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  • algorithm to make easy my job

    - by gcc
    Iwill tell part of study material task but, dont afraid, I dont want write all of them , I will ask just specific question.okey; User will give me a function with three unknown. example: sin(a+b)+ln(5)*(log(ab)-32/sqrt(abc)) another example for function atan(23/a)-exp(a,b)*(123+asin(ac)) and there are some another input with funtion but in all input a,b and c, are doesnot determined, Anyway,I wont tell the other part,I just asking how I should take the fuction such that I can do my job with easy?

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  • suggest an algorithm for the following puzzle!!

    - by garima
    There are n petrol bunks arranged in circle. Each bunk is separated from the rest by a certain distance. You choose some mode of travel which needs 1litre of petrol to cover 1km distance. You can't infinitely draw any amount of petrol from each bunk as each bunk has some limited petrol only. But you know that the sum of litres of petrol in all the bunks is equal to the distance to be covered. ie let P1, P2, ... Pn be n bunks arranged circularly. d1 is distance between p1 and p2, d2 is distance between p2 and p3. dn is distance between pn and p1.Now find out the bunk from where the travel can be started such that your mode of travel never runs out of fuel.

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  • Need an algorithm for this problem

    - by Heisenburgor
    There are two integer sequences A[] and B[] of length N,both unsorted. Requirement: through the swapping of elements between A[] and B[], make the difference between {the sum of all elements in A[]} and {the sum of all elements in B[]} to be minimum. Many thanks

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  • Algorithm for finding all paths in a NxN grid

    - by Periastron
    Imagine a robot sitting on the upper left hand corner of an NxN grid. The robot can only move in two directions: right and down. How many possible paths are there for the robot? I could find solution to this problem on Google, but I am not very clear with the explanations. I am trying to clearly understand the logic on how to solve this and implement in Java. Any help is appreciated. Update: This is an interview question. For now, I am trying to reach the bottom-right end and print the possible paths.

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  • What Math topics & resources to consider as beginner to indulge the book - Introduction to Algorithm

    - by sector7
    I'm a programmer who's beginning to appreciate the knowledge & usability of Algorithms in my work as I move forward with my skill-set. I don't want to take the short path by learning how to apply algorithms "as-is" but would rather like to know the foundation and fundamentals behind them. For that I need Math, at which I'm pretty "basic". I'm considering getting tuition's for that. What I would like is to have a concise syllabus/set of topics/book which I could hand over to my math tutor to get started. HIGHLY DESIRED: one book. the silver bullet. (fingers crossed!) PS: I've got some leads but want to hear you guys/gurus out: Discrete Math, Combinatorics, Graph theory, Calculus, Linear Algebra, and Number Theory. Looking forward to your answers. Thanks!

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  • How can I improve the performance of this algorithm

    - by Justin
    // Checks whether the array contains two elements whose sum is s. // Input: A list of numbers and an integer s // Output: return True if the answer is yes, else return False public static boolean calvalue (int[] numbers, int s){ for (int i=0; i< numbers.length; i++){ for (int j=i+1; j<numbers.length;j++){ if (numbers[i] < s){ if (numbers[i]+numbers[j] == s){ return true; } } } } return false; }

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  • Need an efficient algorithm solve this kind of complex structure

    - by Rizvan
    Problem Statement is : Given 2 Dimensional array, print output for example If 4 rows and 6 columns, output would be: 1 2 3 4 5 6 16 17 18 19 20 7 15 24 23 22 21 8 14 13 12 11 10 9 I tried it is looking like square within square but when I attempted this problem, I put so many while and if loops but didn't got exact answer. If row and columns increases how to handle it? This is not homework. I was learning solving complex structure so I need to understand it by some guidance.

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  • algorithm to find the three majority elements in an array

    - by Qiang Li
    Let's say there are three elements in a non-sorted array all of which appear more than one-fourth times of the total number of elements. What is the most efficient way to find these elements? Both for non-online and online versions of this question. Thank you! Edit The non-online version I was referring to is: this array is specified in full. The online version means the array elements are coming one at a time. I require the space in addition to time complexity to be tight. disclaimer: THIS IS NOT HOMEWORK! I consider this as research-level question.

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  • Can Goldberg algorithm in ocamlgraph be used to find Minimum Cost Flow graph?

    - by Tautrimas
    I'm looking for an implementation to the Minimum Cost Flow graph problem in OCaml. OCaml library ocamlgraph has Goldberg algorithm implementation. The paper called Efficient implementation of the Goldberg-Tarjan minimum-cost flow algorithm is noting that Goldberg-Tarjan algorithm can find minimum cost graph. Question is, does ocamlgraph algorithm also find the minimum cost? Library documentation only states, that it's suitable at least for the maximum flow problem. If not, does anybody have a good link to a nice any minimum cost optimization algorithm code? I will manually translate it into OCaml then. Forgive me, if I missed it on Wikipedia: there are too many algos on flow networks for the first day!

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  • Giving a Bomberman AI intelligent bomb placement

    - by Paul Manta
    I'm trying to implement an AI algorithm for Bomberman. Currently I have a working but not very smart rudimentary implementation (the current AI is overzealous in placing bombs). This is the first AI I've ever tried implementing and I'm a bit stuck. The more sophisticated algorithms I have in mind (the ones that I expect to make better decisions) are too convoluted to be good solutions. What general tips do you have for implementing a Bomberman AI? Are there radically different approaches for making the bot either more defensive or offensive? Edit: Current algorithm My current algorithm goes something like this (pseudo-code): 1) Try to place a bomb and then find a cell that is safe from all the bombs, including the one that you just placed. To find that cell, iterate over the four directions; if you can find any safe divergent cell and reach it in time (eg. if the direction is up or down, look for a cell that is found to the left or right of this path), then it's safe to place a bomb and move in that direction. 2) If you can't find and safe divergent cells, try NOT placing a bomb and look again. This time you'll only need to look for a safe cell in only one direction (you don't have to diverge from it). 3) If you still can't find a safe cell, don't do anything. for $(direction) in (up, down, left, right): place bomb at current location if (can find and reach divergent safe cell in current $(direction)): bomb = true move = $(direction) return for $(direction) in (up, down, left, right): do not place bomb at current location if (any safe cell in the current $(direction)): bomb = false move = $(direction) return else: bomb = false move = stay_put This algorithm makes the bot very trigger-happy (it'll place bombs very frequently). It doesn't kill itself, but it does have a habit of making itself vulnerable by going into dead ends where it can be blocked and killed by the other players. Do you have any suggestions on how I might improve this algorithm? Or maybe I should try something completely different? One of the problems with this algorithm is that it tends to leave the bot with very few (frequently just one) safe cells on which it can stand. This is because the bot leaves a trail of bombs behind it, as long as it doesn't kill itself. However, leaving a trail of bombs behind leaves few places where you can hide. If one of the other players or bots decide to place a bomb somewhere near you, it often happens that you have no place to hide and you die. I need a better way to decide when to place bombs.

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  • Dynamic Dijkstra

    - by Dani
    I need dynamic dijkstra algorithm that can update itself when edge's cost is changed without a full recalculation. Full recalculation is not an option. I've tryed to "brew" my own implemantion with no success. I've also tryed to find on the Internet but found nothing. A link to an article explaining the algorithm or even it's name will be good. Edit: Thanks everyone for answering. I managed to make algorithm of my own that runs in O(V+E) time, if anyone wishes to know the algorithm just say so and I will post it.

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  • algorithm - How to sort a 0/1 array with 2n/3 comparisons?

    - by Jackson Tale
    In Algorithm Design Manual, there is such an excise 4-26 Consider the problem of sorting a sequence of n 0’s and 1’s using comparisons. For each comparison of two values x and y, the algorithm learns which of x < y, x = y, or x y holds. (a) Give an algorithm to sort in n - 1 comparisons in the worst case. Show that your algorithm is optimal. (b) Give an algorithm to sort in 2n/3 comparisons in the average case (assuming each of the n inputs is 0 or 1 with equal probability). Show that your algorithm is optimal. For (a), I think it is fairly easy. I can choose a[n-1] as pivot, then do something like in quicksort partition, scan 0 to n - 2, find the middle point where left side is all 0 and right side is all 1, this take n - 1 comparisons. But for (b), I can't get a clue. It says "each of the n inputs is 0 or 1 with equal probability", so I guess I can assume the numbers of 0 and 1 equal? But how can I get a result which is related to 1/3? divide the whole array into 3 groups? Thanks

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  • Is there an efficient algorithm to distribute resources in a way that both avoids conflict and allows bias?

    - by Steve V.
    Background (Skip this if you only care about the algorithm) At the university where I work, one of the biggest hassles in our department is classroom scheduling. For illustration purposes and to lay out the scope of the problem, here's how we do scheduling now: Professors give us a list of the classes they're teaching with the time slots they'd prefer to teach, ranked in order of priority (most desired to least desired). Administration gives us a list of the rooms we may assign along with the times those rooms are available for our department's use. We start assigning professors to rooms trying (at first) to take into account the preferences of the various professors. Inevitably, conflicts arise, professors start asking for changes, and the plan falls to pieces somewhere around professor number 30, at which point we start assigning rooms basically wherever we can fit them in, crumpled pieces of paper are everywhere, and nobody's happy. (If you've ever wondered why your class was at 9.30 in the morning on Thursday but 4 pm every other day, now you know) I have been asked to quietly investigate whether software could do this more optimally. The Actual Question Is there an algorithm to efficiently schedule a set of resources such that the following criteria are met: The algorithm must never assign two professors to the same room at the same time. The task is not complete until every professor has been assigned a room / time. The algorithm need not worry about having too many professors for the amount of time slots available. (We're not that well funded.) As much as is possible the algorithm should respect the scheduling preferences of the individual professors. I feel like I can't be the first one to ask this. Is there a efficient algorithm for this, or is this the sort of problem that can only be brute-forced?

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  • Designing for an algorithm that reports progress

    - by Stefano Borini
    I have an iterative algorithm and I want to print the progress. However, I may also want it not to print any information, or to print it in a different way, or do other logic. In an object oriented language, I would perform the following solutions: Solution 1: virtual method have the algorithm class MyAlgoClass which implements the algo. The class also implements a virtual reportIteration(iterInfo) method which is empty and can be reimplemented. Subclass the MyAlgoClass and override reportIteration so that it does what it needs to do. This solution allows you to carry additional information (for example, the file unit) in the reimplemented class. I don't like this method because it clumps together two functionalities that may be unrelated, but in GUI apps it may be ok. Solution 2: observer pattern the algorithm class has a register(Observer) method, keeps a list of the registered observers and takes care of calling notify() on each of them. Observer::notify() needs a way to get the information from the Subject, so it either has two parameters, one with the Subject and the other with the data the Subject may pass, or just the Subject and the Observer is now in charge of querying it to fetch the relevant information. Solution 3: callbacks I tend to see the callback method as a lightweight observer. Instead of passing an object, you pass a callback, which may be a plain function, but also an instance method in those languages that allow it (for example, in python you can because passing an instance method will remain bound to the instance). C++ however does not allow it, because if you pass a pointer to an instance method, this will not be defined. Please correct me on this regard, my C++ is quite old. The problem with callbacks is that generally you have to pass them together with the data you want the callback to be invoked with. Callbacks don't store state, so you have to pass both the callback and the state to the Subject in order to find it at callback execution, together with any additional data the Subject may provide about the event is reporting. Question My question is relative to the fact that I need to implement the opening problem in a language that is not object oriented, namely Fortran 95, and I am fighting with my usual reasoning which is based on python assumptions and style. I think that in Fortran the concept is similar to C, with the additional trouble that in C you can store a function pointer, while in Fortran 95 you can only pass it around. Do you have any comments, suggestions, tips, and quirks on this regard (in C, C++, Fortran and python, but also in any other language, so to have a comparison of language features that can be exploited on this regard) on how to design for an algorithm that must report progress to some external entity, using state from both the algorithm and the external entity ?

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  • Is there any super fast algorithm for finding LINES on picture?

    - by Ole Jak
    So I have Image like this I need some super fast algorithm for finding all straight lines on it. I want to give to algorithm parameters like min length and max line distortion. I want to get relative to picture pixel coords start and end points of lines. So on this picture to find all lines between dalles and thouse 2 black lines on top. So I need algorithm for super fast finding straight lines of different colors on picture. Is there any such algorithm? (super duper fast=)

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  • Algorithm for nice graph labels for time/date axis?

    - by Aaron
    Hello, I'm looking for a "nice numbers" algorithm for determining the labels on a date/time value axis. I'm familar with Paul Heckbert's Nice Numbers algorithm (http://tinyurl.com/5gmk2c). I have a plot that displays time/date on the X axis and the user can zoom in and look at a smaller time frame. I'm looking for an algorithm that picks nice dates to display on the ticks. For example: Looking at a day or so: 1/1 12:00, 1/1 4:00, 1/1 8:00... Looking at a week: 1/1, 1/2, 1/3... Looking at a month: 1/09, 2/09, 3/09... The nice label ticks don't need to correspond to the first visible point, but close to it. Is anybody familar with such an algorithm? Thanks

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  • Algorithm for a lucky game [on hold]

    - by Ronnie
    Assume we have the following Keno(lottery type) game: From 80 numbers(from 1 to 80), 20 are being drawn. The players choose 1 or 2 or 3..... or 12 numbers to play(12 categories). If they choose for example 4 then they win if they predict correctly a certain amount of numbers(2,3 or 4) from the 4 they have played and lose if the predict only 1 or 0 numbers. They win X times their money accordingly to some predefined factor depending on how many numbers they predict from each category. The same with the other categories. And e.g 11 out of 11 gives 250000 times your money and 12 out of 12 gives 1000000 your money. So the company would want to avoid winnings so high. Every draw by the company is being made every 5 minutes and in each draw around 120000 (let's say) different predictions(Keno tickets) are being played. Let's assume 12000 are being played in category 10 and 12000 in category 11 and also 12000 in category 12. I'm wondering if there is an algorithm to allow the company that provides the game in the 5 minutes between the drawings, to find a 20 number set, in order to avoid any "12 out of 12" and "11 out of 11" and "11 out of 12" and "10 out of 11" and "10 out of 10" winning ticket. That means is there any algorithm, where in a time of less than 1 minute approximately(in todays hardware), to be able to find a 20 number set so that none of the 12000 12 and 11 and 10 number sets that the players played(in categories 10,11 and 12) contains any winning of "12 out of 12" and "11 out of 11" and "11 out of 12" and "10 out of 11" and "10 out of 10"? Or even better the generalization of the problem: What is the best algorithm(from a perspective of minimal time), to be able to find a Y number set from numbers 1 to Z(e.g Y=20, Z=80) so that none of the X sets of K-numbers that are being played(in category K) contains more than K-m numbers from the Y-set? (Note that for Y=K and m=1 there is a practical algorithm.)

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  • Sorting Algorithm : output

    - by Aaditya
    I faced this problem on a website and I quite can't understand the output, please help me understand it :- Bogosort, is a dumb algorithm which shuffles the sequence randomly until it is sorted. But here we have tweaked it a little, so that if after the last shuffle several first elements end up in the right places we will fix them and don't shuffle those elements furthermore. We will do the same for the last elements if they are in the right places. For example, if the initial sequence is (3, 5, 1, 6, 4, 2) and after one shuffle we get (1, 2, 5, 4, 3, 6) we will keep 1, 2 and 6 and proceed with sorting (5, 4, 3) using the same algorithm. Calculate the expected amount of shuffles for the improved algorithm to sort the sequence of the first n natural numbers given that no elements are in the right places initially. Input: 2 6 10 Output: 2 1826/189 877318/35343 For each test case output the expected amount of shuffles needed for the improved algorithm to sort the sequence of first n natural numbers in the form of irreducible fractions. I just can't understand the output.

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  • How to use TCP/IP Nagle algorithm at Apple Push Notification

    - by Mahbubur R Aaman
    From Apple's Developer Library The binary interface employs a plain TCP socket for binary content that is streaming in nature. For optimum performance, you should batch multiple notifications in a single transmission over the interface, either explicitly or using a TCP/IP Nagle algorithm. How to use TCP/IP Nagle algorithm in case Apple's Push Notification? How to batch multiple notification in a single transmission over the interface? Additional # In Apple's Push Notification Urban Airship is a familiar name to send large amount of push notification within several minutes. Does they use TCP/IP Nagle algorithm?

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  • How can I locate empty space next to polygon regions?

    - by Stephen
    Let's say I have the following area in a top-down map: The circle is the player, the black square is an obstacle, and the grey polygons with red borders are walk-able areas that will be used as a navigation mesh for enemies. Obstacles and grey polygons are always convex. The grey regions were defined using an algorithm when the world was generated at runtime. Notice the little white column. I need to figure out where any empty space like this is, if at all, after the algorithm builds the grey regions, so that I can fill the space with another region. Basically what I'm hoping for is an algorithm that can detect empty space next to a polygon.

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