Comment Re:Strong Numerical computation bias... (Score 1) 245
Yes, Dijkstra's Algorithm (and not just because I sat in on his lecture at my University - The University of Texas) and heaps. I want two types of heaps in that list, each with the word "Fibonacci" in them:
1) Fibonacci Heap (priority queue style) = fastest heap known to man. Amortized O(1) insert, theta(1) decrease key, O(ln n) insert, theta(ln g) removeMin, and a lot of other theta(1) and O(1)s. Makes Dijkstra's Algorithm run 2-16 times faster.
2) Fibonacci Buddy System - Heap memory allocation. Fast as Binary Buddy system O(ln freelist) but MUCH better memory fragmentation. Guess the list author's don't need dynamic memory allocation?
Being a graphics geek, what about the newest one's for graphics and games? I have a large liking for the progressive mesh technique (collapse list to scale polygon counts in realtime) using Quadric Error Metrics (Hoppes and Hughes of Micrsoft respectively... Oh, Stan Melax of BioWare rules).
Ryan Earl
Software Engineer
1) Fibonacci Heap (priority queue style) = fastest heap known to man. Amortized O(1) insert, theta(1) decrease key, O(ln n) insert, theta(ln g) removeMin, and a lot of other theta(1) and O(1)s. Makes Dijkstra's Algorithm run 2-16 times faster.
2) Fibonacci Buddy System - Heap memory allocation. Fast as Binary Buddy system O(ln freelist) but MUCH better memory fragmentation. Guess the list author's don't need dynamic memory allocation?
Being a graphics geek, what about the newest one's for graphics and games? I have a large liking for the progressive mesh technique (collapse list to scale polygon counts in realtime) using Quadric Error Metrics (Hoppes and Hughes of Micrsoft respectively... Oh, Stan Melax of BioWare rules).
Ryan Earl
Software Engineer