- Reading
- Riley, Chapter 3
- Time vs. Space
- Two major measures of program performace are space and time.
They often are indirectly related: the Space-Time Tradeoff.
For
example, it may take a long time for your browser to download some
web page, but if you're willing to spend the space to store it on
your hard disk (cache it), it will be faster to view it subsequent
times.
Since computer memory is relatively cheap, we will be more
concerned with time performance of programs.
- Basic time efficiency
- Never do something multiple times, when you can do it only
once.
For example, store the value of a computation in a
variable, instead of computing it several times.
- Don't sweat the small stuff
- In most programs, most time is spent in (iterative or recursive) loops.
We will focus on them.
- Don't sweat the small stuff, part 2.
- For small data sets, even the most inefficient program may run
fast enough.
We will be concerned with how the time increases when
the size of the data set increases.
- The meaning of "real-time"
- A program runs in real-time if it runs fast enough for the humans
interacting with it.
Example: A program to predict the next day's
weather should take less than a day to run.
Example: A
tournament-level computer chess player must play within the same time
constraints as human players. Moral: For realistic data sets, when
the program runs quickly enough, that's fine, but we'll still be
concerned with how the time increases when the size of the data set
increases.
- Example
- If it takes 1 hour to look up 100 cities, and record the state
each is in, how long will it take to do that for 200 cities?
If it
takes 1 hour to create a table of distances between 100 cities, how
long will it take to do that for 200 cities?
This illustrates the
difference between linear growth (grows like n), and quadratic growth
(grows like n2).
- Big-Oh Performance
- We say that the run-time performance of the city-state recording
procedure is O(n), and of the distance-table creation procedure is
O(n2). Big-oh notation ignores constant multipliers, and
lower-order terms. See the text for a more detailed discussion.
Some frequently met performance (complexity) categories, in order:
O(1) (constant); O(log n) (logarithmic); O(n) (linear); O(n log n);
O(n2) (quadratic); O(n3) (cubic);
O(na) (polynomial); O(an) (exponential).
- Searching and Sorting
- We will often use searching and sorting algorithms to compare the
performance of different collection classes.
- Searching
- The basic search problem is: given a collection
of elements, decide if some element is in it. If so, return it, or its
position, or just some indication of that fact. If not, return some
indication that it's not.
Examples: contains(Object
o)
; String.indexOf(char ch)
.
Example tasks:
Look up someone in the telephone directory; find a file with a given
name on your disk.
- Sorting
- The basic sorting problem is: given a collection of
elements, organize the elements so that the collection may be searched
more efficiently, or printed, or operated on, or transferred to some
other medium.
Examples: The telephone company must sort its
customer database in order to print a telephone book; your mail tool's
address book
- Modelling Searching and Sorting
- We will often model general
searching and sorting tasks with a collection of integers.
- Search Problem:
- Given an array of ints, a, and some int, x, if
x is in a, return its index, otherwise return -1.
See four search programs: Linear, Ordered,
and two versions of Binary search. Two are O(n). Two are O(log n).
See the binary search simulator.
Analysis of binary search: probe once with an array of size n;
probe once with size n/2; ... n/4; ... size 1. So probe log n times.
So binary search is O(log n).
- Sorting Problem:
- Given an array of ints, a, sort them into non-decreasing
order.
See: an insertion sort
program, and its simulator; a
Selection sort programs, and
its simulator; and a Quicksort program, and its simulator.
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