[3] viXra:2005.0292 [pdf] submitted on 2020-05-31 20:28:59
Authors: Henri Aare, Peter Vitols
Comments: 9 Pages.
The distributed ledger technology has been widely hailed as the break- through technology. It has realised a great number of application scenarios, and improved workflow of many domains. Nonetheless, there remain a few major concerns in adopting and deploying the distributed ledger technology at scale. In this white paper, we tackle two of them, namely the through- put scalability and confidentiality protection for transactions. We learn from the existing body of research, and build a scale-out blockchain plat- form that champions privacy called RVChain. RVChain takes advantage of trusted execution environment to offer confidentiality protection for trans- actions, and scale the throughput of the network in proportion with the number of network participants by supporting parallel shadow chains.
Category: Data Structures and Algorithms
[2] viXra:2005.0145 [pdf] submitted on 2020-05-12 23:52:43
Authors: George Plousos
Comments: 6 Pages.
One of the objectives of this article is to contribute to the further development and improvement of similar algorithms. I will first outline the steps that gradually lead to this algorithm and give some instructions on how to use it. There are several experimentation possibilities that can lead to improved performance. This also depends on the technical characteristics of the computer on which the program will run.
Category: Data Structures and Algorithms
[1] viXra:2005.0108 [pdf] submitted on 2020-05-09 05:04:06
Authors: Abhinav Sagar
Comments: 23 Pages.
Collision detection is the computational problem of detecting the
intersection of two or more objects. While collision detection is most often
associated with its use in video games and other physical simulations, it
also has applications in robotics. In addition to determining whether two
objects have collided, collision detection systems may also calculate time
of impact, and report a contact manifold. Collision detection is one of the
most challenging and complex parts of game programming and is the key
area where performance is usually lost. To solve this there are a lot of data
structures that eliminate unnecessary checks for collisions like quadtrees,
octrees, BSP trees, grids etc.
Category: Data Structures and Algorithms