightmaps, normal maps, or low level of detail models. Barycentric coordinates Three-element coordinates of a point inside a triangle. Beam tracing Modification of ray tracing which instead of lines uses pyramid-shaped beams to address some of the shortcomings of traditional ray tracing, such as aliasing. Bicubic interpolation Extension of cubic interpolation to 2D, commonly used when scaling textures. Bilinear interpolation Linear interpolation extended to 2D, commonly used when scaling textures. Binding Selecting a resource (texture, buffer, etc.) to be referenced by future commands. Billboard A textured rectangle that keeps itself oriented towards the camera, typically used e.g. for vegetation or particle effects. Binary space partitioning (BSP) A data structure that can be used to accelerate visibility determination, used e.g. in Doom engine. Bit depth The number of bits per pixel, sample, or texel in a bitmap image (holding one or more image channels, typical values being 4, 8, 16, 24, 32) Bitmap Image stored by pixels. Bit plane A format for bitmap images storing 1 bit per pixel in a contiguous 2D array; Several such parallel arrays combine to produce the a higher-bit-depth image. Opposite of packed-pixel format. Blend operation A render state controlling alpha blending, describing a formula for combining source and destination pixels. Bone Coordinate systems used to control surface deformation (via Weight maps) during skeletal animation. Typically stored in a hierarchy, controlled by key frames, and other procedural constraints. Bounding box One of the simplest type of bounding volume, consisting of axis-aligned or object-aligned extents. Bounding volume A mathematically simple volume, such as a sphere or a box, containing 3D objects, used to simplify and accelerate spatial tests (e.g. for visibility or collisions). BRDF Bidirectional reflectance distribution functions (BRDFs), empirical models defining 4D functions for surface shading indexed by a view vector and light vector relative to a surface. Bump mapping Technique similar to normal mapping that instead of normal maps uses so called bump maps (height maps). BVH Bounding volume hierarchy is a tree structure on a set of geometric objects. == C == Camera A virtual camera from which rendering is performed, also sometimes referred to as 'eye'. Camera space A space with the camera at the origin, aligned with the viewer's direction, after the application of the world transformation and view transformation. Cel shading Cartoon-like shading effect. Clipping Limiting specific operations to a specific region, usually the view frustum. Clipping plane A plane used to clip rendering primitives in a graphics pipeline. These may define the view frustum or be used for other effects. Clip space Coordinate space in which clipping is performed. Clip window A rectangular region in screen space, used during clipping. A clip window may be used to enclose a region around a portal in portal rendering. CLUT A table of RGB color values to be indexed by a lower-bit-depth image (typically 4–8 bits), a form of vector quantization. Color bleeding Unwanted effect in texture mapping. A color from a border of unmapped region of the texture may appear (bleed) in the mapped result due to interpolation. Color channels The set of channels in a bitmap image representing the visible color components, i.e. distinct from the alpha channel or other information. Color resolution Command buffer A region of memory holding a set of instructions for a graphics processing unit for rendering a scene or portion of a scene. These may be generated manually in bare metal programming, or managed by low level rendering APIs, or handled internally by high level rendering APIs. Command list A group of rendering commands ready for submission to a graphics processing unit, see also Command buffer. Compute API An API for efficiently processing large amounts of data. Compute shader A compute kernel managed by a rendering API, with easy access to rendering resources. Cone tracing Modification of ray tracing which instead of lines uses cones as rays in order to achieve e.g. antialiasing or soft shadows. Connectivity information Indices defining [rendering primitive]s between vertices, possibly held in index buffers. describes geometry as a graph or hypergraph. CSG Constructive solid geometry, a method for generating complex solid models from boolean operations combining simpler modelling primitives. Cube mapping A form of environment reflection mapping in which the environment is captured on a surface of a cube (cube map). Culling Before rendering begins, culling removes objects that don't significantly contribute to the rendered result (e.g. being obscured or outside camera view). == D == Decal A "sticker" picture applied onto a surface (e.g. a

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  • Ontology (information science)

    Ontology (information science)

    In information science, an ontology encompasses a representation, formal naming, and definitions of the categories, properties, and relations between the concepts, data, or entities that pertain to one, many, or all domains of discourse. More simply, an ontology is a way of showing the properties of a subject area and how they are related, by defining a set of terms and relational expressions that represent the entities in that subject area. The field which studies ontologies so conceived is sometimes referred to as applied ontology. Every academic discipline or field, in creating its terminology, thereby lays the groundwork for an ontology. Each uses ontological assumptions to frame explicit theories, research and applications. Improved ontologies may improve problem solving within that domain, interoperability of data systems, and discoverability of data. Translating research papers within every field is a problem made easier when experts from different countries maintain a controlled vocabulary of jargon between each of their languages. For instance, the definition and ontology of economics is a primary concern in Marxist economics, but also in other subfields of economics. An example of economics relying on information science occurs in cases where a simulation or model is intended to enable economic decisions, such as determining what capital assets are at risk and by how much (see risk management). What ontologies in both information science and philosophy have in common is the attempt to represent entities, including both objects and events, with all their interdependent properties and relations, according to a system of categories. In both fields, there is considerable work on problems of ontology engineering (e.g., Quine and Kripke in philosophy, Sowa and Guarino in information science), and debates concerning to what extent normative ontology is possible (e.g., foundationalism and coherentism in philosophy, BFO and Cyc in artificial intelligence). Applied ontology is considered by some as a successor to prior work in philosophy. However many current efforts are more concerned with establishing controlled vocabularies of narrow domains than with philosophical first principles, or with questions such as the mode of existence of fixed essences or whether enduring objects (e.g., perdurantism and endurantism) may be ontologically more primary than processes. Artificial intelligence has retained considerable attention regarding applied ontology in subfields like natural language processing within machine translation and knowledge representation, but ontology editors are being used often in a range of fields, including biomedical informatics and industry. Such efforts often use ontology editing tools such as Protégé. == Ontology in philosophy == Ontology is a branch of philosophy and intersects areas such as metaphysics, epistemology, and philosophy of language, as it considers how knowledge, language, and perception relate to the nature of reality. Metaphysics deals with questions like "what exists?" and "what is the nature of reality?". One of five traditional branches of philosophy, metaphysics is concerned with exploring existence through properties, entities and relations such as those between particulars and universals, intrinsic and extrinsic properties, or essence and existence. Metaphysics has been an ongoing topic of discussion since recorded history. == Etymology == The compound word ontology combines onto-, from the Greek ὄν, on (gen. ὄντος, ontos), i.e. "being; that which is", which is the present participle of the verb εἰμί, eimí, i.e. "to be, I am", and -λογία, -logia, i.e. "logical discourse", see classical compounds for this type of word formation. While the etymology is Greek, the oldest extant record of the word itself, the Neo-Latin form ontologia, appeared in 1606 in the work Ogdoas Scholastica by Jacob Lorhard (Lorhardus) and in 1613 in the Lexicon philosophicum by Rudolf Göckel (Goclenius). The first occurrence in English of ontology as recorded by the OED (Oxford English Dictionary, online edition, 2008) came in Archeologia Philosophica Nova or New Principles of Philosophy (1663) by Gideon Harvey. == Formal ontology == Since the mid-1970s, researchers in the field of artificial intelligence (AI) have recognized that knowledge engineering is the key to building large and powerful AI systems. AI researchers argued that they could create new ontologies as computational models that enable certain kinds of automated reasoning, which was only marginally successful. In the 1980s, the AI community began to use the term ontology to refer to both a theory of a modeled world and a component of knowledge-based systems. In particular, David Powers introduced the word ontology to AI to refer to real world or robotic grounding, publishing in 1990 literature reviews emphasizing grounded ontology in association with the call for papers for a AAAI Summer Symposium Machine Learning of Natural Language and Ontology, with an expanded version published in SIGART Bulletin and included as a preface to the proceedings. Some researchers, drawing inspiration from philosophical ontologies, viewed computational ontology as a kind of applied philosophy. In 1993, the widely cited web page and paper "Toward Principles for the Design of Ontologies Used for Knowledge Sharing" by Tom Gruber used ontology as a technical term in computer science closely related to earlier idea of semantic networks and taxonomies. Gruber introduced the term as a specification of a conceptualization: An ontology is a description (like a formal specification of a program) of the concepts and relationships that can formally exist for an agent or a community of agents. This definition is consistent with the usage of ontology as set of concept definitions, but more general. And it is a different sense of the word than its use in philosophy. Attempting to distance ontologies from taxonomies and similar efforts in knowledge modeling that rely on classes and inheritance, Gruber stated (1993): Ontologies are often equated with taxonomic hierarchies of classes, class definitions, and the subsumption relation, but ontologies need not be limited to these forms. Ontologies are also not limited to conservative definitions, that is, definitions in the traditional logic sense that only introduce terminology and do not add any knowledge about the world (Enderton, 1972). To specify a conceptualization, one needs to state axioms that do constrain the possible interpretations for the defined terms. Recent experimental ontology frameworks have also explored resonance-based AI-human co-evolution structures, such as IAMF (Illumination AI Matrix Framework), OntoMotoOS (a meta-operating system concept for ethical and ontological AI–human co-evolution), and PSRT (Phase-Structural Reality Theory across multi-scale ontological layers). Though not yet widely adopted in academic discourse, such models propose phased approaches to ethical harmonization and structural emergence. As refinement of Gruber's definition Feilmayr and Wöß (2016) stated: "An ontology is a formal, explicit specification of a shared conceptualization that is characterized by high semantic expressiveness required for increased complexity." == Formal ontology components == Contemporary ontologies share many structural similarities, regardless of the language in which they are expressed. Most ontologies describe individuals (instances), classes (concepts), attributes and relations. === Types === ==== Domain ontology ==== A domain ontology (or domain-specific ontology) represents concepts which belong to a realm of the world, such as biology or politics. Each domain ontology typically models domain-specific definitions of terms. For example, the word card has many different meanings. An ontology about the domain of poker would model the "playing card" meaning of the word, while an ontology about the domain of computer hardware would model the "punched card" and "video card" meanings. Since domain ontologies are written by different people, they represent concepts in very specific and unique ways, and are often incompatible within the same project. As systems that rely on domain ontologies expand, they often need to merge domain ontologies by hand-tuning each entity or using a combination of software merging and hand-tuning. This presents a challenge to the ontology designer. Different ontologies in the same domain arise due to different languages, different intended usage of the ontologies, and different perceptions of the domain (based on cultural background, education, ideology, etc.). At present, merging ontologies that are not developed from a common upper ontology is a largely manual process and therefore time-consuming and expensive. Domain ontologies that use the same upper ontology to provide a set of basic elements with which to specify the meanings of the domain ontology entities can be merged with less effo

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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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  • Collision problem

    Collision problem

    The r-to-1 collision problem is an important theoretical problem in complexity theory, quantum computing, and computational mathematics. The collision problem most often refers to the 2-to-1 version: given n {\displaystyle n} even and a function f : { 1 , … , n } → { 1 , … , n } {\displaystyle f:\,\{1,\ldots ,n\}\rightarrow \{1,\ldots ,n\}} , we are promised that f is either 1-to-1 or 2-to-1. We are only allowed to make queries about the value of f ( i ) {\displaystyle f(i)} for any i ∈ { 1 , … , n } {\displaystyle i\in \{1,\ldots ,n\}} . The problem then asks how many such queries we need to make to determine with certainty whether f is 1-to-1 or 2-to-1. == Classical solutions == === Deterministic === Solving the 2-to-1 version deterministically requires n 2 + 1 {\textstyle {\frac {n}{2}}+1} queries, and in general distinguishing r-to-1 functions from 1-to-1 functions requires n r + 1 {\textstyle {\frac {n}{r}}+1} queries. This is a straightforward application of the pigeonhole principle: if a function is r-to-1, then after n r + 1 {\textstyle {\frac {n}{r}}+1} queries we are guaranteed to have found a collision. If a function is 1-to-1, then no collision exists. Thus, n r + 1 {\textstyle {\frac {n}{r}}+1} queries suffice. If we are unlucky, then the first n / r {\displaystyle n/r} queries could return distinct answers, so n r + 1 {\textstyle {\frac {n}{r}}+1} queries is also necessary. === Randomized === If we allow randomness, the problem is easier. By the birthday paradox, if we choose (distinct) queries at random, then with high probability we find a collision in any fixed 2-to-1 function after Θ ( n ) {\displaystyle \Theta ({\sqrt {n}})} queries. == Quantum solution == The BHT algorithm, which uses Grover's algorithm, solves this problem optimally by only making O ( n 1 / 3 ) {\displaystyle O(n^{1/3})} queries to f. The matching lower bound of Ω ( n 1 / 3 ) {\displaystyle \Omega (n^{1/3})} was proved by Aaronson and Shi using the polynomial method.

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  • Projection-slice theorem

    Projection-slice theorem

    In mathematics, the projection-slice theorem, central slice theorem or Fourier slice theorem in two dimensions states that the results of the following two calculations are equal: Take a two-dimensional function f(r), project (e.g. using the Radon transform) it onto a (one-dimensional) line, and do a Fourier transform of that projection. Take that same function, but do a two-dimensional Fourier transform first, and then slice the function through its origin, parallel to the projection line. In operator terms, if F1 and F2 are the 1- and 2-dimensional Fourier transform operators mentioned above, P1 is the projection operator (which projects a 2-D function onto a 1-D line), S1 is a slice operator (which extracts a 1-D central slice from a function), then F 1 P 1 = S 1 F 2 . {\displaystyle F_{1}P_{1}=S_{1}F_{2}.} This idea can be extended to higher dimensions. This theorem is used, for example, in the analysis of medical CT scans where a "projection" is an x-ray image of an internal organ. The Fourier transforms of these images are seen to be slices through the Fourier transform of the 3-dimensional density of the internal organ, and these slices can be interpolated to build up a complete Fourier transform of that density. The inverse Fourier transform is then used to recover the 3-dimensional density of the object. This technique was first derived by Ronald N. Bracewell in 1956 for a radio-astronomy problem. == The projection-slice theorem in N dimensions == In N dimensions, the projection-slice theorem states that the Fourier transform of the projection of an N-dimensional function f(r) onto an m-dimensional linear submanifold is equal to an m-dimensional slice of the N-dimensional Fourier transform of that function consisting of an m-dimensional linear submanifold through the origin in the Fourier space which is parallel to the projection submanifold. In operator terms: F m P m = S m F N . {\displaystyle F_{m}P_{m}=S_{m}F_{N}.\,} == The generalized Fourier-slice theorem == In addition to generalizing to N dimensions, the projection-slice theorem can be further generalized with an arbitrary change of basis. For convenience of notation, we consider the change of basis to be represented as B, an N-by-N invertible matrix operating on N-dimensional column vectors. Then the generalized Fourier-slice theorem can be stated as F m P m B = S m B − T | B − T | F N {\displaystyle F_{m}P_{m}B=S_{m}{\frac {B^{-T}}{|B^{-T}|}}F_{N}} where B − T = ( B − 1 ) T {\displaystyle B^{-T}=(B^{-1})^{T}} is the transpose of the inverse of the change of basis transform. == Proof in two dimensions == The projection-slice theorem is easily proven for the case of two dimensions. Without loss of generality, we can take the projection line to be the x-axis. There is no loss of generality because if we use a shifted and rotated line, the law still applies. Using a shifted line (in y) gives the same projection and therefore the same 1D Fourier transform results. The rotated function is the Fourier pair of the rotated Fourier transform, for which the theorem again holds. If f(x, y) is a two-dimensional function, then the projection of f(x, y) onto the x axis is p(x) where p ( x ) = ∫ − ∞ ∞ f ( x , y ) d y . {\displaystyle p(x)=\int _{-\infty }^{\infty }f(x,y)\,dy.} The Fourier transform of f ( x , y ) {\displaystyle f(x,y)} is F ( k x , k y ) = ∫ − ∞ ∞ ∫ − ∞ ∞ f ( x , y ) e − 2 π i ( x k x + y k y ) d x d y . {\displaystyle F(k_{x},k_{y})=\int _{-\infty }^{\infty }\int _{-\infty }^{\infty }f(x,y)\,e^{-2\pi i(xk_{x}+yk_{y})}\,dxdy.} The slice is then s ( k x ) {\displaystyle s(k_{x})} s ( k x ) = F ( k x , 0 ) = ∫ − ∞ ∞ ∫ − ∞ ∞ f ( x , y ) e − 2 π i x k x d x d y {\displaystyle s(k_{x})=F(k_{x},0)=\int _{-\infty }^{\infty }\int _{-\infty }^{\infty }f(x,y)\,e^{-2\pi ixk_{x}}\,dxdy} = ∫ − ∞ ∞ [ ∫ − ∞ ∞ f ( x , y ) d y ] e − 2 π i x k x d x {\displaystyle =\int _{-\infty }^{\infty }\left[\int _{-\infty }^{\infty }f(x,y)\,dy\right]\,e^{-2\pi ixk_{x}}dx} = ∫ − ∞ ∞ p ( x ) e − 2 π i x k x d x {\displaystyle =\int _{-\infty }^{\infty }p(x)\,e^{-2\pi ixk_{x}}dx} which is just the Fourier transform of p(x). The proof for higher dimensions is easily generalized from the above example. == The FHA cycle == If the two-dimensional function f(r) is circularly symmetric, it may be represented as f(r), where r = |r|. In this case the projection onto any projection line will be the Abel transform of f(r). The two-dimensional Fourier transform of f(r) will be a circularly symmetric function given by the zeroth-order Hankel transform of f(r), which will therefore also represent any slice through the origin. The projection-slice theorem then states that the Fourier transform of the projection equals the slice or F 1 A 1 = H , {\displaystyle F_{1}A_{1}=H,} where A1 represents the Abel-transform operator, projecting a two-dimensional circularly symmetric function onto a one-dimensional line, F1 represents the 1-D Fourier-transform operator, and H represents the zeroth-order Hankel-transform operator. == Extension to fan beam or cone-beam CT == The projection-slice theorem is suitable for CT image reconstruction with parallel beam projections. It does not directly apply to fanbeam or conebeam CT. The theorem was extended to fan-beam and conebeam CT image reconstruction by Shuang-ren Zhao in 1995.

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  • Hindley–Milner type system

    Hindley–Milner type system

    A Hindley–Milner (HM) type system is a classical type system for the lambda calculus with parametric polymorphism. It is also known as Damas–Milner or Damas–Hindley–Milner. It was first described by J. Roger Hindley and later rediscovered by Robin Milner. Luis Damas contributed a close formal analysis and proof of the method in his PhD thesis. Among HM's more notable properties are its completeness and its ability to infer the most general type of a given program without programmer-supplied type annotations or other hints. Algorithm W is an efficient type inference method in practice and has been successfully applied on large code bases, although it has a high theoretical complexity. HM is preferably used for functional programming languages. It was first implemented as part of the type system of the programming language ML. Since then, HM has been extended in various ways, most notably with type class constraints like those in Haskell. == Introduction == As a type inference method, Hindley–Milner is able to deduce the types of variables, expressions and functions from programs written in an entirely untyped style. Being scope sensitive, it is not limited to deriving the types only from a small portion of source code, but rather from complete programs or modules. Being able to cope with parametric types, too, it is core to the type systems of many functional programming languages. It was first applied in this manner in the ML programming language. The origin is the type inference algorithm for the simply typed lambda calculus that was devised by Haskell Curry and Robert Feys in 1958. In 1969, J. Roger Hindley extended this work and proved that their algorithm always inferred the most general type. In 1978, Robin Milner, independently of Hindley's work, provided an equivalent algorithm, Algorithm W. In 1982, Luis Damas finally proved that Milner's algorithm is complete and extended it to support systems with polymorphic references. === Monomorphism vs. polymorphism === In the simply typed lambda calculus, types T are either atomic type constants or function types of form T → T {\displaystyle T\rightarrow T} . Such types are monomorphic. Typical examples are the types used in arithmetic values: 3 : N u m b e r a d d 3 4 : N u m b e r a d d : N u m b e r → N u m b e r → N u m b e r {\displaystyle {\begin{array}{ll}3&:{\mathtt {Number}}\\{\mathtt {add}}\ 3\ 4&:{\mathtt {Number}}\\{\mathtt {add}}&:{\mathtt {Number}}\rightarrow {\mathtt {Number}}\rightarrow {\mathtt {Number}}\end{array}}} Contrary to this, the untyped lambda calculus is neutral to typing at all, and many of its functions can be meaningfully applied to all type of arguments. The trivial example is the identity function i d ≡ λ x . x {\displaystyle {\mathtt {id}}\equiv \lambda x.x} which simply returns whatever value it is applied to. Less trivial examples include parametric types like lists. While polymorphism in general means that operations accept values of more than one type, the polymorphism used here is parametric. One finds the notation of type schemes in the literature, too, emphasizing the parametric nature of the polymorphism. Additionally, constants may be typed with (quantified) type variables. For example, the following type schemes quantify universally over α {\displaystyle \alpha } , meaning that they are true for all possible α {\displaystyle \alpha } : c o n s : ∀ α . α → L i s t α → L i s t α n i l : ∀ α . L i s t α i d : ∀ α . α → α {\displaystyle {\begin{array}{ll}{\mathtt {cons}}&:\forall \alpha .\alpha \rightarrow {\mathtt {List}}\ \alpha \rightarrow {\mathtt {List}}\ \alpha \\{\mathtt {nil}}&:\forall \alpha .{\mathtt {List}}\ \alpha \\{\mathtt {id}}&:\forall \alpha .\alpha \rightarrow \alpha \end{array}}} Polymorphic types can become monomorphic by consistent substitution of their variables. Examples of monomorphic instances are: i d ′ : S t r i n g → S t r i n g n i l ′ : L i s t N u m b e r {\displaystyle {\begin{array}{ll}{\mathtt {id}}'&:{\mathtt {String}}\rightarrow {\mathtt {String}}\\{\mathtt {nil}}'&:{\mathtt {List}}\ {\mathtt {Number}}\end{array}}} More generally, types are polymorphic when they contain type variables, while types without them are monomorphic. Contrary to the type systems used for example in Pascal (1970) or C (1972), which only support monomorphic types, HM is designed with emphasis on parametric polymorphism. The successors of the languages mentioned, like C++ (1985), focused on different types of polymorphism, namely subtyping in connection with object-oriented programming and overloading. While subtyping is incompatible with HM, a variant of systematic overloading is available in the HM-based type system of Haskell. === Let-polymorphism === When extending the type inference for the simply-typed lambda calculus towards polymorphism, one has to decide whether assigning a polymorphic type not only as type of an expression, but also as the type of a λ-bound variable is admissible. This would allow the generic identity type to be assigned to the variable 'id' in: (λ id . ... (id 3) ... (id "text") ... ) (λ x . x) Allowing this gives rise to the polymorphic lambda calculus; however, type inference in this system is not decidable. Instead, HM distinguishes variables that are immediately bound to an expression from more general λ-bound variables, calling the former let-bound variables, and allows polymorphic types to be assigned only to these. This leads to let-polymorphism where the above example takes the form let id = λ x . x in ... (id 3) ... (id "text") ... which can be typed with a polymorphic type for 'id'. As indicated, the expression syntax is extended to make the let-bound variables explicit, and by restricting the type system to allow only let-bound variable to have polymorphic types, while the parameters in lambda-abstractions must get a monomorphic type, type inference becomes decidable. == Overview == The remainder of this article proceeds as follows: The HM type system is defined. This is done by describing a deduction system that makes precise what expressions have what type, if any. From there, it works towards an implementation of the type inference method. After introducing a syntax-driven variant of the above deductive system, it sketches an efficient implementation (algorithm J), appealing mostly to the reader's metalogical intuition. Because it remains open whether algorithm J indeed realises the initial deduction system, a less efficient implementation (algorithm W), is introduced and its use in a proof is hinted. Finally, further topics related to the algorithm are discussed. The same description of the deduction system is used throughout, even for the two algorithms, to make the various forms in which the HM method is presented directly comparable. == The Hindley–Milner type system == The type system can be formally described by syntax rules that fix a language for the expressions, types, etc. The presentation here of such a syntax is not too formal, in that it is written down not to study the surface grammar, but rather the depth grammar, and leaves some syntactical details open. This form of presentation is usual. Building on this, typing rules are used to define how expressions and types are related. As before, the form used is a bit liberal. === Syntax === The expressions to be typed are exactly those of the lambda calculus extended with a let-expression as shown in the adjacent table. Parentheses can be used to disambiguate an expression. The application is left-binding and binds stronger than abstraction or the let-in construct. Types are syntactically split into two groups, monotypes and polytypes. ==== Monotypes ==== Monotypes always designate a particular type. Monotypes τ {\displaystyle \tau } are syntactically represented as terms. Examples of monotypes include type constants like i n t {\displaystyle {\mathtt {int}}} or s t r i n g {\displaystyle {\mathtt {string}}} , and parametric types like M a p ( S e t s t r i n g ) i n t {\displaystyle {\mathtt {Map\ (Set\ string)\ int}}} . The latter types are examples of applications of type functions, for example, from the set { M a p 2 , S e t 1 , s t r i n g 0 , i n t 0 , → 2 } {\displaystyle \{{\mathtt {Map^{2},\ Set^{1},\ string^{0},\ int^{0}}},\ \rightarrow ^{2}\}} , where the superscript indicates the number of type parameters. The complete set of type functions C {\displaystyle C} is arbitrary in HM, except that it must contain at least → 2 {\displaystyle \rightarrow ^{2}} , the type of functions. It is often written in infix notation for convenience. For example, a function mapping integers to strings has type i n t → s t r i n g {\displaystyle {\mathtt {int}}\rightarrow {\mathtt {string}}} . Again, parentheses can be used to disambiguate a type expression. The application binds stronger than the infix arrow, which is right-binding. Type variables are admitted as monotypes. Monotypes are not to be confused with monomorphic types, which exc

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  • Rendezvous hashing

    Rendezvous hashing

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

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