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Computer Science 2023 IT590 Enterprise Architecture And IT Governance,1-ON Week 2

2023 Chapter 3 Using your textbook as your primary resource Define the following terms Business | Assignment Collections

 

Chapter 3

Using your textbook as your primary resource:

Define the following terms:

  • Business application
  • Business architecture
  • “Stovetop” approach

Answer the following questions:

  1. What is the purpose of automating a business process?
  2. How is SOA a reflection of the architecture needed to develop applications for a “new world” processes?
  3. Discuss the top-down approach and it’s impact on business architecture.
  4. On page 29, the author states his approach to development in this tenet: “Architecture to the end state (as best as you can) then implement in phases, but never architect and implement in phases.” Discuss what this statement means.

Chapter 4

Using your textbook as your primary resource:

Define the following terms:

  • Channel
  • Party
  • Payload
  • Channel adapter

Answer the following questions:

  1. Describe the four common business channels, and give examples.
  2. How does SOA relate to channels
  3. What are the advantages of building customer services over out-of-the-box systems?

Note: Your textbook should be your primary source for all assignments. If you use other resources, please cite the sources using standard APA style (https://owl.english.purdue.edu/owl/resource/560/01/ (Links to an external site.)).

 

for text book access this link 

https://online.vitalsource.com/#/books/9780470622537/cfi/6/2!/6/4/2@0:0 

and login with these details 

nagisettyl@students.an.edu

Welcome1

 

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Computer Science 2023 C++ Need Help In 12 Hours

2023 verview In this assignment you will convert some of your existing types to classes Players will also have | Assignment Collections

 

verview
In this assignment, you will convert some of your existing types to classes.  Players will also have to pay for the tiles they want to place, and there will be a list of tiles available to buy.

The purpose of this assignment is to give you practice working with classes.  For Part A, you will convert the tile module to an encapsulated class.  For Part B, you will convert the board module to another encapsulated class.  For Part C, you will add a third class to store the available tiles.  For Part D, you will change your main function so that the players buy tiles from a list of available tiles.

Requirements
Start by creating a new project (or new folder, etc.) for Assignment 3.  Do not just modify Assignment 2.  If you are using Visual Studio, create a new project and copy in the code files (.h and .cpp) from Assignment 2.  Do not ever copy a Visual Studio project.  If you do, it will get all mixed up between the two of them and Bad Things will happen.

Part A: Convert the Tile Module to a Class [35% = 24% test program + 11% code]
In Part A, you will convert the Tile type to an encapsulated class.  You will also add a class invariant that requires the tile genus to be strictly less than GENUS_COUNT.

By the end of Part A, your Tile class will have the following public member functions:

·              Tile ();

·              Tile (unsigned int genus1,
           unsigned int species1);

·              bool isOwner () const;

·              unsigned int getAffectedPlayer (
                            unsigned int whose_turn) const;

·              unsigned int getGenus () const;

·              unsigned int getSpecies () const;

·              void setOwner (unsigned int owner1);

·              void activate (unsigned int whose_turn) const;

·              void print () const;

You will also have the following private member functions:

·              void printOwnerChar () const;

·              void printGenusChar () const;

·              void printSpeciesChar () const;

·              bool isInvariantTrue () const;

Perform the following steps:

Convert the Tile record to a class.  The fields should become private member variables.
Convert the Tile-associated functions to member functions in the interface (i.e., .h) and implementation (i.e., .cpp)  files.  The tilePrint*Char functions should be private and the others should be pubic.  The tileCreate function should become the non-default constructor.  Remove the word tile from the function names and change the new first letter to lowercase.  In the implementation file, add Tile:: before every function name.
Reminder: A * in a name means “anything”.  So tilePrint*Char refers to three functions.
Reminder: If a member function calls another member function, you will have to update the name in the call as well.
Remove the Tile parameter from all the functions.  Inside the functions, update the member variables to not use dot notation.  For example, tile.genus should become plain genus.
Add a default constructor that sets the owner to NO_OWNER, the genus to GENUS_MONEY, and the species to 1.  Remember to add the function prototype.
Note: If we don’t declare a default constructor, the compiler will not allow us to declare an array of Tiles.  (Because it has to call the default constructor for each element when an array is created.)  So we need the default constructor or the board won’t work.
Add a precondition to the non-default constructor that requires the genus1 parameter to be strictly less than GENUS_COUNT.  Use an assert to enforce the precondition.
Reminder: Every constructor must initialize every member variable.  In this case, your constructor must initialize the genus, the species, and the owner.
Add a private const member function named isInvariantTrue to check the class invariant.  It should return true if the tile genus is strictly less than GENUS_COUNT and false if it is the same or greater.
Check the class invariant at the end of every non-const public member function.  For the Tile class, this is both constructors and setOwner.  At the end of each of these functions, use an assert to make sure that isInvariantTrue returns true:
     assert(isInvariantTrue());
The purpose of this is to ensure that these functions do not leave the Tile in an invalid state.  The const functions cannot change the tile state, so we don’t need to check the invariant there.
Note: Don’t check the invariant in private functions.  It will be checked in the functions that call them.
Check the class invariant at the start of every public member function except the constructors.  Use an assert to make sure that isInvariantTrue returns true.  The purpose of this is to ensure that the Tile in a valid state when the function is called.
Reminder: Don’t check the invariant in private functions.
Test your Tile module using the TestTile3.cpp program provided.  As always, you will need TestHelper.h and TestHelper.cpp.
Part B: The Board Class [25% = 15% test program + 10% documentation]
In Part B, you will convert your board module to an encapsulated class.  The Board class will not have a class invariant.

By the end of Part B, your Board class will have the following public member functions:

·              Board ();

·              void print () const;

·              const Tile& getAt (const CellId& cell_id) const;

·              void setAt (const CellId& cell_id,
                 const Tile& value,
                 unsigned int owner);

You will also have the following private member functions:

·              void printColumnNameRow () const;

·              void printBorderRow () const;

·              void printEmptyRow () const;

·              void printDataRow (int row) const;

Perform the following steps:

Declare a Board class.  It should have a 2D array of Tiles as a private member variable.  Remove the Board typedef.
Convert the existing function prototypes to member functions or copy in the ones shown above.  Update the implementation file to match.
Convert the boardInit function into a default constructor.  When assigning values to the board array, use the non-default Tile constructor.  The syntax is:
array_name[i][j] = Tile(put parameters here);
Change the getAt and setAt functions to take a const reference to a CellId as a parameter instead of a row and a column.
Add a precondition to the getAt and setAt functions, enforced by an assert.  It should require that the cell is on the board.
Hint:  You have a function to check that a cell is on the board.
Add a parameter to the setAt function for the new tile’s owner.  The function should set the new tile on the board to have that owner.  And a precondition that the tile parameter does not already have an owner.
Hint:  Use a function from the Tile class to change the owner.
Test your Board class using the TestBoard3.cpp program provided.
Update your main function to use the new Tile and Board classes.  It should run as before.
Write interface specifications for the four public functions in the Board class.  Use the format described in class and in Section 4a of the online notes.  You do not have to write interface specifications for the private functions.
Reminder:  Interface specifications are written for other programmers who want to use your module.
Part C: The AvailableTiles Class [40% = 26% test program + 4% code]
In Part C, you will create and document a class named AvailableTiles.  The class will keep track of the five tiles that are available for the players to buy and the cost for each.  At the start, five tiles will be chosen randomly.  Whenever a tile is removed, the higher-numbered tiles will be moved down and a random new tile will be added at the end.  For example, suppose we refer to the available tiles as I, J, K, L, M. Also suppose that tile K was removed and a new tile (referred to as N) was picked randomly to be added. Then the revised list of available tiles would be I, J, L, M, N.  When the tiles are moved, their costs move with them.

·         Note: A tile is actually a three-part object with owner, genus, and species member variables—we are referring to them by single letters for convenience here.

·         Note: When you remove the tile from the available tiles list, a new tile will be placed in the last position of the list.

By the end of Part C, your AvailableTiles class will have the following public member functions:

·              AvailableTiles ();

·              void print () const;

·              int getCost (unsigned int index) const;

·              const Tile& getTile (unsigned int index) const;

·              void replaceAt (unsigned int index);

You will also have the following private member function:

·              void setRandomTile (unsigned int index);

Perform the following steps:

Declare an unsigned integer constant named AVAILABLE_TILE_COUNT for the number of available tiles. It should have value 5. Since it is constant, the number of available tiles never changes.
Create the AvailableTiles class.  It should have member variables that store the available tiles and tile costs.  One way to do this is to have two arrays of the same length.
Copy in the function prototypes.
Write the implementation for the setRandomTile function.  You should construct a tile and copy it (with an assignment operator ???? into the specified position in the available tiles list. You should also set the corresponding cost. The owner member variable of the tile will be set to NO_OWNER by the tile constructor.  In this assignment, all the available tiles will be points tiles.  Choose a random value from 1, 2, or 3, with an equal chance of each, and name it P for points. The tile species should be P and the tile cost should be P * P.  Give the function a precondition that requires the index parameter to be strictly less than the number of available tiles.  Enforce the precondition with an assert.
Write the implementation for the default constructor.  It should call sendRandomTile for each tile.
Write the implementation for the print function.  It should print one line for each tile, showing the tile index, the tile itself, and the tile cost with a dollar sign (‘$’).  One acceptable format is ”  N: TTT   $C”, where N is the index, TTT is the tile, and C is the cost.
Reminder: A function for printing a tile in a three-character format, here shown as TTT, was developed in Assignment 2 and converted to a member function in Part A above.
Write the implementations for the getCost and getTile functions.  Both functions should have a precondition that requires the index parameter to be strictly less than the number of tiles.  Enforce the preconditions with asserts.
Write the implementation for the replaceAt function.  It should move the tiles that have higher indexes one spot down the array and call a function to set the last tile.  Add an assert-enforced precondition that requires the index parameter to be strictly less than the number of tiles.
Hint: You can assign objects with the assignment statement, just like any other variable.  For example:
MyClass c1;
MyClass c2;
c1 = c2;  // this is legal
Reminder: Also move the costs when you move the tiles.
Test your AvailableTiles module using the TestAvailableTiles3.cpp program provided.
Part D: Improve the main Function [10% output]
In Part D, you will use your AvailableTiles class in the main function.  Instead of simply placing tiles, players will buy them from a list of available tiles.  If the player doesn’t have enough money, he/she will not be able to buy the tile.

1.       Add an AvailableTiles variable to your main function.  Print it out after printing the board but before printing whose turn it is.

2.       After the player chooses a valid cell to place a tile in, the player should choose a tile to place there.  The program should first ask which tile (by index) the player wants to put there and read in the player’s answer.  If the index is invalid, print a failure message.  Otherwise, if the player does not have enough money to pay the cost for that tile, print a failure message.  Otherwise, add the tile to the game board, reduce the player’s money, remove the tile from the available tiles list, and print a success message.

·         Note: When you remove the tile from the available tiles list, a new tile will be placed in the last position of the list.

3.       If the player does not succeed in placing a tile, remove the first tile (the one in position 0) from the available tiles list.

·         Hint: Create a bool variable and set it before asking the player for a cell.  Then change the value if the player successfully adds a tile.  If the variable still has its original value after all the checks, then the player failed to place a tile.

Formatting [ −10%]
Neatly indent your program using a consistent indentation scheme.
Put spaces around your arithmetic operators:
x = x + 3;
Use symbolic constants, such as BOARD_SIZE, when appropriate.
Include a comment at the top of Main.cpp that states your name and student number.
Format your program so that it is easily readable.  Things that make a program hard to read include:
·         Very many blank lines.  If more than half your lines are blank, you probably have too many.  The correct use of blank lies is to separate logically distinct sections of your program.

·         Multiple commands on the same line.  In general, don’t do this.  You can if it makes the program clearer than if the same commands were on separate lines.

·         Uninformative variable names.  For a local variable that is only used for a few lines, it doesn’t really matter.  But a variable that is used over a larger area (including all global variables and field names) should have a name that documents its purpose.  Similarly, parameters should have self-documenting names because the function will be called elsewhere in the program.

Submission
·         Submit a complete copy of your source code.  You should have the following files with exactly these names:

1.   AvailableTiles.h

2.   AvailableTiles.cpp

3.   BoardSize.h

4.   BoardSize.cpp

5.   Board.h

6.   Board.cpp

7.   CellId.h

8.   CellId.cpp

9.   Dice.h

10. Dice.cpp

11. Main.cpp

12. Tile.h

13. Tile.cpp

o   Note: A Visual Studio .sln file does NOT contain the source code; it is just a text file.  You do not need to submit it.  Make sure you submit the .cpp files and .h files.

o   Note: You do not need to submit the test programs or the Player.h and Player.cpp files.  The marker has those already.

·         If possible, convert all your files to a single archive (.zip file) before handing them in

·         Do NOT submit a compiled version

·         Do NOT submit intermediate files, such as:

o   Debug folder

o   Release folder

o   ipch folder

o   *.o files

o   *.ncb, *.sdf, or *.db files

·         Do NOT submit a screenshot

Important Notes 

1) Solution 2 will help u

2) Internet se copy paste nahi karna hai , Original work chaiye 

PFA

 

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Computer Science 2023 Data Analytics

2023 Consider how classification can be applied a Research completed research studies that have used | Assignment Collections

 

Consider how classification can be applied.

a. Research completed research studies that have used classification.

b. Provide a brief summary that includes the type of study, its purpose, and its final conclusions.

c. Based on your research-based knowledge, provide your evaluation on the role of classification in the study’s outcome.

d. Provide an APA formatted reference and a .pdf of the study.

Note: Paraphrase, cite, and reference per APA. 

 

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Computer Science 2023 Answer The Questions Below In 2-3 Pages

2023 Briefly respond to all the following questions Make sure to explain and backup your responses with | Assignment Collections

 

Briefly respond to all the following questions. Make sure to explain and backup your responses with facts and examples. This assignment should be in APA format.

Figure 8.1 Business analytics logical data flow diagram (DFD).

Consider the data flow “octopus,” as shown in Figure 8.1, Business analytics logical data flow, from your textbook. How can the analysis system gather data from all these sources that, presumably, are protected themselves?

 

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Computer Science 2023 Discussion-5 Mangerial Accounting

2023 Variance Analysis Write an analytical summary of your learning outcomes from chapters 9 and 10 In addition to | Assignment Collections

 

 

Variance Analysis

Write an analytical summary of your learning outcomes from chapters 9 and 10. In addition to your analytical summary, address the following:

1.     As a manager, discuss how you would use or have used the concepts presented in chapters 9 and 10.

2.     Why might managers find a flexible-budget analysis more informative than static-budget analysis?

3.     How might a manager gain insight into the causes of flexible-budget variances for direct materials, labor, and overhead? Provide at least one numerical example to support your thoughts

Chapter-9

 https://saylordotorg.github.io/text_managerial-accounting/s13-how-are-operating-budgets-crea.html 

Chapter-10

 https://saylordotorg.github.io/text_managerial-accounting/s14-how-do-managers-evaluate-perfo.html 

 

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Computer Science 2023 Protecting Information In The Cloud

2023 Your company is debating transferring all of their information to a Cloud storage | Assignment Collections

Your company is debating transferring all of their information to a Cloud storage provider. The CFO feels this move is a big cash savings plan, one that could save the company a lot of money. The CIO feels the risk is too high and wants you to develop an Awareness presentation and Information Guide handout to outline the Pros and Cons of this storage plan. You will present this presentation at an executive session next week.

 

Note: The cloud storage for this assignment is not Dropbox, iCloud, etc.  Rather, the assignment is about cloud service providers that provide IaaS, PaaS, and SaaS services.

The objectives of this assignment are to:

Describe how to determine the risk associated with the selected cloud service provider

Describe operational security pros and cons of using cloud storage

Describe how security management tasks for the customer and the cloud service provider differ depending on whether IaaS, PaaS, or SaaS is selected. 

Create a 4- to 6-slide Microsoft® PowerPoint® presentation. Include the following:

Content for each of the objectives

Detailed slide notes including analysis of each concept or term listed in each slide.  Each slide must include detailed slide notes supported by one or more supporting references.  The references must be cited in the slide notes.

References used to support your presentation, including a minimum of two outside academic references in addition to course textbooks and videos.  Your references must be shown in a references slide at the end of your presentation.

Neither the title slide nor the references slide are included in the required slide count.

 

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Computer Science 2023 Due On Monday

2023 One of the major causes of system performance issues is programs that run in the background | Assignment Collections

One of the major causes of system performance issues is programs that run in the background and are started when the system starts. These programs are usually installed, so they are started from one of two entries in the system registry: 

  • HKEY_CURRENT_USER/Software/Microsoft/Windows/CurrentVersion/Run 
  • HKEY_LOCAL_MACHINE/Software/Microsoft/Windows/CurrentVersion/Run 

As a network administrator, you would like to gather information about these registry entries for all the computers in the network. You have selected Windows PowerShell to write a script for this task. Your plan will result in a document with a script for the tasks involved. Because there are security issues that prevent executing the scripts on remote computers, the script will be distributed to all users on the network as a download link on the company intranet. For purposes of this exercise, security issues can be ignored, so the script is not required to take security issues into account.

  • Prepare a document to submit your work:  
    • Use Word. 
    • Title Page  
      • Course number and name 
      • Project name 
      • Student name 
      • Date 
    • Provide well-documented source code for a Windows PowerShell script that will perform the following tasks:  
      • Read the registry entries from both of the locations named in the project description. 
      • Compare each entry to a list of acceptable entries. The acceptable entry list is from a text file named “Acceptable_Reg.txt” that will accompany the script when the script is downloaded. 
      • Produce a text file report that lists all unacceptable registry entries. Save the report using the computer name as the file name. 
      • Transmit the report file to the following intranet address:  
        • intranet.xyzcompany.com/bad_reg.aspx 
  • Name the document yourname_ITSD327_IP4.doc. 
  • Submit the document for grading 

 

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Computer Science 2023 Week 9

2023 1 Use the web or other resources to research at least two criminal or civil | Assignment Collections

1)    Use the web or other resources to research at least two criminal or civil cases in which  recovered files played a significant role in how the case was resolved. 

2)  Describe in 500 words the shared security responsibility model that a dba must be aware of  when moving to the cloud.

Use at least three sources. Include at least 3 quotes from your sources enclosed in quotation marks and cited in-line by reference to your reference list.  

 

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Computer Science 2023 WIRELESS NETWORK TROUBLESHOOTING 122

2023 Wireless networks are becoming extremely common because they allow a great deal of flexibility to users Think about | Assignment Collections

Wireless networks are becoming extremely common because they allow a great deal of flexibility to users. Think about what you know and have learned about wireless networks when analyzing the following scenarios. Write a paragraph of analysis for each. 1.You have designed your wireless network with security in mind, and have done as much as you can to make sure it is secured. A visitor has asked to use your network, and you have agreed to give them your security password. They still cannot access the wireless network. Theorize as to why this might be the case. 2.You have taken a laptop computer out to a local coffee shop, and you are looking forward to being able to get some work done on their wireless network. You pack up the laptop, but when you get there you find that you cannot access any wireless network. Annoyingly, it seems you are the only one having that issue. Why might you not be able to access the wireless connections? 3.You have a wireless connection at home that serves you well in most instances, but lately you have noticed issues. Specifically, the Internet connection gave out while you were on your cordless phone giving driving directions to a friend. What might have caused the connection to fail?

 

We give our students 100% satisfaction with their assignments, which is one of the most important reasons students prefer us to other helpers. Our professional group and planners have more than ten years of rich experience. The only reason is that we have successfully helped more than 100000 students with their assignments on our inception days. Our expert group has more than 2200 professionals in different topics, and that is not all; we get more than 300 jobs every day more than 90% of the assignment get the conversion for payment.

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Computer Science 2023 Djikstra’s Shortest Path Algorithm Work

2023 Tutorial II CS60001 Advances in Algorithms Date 8 th November 2007 P1 Would the Djikstra s shortest path | Assignment Collections

Tutorial – II CS60001, Advances in Algorithms Date: 8 th November, 2007 (P1) Would the Djikstra’s shortest path algorithm work correctly for graphs with -ve edges. If not give an example where it would fail? (P2) Analyze the proof of correctness of Dijkstra’s shortest path algorithm to show that Dijkstra’s shortest path algorithm gives incorrect results for shortest paths in directed graphs with negative edge weights. (P3) The bottleneck capacity of an augmenting path in a flow network is the minimum residual capacity along that path. Design (and analyse) an efficient algorithm for finding an augmenting path with maximum bottleneck capacity among all possible augmenting paths. [Hints: You can modify Dijkstra’s algorithm.] (P4) Prove the following statement. Let M = (S, `) be any matroid. If x is an element of S such that x is not an extension of φ (where φ is the empty set), then x is not an extension of any independent subset A of S. (P5) For a network (G, s,t, c), the residual capacity r(u, v) for an edge (u, v) is defined as r(u, v) = c(u, v) − f(u, v) (where c is capacity and f is flow). Show that r(u, v) + r(v, u) = c(u, v) + c(v, u). (P6) Let G = {V, E}, be a bipartite graph with V1 ∪V2 = V and V1 ∩V2 = φ. Let G0 be the corresponding flow network where you have a source vertex s connected to all vertices in V1 and a sink vertex t connected from all vertices in V2 and the edges in G are directed from V1 to V2 in G0 . Find out a non-trivial upper bound on the length of any augmenting path found in G0 during the execution of the Ford-Fulkerson algorithm. (P7) Design and analyze an algorithm to determine if a text S is cyclic rotation of another string S 0 . The strings neo and one are cyclic rotations of each other. (P8) [Minimum Cost Flow Problem] A flow network with costs is a directed graph G = (V,E,c,k) where V is a set of vertices, E is a set of directed edges (arcs), each arc (u,v) ∈ E has a capacity c(u,v) ∈ R and similarly each arc (u,v) has a cost k(u,v) ∈ R. By convention, c(u,v)=k(u,v) = 0 for (u,v) ∈/ E. We allow positive as well as negative capacities and costs.A feasible flow f of value m is a real valued function f : V ∗V → R satisfying f(u, v) ≤ c(u, v)∀(u, v) ∈ E f(u, v) = −f(u, v)∀(u, v) ∈ E ∀u ∈ V-(s,t) X v∈V f(u, v) = 0 X v∈V f(s, v) = m and X v∈V f(t, v) = −m The cost of the flow f is given by cost(f) = X (u,v)∈V ∗V k(u, v)f(u, v) 1 The min cost flow problem is to find the feasible flow f in G that minimizes cost(f) among all feasible flows f in G. Can you derive a reduction of shortest path problem to this generalised min cost flow problem i.e. SHORTEST PATH ≤ MIN COST FLOW PROBLEM ? (P9) Show that P ⊆ NP. (P10) Let Π1 and Π2 be two problems such that Π1 ≤P Π2. Suppose that the problem Π2 can be solved in O(n k ) time and the reduction can be done in O(n j ) time. Show that the problem Π1 can be solved in O(n jk ) time. (P11) Prove that if an NP-Complete problem Π is shown to be solvable in polynomial time, then NP=P. (P12) Show that any cover of a clique of size n must have exactly n − 1 vertices. (P13) Give a direct reduction from the problem of VERTEX COVER to CLIQUE. (P14) Consider the following statement. If a problem Π ∈ NP and Π ≤P Π0 where Π0 is an NP-Complete problem, then Π is NP-Complete. State whether the above statement is true or false with a brief explanation. You may assume that P 6= NP. (P15) You are asked to design a polynomial time deterministic algorithm for finding a clique of size k (k is a fixed integer that you know before designing the algorithm. As an example, say you know before designing the algorithm that k = 5.). Can you design such a polynomial time deterministic algorithm? If you can, please give a sketch of such an algorithm. Now, does that contradict the fact that finding CLIQUE is NP-Complete? (P16) [Longest Path Problem] Given a weighted undirected graph G and two vertices s and t, find the longest weighted simple path from s to t. Recall that a simple path is a path that contains every vertex at most once. Show that the problem is NP-hard. (Hint: Use Hamiltonian Path Problem) (P17) A 3-colouring of a graph G = {V, E} is a map C : V → {R, G, B} that assigns one of the three colours to each vertex so that every edge (u, v) has two different colours from the set {R, G, B} for the two vertices u and v. The decision version of the problem asks if such a 3-colouring exists for the graph G. Show that 3-colouring is NP-Complete through a polynomial reduction. [Hints: You can try for a reduction from 3-SAT.] 2

 

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