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  • Fastest algorithm to check if a number is pandigital?

    - by medopal
    Pandigital number is a number that contains the digits 1..number length. For example 123, 4312 and 967412385. I have solved many Project Euler problems, but the Pandigital problems always exceed the one minute rule. This is my pandigital function: private boolean isPandigital(int n){ Set<Character> set= new TreeSet<Character>(); String string = n+""; for (char c:string.toCharArray()){ if (c=='0') return false; set.add(c); } return set.size()==string.length(); } Create your own function and test it with this method int pans=0; for (int i=123456789;i<=123987654;i++){ if (isPandigital(i)){ pans++; } } Using this loop, you should get 720 pandigital numbers. My average time was 500 millisecond. I'm using Java, but the question is open to any language.

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  • how to get started with TopCoder to update/develop algorithm skills ?

    - by KaluSingh Gabbar
    at workplace, the work I do is hardly near to challenging and doing that I think I might be loosing the skills to look at a completely new problem and think about different ideas to solve it. A friend suggested TopCoder.com to me, but looking at the overwhelming number of problems I can not decide how to get started? what I want is to sharpen my techniques ( not particular language or framework ).

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  • How do I implement an higher lower game algorithm?

    - by lazorde
    The computer will guess a player’s number between 1 and 100. After each guess the human player should respond “higher”, “lower” or “correct”. Your program should be able to guess the player’s number in no more than 7 tries. Begin by explaining the game to the player, telling him/her to think of a number between 1 and 100. Make the computer do what you would normally do to guess a number in a certain range. Allow the user to respond with “higher”, “lower”, or “correct” after each computer guess. Output the number of tries it took the computer to guess the number. Make the game as user friendly as you can.

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  • Distributed development staff needing a common IP range

    - by bakasan
    I work on a development staff that is geographically distributed, mostly all throughout the state of CA, but several key members also must travel frequently. We rely quite heavily on a 3rd party provider API for a great deal of our subsystems (can't get into who it is or what they do). The 3rd party however is quite stringent on network access and have no notion of a development sandbox. Access is restricted to 2, 3 IP numbers and that's about it. Once we account for our production servers, that leaves us with an IP or two to spare for our dev team--which is still problematic as people's home IP changes, people travel, we have more than 2 devs, etc. Wide IP blocks are not permitted by the 3rd party. Nor will they allow dynamic DNS type services. There is no simple console to swap IPs on the fly either (e.g. if a dev's IP at home changes or they are on the road). As none of us are deep network experts, I'm wondering what our viable options are? Are there such things as 3rd party hosts to VPNs? Generally I think of a VPN as a mechanism to gain access to a home office, but the notion would be a 3rd party VPN that we'd all connect to and we'd register this as an IP origin w/ our 3rd party. We've considered using Amazon EC2 to effectively host a dev environment for each dev and using that to connect. Amazon only gives you so many static IPs however (I believe 5?) so this would only be a stop gap solution until our team size out strips our IP count at Amazon. Those were the only viable thoughts that I had, but again, I'm far from a networking guy. Tried searching for similar threads, but I'm not even sure I know the right vernacular to look around for.

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  • Simple Distributed Disconnected way to sync a directory

    - by Rory
    I want to start regularly backup my home directory on my ubuntu laptop, machine X. Suppose I have access to 2 different remote (linux) servers that I can backup to, machines A & B. Machine X will be the master, and should be synced to A and B. I could just regularly run rsync from X to A and then from X to B. That's all I need. However I'm curious if there's a more bandwidth effecient, and hence faster way to do it. Assuming X is going to be on residential style broadband lines, and since I don't want to soak up the bandwidth, I would limit the transfer from X. A and B will be on all the time, however X, will not be, so I'd also like to reduce the amount of time that X is transfering, potentially allowing A and B to spend more time transfering. Also, X won't be connected all the time. What's the best way to do this? rsync from X to A, then from A to B? Timing that right could be troublesome. I don't want to keep old files around, so if I was to rsync, then the --del option would be used. Could that mean something might get tranfered from A to B, then deleted from B, then transfered from A to B again? That's suboptimal. I know there are fancy distributed filesystems like gluster, but I think that's overkill in this case, and might not fit with the disconnected nature.

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  • Improved Genetic algorithm for multiknapsack problem

    - by user347918
    Hello guys, Recently i've been improving traditional genetic algorithm for multiknapsack problem. So My Improved Genetic Algorithm is working better then Traditional Genetic Algorithm. I tested. (i used publically available from OR-Library (http://people.brunel.ac.uk/~mastjjb/jeb/orlib/mknapinfo.html) were used to test the GAs.) Does anybody know other improved GA. I wanted to compare with other improved genetic algorithm. Actually i searched in internet. But couldn't find good algorithm to compare.

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  • Is this distributed database server idea feasible?

    - by David
    I often use SQLite for creating simple programs in companies. The database is placed on a file server. This works fine as long as there are not more than about 50 users working towards the database concurrently (though depending on whether it is reads or writes). Once there are more than this, they will notice a slowdown if there are a lot of concurrent writing on the server as lots of time is spent on locks, and there is nothing like a cache as there is no database server. The advantage of not needing a database server is that the time to set up something like a company Wiki or similar can be reduced from several months to just days. It often takes several months because some IT-department needs to order the server and it needs to conform with the company policies and security rules and it needs to be placed on the outsourced server hosting facility, which screws up and places it in the wrong localtion etc. etc. Therefore, I thought of an idea to create a distributed database server. The process would be as follows: A user on a company computer edits something on a Wiki page (which uses this database as its backend), to do this he reads a file on the local harddisk stating the ip-address of the last desktop computer to be a database server. He then tries to contact this computer directly via TCP/IP. If it does not answer, then he will read a file on the file server stating the ip-address of the last desktop computer to be a database server. If this server does not answer either, his own desktop computer will become the database server and register its ip-address in the same file. The SQL update statement can then be executed, and other desktop computers can connect to his directly. The point with this architecture is that, the higher load, the better it will function, as each desktop computer will always know the ip-address of the database server. Also, using this setup, I believe that a database placed on a fileserver could serve hundreds of desktop computers instead of the current 50 or so. I also do not believe that the load on the single desktop computer, which has become database server will ever be noticable, as there will be no hard disk operations on this desktop, only on the file server. Is this idea feasible? Does it already exist? What kind of database could support such an architecture?

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  • Why should i write a commit message?

    - by acidzombie24
    Why should i write a commit message? I dont want to and i think its stupid every single time. A gui frontend i use which will go unnamed forces you to do it. I hear other doing it everytime even if they are using the VCS on the command line. If i commit several times a day and havent finish a feature what am i writing about? I ONLY ever write a message after many comments and i feel its time for a mini tag or when i do an actual tag. Am i right or am i missing something? also i am using a distributed system

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  • Worse is better. Is there an example?

    - by J.F. Sebastian
    Is there a widely-used algorithm that has time complexity worse than that of another known algorithm but it is a better choice in all practical situations (worse complexity but better otherwise)? An acceptable answer might be in a form: There are algorithms A and B that have O(N**2) and O(N) time complexity correspondingly, but B has such a big constant that it has no advantages over A for inputs less then a number of atoms in the Universe. Examples highlights from the answers: Simplex algorithm -- worst-case is exponential time -- vs. known polynomial-time algorithms for convex optimization problems. A naive median of medians algorithm -- worst-case O(N**2) vs. known O(N) algorithm. Backtracking regex engines -- worst-case exponential vs. O(N) Thompson NFA -based engines. All these examples exploit worst-case vs. average scenarios. Are there examples that do not rely on the difference between the worst case vs. average case scenario? Related: The Rise of ``Worse is Better''. (For the purpose of this question the "Worse is Better" phrase is used in a narrower (namely -- algorithmic time-complexity) sense than in the article) Python's Design Philosophy: The ABC group strived for perfection. For example, they used tree-based data structure algorithms that were proven to be optimal for asymptotically large collections (but were not so great for small collections). This example would be the answer if there were no computers capable of storing these large collections (in other words large is not large enough in this case). Coppersmith–Winograd algorithm for square matrix multiplication is a good example (it is the fastest (2008) but it is inferior to worse algorithms). Any others? From the wikipedia article: "It is not used in practice because it only provides an advantage for matrices so large that they cannot be processed by modern hardware (Robinson 2005)."

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  • How does lucene index documents?

    - by Mehdi Amrollahi
    Hello, I read some document about Lucene; also I read the document in this link (http://lucene.sourceforge.net/talks/pisa). I don't really understand how Lucene indexes documents and don't understand which algorithms Lucene uses for indexing? On the above link, it says Lucene uses this algorithm for indexing: incremental algorithm: maintain a stack of segment indices create index for each incoming document push new indexes onto the stack let b=10 be the merge factor; M=8 for (size = 1; size < M; size *= b) { if (there are b indexes with size docs on top of the stack) { pop them off the stack; merge them into a single index; push the merged index onto the stack; } else { break; } } How does this algorithm provide optimized indexing? Does Lucene use B-tree algorithm or any other algorithm like that for indexing - or does it have a particular algorithm? Thank you for reading my post.

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  • Applying iterative algorithm to a set of rows from database

    - by Corvin
    Hello, this question may seem too basic to some, but please bear with be, it's been a while since I dealt with decent database programming. I have an algorithm that I need to program in PHP/MySQL to work on a website. It performs some computations iteratively on an array of objects (it ranks the objects based on their properties). In each iteration the algorithm runs through all collection a couple of times, accessing various data from different places of the whole collection. The algorithm needs several hundred iterations to complete. The array comes from a database. The straightforward solution that I see is to take the results of a database query and create an object for each row of the query, put the objects to an array and pass the array to my algorithm. However, I'm concerned with efficacy of such solution when I have to work with an array of several thousand of items because what I do is essentially mirror the results of a query to memory. On the other hand, making database query a couple of times on each iteration of the algorithm also seems wrong. So, my question is - what is the correct architectural solution for a problem like this? Is it OK to mirror the query results to memory? If not, which is the best way to work with query results in such an algorithm? Thanks!

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  • Distributed version control systems merge easiness details

    - by Idsa
    I have just read Joel's blogpost concerning distributed version control systems and can't understand the main idea. He says that SVN thinks in terms of versions while Mercurial thinks in terms of changes. And, according to Joel, it solves merging problems. I heard this idea several times and still haven't conceived it. As I know, SVN's merging mechanism is based on changes (diffs) too. So what is the difference? I have no experience with distributed version control systems but I actively use SVN branching/merging and had no serious problems with it. Of course there are merging conflicts sometimes (when one piece of code was changed in both branches). But I see no way how this problem can be solved automatically by some kind of control version system.

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  • Erlang node acts like it connects, but doesn't [migrated]

    - by Malfist
    I'm trying to setup a distributed network of nodes across a few firewalls and it's not going so well. My application is structured like this: there is a central server that always running a node ([email protected]) and my co-worker's laptops connect to it on startup. This works if we're all in the office, but if someone is at home, they can connect to the masternode, but they fail to connect to the other nodes in the swarm. I.E., erlang fails to gossip correctly. To correct this, I've change epmd's port number and changed the inet_dist_listen ports to a known open port (1755 and 7070 respectively). However, something fishy is going on. I can run net_adm:world() and it reports that it connects to master node, but when I run nodes() I get an empty array. Same with net_adm:ping('[email protected]'). See: Eshell V5.9 (abort with ^G) ([email protected])1> net_adm:world(). ['[email protected]'] ([email protected])2> nodes(). [] ([email protected])3> net_adm:ping('[email protected]'). pong ([email protected])4> nodes(). [] ([email protected])5> What's going on, and how can I fix it?

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  • How can I choose a Webapp UI Design/dev collaborative tool?

    - by Cheeso
    I am working with a team that's building a webapp for internal use in an enterprise. It's basically a workflow app at heart, where there's a single "request". Each request flows through various stages, and at each stage, there's a person or role that is responsible for moving the request to the next stage. "Moving" the request to the next stage might involve adding more data, validating things, gathering input from some external source and correlating it to the data in the request, and so on. The workflow engine has been selected. The UI for the various roles and stakeholders is being designed. We have a distributed group of stakeholders. I'd like to employ a collaborative design/dev effort, where devs can produce and stand-up mockups or even working prototypes, then solicit feedback on those things. In a centralized team this could be done via design review meetings, with everyone gathered round a screen projector. That just is not going to work for us. So what I'd like is an app that can help with this. Any recommendations on apps or how to choose?

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  • Creating ground in a 2D runner game

    - by user739711
    It may be a repetitive uestion but I could not find any specific answer to my query How to create A slanted/curved ground in a 2d runner game. The user will see side view like the old game "Mario" If I use tiled based map I can have only rectangular objects. What is the best way to create tilted ground? Should I use tiled based map, or should I define corner points in the map and create the ground programatically? And what are the difficulties in creating curved ground.

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  • Is Google Analytics Part Of Google's Search Engine Algorithm

    - by ub3rst4r
    I was wondering if anyone knows if Google uses the data it receives from Google Analytics to help determine a websites SERP (Search Engine Rank Position). For example, if my website is getting 1000 users visiting my website from Canada and only 100 users visiting my website from the USA, does that mean my website will be ranked higher on Google.ca and lower on Google.com? And, if a website is using Google Analytics will it be ranked higher for the organic search engine keywords?

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  • How could you parallelise a 2D boids simulation

    - by Sycren
    How could you program a 2D boids simulation in such a way that it could use processing power from different sources (clusters, gpu). In the above example, the non-coloured particles move around until they cluster (yellow) and stop moving. The problem is that all the entities could potentially interact with each other although an entity in the top left is unlikely to interact with one in the bottom right. If the domain was split into different segments, it may speed the whole thing up, But if an entity wanted to cross into another segment there may be problems. At the moment this simulation works with 5000 entities with a good frame rate, I would like to try this with millions if possible. Would it be possible to use quad trees to further optimise this? Any other suggestions?

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  • Map Generation Algorithms for Minecraft Clone

    - by Danjen
    I'm making a Minecraft clone for the sake of it (with some inspriation from Dwarf Fortress) and had a few questions about the way the world generation is handled. Things I want it to cover: Biomes such as hills, mountains, forests, etc. Caves/caverns/tunnels Procedural (so it stretches to infinity... is wrap-around a possibility?) Breaking the map into smaller chunks Moddable (ie, new terrain types) Multiplayer compatible In particular, I've seen things such as Perlin Noise, Heightmaps, and Marching Cubes thrown around. These are like different tools to use, but I don't know when or why I would use them. Are there any other techniques that are useful for map generation? I realize this is borderline subjective and open-ended, but I am looking for some more insight into the processes involved.

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  • Find Nearest Object

    - by ultifinitus
    I have a fairly sizable game engine created, and I'm adding some needed features, such as this, how do I find the nearest object from a list of points? In this case, I could simply use the Pythagorean theorem to find the distance, and check the results. I know I can't simply add x and y, because that's the distance to the object, if you only took right angle turns. However I'm wondering if there's something else I could do? I also have a collision system, where essentially I turn objects into smaller objects on a smaller grid, kind of like a minimap, and only if objects exist in the same gridspace do I check for collisions, I could do the same thing, only make the gridspace larger to check for closeness. (rather than checking every. single. object) however that would take additional setup in my base class and clutter up the already cluttered object. TL;DR Question: Is there something efficient and accurate that I can use to detect which object is closest, based on a list of points and sizes?

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