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This is a personal recollection on the Move fire on May 13, 1985

In computational geometry, Chan's algorithm,[1] named after Timothy M. Chan, is an optimal output-sensitive algorithm to compute the convex hull of a set of points, in 2- or 3-dimensional space. The algorithm takes time, where is the number of vertices of the output (the convex hull). In the planar case, the algorithm combines an algorithm (Graham scan, for example) with Jarvis march (), in order to obtain an optimal time. Chan's algorithm is notable because it is much simpler than the Kirkpatrick–Seidel algorithm, and it naturally extends to 3-dimensional space. This paradigm[2] has been independently developed by Frank Nielsen in his Ph.D. thesis.[3]
A single pass of the algorithm requires a parameter which is between 0 and (number of points of our set ). Ideally, but , the number of vertices in the output convex hull, is not known at the start. Multiple passes with increasing values of are done which then terminates when . See below on choosing parameter .
The algorithm starts by arbitrarily partitioning the set of points into subsets with at most points each; notice that .
For each subset , it computes the convex hull, , using an algorithm (for example, Graham scan), where is the number of points in the subset. As there are subsets of points each, this phase takes time.
During the second phase, Jarvis's march is executed, making use of the precomputed (mini) convex hulls, . At each step in this Jarvis's march algorithm, we have a point in the convex hull (at the beginning, may be the point in with the lowest y coordinate, which is guaranteed to be in the convex hull of ), and need to find a point such that all other points of are to the right of the line [clarification needed], where the notation simply means that the next point, that is , is determined as a function of and . The convex hull of the set , , is known and contains at most points (listed in a clockwise or counter-clockwise order), which allows to compute in time by binary search[how?]. Hence, the computation of for all the subsets can be done in time. Then, we can determine using the same technique as normally used in Jarvis's march, but only considering the points (i.e. the points in the mini convex hulls) instead of the whole set . For those points, one iteration of Jarvis's march is which is negligible compared to the computation for all subsets. Jarvis's march completes when the process has been repeated times (because, in the way Jarvis march works, after at most iterations of its outermost loop, where is the number of points in the convex hull of , we must have found the convex hull), hence the second phase takes time, equivalent to time if is close to (see below the description of a strategy to choose such that this is the case).
By running the two phases described above, the convex hull of points is computed in time.
If an arbitrary value is chosen for , it may happen that . In that case, after steps in the second phase, we interrupt the Jarvis's march as running it to the end would take too much time. At that moment, time will have been spent, and the convex hull will not have been calculated.
The idea is to make multiple passes of the algorithm with increasing values of ; each pass terminates (successfully or unsuccessfully) in time. If increases too slowly between passes, the number of iterations may be large; on the other hand, if it rises too quickly, the first for which the algorithm terminates successfully may be much larger than , and produce a complexity .
One possible strategy is to square the value of at each iteration, up to a maximum value of (corresponding to a partition in singleton sets).[4] Starting from a value of 2, at iteration , is chosen. In that case, iterations are made, given that the algorithm terminates once we have
with the logarithm taken in base , and the total running time of the algorithm is
To generalize this construction for the 3-dimensional case, an algorithm to compute the 3-dimensional convex hull by Preparata and Hong should be used instead of Graham scan, and a 3-dimensional version of Jarvis's march needs to be used. The time complexity remains .[1]
In the following pseudocode, text between parentheses and in italic are comments. To fully understand the following pseudocode, it is recommended that the reader is already familiar with Graham scan and Jarvis march algorithms to compute the convex hull, , of a set of points, .
Chan's paper contains several suggestions that may improve the practical performance of the algorithm, for example:
Chan's paper contains some other problems whose known algorithms can be made optimal output sensitive using his technique, for example:
Source: Wikipedia. Article content is retrieved live through the MediaWiki API.
In computational geometry, Chan's algorithm, named after Timothy M. Chan, is an optimal output-sensitive algorithm to compute the convex hull of a set P {\displaystyle P} of n {\displaystyle n} points, in 2- or 3-dimensional space. The algorithm takes O ( n log h ) {\displaystyle O(n\log h)} time, where h {\displaystyle h} is the number of vertices of the output (the convex hull). In the planar case, the algorithm combines an O ( n log n ) {\displaystyle O(n\log n)} algorithm (Graham scan, for example) with Jarvis march ( O ( n h ) {\displaystyle O(nh)} ), in order to obtain an optimal O ( n log h ) {\displaystyle O(n\log h)} time. Chan's algorithm is notable because it is much simpler than the Kirkpatrick–Seidel algorithm, and it naturally extends to 3-dimensional space. This paradigm has been independently developed by Frank Nielsen in his Ph.D. thesis.
In computational geometry, Klee's measure problem is the problem of determining how efficiently the measure of a union of (multidimensional) rectangular ranges can be computed. Here, a d-dimensional rectangular range is defined to be a Cartesian product of d intervals of real numbers, which is a subset of Rd. The problem is named after Victor Klee, who gave an algorithm for computing the length of a union of intervals (the case d = 1) which was later shown to be optimally efficient in the sense of computational complexity theory. The computational complexity of computing the area of a union of 2-dimensional rectangular ranges is now also known, but the case d ≥ 3 remains an open problem.
In computer science, the Floyd–Warshall algorithm (also known as Floyd's algorithm, the Roy–Warshall algorithm, the Roy–Floyd algorithm, or the WFI algorithm) is an algorithm for finding shortest paths in a directed weighted graph with positive or negative edge weights (but with no negative cycles). A single execution of the algorithm will find the lengths (summed weights) of shortest paths between all pairs of vertices. Although it does not return details of the paths themselves, it is possible to reconstruct the paths with simple modifications to the algorithm. Versions of the algorithm can also be used for finding the transitive closure of a relation, or (in connection with the Schulze voting system) widest paths between all pairs of vertices in a weighted graph.
In computational complexity theory, Yao's principle (also called Yao's minimax principle or Yao's lemma) relates the performance of randomized algorithms to deterministic (non-random) algorithms. It states that, for certain classes of algorithms, and certain measures of the performance of the algorithms, the following two quantities are equal: The optimal performance that can be obtained by a deterministic algorithm on a random input (its average-case complexity), for a probability distribution on inputs chosen to be as hard as possible and for an algorithm chosen to work as well as possible against that distribution The optimal performance that can be obtained by a random algorithm on a deterministic input (its expected complexity), for an algorithm chosen to have the best performance on its worst case inputs, and the worst case input to the algorithm Yao's principle is often used to prove limitations on the performance of randomized algorithms, by finding a probability distribution on inputs that is difficult for deterministic algorithms, and inferring that randomized algorithms have the same limitation on their worst case performance. This principle is named after Andrew Yao, who first proposed it in a 1977 paper. It is closely related to the minimax theorem in the theory of zero-sum games, and to the duality theory of linear programs.
Before the 1921 destruction of Tulsa’s Greenwood District, Black residents had created a remarkable center of business and community life. The district included stores, professional offices, entertainment venues and homes owned by Black citizens. Understanding Greenwood means learning what was built—not only what was burned.
MORE →Brown v. Board of Education in 1954.