Project 2- Interactive Prototype and Demo
HIGH FIDELITY PROTOTYPE (170 POINTS)Select your favorite prototyping application from the following Axure, JIM, Adobe XD or In-Vision Studio. No other application will be accepted
Create your interactive prototype
Conduct usability testing with at least 4 participants and measurable metrics: Example, success rate, time to finish the tasks
Analyze your testing results and modify your prototype if needed.
Compare your design with the original design.
What did you learn from this project?
Remember
Your hight fidelity prototype must be created with the approved tools; no other tool files are accepted.
The prototype must be interactive; for example, UI elements are clickable.
All images must support your design.
The prototype must follow the information architecture discussed in the lecture and reading material. This includes labeling, instruction text, menu options, accessibility, etc.
Visual design must follow the rules discussed in the lectures and reading material—for example, color pallets, contrast font size,
etc.
Upload the interactive prototype in digital form on Canvas. No cloud-based prototype is accepted. The project upload file must include all files,
3- DEMO-RECORDING OF YOUR PROTOTYPING DEMO (30 POINTS)View your high-fidelity prototype in simulation mode, use your favorite screen recording application, and show your design. Add voice comments wherever needed to point out the changes.
Many screen recording tools are available to do that, such as Free Cam and CamStudio or Snagit, and Adobe Rush.
A video demo of your prototype must be at most 5 minutes.
PROJECT DELIVERABLEInteractive Prototype
Recording of the prototype demo.
The filename must be ISE 164_P2_student Name and uploaded with your report on Canva.
Assignments submitted after the deadline carry 10% deduction every day.
Rubric
ISE 164- Project 2 (1)
ISE 164- Project 2 (1)
CriteriaRatingsPts
This criterion is linked to a Learning OutcomeReport-1- Proroyping TechniqueProduct feature Improvement
10 to >8.0 ptsFull Marks-
8 to >3.0 ptsNeed Improvement
3 to >0 ptsFor trying
10 pts
This criterion is linked to a Learning OutcomeReport 2- New Design InteractivityInteractivity of the new design
30 to >20.0 ptsFull Marks
20 to >10.0 ptsAttempted Need improvment
10 to >0 ptsFor trying
30 pts
This criterion is linked to a Learning OutcomeReport 3- Proroyping tool and techniques
10 to >5.0 ptsFull Marks
5 to >2.5 ptsNeed improvement
2.5 to >0 ptsFor trying
10 pts
This criterion is linked to a Learning OutcomeReport 4-Usability Testing improvementimprovement based on previous design. Design Execution
15 to >10.0 ptsFull Marks
10 to >2.5 ptsNeed improvement
2.5 to >0 ptsFor trying
15 pts
This criterion is linked to a Learning OutcomeVisual Design, Attention to detals
5 to >2.5 ptsFull Marks
2.5 to >0.0 ptsNeed improvement
0 ptsNo Marks
5 pts
This criterion is linked to a Learning OutcomeLabeling and Information architecture
10 to >6.67 ptsFull Marks
6.67 to >3.33 ptsNeed improvement
3.33 to >0 ptsFor trying
10 pts
This criterion is linked to a Learning OutcomePrototype 1-Design Improvement Scope
30 to >20.0 ptsFull Marks
20 to >10.0 ptsNeed improvement
10 to >0 ptsFor trying
30 pts
This criterion is linked to a Learning OutcomePrototype 2- Interactivity
30 to >20.0 ptsFull Marks
20 to >10.0 ptsNeed improvement
10 to >0 ptsFor Trying
30 pts
This criterion is linked to a Learning OutcomePrototype 3- ExecutionVisual Design, IA, Application or rules and Principles
30 to >20.0 ptsFull Marks
20 to >5.0 ptsNeed improvement
5 to >0 ptsFor Trying
30 pts
This criterion is linked to a Learning OutcomePrototype Demo-Quality, execution, time, and explanation
30 to >18.0 ptsFull Marks
18 to >0.0 ptsNeed improvement
0 ptsNo Marks
30 pts
Total Points: 200
User-centered Design Application
DESCRIPTION AND OBJECTIVES
This assignment’s overall goal is to have you design a high-fidelity prototype based on user-centered design methodology and findings of project 1.
Apply theories, frameworks, rules, principles, guidelines, standards learned from lectures, and reading materials.
Enable you to create a user-centered high-fidelity prototype
Learn how to conduct usability testing in the design process
For your project, you must consider all the topics discussed in the lecture sessions and reading materials.
The Final Project has three components.
A report describing the finding and work process. Refer to the template on Canvas.
Interactive Prototype files (Must include all prototype files).
A video recording of the prototype demo of your prototype
Remember
–No link to a cloud prototype is acceptable (All prototype Files must be uploaded on Canvas)
–Must use one of the approved prototyping tools: Axure, JIM, Adobe XD or In-Vision Studio, Figma. See Tools in the modules
All the three-component must be uploaded on Canvas
PROJECT COMPONENTS
1-REPORT (150 POINTS)Introduction
Design Requirements- Functional and Usability Requirements
Comparison of before and after your design and improvement list and the screens of your new design.
The prototyping tool that you used.
Conduct usability testing of your prototype with at least 4 participants, With the usability metrics (measurable metrics defined in project 1.
Procedure data and the result of your usability testing.
What did you learn from this project?
Guidelines for Final Report
Your final report should be at most ten pages. 8.5 x 11-inch at 12 pt type and single-spaced with 1” margins all around. Figures and Tables in your paper should be sequentially numbered and specifically referred to in your text; they may also be grouped at the end of your paper and do not count in the page limit. The paper should be referenced with a list of cited references at the end (not included in the page count).
Upload a soft copy of the report on the due date.
The report must have a cover page with the title of the project, name, and last four digits of student ID. Use the project one report template.
It must be written in clear English.
Must only include text copied from sources if there is a clear reference to the consulted document.
It must cover all the areas in the section above.
Insert the page number and your name in the footer of your document.
Use the project report template.
2- HIGH FIDELITY PROTOTYPE (170 POINTS)Select your favorite prototyping application from the following Axure, JIM, Adobe XD or In-Vision Studio. No other application will be accepted.
Create your interactive prototype.
Conduct usability testing with at least 4 participants and measurable metrics: Example, success rate, and time to finish the tasks.
Analyze your testing results and modify your prototype if needed.
Compare your design with the original design.
What did you learn from this project?
Remember
Your High fidelity prototype must be created with the approved tools; no other tool files are accepted.
The prototype must be interactive; for example, UI elements are clickable.
All images must support your design.
The prototype must follow the information architecture discussed in the lecture and reading material. This includes labeling, instruction text, menu options, accessibility, and so on.
Visual design must follow the rules discussed in the lectures and reading material—for example, color pallets, contrast font size,
etc.
Upload the interactive prototype in digital form on Canvas. No cloud-based prototype is accepted. The project upload file must include all files,
3- DEMO-RECORDING OF YOUR PROTOTYPING DEMO (30 POINTS)View your high-fidelity prototype in simulation mode, use your favorite screen recording application, and show your design. Add voice comments wherever needed to point out the changes.
Many screen recording tools, such as Free Cam CamStudio Snagit and Adobe Rush, are available.
A video demo of your prototype must be at most 5 minutes.
PROJECT DELIVERABLEReport
Interactive Prototype
Recording of the prototype demo.
The filename must be ISE 164_P2_student Name and uploaded with your report on Canva.
Assignments submitted after the deadline carry a 10% deduction every day.
Rubric
ISE 164- Project 2 (3)
ISE 164- Project 2 (3)
CriteriaRatingsPts
This criterion is linked to a Learning OutcomeReport-1- Introduction, and RequirementThe objective of the new design and list of the actionable requirement from project 1
10 to >8.0 ptsFull Marks-
8 to >3.33 ptsNeed improvement
3.33 to >0 ptsFor trying
10 pts
This criterion is linked to a Learning OutcomeReport 2- New DesignComparison of before and after your design and improvement list and the screens of your new design.
20 to >15.0 ptsFull Marks
15 to >5.0 ptsAttempted Need improvment
5 to >0 ptsFor trying
20 pts
This criterion is linked to a Learning OutcomeReport 3- Proroyping tool and techniques
10 to >5.0 ptsFull Marks
5 to >2.5 ptsNeed improvement
2.5 to >0 ptsFor trying
10 pts
This criterion is linked to a Learning OutcomeReport 4-Usability TestingConduct usability testing of your prototype with at least 4 participants, With the usability metrics (measurable metrics defined in project 1.
Procedure data and result of your usability testing.
30 to >20.0 ptsFull Marks
20 to >5.0 ptsNeed improvement
5 to >0 ptsFor trying
30 pts
This criterion is linked to a Learning OutcomeReport 5-Conclusion
10 to >5.0 ptsFull Marks
5 to >2.0 ptsNeed improvement
2 to >0 ptsFor trying
10 pts
This criterion is linked to a Learning OutcomeReport 6-What did you learn from this project?
5 to >3.0 ptsFull Marks
3 to >2.0 ptsNeed improvement
2 to >0 ptsNo Marks
5 pts
This criterion is linked to a Learning OutcomeReport 7- Formatting, Text, Visual appeal
15 to >10.01 ptsFull Marks
10.01 to >5.0 ptsNeed improvement
5 to >0 ptsFor trying
15 pts
This criterion is linked to a Learning OutcomePrototype 1-Design Improvement Scope
30 to >20.0 ptsFull Marks
20 to >10.0 ptsNeed improvement
10 to >0 ptsFor trying
30 pts
This criterion is linked to a Learning OutcomePrototype 3- ExecutionVisual Design, IA, Application or rules and Principles
20 to >12.0 ptsFull Marks
12 to >8.0 ptsNeed improvement
8 to >0 ptsFor Trying
20 pts
Total Points: 150
make sure report one written by our own word cause it will check on Turnitin plagiarism
Requirements: mention | .doc file
Category: Algorithms & Data Structures
Project 2- Interactive Prototype and Demo High Fidelity Prototype (170 points)S
Project 2- Interactive Prototype and Demo
High Fidelity Prototype (170 points)Select your favorite prototyping application from the following Axure, JIM, Adobe XD or In-Vision Studio. No other application will be accepted
Create your interactive prototype
Conduct usability testing with at least 4 participants and measurable metrics: Example, success rate, time to finish the tasks
Analyze your testing results and modify your prototype if needed.
Compare your design with the original design.
What did you learn from this project?
Remember
Your hight fidelity prototype must be created with the approved tools; no other tool files are accepted.
The prototype must be interactive; for example, UI elements are clickable.
All images must support your design.
The prototype must follow the information architecture discussed in the lecture and reading material. This includes labeling, instruction text, menu options, accessibility, etc.
Visual design must follow the rules discussed in the lectures and reading material—for example, color pallets, contrast font size,
etc.
Upload the interactive prototype in digital form on Canvas. No cloud-based prototype is accepted. The project upload file must include all files,
3- Demo-Recording of your Prototyping Demo (30 Points)View your high-fidelity prototype in simulation mode, use your favorite screen recording application, and show your design. Add voice comments wherever needed to point out the changes.
Many screen recording tools are available to do that, such as Free Cam and CamStudio or Snagit, and Adobe Rush.
A video demo of your prototype must be at most 5 minutes.
Project DeliverableInteractive Prototype
Recording of the prototype demo.
The filename must be ISE 164_P2_student Name and uploaded with your report on Canva.
Assignments submitted after the deadline carry 10% deduction every day.
Rubric
ISE 164- Project 2 (1)
ISE 164- Project 2 (1)
CriteriaRatingsPts
This criterion is linked to a Learning OutcomeReport-1- Proroyping TechniqueProduct feature Improvement
10 to >8.0 ptsFull Marks-
8 to >3.0 ptsNeed Improvement
3 to >0 ptsFor trying
10 pts
This criterion is linked to a Learning OutcomeReport 2- New Design InteractivityInteractivity of the new design
30 to >20.0 ptsFull Marks
20 to >10.0 ptsAttempted Need improvment
10 to >0 ptsFor trying
30 pts
This criterion is linked to a Learning OutcomeReport 3- Proroyping tool and techniques
10 to >5.0 ptsFull Marks
5 to >2.5 ptsNeed improvement
2.5 to >0 ptsFor trying
10 pts
This criterion is linked to a Learning OutcomeReport 4-Usability Testing improvementimprovement based on previous design. Design Execution
15 to >10.0 ptsFull Marks
10 to >2.5 ptsNeed improvement
2.5 to >0 ptsFor trying
15 pts
This criterion is linked to a Learning OutcomeVisual Design, Attention to detals
5 to >2.5 ptsFull Marks
2.5 to >0.0 ptsNeed improvement
0 ptsNo Marks
5 pts
This criterion is linked to a Learning OutcomeLabeling and Information architecture
10 to >6.67 ptsFull Marks
6.67 to >3.33 ptsNeed improvement
3.33 to >0 ptsFor trying
10 pts
This criterion is linked to a Learning OutcomePrototype 1-Design Improvement Scope
30 to >20.0 ptsFull Marks
20 to >10.0 ptsNeed improvement
10 to >0 ptsFor trying
30 pts
This criterion is linked to a Learning OutcomePrototype 2- Interactivity
30 to >20.0 ptsFull Marks
20 to >10.0 ptsNeed improvement
10 to >0 ptsFor Trying
30 pts
This criterion is linked to a Learning OutcomePrototype 3- ExecutionVisual Design, IA, Application or rules and Principles
30 to >20.0 ptsFull Marks
20 to >5.0 ptsNeed improvement
5 to >0 ptsFor Trying
30 pts
This criterion is linked to a Learning OutcomePrototype Demo-Quality, execution, time, and explanation
30 to >18.0 ptsFull Marks
18 to >0.0 ptsNeed improvement
0 ptsNo Marks
30 pts
Total Points: 200
User-centered Design Application
Description and Objectives
This assignment’s overall goal is to have you design a high-fidelity prototype based on user-centered design methodology and findings of project 1.
Apply theories, frameworks, rules, principles, guidelines, standards learned from lectures, and reading materials.
Enable you to create a user-centered high-fidelity prototype
Learn how to conduct usability testing in the design process
For your project, you must consider all the topics discussed in the lecture sessions and reading materials.
The Final Project has three components.
A report describing the finding and work process. Refer to the template on Canvas.
Interactive Prototype files (Must include all prototype files).
A video recording of the prototype demo of your prototype
Remember
–No link to a cloud prototype is acceptable (All prototype Files must be uploaded on Canvas)
–Must use one of the approved prototyping tools: Axure, JIM, Adobe XD or In-Vision Studio, Figma. See Tools in the modules
All the three-component must be uploaded on Canvas
Project Components
1-Report (150 points)Introduction
Design Requirements- Functional and Usability Requirements
Comparison of before and after your design and improvement list and the screens of your new design.
The prototyping tool that you used.
Conduct usability testing of your prototype with at least 4 participants, With the usability metrics (measurable metrics defined in project 1.
Procedure data and the result of your usability testing.
What did you learn from this project?
Guidelines for Final Report
Your final report should be at most ten pages. 8.5 x 11-inch at 12 pt type and single-spaced with 1” margins all around. Figures and Tables in your paper should be sequentially numbered and specifically referred to in your text; they may also be grouped at the end of your paper and do not count in the page limit. The paper should be referenced with a list of cited references at the end (not included in the page count).
Upload a soft copy of the report on the due date.
The report must have a cover page with the title of the project, name, and last four digits of student ID. Use the project one report template.
It must be written in clear English.
Must only include text copied from sources if there is a clear reference to the consulted document.
It must cover all the areas in the section above.
Insert the page number and your name in the footer of your document.
Use the project report template.
2- High Fidelity Prototype (170 points)Select your favorite prototyping application from the following Axure, JIM, Adobe XD or In-Vision Studio. No other application will be accepted.
Create your interactive prototype.
Conduct usability testing with at least 4 participants and measurable metrics: Example, success rate, and time to finish the tasks.
Analyze your testing results and modify your prototype if needed.
Compare your design with the original design.
What did you learn from this project?
Remember
Your High fidelity prototype must be created with the approved tools; no other tool files are accepted.
The prototype must be interactive; for example, UI elements are clickable.
All images must support your design.
The prototype must follow the information architecture discussed in the lecture and reading material. This includes labeling, instruction text, menu options, accessibility, and so on.
Visual design must follow the rules discussed in the lectures and reading material—for example, color pallets, contrast font size,
etc.
Upload the interactive prototype in digital form on Canvas. No cloud-based prototype is accepted. The project upload file must include all files,
3- Demo-Recording of your Prototyping Demo (30 Points)View your high-fidelity prototype in simulation mode, use your favorite screen recording application, and show your design. Add voice comments wherever needed to point out the changes.
Many screen recording tools, such as Free Cam CamStudio Snagit and Adobe Rush, are available.
A video demo of your prototype must be at most 5 minutes.
Project DeliverableReport
Interactive Prototype
Recording of the prototype demo.
The filename must be ISE 164_P2_student Name and uploaded with your report on Canva.
Assignments submitted after the deadline carry a 10% deduction every day.
Rubric
ISE 164- Project 2 (3)
ISE 164- Project 2 (3)
CriteriaRatingsPts
This criterion is linked to a Learning OutcomeReport-1- Introduction, and RequirementThe objective of the new design and list of the actionable requirement from project 1
10 to >8.0 ptsFull Marks-
8 to >3.33 ptsNeed improvement
3.33 to >0 ptsFor trying
10 pts
This criterion is linked to a Learning OutcomeReport 2- New DesignComparison of before and after your design and improvement list and the screens of your new design.
20 to >15.0 ptsFull Marks
15 to >5.0 ptsAttempted Need improvment
5 to >0 ptsFor trying
20 pts
This criterion is linked to a Learning OutcomeReport 3- Proroyping tool and techniques
10 to >5.0 ptsFull Marks
5 to >2.5 ptsNeed improvement
2.5 to >0 ptsFor trying
10 pts
This criterion is linked to a Learning OutcomeReport 4-Usability TestingConduct usability testing of your prototype with at least 4 participants, With the usability metrics (measurable metrics defined in project 1.
Procedure data and result of your usability testing.
30 to >20.0 ptsFull Marks
20 to >5.0 ptsNeed improvement
5 to >0 ptsFor trying
30 pts
This criterion is linked to a Learning OutcomeReport 5-Conclusion
10 to >5.0 ptsFull Marks
5 to >2.0 ptsNeed improvement
2 to >0 ptsFor trying
10 pts
This criterion is linked to a Learning OutcomeReport 6-What did you learn from this project?
5 to >3.0 ptsFull Marks
3 to >2.0 ptsNeed improvement
2 to >0 ptsNo Marks
5 pts
This criterion is linked to a Learning OutcomeReport 7- Formatting, Text, Visual appeal
15 to >10.01 ptsFull Marks
10.01 to >5.0 ptsNeed improvement
5 to >0 ptsFor trying
15 pts
This criterion is linked to a Learning OutcomePrototype 1-Design Improvement Scope
30 to >20.0 ptsFull Marks
20 to >10.0 ptsNeed improvement
10 to >0 ptsFor trying
30 pts
This criterion is linked to a Learning OutcomePrototype 3- ExecutionVisual Design, IA, Application or rules and Principles
20 to >12.0 ptsFull Marks
12 to >8.0 ptsNeed improvement
8 to >0 ptsFor Trying
20 pts
Total Points: 150
make sure report one written by our own word cause it will check on Turnitin plagiarism
Using a loop invariant prove whether the solution is correct or not. Provide any
Using a loop invariant prove whether the solution is correct or not. Provide any corrections,
if needed, to result in a correct final version of the algorithm.
INPUT: Given a list L = {x1, . . . , xm, y1, . . . , ym} of length 2n ≥ 2 containing arbitrary symbols from some
alphabet x, y ∈ Σ. (NOTE: Σ is often used as a symbol to represent an arbitrary alphabet.)
OUTPUT: A list of weaved values {y1, x1, . . . , ym, xm}.
Just like the first assignment, your submission on Brightspace must be a single
Just like the first assignment, your submission on Brightspace must be a single .zip file of all the Java code (including the code already given to you as part of this assignment). Do not include your entire project, which will cause the grader to accidentally import your local settings and paths. You should create the zip only from the code files, which should typically be inside your src folder.
All the code required for the completion of this assignment is already provided in the document. Additionally, a printTree method is given to you here, which you can use to verify the correctness of the structure of your tree and the values in its various nodes. This assignment is due on Brightspace by 11:59 pm, Oct 30 (Monday).
Please follow all the instructions, and don’t copy and paste it from somewhere e
Please follow all the instructions, and don’t copy and paste it from somewhere else. I would like to have the original work.
a printTree method is given to you here, which you can use to verify the correct
a printTree method is given to you here, which you can use to verify the correctness of the structure of your tree and the values in its various nodes.
public static void printTree(PrintableNode node) {
List> lines = new ArrayList<>();
List
List
level.add(node);
int nn = 1;
int widest = 0;
while (nn != 0) {
List
nn = 0;
for (PrintableNode n : level) {
if (n == null) {
line.add(null);
next.add(null);
next.add(null);
} else {
String aa = n.getValueAsString();
line.add(aa);
if (aa.length() > widest)
widest = aa.length();
next.add(n.getLeft());
next.add(n.getRight());
if (n.getLeft() != null)
nn++;
if (n.getRight() != null)
nn++;
}
}
if (widest%2 == 1)
widest++;
lines.add(line);
List
level = next;
next = tmp;
next.clear();
}
int perpiece = lines.get(lines.size() – 1).size() * (widest + 4);
for (int i = 0; i < lines.size(); i++) {
List
int hpw = (int) Math.floor(perpiece / 2f) – 1;
if (i > 0) {
for (int j = 0; j < line.size(); j++) {
// split node
char c = ' ';
if (j % 2 == 1) {
if (line.get(j - 1) != null) {
c = (line.get(j) != null) ? '┴' : '┘';
} else {
if (j < line.size() && line.get(j) != null) c = '└';
}
}
System.out.print(c);
// lines and spaces
if (line.get(j) == null) {
for (int k = 0; k < perpiece - 1; k++) {
System.out.print(" ");
}
} else {
for (int k = 0; k < hpw; k++) {
System.out.print(j % 2 == 0 ? " " : "─");
}
System.out.print(j % 2 == 0 ? "┌" : "┐");
for (int k = 0; k < hpw; k++) {
System.out.print(j % 2 == 0 ? "─" : " ");
}
}
}
System.out.println();
}
// print line of numbers
for (String f : line) {
if (f == null) f = "";
final float a = perpiece / 2f - f.length() / 2f;
int gap1 = (int) Math.ceil(a);
int gap2 = (int) Math.floor(a);
// a number
for (int k = 0; k < gap1; k++) {
System.out.print(" ");
}
System.out.print(f);
for (int k = 0; k < gap2; k++) {
System.out.print(" ");
}
}
System.out.println();
perpiece /= 2;
}
}
A tree, in the context of computer science and data structures, is a widely used
A tree, in the context of computer science and data structures, is a widely used hierarchical data structure that resembles an inverted tree, with a root at the top and branches (or nodes) spreading downward. Each node in a tree has a parent-child relationship with other nodes, creating a structure that is often used to represent hierarchical data, such as file systems, organization charts, and more. Trees are fundamental in computer science and serve various purposes in algorithms and data organization. There are several types of trees, including:
Binary Tree:
A binary tree is a tree structure in which each node can have at most two children, referred to as the left child and the right child. Binary trees are commonly used in various applications, including binary search trees, expression trees, and more.
Binary Search Tree (BST):
A binary search tree is a type of binary tree in which the nodes are ordered in a way that satisfies the binary search property. This means that for each node, all nodes in its left subtree have values less than the node’s value, and all nodes in its right subtree have values greater than the node’s value. BSTs are used for efficient searching and sorting.
AVL Tree:
An AVL tree is a self-balancing binary search tree in which the balance factor of each node (the difference in height between its left and right subtrees) is restricted to be within a certain range. This balancing property ensures that the tree remains relatively balanced, leading to efficient operations.
Red-Black Tree:
A red-black tree is another type of self-balancing binary search tree. It uses a set of rules and color-coding to maintain balance during insertions and deletions. Red-black trees are commonly used in many programming languages for implementing data structures like maps and sets.
B-Tree:
A B-tree is a self-balancing tree structure designed for disk storage and retrieval. It is used in databases and file systems to store and manage large amounts of data efficiently. B-trees maintain balance and have a variable number of children per node.
Trie (Prefix Tree):
A trie, also known as a prefix tree, is a tree structure used for storing a dynamic set of strings. It’s particularly useful for tasks like dictionary lookups and autocomplete features. Each node in the tree represents a character, and paths from the root to leaf nodes form words or strings.
Quadtree and Octree:
Quadtree is a tree structure used in computer graphics and geographic information systems for efficient spatial partitioning, while Octree is an extension of the quadtree into three dimensions, often used in 3D computer graphics and simulations.
Heap:
A heap is a specialized tree-based data structure used for priority queue operations, such as finding the maximum or minimum element quickly. Heaps are commonly implemented as binary heaps or binomial heaps.
Spanning Tree:
A spanning tree of a graph is a tree that includes all the vertices of the original graph while minimizing the number of edges. Spanning trees are used in network design and optimization problems.
There are lots of explanation given in the assignment. Please only use the codes
There are lots of explanation given in the assignment. Please only use the codes and the help provided with the assignment. It needs to be in a simplest way possible for me to understand. Please don’t make it complicated.
There are lots of explanation, it needs to be done with the help provided in the
There are lots of explanation, it needs to be done with the help provided in the assignment. It needs to be in the simplest way possible for me to understand. Please use the codes provided to do this assignment.
ROSOMAXA – “Routing Optimizations with Self-Organizing Maps And EXtrAs” Using th
ROSOMAXA – “Routing Optimizations with Self-Organizing Maps And EXtrAs”
Using this solver for data preprocessing in Python
1.use his( https://github.com/reinterpretcat/vrp)-https://reinterpretcat.github.io/vrp/getting-start…
Perform Data Preprocessing–by python(vrp-cli)!and I will place it below
Cluster the solutions using Growing Self-Organizing Map (GSOM).
Select clustering features specific to the solution’s geometry.
Analyze and understand algorithm behavior using 2D visualization.
In the solution improvement phase, apply a dynamic metaheuristic algorithm using reinforcement learning techniques to choose one of them.
If you can, please contact me, and I will provide you with CSV data