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;: Title: Foundations of Data Structures and Algorithms
Author(s): Patrick Kellogg
1. About the author
Patrick Kellogg has an undergraduate degree in electrical engineering from the University of Minnesota and a graduate degree in computer science from the University of Colorado at Boulder. He has worked for over twenty years as a professional programmer for many Colorado companies, including Qwest, Corporate Express, Coors, and the National Center for Atmospheric Research. He has written code in C/C++, Java, Visual Basic, COBOL, Pascal, Fortran, perl, MATLAB, and assembler, and recently finished teaching a college class on software engineering. In addition, he written for two technical magazines and has won several English awards, including an essay scholarship from the National Council of Teachers of English and a science fiction short-story contest.
2. Summary
Foundations of Data Structures and Algorithms is a tutorial for programmers who may not have a formal background in software engineering, but still want to learn about modern algorithmic techniques. The book will cover, at a high level, most of the information presented in a data structures and algorithms class taught at a four-year university, in a clear fashion without a heavy reliance on mathematical proofs.
3. Description
Many college textbooks split data structures and algorithms into two separate sections. Then, they often divide those sections further. While this makes for an easy book to write, it forces the student to read many chapters about data structures before explaining how they could be used. Instead, we will introduce a new data structure like a binary tree in order to explain searching or sorting through data. Or, to name another example, an introduction to queues might be used to explain scheduling and then move on to greedy algorithms in general.
Foundations of Data Structures and Algorithms will be language agnostic, and wont prefer one language over another. We will have code samples in four or five languages for each algorithm. Since algorithms are usually pretty short, adding the extra code will not take up a lot of page space. The code will be well-written for each language, using actual naming conventions and programming standards: avoiding variables named X, and starting all arrays at 0 and not 1, to name some common pseudocode errors.
Pseudocode is often very useful in an academic setting, but not so useful when a reader just wants something to work. In a worst-case scenario, the reader might translate some pseudocode into a function for their program, only to find it doesnt work. In that case, the reader might not know if the error lies in their translation, the pseudocode (a common problem, since the pseudocode cant be run or tested in that form and often gets published with bugs), or in a fault with the entire algorithm itself. It would be better to have pre-tested code samples the user could cut-and-paste, avoiding possible errors. After a section on the theory (how the algorithm works), is an "implementation notes" section that introduces caveats that someone needs to know when implementing the algorithm in a particular language. For example, if the area under discussion is implementing a heap using an array, a potential Java implementation note would be that Java will throw an ArrayIndexOutOfBoundsException if you run off the end of the array.
This book is meant to be practical, so we will leave out almost all mathematical proofs (except for occasional digressions in the margins). After reading this book, the reader will have a passing knowledge of almost all of the important ideas in computer science as well as code samples to implement those data structures and algorithms. If a term such as memoization comes up at work, the programmer could use our book as a reference and explanation of the term, with examples and sample code.
4. Competing or comparable books
One of the leading algorithms textbooks, "Introduction to Algorithms" by Thomas Cormen, Charles Leiserson, Ronald Rivest, and Clifford Stein, is 1028 pages long, and retails for about $70. The first six chapters and 135 pages are used to set up the mathematics for the rest of the book. Also, the authors recommend that the book should be accompanied by a preliminary book on data structures and possibly a language reference. So, the reader must read the equivalent of two or three texts before they reach the start of the material on algorithms.
Instead, Foundations of Data Structures and Algorithms will not be a textbook that would need a professors help to explain. It will have a plug and play feel, similar to the Numerical Recipes series from Cambridge University. Readers should be able to find algorithms that are applicable for their work, and should be able to read a description and understand the basics of the algorithm easily. Finally, they should be able to find a code sample in the language of their choice to include in their program. The book should be instantly useful for solving programming problems, while educating the reader about the use of data structures and algorithms.
Probably the most famous series of algorithms books is Don Knuths The Art of Programming. While not merely about algorithms, the three volume set (with a fourth on the way) is the exhaustive reference for sorting algorithms and random number generation, among other things. However, all examples are written in Knuths arcane MIX assembly language, and its 2000+ page length would seem intimidating to any computer beginner. Likewise, Robert Sedgewicks Algorithms in C++ comes in a five-volume bundle, at 1200 pages. While Sedgewicks new 3rd edition is a vast improvement over the first, there are still problems with consistency of tone and style. It simply feels like a book that has been written over the course of several years without taking into account new changes in computer languages over that time, with C++ stuck in where C code used to be.
There is a need for a smaller, single-volume overview of algorithms written for a user without a heavy mathematical content. There are many other books that deal with data structures and even more that deal solely with algorithms, but an approachable book that interleaves the two would be useful. To force the reader to wade through several dry introductory chapters discussing data structures is to remove the beauty and simplicity of a lot of the modern algorithms that we use today. We hope to distinguish our book by making it extremely readable, practical, fun, and user friendly.
5. Structure
Each chapter will open up with a problem that the new data structure and/or algorithm will solve. For example, having covered how to use dynamic programming as a way to figure out how to multiply a system of equalities, the next chapter will ask how to solve a system of inequalities. The chapters content on linear programming, will then provide a solution. So, the readers interest is peaked by asking questions that that they might find in their daily programming work.
Q: Why should I care about the speed of an algorithm?
A: An explanation of O-notation and economies of scale
Q: How do I sort things quickly?
A: An explanation of simple sorting algorithms leads to a description of the fastest possible modern sorting techniques (and hints of future methods such as quantum or DNA computing)
Q: Why not leave my data in an array and work with it there?
A: This provides a great opportunity to introduce a new data structure, such as a binary tree, and show how it can find minimum and maximum elements faster than an array search
Then, after introducing the question, the chapter will proceed to describe a new data structure or algorithm that will solve the problem. We will do this by describing the object clearly, and by providing plenty of examples, diagrams, and code samples. There are other "elements" that will be incorporated regularly through the book to make the book more browsable and varied. These will often show up in the margin of the book, if there is room, and will be highlighted in a way to distinguish them from the rest of the text.
> Anecdote
A brief, and usually amusing, digression that bears some relation to the topic at hand. It is separated out to avoid confusing the idea of the main text
> Puzzle
Used to exercise the reader's right brain, or provide the aha expression on a particular topic. These are very effective when combined with an illustration
> Case Study: "In the wild"
Shows how the topic is (or has been) used in the real world. Who cares about traveling salesmen? How do I route a packet across a network? Which problems are still outstanding and NP complete? Which algorithms would rarely be used, I favor of another approach?
> Exercise
In many senses, the opposite of a puzzle. Rather than trying to elicit insight, exercises drill the reader to make the information stick. There will be answers to the exercises in an appendix at the back of the book
> Code Sample
Provides illustrations of exactly how an algorithm or data structure is implemented. A blueprint for the reader to use in his or her own work. Code will be provided for four languages, with examples on top of each other, so the user can see at a glance how the algorithms might differ for each language. Occasionally, code will be followed by an implementation note that will elaborate on a trick or problem with a certain language (for example, perl has a built in hash type, so there is no need for the user to build their own)
> Terminology
Formal introduction of a term that is either recurrent or important (e.g., Node). These terms will also appear in the index at the back of the book
> Mathematical digression
Probably won't be used by most of the readers, but there will be readers who come from a math background (math, physics, chemistry, or maybe philosophy) and will appreciate a brief discussion of the mathematical merits of the book. Also, non-math readers may skip over it initially, but come back to it after a year or two. Separating out the math will help the main text be uncluttered, while still providing meat for the rest of the readers.
> Downfall
This is a pitfall or common error that a beginning programmer might not realize when initially using the data structure or algorithm. For example, an algorithm in C++ might use both if a = b to see if the element a is at the same memory location as element b, and the user should be careful not to accidentally type if a = = b
For this book to be maximally helpful, it will have to have lots of exercises with clear and detailed solutions. Algorithms and data structures are hard, and it's going to take some convincing to get the reader to go from chapter 2 to chapter 3 and to continue on. Putting in exercises gives the reader a metric with which to measure their progress, as well as providing measurable goals. Also, the reader feels more engaged with the material and develops a sense of pride from completing the exercises.
6. Readers
We will assume that the reader already knows how to program, and has a favorite language. Perhaps they have had one or semesters of a programming language and are programming as part of their job. Or, they could have a degree from a technical or community college. Other readers may be an expert in another field such as biology or astronomy, but have found themselves programming more and more without a background in formal computer science.
7. Book size and illustrations
480 pages over 12 chapters
Code examples for every algorithm and data structure
Code will be written with correct style and conventions for that language
Code will be implemented in four languages: C++, java, perl, and Visual Basic
There will be tags in each of the four language examples, so the text can refer to section A or line B of the code regardless of the language
Each data structure will be illustrated, such as the idea of binary trees or queues
As many algorithms as possible will be shown while running in graphical form
8. Tentative table of contents with annotations
FOUNDATIONS OF DATA STRUCTURES AND ALGORITHMS
(Patrick Kellogg) - TABLE OF CONTENTS
How to read this book
Multi-language code samples
Introduction. Algorithms
This chapter will answer the question, What are algorithms and why should I care? We will provide visceral reasons why new programmers should learn about proven and tested techniques to make their programs run faster. Using analogies, puzzles, and demonstrations of economies of scale, this chapter provides a foundation for the rest of the book to talk about what it means to analyze or compare the performance of different algorithms.
Q: What is an algorithm?
A: A way to do something
A: A fast way to do something
A: A fast and pre-tested was to do something (dont need to reinvent the wheel)
Speed vs. clarity (digression on design patterns/ expected ways to do things)
Speed is important for scalability (bad algorithms may work at first, but not later)
How to compare speeds (constant time vs. linear vs. logarithmic vs. exponential)
Graphs on importance of orders of magnitude for algorithms
Big O or O-notation
Why O(3n) is really O(n)
Anecdotes: about importance of speed
Space requirements as well as speed
Downfall: how to ruin a perfectly good algorithm by accidentally increasing O(1) to O(n)
Chapter 1. Translating existing data into a data structure
Instead of jumping into data structures like most computer science textbooks, this chapter will talk a little about data itself, and then provide reasons why data could be placed in a data structure for better performance and clarity. This chapter will be very easy to understand, in order to smooth out the learning curve and to get the reader up and running with data structures. By the end of this chapter, the user will have actual code loaded into a framework they can build onto later. In addition, this chapter introduces greedy algorithms, one of the easiest classes of algorithms which will utilize the newly learned data structures for practical results.
Flat files
What are flat files?
Why is it not necessarily a good idea to leave data in a flat file?
Anecdote: looking at data in a new way can solve a problem (like Polyas How To Solve It or Bentleys Programming Pearls)
Queues, heaps, and stacks (LIFO vs. FIFO)
Implementation as an array
Why is this sometimes bad?
Implementation as a linked list
Code example for linked list
Pictures of linked list
More on linked lists
Doubly linked lists
Skip lists
Scheduling
Greedy algorithms
Making change
Creating Huffman codes using a greedy algorithm
Chapter 2. Sorting
Sorting is a popular topic for introductory computer science textbooks, because it provides an easily understood example of a common programming task. By describing various sorting algorithms, the reader will see why certain ones are better than other algorithms, and they will get a hint of what is happening under the hood of the operating systems memory. In practice, most programmers will never be called upon to write a sorting algorithm. However, it is a kind of litmus test for beginning programmers, and woe to the ones who havent learned about basic terminology and algorithm types. So, this chapter lets a programmer say Oh yes, Ive heard of a bubble sort, but I think a quicksort would be more appropriate for our code.
Everybody starts with sorting
What is a heap?
Compare it to stack space
Binomial and Fibonacci heaps
Heap sort of a previously-discussed data structure
Code examples
Pictures of algorithm in execution
O(n2)
Insertion sort of an array
Code examples
Pictures of algorithm in execution
O(n2)
Shell s Method variation
Merge sort of an array
Code examples
Pictures of algorithm in execution
O(n lg n)
Average-case, best-case, and worst-case
A passing mention of - and -notation (omega- and theta-notation)
Many different sorting algorithms
Selection sort
Bubble sort
Shellsort
Code examples
Pictures of algorithms in execution
Q: Which to use?
A: Depends on your data (e.g. already half-sorted? Must be in-place?)
A: None of these we can do it faster on average using recursion
Chapter 3. Quicksort, recursion, and divide-and-conquer
Here is the most popular sorting algorithm, now that the reader is prepared for it. Plus, the quicksort algorithm provides an introduction for a lot of other interesting computer science topics, such as recursion. Again, recursion is more important for programmers to learn about than to actually use in practice, but it leads to other tools such as divide-and-conquer algorithms. By placing quicksort in its own chapter, instead of mixed in as just another sorting method, the chapter should be more interesting to read, more like a practical tutorial than a mathematical treatise.
Quicksort on arrays
Code examples
Divide-and-conquer
Recursion trees
Infinite series
Best-case performance
Worst-case performance
Average-case performance
Head- and tail-recursion, and replacing tail-recursion with iteration
Base case and recursion
Why does my program run out of memory?
Saving return addresses and local variables to the stack
Divide-and-conquer
Another divide-and-conquer example
Arithmetic as divide-and-conquer
Other fun addition, subtraction, multiplication, and division examples
Chapter 4. Trees
Trees are an extremely important topic, since they are used in so many ways: to sort things, create fast lookup tables, or to explain geometric graphs and networks. We start with the easiest tree, a binary tree, and explain it exhaustively. Then, when the user understands that new data structure, we describe other trees as variants of the main idea, rather than new data structures as many texts do. Theres a lot of material and terminology to cover in this chapter, which is why the material ends with a practical application of the idea: the use of trees to sort through large amounts of data.
Binary tree
Code examples for setting up a binary tree
Code examples for finding elements
Code examples for inserting elements
Code examples for deleting elements
In-depth code: binary tree as a heap or array
Terminology: nodes, roots, edges, subtrees, ancestors, descendents, parents, length, depth, and children
Downfall: unbalanced trees
Skip lists
A forest of trees
AVL Trees
Multiway trees
B-Trees
Splay trees
Red-black trees
2-3-4-Trees
Top-down 2-3-4-Trees
Code examples
Pictures of trees
Searching a tree
When you would use it (i.e. finding, inserting, and deleting elements)
Inorder, postorder, and preorder tree walks
Using symbol tables
Chapter 5. Searching, and artificial intelligence
The idea of searching through a tree leads naturally to the field of artificial intelligence. Many beginning computer science students are disappointed when they find out that the field of A.I. is merely a set of useful algorithms, instead of some sort of magic that makes computers automatically think like people. Some artificially intelligent applications would be find the ideal move in a game of checkers or chess, or to find a robots path through a crowded room. This leads to the idea of agents that have incomplete knowledge, which is the start of talking about neural networks and genetic algorithms. This is a very useful chapter, since it provides many different types of algorithms, and should provide a clear basis if the reader wants to look elsewhere for more detailed books.
Artificial intelligence is actually as set of algorithms to use (not magic)
The A* algorithm
Greedy (depth-first) searching
Uniform-cost (breadth-first) searching
Iterative deepening search
Other strategies, such as uniform-cost, depth-limited, and bidirectional search
Heuristic (greedy + uniform) searching
Passing mention of IDA* and SMA*
Two-player games
Othello, not chess as an example
Minimax
Alpha-beta pruning
Passing mention of expectiminimax
Agents
Value and policy iteration
Reinforcement learning in general (like TD-lambda and Q-learning)
Iterative improvement
Hill climbing algorithms
Passing mention of neural networks and genetic algorithms
Chapter 6. Probability, approximation algorithms, and statistics
The material on neural networks and genetic algorithms in the preceding chapter might be some of the hardest math yet described in this book. So, the next chapter goes a little slower, describing how artificial intelligent algorithms can be improved by adding randomness, or by approximating the answer to give a best guess. Hopefully, this material will be clear and free from long equations, even though it is dealing with some tricky ideas. By the end of the chapter, the user should be ready for some real-world topics from numerical analysis, and will understand the code examples and be able to integrate them into their own work.
Randomized quicksort
Simulated annealing
Selection in linear time
Sorting in linear time
Counting sort, radix sort, and bucket sort
Discussion of NP-complete problems and real-time systems that need a best guess
Approximation algorithms
Runs in polynomial time and has a guaranteed performance bound
Turning NP into pretty good
Constant-factor solution: Vertex cover (or Steiner tree problem)
Graphs for vertex cover (or Steiner tree)
Code example for vertex cover (or Steiner tree)
Logarithmic-factor solutions: Survivable network design
Graphs for survivable network design
Code example for survivable network design
Polynomial-time solutions: Knapsack problem
Graphs for knapsack problem
Code example for knapsack problem
Statistical algorithms
Root finding with Newtons method
Other numerical analysis algorithms: interpolation, numerical integration, others
Preprocessing data and visualization (like Edward Tuftes excellent books)
Chapter 7. Digital signal processing and parallel algorithms
Again, this chapter is heavily mathematical, but that doesnt mean it needs to be obtuse. Fourier transforms are a very useful tool for analyzing pictures, sounds, and scientific data. By converting information into the frequency domain the user may be able to answer questions that were difficult to visualize before. The FFT can be tricky, however, so a clear explanation is needed that will digress into how the algorithm can be handled by more than one computer in a divide-and-conquer format from the third chapter. This brings up all sorts of topics, from parallel processors inside a single computer, to distributed and peer-to-peer programs that run on many computers at the same time.
The Fourier Transform
Discussion of the time vs. frequency domains
The Fast Fourier Transform as a divide-and-conquer problem
The Discrete Fourier Transform
Some fun DSP algorithms
Pitch perception and pitch tracking (and zero-crossings)
Audio synthesis (analog, digital/FM, and sampling)
Examples from Netlib (http://www.netlib.org/) and other web resources such as
Harmony Central (http://www.harmony-central.com/)
Parallel algorithms
Great at solving divide-and-conquer
Sort in O(n) or even O(sqrt(n)) or O(log n) for mergesort
Comparison to previously discussed algorithms for searching and sorting
Batcher's sorting networks
Chapter 8. Dynamic programming
This is a difficult topic for new computer science students, so after they learn enough to pass a midterm exam, most of them will forget it and rarely use it in their professional lives. Thats a shame, since this tool is often the best way to solve many tough programming challenges. So, this chapter provides many examples of how dynamic programming could be used in a professional setting, perhaps with more examples than in previous chapters. The idea is to convince students that there is a class of problems that is ideally suited to dynamic programming, and hopefully they will be able to recognize those problems even years after reading this chapter.
Example of a problem that is best solved by dynamic programming
Memoization
Example of memorization like fast exponentiation
Binomial and Fibonacci heaps
Cost functions (like a heuristic?)
Constructing a table
Defining the recurrence
1-D algorithms
Concave-cost example like paragraphing in O(n) time
Or economic lot-size model problem
Assembly-line scheduling
Optimal binary search trees
2-D algorithms
Longest common subsequences (and spelling checkers)
Inventory management, production schedules, and resource allocation
Matrix multiplication
Amortized analysis
Hash tables
Open addressing
Chaining
Extendible hashing
Chapter 9. Graph algorithms and computation geometry
Graphs are very useful because they can be described without using mathematical equations, and because they are useful for modern networks and internet problems. Using the basics the reader has learned about tree data structures, this chapter expands the idea to talk about computer graphics and computational geometry. This chapter will be a potpourri of useful geometrical algorithms, and many pictures will help the reader understand how the code works and why they would want to use it.
Graphs
DAGs (directed acyclical graphs)
Weighted graphs
Dijkstra's algorithm
Matroids
Minimum spanning trees and connectivity of a network (bridges and cutpoints)
Prim and Kruskals algorithms
Gabow's strong component algorithm
Tarjans algorithm
(other related graph algorithm)
Networks
Real-world examples of graph theory in action
Distributed computing (like Napster)
Peer-to-peer computing
Computer graphics
Grahams convex hull algorithm
3D Incremental Algorithm
Voronoi/ Delaunay triangulation (duals)
Closest-pairs as divide-and-conquer and sweep-lines
Clipping and segment-segment intersection algorithms
Mention of more complex intersections, like those of multiple polygons
Chapter 10. Mathematics and cryptography
Again, we will try to explain some important mathematical algorithms without resorting to columns and columns of formulae. The explanation of several useful algorithms will give the reader the ability to perform new functions on large sets of data. This exploration of number theory leads to some of the most practical uses of that field today: encryption and cryptography. Finally, this chapter talks more about the ideas of data and information that were brought up in the introduction of the book.
Math algorithms
Greatest common divisor
Chinese remainder theorem
Primes
Primality testing with Miller-Rabin
RSA public-key encryption
Diffie-Hellman Key Exchange
Integer factorization
Solving matrices
Row reduction, Cramers rule, and the inverse matrix method
Gaussian elimination, triangular matrices, and LU factorization
Partial pivoting (with code samples)
Dense and sparse matrix operations
Quaternions vs. Matrices
Cryptography
Number theory
Pseudo-random numbers
One-way hash functions
Authentication and key exchange
No need to write your own algorithm: i.e. DES (Data Encryption Standard)
Mention of Diffie-Hellman
Quantum and DNA computers
Information theory
What is random? Randomization tests
Complexity and chaos
Chapter 11. Linear Programming
Linear programming is turning out to be a very useful and important modern programming technique. However, it can also be hard to understand. So, we explain it by using several different examples that attack the problem from several angles: as a matrix algorithm, a geometric problem, and a memory issue. Tangible problems are solved in the fields of manufacturing, science, and accounting, that could only be solved easily by using this new method.
Description of linear programming (LP) as geometric problem
LP vs. ILP (integer linear programming)
Knapsack problem as an example
Full description of the Simplex algorithm
The standard form
Dictionaries, pivots, and variables
Passing mention of the ellipsoid method and the interior point algorithm
Three-dimensional simplex
Downfall: cycling
Implementation issues
Linear programming with tableaus and matrices
Applications
Separation of polyhedra
Cutting stock and relation to the knapsack problem
Chapter 12. Bioinformatics
Genetic engineering is a hot topic, and has many unique algorithms that would be easy and fun to explain. Even better, the code discussed here uses almost all of the ideas presented in the previous chapters. So, this chapter is a good summation of what the reader has learned as well as a good selling point and reason for buying this book.
Genome analysis as pattern matching
Pairs of sequences
Multiple sequences
Prediction
Statistics and random number generation
Limiting the model space
Using databases
Read-ahead and storage issues
Virtual memory and disk thrashing
Sequence alignment and Monte Carlo methods
Randomized algorithms for bioinformatics
Further reading and Internet sources
APPENDICES
Answers to exercises
Bibliography
Lookup table of what algorithm to use for a particular problem
Websites
Downloads
Index
9. Contact information
Patrick Kellogg
77 West 24th Street #26A
New York, NY 10010
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