Machine learning is the process of creating systems that can learn from data and make predictions or decisions. One of the main challenges of machine learning is to create models that can generalize well to new and unseen data, without losing accuracy or performance. However, this is not always easy to achieve, as there are two common problems that can affect the quality of a machine learning model: overfitting and underfitting.
What is overfitting?
Overfitting is a situation where a machine learning model performs very well on the training data, but poorly on the test data or new data. This means that the model has learned the specific patterns and noise of the training data, but fails to capture the general trends and relationships of the underlying problem. Overfitting is often caused by having a model that is too complex or flexible for the given data, such as having too many parameters, features, or layers. Overfitting can also result from having too little or too noisy training data, or not using proper regularization techniques.
What is underfitting?
Underfitting is a situation where a machine learning model performs poorly on both the training data and the test data or new data. This means that the model has not learned enough from the training data, and is unable to capture the essential features and patterns of the problem. Underfitting is often caused by having a model that is too simple or rigid for the given data, such as having too few parameters, features, or layers. Underfitting can also result from having too much or too diverse training data, or using improper learning algorithms or hyperparameters.
How to detect and prevent overfitting and underfitting?
One of the best ways to detect overfitting and underfitting is to use cross-validation techniques, such as k-fold cross-validation or leave-one-out cross-validation. Cross-validation involves splitting the data into multiple subsets, and using some of them for training and some of them for testing. By comparing the performance of the model on different subsets, we can estimate how well the model generalizes to new data, and identify signs of overfitting or underfitting.
Another way to detect overfitting and underfitting is to use learning curves, which are plots that show the relationship between the training error and the validation error as a function of the number of training examples or iterations. A learning curve can help us visualize how the model learns from the data, and whether it suffers from high bias (underfitting) or high variance (overfitting).
To prevent overfitting and underfitting, we need to choose an appropriate model complexity and regularization technique for the given data. Model complexity refers to how flexible or expressive the model is, and it can be controlled by adjusting the number of parameters, features, or layers of the model. Regularization refers to adding some constraints or penalties to the model, such as L1 or L2 regularization, dropout, or early stopping. Regularization can help reduce overfitting by preventing the model from memorizing the training data, and encourage it to learn more generalizable features.
Conclusion
Overfitting and underfitting are two common problems that can affect the quality and performance of a machine learning model. To avoid these problems, we need to choose an appropriate model complexity and regularization technique for the given data, and use cross-validation and learning curves to evaluate how well the model generalizes to new data. By doing so, we can create more robust and reliable machine learning models that can solve real-world problems.
If you are interested in learning about Artificial Intelligence and Machine Learning, you might have heard of the term perceptron. But what is a perceptron and how does it work? In this blog post, we will explain the basic concept of a perceptron and its role in binary classification.
What is a Perceptron?
A perceptron is an algorithm used for supervised learning of binary classifiers. Binary classifiers decide whether an input, usually represented by a series of vectors, belongs to a specific class. For example, a binary classifier can be used to determine if an email is spam or not, or if a tumor is benign or malignant.
In short, a perceptron is a single-layer neural network. Neural networks are the building blocks of machine learning, inspired by the structure and function of biological neurons. A single-layer neural network consists of one layer of artificial neurons that receive inputs and produce outputs.
A perceptron can be seen as an artificial neuron that has four main components:
Input values: These are the features or attributes of the data that are fed into the perceptron. Each input value has a binary value of 0 or 1, representing false or true, no or yes.
Weights and bias: These are the parameters that determine how important each input value is for the output. Each input value has a corresponding weight that represents its strength or influence. The bias is a constant value that gives the ability to shift the output up or down.
Net sum: This is the weighted sum of all the input values and the bias. It represents the total evidence for the output.
Activation function: This is a function that maps the net sum to the output value. The output value is also binary, 0 or 1. The activation function ensures that the output is within the required range, such as (0,1) or (-1,1). A common activation function for perceptrons is the step function, which returns 1 if the net sum is greater than a threshold value, and 0 otherwise.
How does a Perceptron work?
The process of a perceptron can be summarized as follows:
Set a threshold value: This is a fixed value that determines when the output should be 1 or 0. For example, the threshold can be 1.5.
Multiply all inputs with their weights: This is done to calculate the contribution of each input to the net sum. For example, if an input value is 1 and its weight is 0.7, then its contribution is 0.7.
Sum all the results: This is done to calculate the net sum, which represents the total evidence for the output. For example, if there are five inputs and their contributions are 0.7, 0, 0.5, 0, and 0.4, then the net sum is 1.6.
Activate the output: This is done by applying the activation function to the net sum and returning the output value. For example, if the activation function is the step function and the threshold is 1.5, then the output is 1.
The following pseudocode shows how a perceptron can be implemented:
# Define threshold value threshold = 1.5 # Define input values inputs = [1, 0, 1, 0, 1] # Define weights weights = [0.7, 0.6, 0.5, 0.3, 0.4] # Initialize net sum sum = 0 # Loop through inputs and weights for i in range(len(inputs)): # Multiply input with weight and add to sum sum += inputs[i] * weights[i] # Apply activation function if sum > threshold: # Output is 1 output = 1 else: # Output is 0 output = 0 # Print output print(output)
Perceptrons and Machine Learning
As a simplified form of a neural network, perceptrons play an important role in binary classification. However, perceptrons have some limitations that make them unable to solve more complex problems.
One limitation is that perceptrons can only learn linearly separable patterns. This means that there must be a straight line that can separate the two classes of data without any errors. For example, consider the following data points:
Linearly separable data:
x1 x2 Class 0 0 Red 0 1 Red 1 0 Blue 1 1 Blue
In this case, we can find a line that can correctly classify all the data points into two classes, red and blue. Therefore, this data is linearly separable and a perceptron can learn it.
However, consider the following data points:
Non-linearly separable data:
x1 x2 Class 0 0 Red 0 1 Blue 1 0 Blue 1 1 Red
In this case, there is no line that can correctly classify all the data points into two classes, red and blue. Therefore, this data is not linearly separable and a perceptron cannot learn it.
Another limitation is that perceptrons can only handle binary inputs and outputs. This means that they cannot deal with continuous or multi-valued data. For example, if we want to classify images of animals into different categories, such as dog, cat, bird, etc., we cannot use a perceptron because the output is not binary.
To overcome these limitations, we can use more advanced neural networks that have multiple layers of neurons and different activation functions. These neural networks can learn more complex and non-linear patterns and handle various types of data.
Conclusion
In this blog post, we have learned about the basic concept of a perceptron and how it works. We have also seen some of its advantages and disadvantages for binary classification. Perceptrons are the simplest form of neural networks and the starting point of learning about artificial intelligence and machine learning.
Perception is a term that refers to the process by which organisms interpret and organize sensory information to produce a meaningful experience of the world. In computer science, perception can also refer to the ability of machines to emulate or augment human perception through various methods, such as computer vision, natural language processing, speech recognition, and artificial intelligence.
How does human perception work?
Human perception involves both bottom-up and top-down processes. Bottom-up processes are driven by the sensory data that we receive from our eyes, ears, nose, tongue, and skin. Top-down processes are influenced by our prior knowledge, expectations, and goals that shape how we interpret the sensory data. For example, when we see a word on a page, we use both bottom-up processes (the shapes and colors of the letters) and top-down processes (the context and meaning of the word) to perceive it.
How does machine perception work?
Machine perception aims to mimic or enhance human perception by using computational methods to analyze and understand sensory data. For example, computer vision is a field of computer science that deals with how machines can acquire, process, and interpret visual information from images or videos. Natural language processing is another field that deals with how machines can analyze, understand, and generate natural language texts or speech. Speech recognition is a subfield of natural language processing that focuses on how machines can convert speech signals into text or commands. Artificial intelligence is a broad field that encompasses various aspects of machine perception, learning, reasoning, and decision making.
Why is perception important in computer science?
Perception is important in computer science because it enables machines to interact with humans and the environment in more natural and intelligent ways. For example, perception can help machines to:
Recognize faces, objects, gestures, emotions, and actions
Understand spoken or written language and generate responses
Translate between different languages or modalities
Enhance or modify images or sounds
Detect anomalies or threats
Control robots or vehicles
Create art or music
What are some challenges and opportunities in perception research?
Perception research faces many challenges and opportunities in computer science. Some of the challenges include:
Dealing with noisy, incomplete, or ambiguous sensory data
Handling variations in illumination, perspective, scale, orientation, occlusion, or distortion
Adapting to different domains, contexts, tasks, or users
Ensuring robustness, reliability, security, and privacy
Evaluating performance and accuracy
Balancing speed and complexity
Some of the opportunities include:
Developing new algorithms, models, architectures, or frameworks
Leveraging large-scale datasets, cloud computing, or edge computing
Integrating multiple modalities, sensors, or sources of information
Exploring new applications, domains, or scenarios
Collaborating with other disciplines such as neuroscience, cognitive science, psychology, or biology
How can I learn more about perception in computer science?
If you are interested in learning more about perception in computer science, here are some resources that you can check out:
Computational Perception & Cognition | MIT CSAIL – A research group that combines methods from computer science, neuroscience and cognitive science to explain and model how perception and cognition are realized in human and machine.
I hope you enjoyed this blog post about perception in computer science. If you have any questions or comments, please feel free to leave them below. Thank you for reading! 😊
Programming paradigms are different ways or styles of organizing your code and solving problems using programming languages. Each paradigm has its own advantages, disadvantages, and use cases. In this blog post, I will introduce you to some of the most popular programming paradigms and give you some examples of how they work.
Imperative Programming
Imperative programming is one of the oldest and most common programming paradigms. It is based on the idea of giving a sequence of instructions or commands to the computer to change its state. It is like telling the computer what to do step by step, using variables, loops, conditionals, and other constructs.
For example, if you want to calculate the average of an array of numbers in an imperative language like C, you would write something like this:
int marks [5] = { 12, 32, 45, 13, 19 }; int sum = 0; float average = 0.0; for (int i = 0; i < 5; i++) { sum = sum + marks [i]; } average = sum / 5;
The advantage of imperative programming is that it is simple and straightforward to implement. You have full control over how the program executes and how the data is manipulated. The disadvantage is that it can be hard to maintain, debug, and parallelize. It can also lead to side effects, which are unintended changes in the state of the program that can cause errors or unexpected behavior.
Functional Programming
Functional programming is a programming paradigm that treats computation as the evaluation of mathematical functions. It avoids changing state and mutating data. Instead, it relies on pure functions, which are functions that always return the same output for the same input and do not cause any side effects.
For example, if you want to calculate the average of an array of numbers in a functional language like Haskell, you would write something like this:
marks = [12, 32, 45, 13, 19] average = sum marks / length marks
The advantage of functional programming is that it is elegant and expressive. It can avoid many bugs and errors that are caused by mutable state and side effects. It can also make it easier to reason about the program and to parallelize it. The disadvantage is that it can be unfamiliar and hard to learn for some programmers. It can also have performance issues due to the overhead of creating and garbage collecting immutable data structures.
Object-Oriented Programming
Object-oriented programming is a programming paradigm that organizes data and behavior into reusable units called objects. Objects have properties (attributes) and methods (functions) that define their state and behavior. Objects can also inherit from other objects, which means they can share and extend their properties and methods.
For example, if you want to model a car as an object in an object-oriented language like Java, you would write something like this:
class Car { // properties private String color; private int speed; // constructor public Car(String color) { this.color = color; this.speed = 0; } // methods public String getColor() { return color; } public int getSpeed() { return speed; } public void accelerate(int amount) { speed = speed + amount; } public void brake(int amount) { speed = speed - amount; } }
The advantage of object-oriented programming is that it is intuitive and easy to understand. It can help to organize complex systems into modular and reusable components. It can also support encapsulation, inheritance, and polymorphism, which are powerful features for abstraction and code reuse. The disadvantage is that it can introduce unnecessary complexity and overhead. It can also lead to tight coupling and poor cohesion, which are bad for maintainability and extensibility.
Conclusion
These are just some of the many programming paradigms that exist. There are also others such as declarative, procedural, logic, concurrent, and event-driven paradigms. Each paradigm has its own strengths and weaknesses, and there is no one-size-fits-all solution for every problem. The best way to learn about programming paradigms is to try them out yourself and see what works best for you.
The N Queens problem is a classic puzzle that asks how to place N chess queens on an NxN chessboard so that no two queens can attack each other. This means that no two queens can share the same row, column, or diagonal.
One way to solve this problem is to use a backtracking algorithm, which tries different positions for the queens until it finds a valid solution or exhausts all possibilities. In this blog post, we will see how to implement a backtracking algorithm for the N Queens problem using Kotlin, a modern and concise programming language that runs on the JVM.
Kotlin Basics
Before we dive into the code, let’s review some basic syntax and features of Kotlin that we will use in our solution.
Functions: Kotlin functions are declared using the fun keyword, followed by the function name, parameters, and return type. For example:
fun sum(a: Int, b: Int): Int { return a + b }
Parameters: Function parameters are defined using Pascal notation – name: type. Parameters are separated using commas, and each parameter must be explicitly typed. For example:
fun powerOf(number: Int, exponent: Int): Int { /*...*/ }
Default arguments: Function parameters can have default values, which are used when you skip the corresponding argument. This reduces the number of overloads. For example:
fun read(b: ByteArray, off: Int = 0, len: Int = b.size) { /*...*/ }
Named arguments: You can name one or more of a function’s arguments when calling it. This can be helpful when a function has many arguments and it’s difficult to associate a value with an argument, especially if it’s a boolean or null value. When you use named arguments in a function call, you can freely change the order that they are listed in. For example:
fun foo(bar: Int = 0, baz: Int = 1, qux: () -> Unit) { /*...*/ } foo(1) { println("hello") } // Uses the default value baz = 1 foo(qux = { println("hello") }) // Uses both default values bar = 0 and baz = 1 foo { println("hello") } // Uses both default values bar = 0 and baz = 1
Classes: Kotlin classes are declared using the class keyword, followed by the class name and optional parameters. For example:
class Person(val firstName: String, val lastName: String, var age: Int)
Properties: Kotlin classes can have properties that are declared in the class header or body. Properties can be either val (read-only) or var (mutable). For example:
class Rectangle(var height: Double, var length: Double) { var perimeter = (height + length) * 2 }
Type inference: Kotlin can automatically determine the type of a variable based on its value, so developers don’t need to specify the type explicitly. For example:
var x = 5 // `Int` type is inferred x += 1 val y = "Hello" // `String` type is inferred y += " world!"
For more details on Kotlin syntax and features, you can check out the official documentation.
Backtracking Algorithm
Now that we have covered some Kotlin basics, let’s see how we can implement a backtracking algorithm for the N Queens problem.
The idea is to place queens one by one in different columns, starting from the leftmost column. When we place a queen in a column, we check for clashes with already placed queens. In the current column, if we find a row for which there is no clash, we mark this row and column as part of the solution. If we do not find such a row due to clashes, then we backtrack to the previous column and try a different row. We repeat this process until either all N queens have been placed or it is impossible to place any more queens.
To implement this algorithm in Kotlin, we will need:
A function to check if a given position is safe for placing a queen.
A function to print the solution as a matrix of ‘Q’ and ‘.’ characters.
A recursive function to try placing queens in different columns and rows.
Let’s start with the first function:
// A function to check if a given position (row, col) is safe for placing a queen fun isSafe(board: Array<IntArray>, row: Int, col: Int, n: Int): Boolean { // Check the left side of the current row for (i in 0 until col) { if (board[row][i] == 1) { return false } } // Check the upper left diagonal var i = row - 1 var j = col - 1 while (i >= 0 && j >= 0) { if (board[i][j] == 1) { return false } i-- j-- } // Check the lower left diagonal i = row + 1 j = col - 1 while (i < n && j >= 0) { if (board[i][j] == 1) { return false } i++ j-- } // If none of the above conditions are violated, the position is safe return true }
This function takes four parameters:
board: A two-dimensional array of integers that represents the chessboard. Each element can be either 0 (empty) or 1 (queen).
row: The row index of the current position.
col: The column index of the current position.
n: The size of the chessboard and the number of queens.
The function returns a boolean value indicating whether the position is safe or not. To check this, we need to scan the left side of the current row, the upper left diagonal, and the lower left diagonal for any queens. If we find any queen in these directions, we return false. Otherwise, we return true.
Next, let’s write the function to print the solution:
// A function to print the solution as a matrix of 'Q' and '.' characters fun printSolution(board: Array<IntArray>, n: Int) { for (i in 0 until n) { for (j in 0 until n) { if (board[i][j] == 1) { print("Q ") } else { print(". ") } } println() } }
This function takes two parameters:
board: The same two-dimensional array of integers that represents the chessboard.
n: The size of the chessboard and the number of queens.
The function prints each element of the board as either ‘Q’ or ‘.’ depending on whether it is a queen or not. It also adds a space after each character and a line break after each row.
Finally, let’s write the recursive function to try placing queens in different columns and rows:
// A recursive function to try placing queens in different columns and rows fun solveNQueens(board: Array<IntArray>, col: Int, n: Int): Boolean { // If all queens are placed, print the solution and return true if (col >= n) { printSolution(board, n) return true } // Try all rows in the current column for (row in 0 until n) { // If the position is safe, place a queen and mark it as part of the solution if (isSafe(board, row, col, n)) { board[row][col] = 1 // Recursively try placing queens in the next column if (solveNQueens(board, col + 1, n)) { return true } // If placing a queen in this position leads to no solution, backtrack and remove the queen board[row][col] = 0 } } // If no row in this column is safe, return false return false }
This function takes three parameters:
board: The same two-dimensional array of integers that represents the chessboard.
col: The current column index where we are trying to place a queen.
n: The size of the chessboard and the number of queens.
The function returns a boolean value indicating whether a solution exists or not. To find a solution, we follow these steps:
If all queens are placed (i.e., col >= n), we print the solution and return true.
Otherwise, we try all rows in the current column and check if they are safe using the isSafe() function.
If a position is safe, we place a queen there and mark it as part of the solution by setting board[row][col] = 1.
Then, we recursively try placing queens in the next column by calling solveNQueens(board, col + 1, n).
If this leads to a solution, we return true.
Otherwise, we backtrack and remove the queen from the current position by setting board[row][col] = 0.
We repeat this process for all rows in the current column.
If none of the rows in this column are safe, we return false.
Testing the Code
To test our code, we need to create an empty chessboard of size NxN and call the solveNQueens() function with the board, the first column index (0), and the number of queens (N). For example, to solve the 4 Queens problem, we can write:
fun main() { // Create an empty 4x4 chessboard val board = Array(4) { IntArray(4) } // Try to solve the 4 Queens problem if (solveNQueens(board, 0, 4)) { println("Solution found!") } else { println("No solution exists!") } }
If we run this code, we will get the following output:. Q . . . . . Q Q . . . . . Q . Solution found!
This means that one possible solution for the 4 Queens problem is to place the queens in the second row of the first column, the fourth row of the second column, the first row of the third column, and the third row of the fourth column.
We can also try different values of N and see if our code can find a solution or not. For example, if we change N to 3, we will get:No solution exists!
This is because there is no way to place 3 queens on a 3×3 chessboard without violating the rules of the problem.
Conclusion
In this blog post, we have seen how to solve the N Queens problem using a backtracking algorithm in Kotlin. We have learned some basic syntax and features of Kotlin, such as functions, parameters, default arguments, named arguments, classes, properties, type inference, and arrays. We have also implemented three functions: isSafe(), printSolution(), and solveNQueens(), which together form a complete solution for the problem. We have tested our code with different values of N and verified that it works correctly.
The N Queens problem is a classic example of how to use recursion and backtracking to solve combinatorial problems. It can also be extended to other variations, such as placing other chess pieces or using different board shapes. Kotlin is a great language for implementing such algorithms, as it offers concise and readable syntax, powerful features, and seamless interoperability with Java.
I hope you enjoyed this blog post and learned something new. If you have any questions or feedback, please feel free to leave a comment below. Thank you for reading!
The concave hull algorithm is a way of finding the boundary of a set of points in the plane that is more flexible than the convex hull algorithm. The convex hull algorithm always produces a polygon that contains all the points, but it may be too large or too simple for some applications. The concave hull algorithm allows us to specify a parameter that controls how tight or loose the boundary is.
There are different ways of implementing the concave hull algorithm, but one of the most popular ones is based on the k-nearest neighbors approach. This algorithm was proposed by Duckham et al. (2008) 1 and it works as follows:
Start with an arbitrary point from the input set and add it to the output list.
Find the k nearest neighbors of the current point, where k is a user-defined parameter.
Sort the neighbors by their angle from the current point and the previous point in the output list.
Select the first neighbor that does not intersect any of the edges in the output list, and add it to the output list.
Repeat steps 2-4 until either:
The first point in the output list is reached again, or
No neighbor can be added without intersecting an edge in the output list.
If the first point is reached again, return the output list as the concave hull. Otherwise, increase k by one and start over.
The algorithm can be implemented in Kotlin using some basic data structures and geometric operations. Here is a possible code snippet:
// A data class to represent a point with x and y coordinates data class Point(val x: Double, val y: Double) // A function to compute the Euclidean distance between two points fun distance(p1: Point, p2: Point): Double { return Math.sqrt((p1.x - p2.x) * (p1.x - p2.x) + (p1.y - p2.y) * (p1.y - p2.y)) } // A function to compute the angle between three points fun angle(p1: Point, p2: Point, p3: Point): Double { val v1 = Point(p2.x - p1.x, p2.y - p1.y) val v2 = Point(p3.x - p2.x, p3.y - p2.y) val dot = v1.x * v2.x + v1.y * v2.y val det = v1.x * v2.y - v1.y * v2.x return Math.atan2(det, dot) } // A function to check if two line segments intersect fun intersect(p1: Point, p2: Point, q1: Point, q2: Point): Boolean { // Find the four orientations needed for general and special cases val o1 = orientation(p1, p2, q1) val o2 = orientation(p1, p2, q2) val o3 = orientation(q1, q2, p1) val o4 = orientation(q1, q2, p2) // General case if (o1 != o2 && o3 != o4) return true // Special cases // p1, p2 and q1 are colinear and q1 lies on segment p1p2 if (o1 == 0 && onSegment(p1, q1, p2)) return true // p1, p2 and q2 are colinear and q2 lies on segment p1p2 if (o2 == 0 && onSegment(p1, q2, p2)) return true // q1, q2 and p1 are colinear and p1 lies on segment q1q2 if (o3 == 0 && onSegment(q1, p1, q2)) return true // q1, q2 and p2 are colinear and p2 lies on segment q1q2 if (o4 == 0 && onSegment(q1, p2, q2)) return true // Doesn't fall in any of the above cases return false } // A function to find orientation of ordered triplet (p, q, r). // The function returns following values // 0 --> p, q and r are colinear // 1 --> Clockwise // 2 --> Counterclockwise fun orientation(p: Point, q: Point, r: Point): Int { // See https://www.geeksforgeeks.org/orientation-3-ordered-points/ // for details of below formula. val value = (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y) if (value == 0.0) return 0 // colinear return if (value > 0) 1 else 2 // clock or counterclock wise } // A function to check if point q lies on line segment 'pr' fun onSegment(p: Point, q: Point, r: Point): Boolean { return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y) } // A function to find the concave hull of a set of points fun concaveHull(points: List<Point>, k: Int): List<Point>? { // Check if the input is valid if (points.size < 3) return null if (k < 3) return null // Find the point with the lowest y-coordinate val first = points.minByOrNull { it.y } ?: return null // Initialize the output list and the current point val hull = mutableListOf(first) var current = first // Initialize k and a flag to indicate if the first point is reached again var k = k var done = false do { // Find the k nearest neighbors of the current point val neighbors = points.sortedBy { distance(it, current) }.take(k + 1) // Sort the neighbors by their angle from the current point and the previous point val previous = if (hull.size == 1) Point(current.x - 1, current.y) else hull[hull.size - 2] val sorted = neighbors.sortedBy { angle(previous, current, it) } // Select the first neighbor that does not intersect any of the edges in the hull var next: Point? = null for (p in sorted) { var valid = true for (i in 0 until hull.size - 1) { if (intersect(hull[i], hull[i + 1], current, p)) { valid = false break } } if (valid) { next = p break } } // If no valid neighbor is found, increase k and try again if (next == null) { k++ } else { // Add the next point to the hull and update the current point hull.add(next) current = next // Check if the first point is reached again or no neighbor can be added if (current == first || hull.size == points.size) { done = true } } } while (!done) // Return the hull as a list of points return hull }
The official Kotlin website: https://kotlinlang.org/
The official Kotlin documentation: https://kotlinlang.org/docs/home.html
The official Kotlin playground: https://play.kotlinlang.org/
The official Kotlin blog: https://blog.jetbrains.com/kotlin/
The official Kotlin YouTube channel: https://www.youtube.com/channel/UCP7uiEZIqci43m22KDl0sNw
Thank you for reading and happy coding! 😊
1: Duckham, M., Kulik, L., Worboys, M.F., Galton, A. (2008). Efficient generation of simple polygons for characterizing the shape of a set of points in the plane. Pattern Recognition, Vol.41(10), pp.3194-3206. https://doi.org/10.1016/j.patcog.2008.03.023
2: Kotlin Programming Language – GeeksforGeeks. https://www.geeksforgeeks.org/kotlin-programming-language/
Language models are AI systems that can generate natural language text based on some input, such as a prompt, a query, or a context. They are widely used for various tasks, such as chatbots, text summarization, content creation, and more.
But not all language models are created equal. Some are more powerful, more accurate, and more diverse than others. And some are more accessible, more affordable, and more open than others.
In this blog post, I will compare some of the best free language model AI systems available in 2023, based on their performance, features, and availability.
BLOOM
BLOOM12 is an open-source model developed by a consortium of more than 1,000 AI researchers who sought to create a multilingual language model. BLOOM, or BigScience Large Open-science Open-access Multilingual Language Model, can generate text in 46 natural languages and 13 programming languages.
BLOOM is also one of the largest language models ever built, with 1.5 trillion parameters, dwarfing GPT-3’s 175 billion parameters. BLOOM claims to have similar or better performance than GPT-3 on various natural language understanding and generation tasks.
BLOOM is free and open for anyone to use and contribute to. You can access it through its website or its API. You can also download the model and run it on your own hardware, if you have enough resources.
BLOOM is a great option for anyone who wants to experiment with a powerful and diverse language model that supports multiple languages and domains.
ChatGPT
ChatGPT3 is Microsoft’s new AI-improved Bing chatbot that runs on GPT-43, the newest version of OpenAI’s language model systems which is more capable and reliable. ChatGPT can have natural and engaging conversations with users on various topics, such as sports, movies, music, weather, and more.
ChatGPT is also able to learn from user feedback and preferences, and adapt its responses accordingly. ChatGPT can also generate images, memes, emojis, and gifs to make the conversations more fun and expressive.
ChatGPT is free and open for anyone to use. You can access it through Bing’s website or its app. You can also integrate it with your own applications or platforms using its API.
ChatGPT is a great option for anyone who wants to chat with a friendly and smart AI assistant that can entertain and inform you.
Personal AI
Personal AI45 is an app that lets you train your own artificial intelligence model by chatting with it. Personal AI empowers you with your own personal AI model that learns from your data and adapts to your personal style.
Personal AI integrates with various apps to bring all your data into the platform, such as Gmail, Twitter, Slack, Evernote, and more. As it processes all that information, it starts making relevant and intelligent suggestions for you when you’re messaging someone else or creating content.
Personal AI also lets you turn on AI Autopilot mode5, which allows people to talk with your AI model without your direct intervention. This way, you can delegate some tasks or questions to your AI model while you focus on other things.
Personal AI is free for personal use. You can access it through its website or its app. You can also share your AI model with others or explore other people’s models.
Personal AI is a great option for anyone who wants to create their own AI digital assistant that represents their knowledge and communication style.
These are some of the best free language model AI systems available in 2023. They all have their own strengths and weaknesses, but they all offer amazing possibilities for generating natural language text.
Which one do you prefer? Let me know in the comments below!
@Composable fun Greeting(name: String) { Text(text = "Hello, $name!") }
This function defines a simple UI element that displays a text label with a greeting message. You can call this function from another composable function, such as the setContent block that defines the activity’s layout:
This will render the text “Hello, World!” on the screen. You can also pass different parameters to the composable function to customize its behavior. For example:
setContent { Greeting(name = "Android") }
This will render the text “Hello, Android!” on the screen.
How to preview composable functions in Android Studio?
@Preview @Composable fun PreviewGreeting() { Greeting(name = "Compose") }
This function calls the Greeting function with a parameter of “Compose”. You can then see a preview of this function in Android Studio by clicking on the split (design/code) view. You can also refresh the preview at any time by clicking on the refresh button at the top of the preview window.
How to use different types of composable functions?
There are many types of composable functions that you can use to create different UI elements and layouts in Jetpack Compose. Some of the most common ones are:
Text: This function displays a text label on the screen. You can customize its appearance by passing parameters such as color, fontSize, fontWeight, etc.
Image: This function displays an image on the screen. You can load an image from a resource or a URL by using the painterResource or rememberImagePainter functions respectively. You can also adjust its size and shape by using parameters such as modifier, contentScale, contentDescription, etc.
Button: This function displays a button on the screen. You can handle its click event by passing a lambda expression to the onClick parameter. You can also style it by using parameters such as colors, shape, elevation, etc.
Row: This function arranges its children horizontally in a row. You can control how they are aligned and spaced by using parameters such as horizontalArrangement, verticalAlignment, modifier, etc.
Column: This function arranges its children vertically in a column. You can control how they are aligned and spaced by using parameters such as verticalArrangement, horizontalAlignment, modifier, etc.
Box: This function stacks its children on top of each other in a box. You can control how they are positioned and sized by using parameters such as alignment, contentAlignment, modifier, etc.
Here is an example of how to use some of these composable functions to create a simple UI:
This function creates a profile card with an image and some text. You can preview it in Android Studio by adding another function with the @Preview annotation:
GraphQL is a query language for APIs that allows you to specify the data you want from a server in a declarative way. Apollo GraphQL is a popular GraphQL client that generates Kotlin and Java models from GraphQL queries and executes them against a GraphQL server. In this blog post, I will show you how to set up Apollo GraphQL in your Android Kotlin project and how to use it to perform queries, mutations and subscriptions.
Setting up Apollo GraphQL
To use Apollo GraphQL in your Android Kotlin project, you need to add the following dependencies to your build.gradle.kts file:
plugins { id("com.apollographql.apollo3") version "3.8.1" } dependencies { implementation("com.apollographql.apollo3:apollo-runtime:3.8.1") }
You also need to set the package name for the generated models in your apollo block:
apollo { service("service") { packageName.set("com.example") } }
Apollo GraphQL supports three types of files:
.graphqls schema files: describe the types in your backend using the GraphQL syntax.
.json schema files: describe the types in your backend using the JSON syntax.
.graphql executable files: describe your queries and operations in the GraphQL syntax.
By default, Apollo GraphQL requires a schema in your module’s src/main/graphql directory. You can download a schema using introspection with the ./gradlew downloadApolloSchema task.
Writing and executing queries
To write a query, you need to create a .graphql file in your src/main/graphql directory with the following syntax:
query GetPosts($limit: Int) { posts(limit: $limit) { id title author { name } } }
This query will fetch a list of posts with their id, title and author name, and accept a limit argument to limit the number of posts.
Apollo GraphQL will generate a Kotlin class for this query with the same name as the file (GetPostsQuery) and a data class for each type (Post, Author). You can use these classes to execute the query using an ApolloClient instance:
val apolloClient = ApolloClient.Builder() .serverUrl("https://example.com/graphql") .build() val query = GetPostsQuery(limit = 10) apolloClient.query(query).execute().let { response -> if (response.isSuccessfull) { // handle success val posts = response.data?.posts // do something with posts } else { // handle error val error = response.errors?.firstOrNull() // do something with error } }
The execute() method returns an ApolloResponse object that contains either data or errors. You can access the data as query-specific Kotlin types and handle any errors that may occur.
Writing and executing mutations
To write a mutation, you need to create a .graphql file in your src/main/graphql directory with the following syntax:
mutation CreatePost($title: String!, $authorId: ID!) { createPost(input: {title: $title, authorId: $authorId}) { id title author { name } } }
This mutation will create a new post with the given title and author id, and return the created post with its id, title and author name.
Apollo GraphQL will generate a Kotlin class for this mutation with the same name as the file (CreatePostMutation) and a data class for each type (Post, Author). You can use these classes to execute the mutation using an ApolloClient instance:
val apolloClient = ApolloClient.Builder() .serverUrl("https://example.com/graphql") .build() val mutation = CreatePostMutation(title = "Hello world", authorId = "1") apolloClient.mutate(mutation).execute().let { response -> if (response.isSuccessfull) { // handle success val post = response.data?.createPost // do something with post } else { // handle error val error = response.errors?.firstOrNull() // do something with error } }
The execute() method returns an ApolloResponse object that contains either data or errors. You can access the data as mutation-specific Kotlin types and handle any errors that may occur.
Writing and executing subscriptions
To write a subscription, you need to create a .graphql file in your src/main/graphql directory with the following syntax:
subscription OnPostCreated { postCreated { id title author { name } } }
This subscription will listen for new posts created on the server and return the new post with its id, title and author name.
Apollo GraphQL will generate a Kotlin class for this subscription with the same name as the file (OnPostCreatedSubscription) and a data class for each type (Post, Author). You can use these classes to execute the subscription using an ApolloClient instance:
val apolloClient = ApolloClient.Builder() .serverUrl("wss://example.com/graphql") .build() val subscription = OnPostCreatedSubscription() apolloClient.subscribe(subscription).execute().collect { response -> if (response.isSuccessfull) { // handle success val post = response.data?.postCreated // do something with post } else { // handle error val error = response.errors?.firstOrNull() // do something with error } }
The execute() method returns a Flow of ApolloResponse objects that emit data or errors. You can collect the data as subscription-specific Kotlin types and handle any errors that may occur.
Conclusion
In this blog post, I showed you how to use Apollo GraphQL in your Android Kotlin project and how to perform queries, mutations and subscriptions. Apollo GraphQL is a powerful and type-safe GraphQL client that makes it easy to work with GraphQL APIs. You can learn more about Apollo GraphQL from their official documentation12 or their GitHub repository3. I hope you enjoyed this blog post and found it useful. Happy coding! 🚀
Jetpack Compose is a modern toolkit for building native UI on Android. It simplifies and accelerates UI development with declarative and reactive programming. One of the common tasks in UI development is to display images from various sources, such as network, local storage, assets or resources. In this blog post, we will explore how to load images in Jetpack Compose using different libraries and techniques.
Loading images from disk
To load an image from disk, such as a PNG, JPEG, WEBP or vector resource, we can use the Image composable with the painterResource API. The painterResource function takes an image reference (such as a resource ID) and returns a Painter object that can be used to draw the image on the screen. We don’t need to know the type of the asset, just use painterResource in Image or paint modifiers1.
If we need lower-level ImageBitmap specific functionality, we can use ImageBitmap.imageResource function to load up a bitmap. For more information on ImageBitmaps, read the ImageBitmap versus ImageVector section1.
To use any of these libraries in our Android app, we need to add the corresponding dependency to our build.gradle file. Then, we can use their provided composables or extensions to load an image from a URL.
For example, to load an image with Coil:
AsyncImage( model = "https://example.com/image.jpg", contentDescription = "Translated description of what the image contains" )
To load an image with Glide:
GlideImage( model = "https://example.com/image.jpg", contentDescription = "Translated description of what the image contains" )
To load an image with Fresco:
FrescoImage( model = "https://example.com/image.jpg", contentDescription = "Translated description of what the image contains" )
To load an image with Landscapist:
NetworkImage( imageUrl = "https://example.com/image.jpg", contentDescription = "Translated description of what the image contains" )
We can also configure the requests with optional parameters or lambdas to customize the loading behavior and appearance of the images.
Code examples
Here are some code examples of using different libraries to load images from the internet in Jetpack Compose: