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I'm doing some research on software cost estimation models and methods with a few colleagues of mine, and I was just wondering if you guys knew any specifically other than the ones listed below. Thanks!
Models:
The Planning Game
COCOMO / COCOMO II
SLIM
SEER-SEM
Weighted Micro Function Points
Program Evaluation and Review Technique
PRICE Systems
Wideband Delphi
Function Point Analysis
Evidence-based Scheduling
Methods:
Expert Judgment Method
Analogy Method
Parametric / Algorithmic Method
Bottom-Up/Work Breakdown Structure Method
Top-Down Method
Analysis Effort Method
Proxy-Based Estimation Method
There's also the REVIC model mainly used for government projects (as used by http://sepo.spawar.navy.mil/Estimation.html), I've found the Weighted Micro Function Points cost model (as used by http://www.projectcodemeter.com) to be the most useful since it's more suitable for measuring small increments in code development.
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I am looking for a book that contains descriptions of the topics: Shor's algorithm, McEliece cryptosystem, Lattice-based cryptography, Discrete logarithm; and possibly others.
Does anyone know a single book or a few that would contain there topics?
There is "Post-Quantum Cryptography" published by Daniel J. Bernstein. The book is more of a general overview and doesn't go that far into details.
It contains sections about lattice based, hash based and code based cryptography.
Shor's algorithm as well as discrete logarithm aren't handled in depth, but there is a general overview.
I think the best way to get into the details is by studying the respective scientific papers.
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I am looking for an optimized 4-connectivity or 8-connectivity Connected Component Labelling source code in MATLAB or C++. I saw many implementation of connected component labelling (4-connectivity) in MATLAB.
One of the implementations that works faster is the recursive implementation explained here: http://www.mathworks.com/matlabcentral/fileexchange/38010-connected-component-labeling-like-bwlabel
MATLAB has a built-in bwlabeln or bwlabel, which is far more optimized. They claim to use union-find method from two-pass algorithm described in Sedgewick's Algorithms in C, Addison-Wesley. However, it is hard to find any source code of it. Does anyone have idea about it? An optimized code is really needed.
You can indeed work by scanning the image in scanline order and when you meet a component seed-fill it.
You will find two efficient (and very similar) algorithms in Graphics GEMS 1:
A SEED FILL ALGORITHM, Paul S. Heckbert
FILLING A REGION IN A FRAME BUFFER, Ken Fishkin
and with a little effort some implementations. (The papers give Pascal-like code which is easy to translate.)
They run in linear time, use an explicit stack and don't require union-find.
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I've started to work with Neo4j. I know there is an opportunity to extend its API with new functionality. Also, I'm interested in algorithms for large-scale graphs.
My question is: Does anyone know any sites or other resources with the latest improvements for large-scale graphs algorithms? Or maybe you can advise me the most effective solutions for some kind of operations, like: finding the shortest path algorithms, clusterization algorithms, nearest neighbour, radius/diameter computing etc.
Thanks a lot!
Much of modern applied graph theory centers on applying computational linear algebra to graph theoretic algorithms. One prominent group involved in such work is John Gilbert's at UCSB: his group put out a piece of software called Combinatorial BLAS for efficiently executing graph algorithms using methods in computational linear algebra.
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What would be the best approach to create the AI for a Real Time Strategy game? any books or tutorials that you like?
There is a good book by Peter Norvig on artificial intelligence: http://norvig.com/paip.html
And you can even take part in a free course by this author at Stanford on artificial intelligence in the next few months:
http://www.ai-class.com/
This might teach you the best approach to create a real AI system. However, maybe you want something simpler for a game.
A good place to start, especially since you mention Solarmax, would be the Google/University of Waterloo AI challenge from a while back called Planet Wars.
And most useful of all, you can find the analysis of the game from the guy who won the challenge here.
And another one here.
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I'm interested to know if there is any literature out there on the relationship of complexity theory (emergence, complex systems, evolution) and software development processes. I read somewhere that SCRUM philosophy came out of the theory of punctuated equilibrium in evolution theory. Are there any additional studies/researches on this subject?
Thanks!
There's a slightly tongue-in-cheek book called Systemantics. Because a software program is a type of system, its observations are applicable to software: for example,
The bigger the system, the narrower and more specialized the interface with individuals.
A complex system cannot be "made" to work. It either works or it doesn't.
A simple system, designed from scratch, sometimes works.
Some complex systems actually work.
A complex system that works is invariably found to have evolved from a simple system that works.
A complex system designed from scratch never works and cannot be patched up to make it work. You have to start over, beginning with a working simple system.
There interesting blog posts by Jurgen Appelo of NOOP.NL fame, which are related to application of complexity theory to software engineering and project management:
Your Project Will Suffer From Power Laws
What (Else) Can Agile Learn from Complexity?
These can be helpful in researching this topic.