62681368
Lambda-calculus schemata
A lambda-calculus schema is an expression of the lambda calculus augmented by uninterpreted constant and operator symbols. It is an abstraction of programming languages such as LISP which permit functions to be passed to and returned from other functions. When given an interpretation for its constant and operator symbols, certain schemata, calledlambda abstractions, naturally define partial functions over the domain of interpretation. Two implementation strategies are considered: the retention strategy in which all variable bindings are retained until no longer needed (implying the use of some sort of garbage-collected store) and the deletion strategy, modeled after the usual stack implementation of ALGOL 60, in which variable bindings are destroyed when control leaves the procedure (or block) in which they were created. Not all lambda abstractions evaluate correctly under the deletion strategy. Nevertheless, both strategies are equally powerful in the sense that any lambda abstraction can be mechanically translated into another that evaluates correctly under the deletion strategy and defines the same partial function over the domain of interpretation as the original. Proof is by translation into continuation-passing style.
15568865
Appraising two decades of distributed computing theory research
Abstract.The field of distributed computing started around 1970 when people began to imagine a future world of multiple interconnected computers operating collectively. The theoretical challenge was to define what a computational problem would be in such a setting and to explore what could and could not be accomplished in a realistic setting in which the different computers fell under different administrative structures, operated at different speeds under the control of uncoordinated clocks, and sometimes failed in unpredictable ways. Meanwhile, the practical problem was to turn the vision into reality by building networks and networking equipment, communication protocols, and useful distributed applications. The theory of distributed computing became recognized as a distinct discipline with the holding of the first ACM Principles of Distributed Computing conference in 1982. This paper reviews some of the accomplishments of the theoretical community during the past two decades, notes an apparent disconnect between theoretical and practical concerns, and speculates on future synergy between the two.
207568668
Parallel Prefix Computation
The prefix problem is to compute all the products x t o x2 . . . . o xk for i ~ k .~ n, where o is an associative operation A recurstve construction IS used to obtain a product circuit for solving the prefix problem which has depth exactly [log:n] and size bounded by 4n An application yields fast, small Boolean ctrcmts to simulate fimte-state transducers. By simulating a sequentml adder, a Boolean clrcmt which has depth 2[Iog2n] + 2 and size bounded by 14n Is obtained for n-bit binary addmon The size can be decreased significantly by permitting the depth to increase by an addmve constant
14377391
A Network Based Approach for Realtime Walkthrough of Massive Models
New dynamic search data structures developed recently guarantee constant execution time per search and update, i.e., they fulll the real-time requirements necessary for interactive walk-through in large geometric scenes. Yet, superiority or even applicability of these new methods in practice was still an open question. Their prototypical implementation presented in this work uses common libraries on standard workstations and thus represents a rst strut to bridge this gap. Indeed our experimental results give an indication on the actual performance of these theoretical ideas on real machines and possible bottlenecks in future developments. By special algorithmic enhancements, we can even avoid the otherwise essential preprocessing step.
14681345
The randomized sample tree: a data structure for interactive walkthroughs in externally stored virtual environments
We present a new data structure for rendering highly complex virtual environments of arbitrary topology. The special feature of our approach is that it allows an interactive navigation in very large scenes (30 GB/400 million polygons in our benchmark scenes) that cannot be stored in main memory, but only on a local or remote hard disk. Furthermore, it allows interactive rendering of substantially more complex scenes by instantiating objects.For the computation of an approximate image of the scene, a sampling technique is used. In the preprocessing, a so-called sample tree is built whose nodes contain randomly selected polygons from the scene. This tree only uses space that is linear in the number of polygons. In order to produce an image of the scene, the tree is traversed and polygons stored in the visited nodes are rendered. During the interactive walkthrough, parts of the sample tree are loaded from local or remote hard disk.We implemented our algorithm in a prototypical walkthrough system. Analysis and experiments show that the quality of our images is comparable to images computed by the conventional z-buffer algorithm regardless of the scene topology.
17113954
INTEGRATING ANTHROPOLOGICAL APPROACHES TO THE STUDY OF CULTURE: THE “HARD” AND THE “SOFT”
Much anthropological interest in methods derived from the natural sciences has been motivated by a search for tools with which to describe ethnographic settings in more “rigorous” terms. These have generally failed, and these failures are due to implicit conventions in anthropology regarding what to observe and how. I suggest that natural science methods were developed as a result of a process that aimed to solve problems that are generally different from those that social scientists pursue and that social scientists need to take the underlying ideas and rebuild them for their own purposes if they want to import them. Likewise, most qualitative anthropologists are also guilty of inappropriate borrowing, in particular in their importation of postmodern philosophy from literary criticism rather than adapting these ideas from the source in a manner more suited to the discipline. I examine some the conditions that would be necessary to integrate the various fractions of the anthropological community within a flexible but common framework. I conclude that anthropology must include a major qualitative perspective and, in response to this, suggest that if we are to formalize our study we must adopt some new conventions. These include a broadening of analysis beyond causality to include interpretive reasoning within a common framework, the addition of deontic operators to our basic formal framework, and an emphasis on declarative semantics over procedural semantics. We end by briefly describing some speculative work using Information Theory as a basis for quantitatively evaluating qualitative descriptions, models, and analysis.
7656106
Geometric Searching in Walkthrough Animations with Weak Spanners in Real Time
We study algorithmic aspects in the management of geometric scenes in interactive walkthrough animations. We consider arbitrarily large scenes consisting of unit size balls. For a smooth navigation in the scene we have to fulfill hard real time requirements. Therefore, we need algorithms whose running time is independent of the total number of objects in the scene and that use as small space as possible. In this work we focus on one of the basic operations in our walkthrough system: reporting the objects around the visitor within a certain distance. 
 
Previously a randomized data structure was presented that supports reporting the balls around the visitor in an output sensitive time and allows insertion and deletion of objects nearly as fast as searching. These results were achieved by exploiting the fact that the visitor moves "slowly" through the scene. A serious disadvantage of the aforementioned data structure is a big space overhead and the use of randomization. 
 
Our first result is a construction of weak spanners that leads to an improvement of the space requirement of the previously known data structures. Then we develop a deterministic data structure for the searching problem in which insertion of objects are allowed. Our incremental data structure supports O(1+k) reporting time, where k is a certain quantity close to the number of reported objects. The insertion time is similar to the reporting time and the space is linear to the total number of objects.