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  • Project Euler #18 - how to brute force all possible paths in tree-like structure using Python?

    - by euler user
    Am trying to learn Python the Atlantic way and am stuck on Project Euler #18. All of the stuff I can find on the web (and there's a LOT more googling that happened beyond that) is some variation on 'well you COULD brute force it, but here's a more elegant solution'... I get it, I totally do. There are really neat solutions out there, and I look forward to the day where the phrase 'acyclic graph' conjures up something more than a hazy, 1 megapixel resolution in my head. But I need to walk before I run here, see the state, and toy around with the brute force answer. So, question: how do I generate (enumerate?) all valid paths for the triangle in Project Euler #18 and store them in an appropriate python data structure? (A list of lists is my initial inclination?). I don't want the answer - I want to know how to brute force all the paths and store them into a data structure. Here's what I've got. I'm definitely looping over the data set wrong. The desired behavior would be to go 'depth first(?)' rather than just looping over each row ineffectually.. I read ch. 3 of Norvig's book but couldn't translate the psuedo-code. Tried reading over the AIMA python library for ch. 3 but it makes too many leaps. triangle = [ [75], [95, 64], [17, 47, 82], [18, 35, 87, 10], [20, 4, 82, 47, 65], [19, 1, 23, 75, 3, 34], [88, 2, 77, 73, 7, 63, 67], [99, 65, 4, 28, 6, 16, 70, 92], [41, 41, 26, 56, 83, 40, 80, 70, 33], [41, 48, 72, 33, 47, 32, 37, 16, 94, 29], [53, 71, 44, 65, 25, 43, 91, 52, 97, 51, 14], [70, 11, 33, 28, 77, 73, 17, 78, 39, 68, 17, 57], [91, 71, 52, 38, 17, 14, 91, 43, 58, 50, 27, 29, 48], [63, 66, 4, 68, 89, 53, 67, 30, 73, 16, 69, 87, 40, 31], [04, 62, 98, 27, 23, 9, 70, 98, 73, 93, 38, 53, 60, 4, 23], ] def expand_node(r, c): return [[r+1,c+0],[r+1,c+1]] all_paths = [] my_path = [] for i in xrange(0, len(triangle)): for j in xrange(0, len(triangle[i])): print 'row ', i, ' and col ', j, ' value is ', triangle[i][j] ??my_path = somehow chain these together??? if my_path not in all_paths all_paths.append(my_path) Answers that avoid external libraries (like itertools) preferred.

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  • How do I move my git repo down level in the directory tree?

    - by edude05
    I'm currently writing an app in C# using using Visual Studio. As such, VS2010 created a Solution directory with my project directories inside. So my Hierarchy is like this: Solution .git project1 project2 What I'd like to do is make it like this: Solution Project 1 .git Project 2 As of right now the files in the solution are tracked, except for the project 2 (so stuff like project.sln for example). Is there a way I can do this without rewriting the history? Thanks in advance.

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  • How to reflect over T to build an expression tree for a query?

    - by Alex
    Hi all, I'm trying to build a generic class to work with entities from EF. This class talks to repositories, but it's this class that creates the expressions sent to the repositories. Anyway, I'm just trying to implement one virtual method that will act as a base for common querying. Specifically, it will accept a an int and it only needs to perform a query over the primary key of the entity in question. I've been screwing around with it and I've built a reflection which may or may not work. I say that because I get a NotSupportedException with a message of LINQ to Entities does not recognize the method 'System.Object GetValue(System.Object, System.Object[])' method, and this method cannot be translated into a store expression. So then I tried another approach and it produced the same exception but with the error of The LINQ expression node type 'ArrayIndex' is not supported in LINQ to Entities. I know it's because EF will not parse the expression the way L2S will. Anyway, I'm hopping someone with a bit more experience can point me into the right direction on this. I'm posting the entire class with both attempts I've made. public class Provider<T> where T : class { protected readonly Repository<T> Repository = null; private readonly string TEntityName = typeof(T).Name; [Inject] public Provider( Repository<T> Repository) { this.Repository = Repository; } public virtual void Add( T TEntity) { this.Repository.Insert(TEntity); } public virtual T Get( int PrimaryKey) { // The LINQ expression node type 'ArrayIndex' is not supported in // LINQ to Entities. return this.Repository.Select( t => (((int)(t as EntityObject).EntityKey.EntityKeyValues[0].Value) == PrimaryKey)).Single(); // LINQ to Entities does not recognize the method // 'System.Object GetValue(System.Object, System.Object[])' method, // and this method cannot be translated into a store expression. return this.Repository.Select( t => (((int)t.GetType().GetProperties().Single( p => (p.Name == (this.TEntityName + "Id"))).GetValue(t, null)) == PrimaryKey)).Single(); } public virtual IList<T> GetAll() { return this.Repository.Select().ToList(); } protected virtual void Save() { this.Repository.Update(); } }

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  • Is my class structure good enough?

    - by Rivten
    So I wanted to try out this challenge on reddit which is mostly about how you structure your data the best you can. I decided to challenge my C++ skills. Here's how I planned this. First, there's the Game class. It deals with time and is the only class main has access to. A game has a Forest. For now, this class does not have a lot of things, only a size and a Factory. Will be put in better use when it will come to SDL-stuff I guess A Factory is the thing that deals with the Game Objects (a.k.a. Trees, Lumberjack and Bears). It has a vector of all GameObjects and a queue of Events which will be managed at the end of one month. A GameObject is an abstract class which can be updated and which can notify the Event Listener The EventListener is a class which handles all the Events of a simulation. It can recieve events from a Game Object and notify the Factory if needed, the latter will manage correctly the event. So, the Tree, Lumberjack and Bear classes all inherits from GameObject. And Sapling and Elder Tree inherits from Tree. Finally, an Event is defined by an event_type enumeration (LUMBERJACK_MAWED, SAPPLING_EVOLUTION, ...) and an event_protagonists union (a GameObject or a pair of GameObject (who killed who ?)). I was quite happy at first with this because it seems quite logic and flexible. But I ended up questionning this structure. Here's why : I dislike the fact that a GameObject need to know about the Factory. Indeed, when a Bear moves somewhere, it needs to know if there's a Lumberjack ! Or it is the Factory which handles places and objects. It would be great if a GameObject could only interact with the EventListener... or maybe it's not that much of a big deal. Wouldn't it be better if I separate the Factory in three vectors ? One for each kind of GameObject. The idea would be to optimize research. If I'm looking do delete a dead lumberjack, I would only have to look in one shorter vector rather than a very long vector. Another problem arises when I want to know if there is any particular object in a given case because I have to look for all the gameObjects and see if they are at the given case. I would tend to think that the other idea would be to use a matrix but then the issue would be that I would have empty cases (and therefore unused space). I don't really know if Sapling and Elder Tree should inherit from Tree. Indeed, a Sapling is a Tree but what about its evolution ? Should I just delete the sapling and say to the factory to create a new Tree at the exact same place ? It doesn't seem natural to me to do so. How could I improve this ? Is the design of an Event quite good ? I've never used unions before in C++ but I didn't have any other ideas about what to use. Well, I hope I have been clear enough. Thank you for taking the time to help me !

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  • Form submission and hyperlinks using GET and POST

    - by Jon
    I have a search resource, the user can perform searches by filling out a form and submitting it, the create action is called, the Search is saved, the show action is called, and the results are displayed. This all happens with the default POST, and all works fine. The user may want to save his search in the saved_search table (i don't use the Search table for this purpose as this table stores all searches for the purpose of compiling statistics, and gets cleared on a regular basis). Once the Search is saved, it can be re-run by clicking a hyperlink, this is where i start to get problems. I see no way of getting my hyperlink to run the create action of Search, with a POST request, and the necessary data. I then decided to try to get both form submission and the hyperlink to perform a search using a GET request, i was unable to get form_for to run my Search create action using a GET request, it always seems to get routed to my index action. Can someone suggest a good restful solution to this problem please. Many thanks

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  • Best tree/heap data structure for fixed set of nodes with changing values + need top 20 values?

    - by user350139
    I'm writing something like a game in C++ where I have a database table containing the current score for each user. I want to read that table into memory at the start of the game, quickly change each user's score while the game is being played in response to what each user does, and then when the game ends write the current scores back to the database. I also want to be able to find the 20 or so users with the highest scores. No users will be added or deleted during the short period when the game is being played. I haven't tried it yet, but updating the database might take too much time during the period when the game is being played. Fixed set of users (might be 10,000 to 50,000 users) Will map user IDs to their score and other user-specific information. User IDs will be auto_increment values. If the structure has a high memory overhead that's probably not an issue. If the program crashes during gameplay it can just be re-started. Quickly get a user's current score. Quickly add to a user's current score (and return their current score) Quickly get 20 users with highest score. No deletes. No inserts except when the structure is first created, and how long that takes isn't critical. Getting the top 20 users will only happen every five or ten seconds, but getting/adding will happen much more frequently. If not for the last, I could just create a memory block equal to sizeof(user) * max(user id) and put each user at user id * sizeof(user) for fast access. Should I do that plus some other structure for the Top 20 feature, or is there one structure that will handle all of this together?

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  • Getting velocity in only one plane (X) in Kismet (UDK)

    - by anna1987
    I'm trying to make a character in 2.5 platformer (in UDK) to "climb" a giant tree trunk by walking on a spiral staircase enveloped around the tree. When character goes right the tree rotates thru matinee sequence so it seems that the character is moving while in reality it is the tree that moves. I connected the matinee sequence playrate to the velocity of the character and its all good as long the character just moves left or right. When it jumps though, the velocity still affects the playrate - it should not as character moves up/down, not right/left. How do I set it up in Kismet so I get a float variable with velocity only in the X plane (horizontal)?

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  • How to get a random node from a tree?

    - by ooboo
    It looks easy, but I found the implementation tricky. I need that for a simple genetic programming problem I'm trying to implement. The function should, given a node, return the node itself or any of its children such that the probability of choosing a node is normally distributed relative to its depth (so the function should return mostly middle nodes, but sometimes the root itself or the lowest ones - but that's not really necessary if that makes it significantly more complex, if all any node is chosen with equal probability, that's good enough). Thanks

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  • Rolling back a git tree, fully or partially (single file) how to?

    - by Tzury Bar Yochay
    On a given server, I have a set of daemons each of which has its own configuration file. I would like to use git to manage the configuration files editing during time and always have the option to rollback to the "factory defaults" in regards to all files or a specific one. For instance, given the following structure: $ ls -l total 0 -rw-r--r-- 1 tzury tzury 0 2011-01-05 06:36 bar.conf -rw-r--r-- 1 tzury tzury 0 2011-01-05 06:36 baz.conf -rw-r--r-- 1 tzury tzury 0 2011-01-05 06:36 foo.conf Assuming all those .conf files are stored in a git repository, I want to be able to restore all files into their original shape (that would be the first git commit). Yet, I would also like to be able to rollback a specific file to the factory defaults, while others remain up to date.

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  • Effective Website Search Engine Optimization - What Does That Mean?

    The Internet has become a very busy place. It's also become a sort of global marketplace where people all over the world come to buy and sell goods. Not much new to anyone in that statement, but it does beg the question, what's the best way for you to find customers both locally to Saskatoon and globally... and let them know you're online?

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  • Search Marketing Agency - Cost Efficient Way to Promote Your Business!

    These days, it's the demand for the Internet that is exactly going too high. Over the years, the Internet has managed to establish itself as the most effective marketing platform for many businesses. On the other hand people across the globe now prefer to opt for the Internet in order to grab their necessary details or information easily.

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  • How to build a Drag and Dropable Tree using Jquery for Menu?

    - by Anil
    Hi all i want to build a Menu Builder with drag and drop which i am trying to do like here is the jsfiddle of what i am trying to do This and i want the functionality to be like This i will have all products list on a side and i should have a Add column button ,when i click on Add Column button a div should open where i should be able to drag and drop my products like the above the first product i drop in a div should be main then i should be able to add child to that particular product i should be able to add any number of submenus to it like this div1 Mens shoes SportShoes CasualShoe Shirts Casualshirts div2 Womens shoes SportShoes CasualShoe Shirts Casualshirts this is what i have to do can any one help me doing this please

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  • Search Engine Optimization PR - Is it Buzz Worthy Or Over Hyped?

    Public Relations (PR) is a business practice that plays a pivotal role in defining a business' relationship with its employees, customers, and shareholders. Good PR strengthens brands and builds the public's trust in it - the primary reason most businesses have PR professionals to take care of public communications such as conferences, press releases, social media engagement, crisis communication, and media and employee communications.

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  • asp.net + How to create custom multi-templated tree databound control?

    - by ParagM
    I dont want to use asp.net's TreeView control. I want to create a custom template databound control with multi template support like - <asp:MtNavigationControl> <ItemTemplate> ... ... </ItemTemplate> <SelectedItemTemplate> ... ... </SelectedItemTemplate> <ParentItemTemplate> ... ... </ParentSelectedItemTemplate> <SelectedParentItemTemplate> ... ... </SelectedParentSelectedItemTemplate> </asp:MtNavigationControl> My data is like - class Employee { string EmployeeName List<Employee> Employees } Does anyone know how to accomplish it? Please help !!!

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