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  • C or C++ to write a compiler?

    - by H.Josef
    I want to write a compiler for a custom markup language, I want to get optimum performance and I also want to have a good scalable design. Multi-paradigm programming language (C++) is more suitable to implement modern design patterns, but I think that will degrade performance a little bit (think of RTTI for example) which more or less might make C a better choice. I wonder what is the best language (C, C++ or even objective C) if someone wants to create a modern compiler (in the sense of complying to modern software engineering principles as a software) that is fast, efficient, and well designed.

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  • Add a background color to text, but with space blank space between lines of paragraph

    - by Chris
    Hi, I was wondering if something was possible to do in CSS. Basically i want to recreate the text on the RHS of the image using html/css, but currently I'm getting the LHS of the image. The HTML: <div id="banner"> <div id="text"> <p>This is an example of what I have</p> </div> </div> The CSS: div#banner { background: green; width:300px; height:300px;} div#text { margin: 20px auto; } div#text p { background:#fff; padding: 5px; margin: 5px; font-size: 2em; } Now I realise that this can be done already either by: Using an image Using separate p tags (By Point 2 I mean: <div id="banner"> <div id="text"> <p>This is an</p> <p>example of</p> <p>what I have</p> </div> </div> ) But what I would really like to know is if it's actually possible to do what is on the RHS of the image, using only css and a single p tag?

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  • How to spread changes in oriented graph?

    - by joseph
    Hello. I have oriented graph. Graph can be strongly connected. Every vertix can have a set of anything, for example letters. The set is user editable. Every vertix makes intersection of sets in previous vertices (only one step back). But now, there is problem: When I update set of one vertex, the change should expand to all vertices and uptate their intersection of sets of previous vertices. How to do every vertex have correct intersection after update of any vertex? Restriction: algorithm must avoid to stick in infinity. Any idea how to solve it?

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  • How do you solve the 15-puzzle with A-Star or Dijkstra's Algorithm?

    - by Sean
    I've read in one of my AI books that popular algorithms (A-Star, Dijkstra) for path-finding in simulation or games is also used to solve the well-known "15-puzzle". Can anyone give me some pointers on how I would reduce the 15-puzzle to a graph of nodes and edges so that I could apply one of these algorithms? If I were to treat each node in the graph as a game state then wouldn't that tree become quite large? Or is that just the way to do it?

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  • P6 Architecture - Register renaming aside, does the limited user registers result in more ops spent

    - by mrjoltcola
    I'm studying JIT design with regard to dynamic languages VM implementation. I haven't done much Assembly since the 8086/8088 days, just a little here or there, so be nice if I'm out of sorts. As I understand it, the x86 (IA-32) architecture still has the same basic limited register set today that it always did, but the internal register count has grown tremendously, but these internal registers are not generally available and are used with register renaming to achieve parallel pipelining of code that otherwise could not be parallelizable. I understand this optimization pretty well, but my feeling is, while these optimizations help in overall throughput and for parallel algorithms, the limited register set we are still stuck with results in more register spilling overhead such that if x86 had double, or quadruple the registers available to us, there may be significantly less push/pop opcodes in a typical instruction stream? Or are there other processor optmizations that also optimize this away that I am unaware of? Basically if I've a unit of code that has 4 registers to work with for integer work, but my unit has a dozen variables, I've got potentially a push/pop for every 2 or so instructions. Any references to studies, or better yet, personal experiences?

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  • removing the default blue color on focus

    - by rupesh
    Hi all I have a created a custom Button field , when the button is on focus default blue background is coming , i want to remove that blue background . actually i am placing image on button and on image there are certain area which is transparent . when that custom button is on focus then blue background is displayed . i want to remove that blue background. Thanks alot

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  • computing "node closure" of graph with removal

    - by Fakrudeen
    Given a directed graph, the goal is to combine the node with the nodes it is pointing to and come up with minimum number of these [lets give the name] super nodes. The catch is once you combine the nodes you can't use those nodes again. [first node as well as all the combined nodes - that is all the members of one super node] The greedy approach would be to pick the node with maximum out degree and combine that node with nodes it is pointing to and remove all of them. Do this every time with the nodes which are not removed yet from graph. The greedy is O(V), but this won't necessarily output minimum number super nodes. So what is the best algorithm to do this?

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  • Find optimal strategy and AI for the game 'Proximity'?

    - by smci
    'Proximity' is a strategy game of territorial domination similar to Othello, Go and Risk. Two players, uses a 10x12 hex grid. Game invented by Brian Cable in 2007. Seems to be a worthy game for discussing a) optimal algorithm then b) how to build an AI. Strategies are going to be probabilistic or heuristic-based, due to the randomness factor, and the insane branching factor (20^120). So it will be kind of hard to compare objectively. A compute time limit of 5s per turn seems reasonable. Game: Flash version here and many copies elsewhere on the web Rules: here Object: to have control of the most armies after all tiles have been placed. Each turn you received a randomly numbered tile (value between 1 and 20 armies) to place on any vacant board space. If this tile is adjacent to any ally tiles, it will strengthen each tile's defenses +1 (up to a max value of 20). If it is adjacent to any enemy tiles, it will take control over them if its number is higher than the number on the enemy tile. Thoughts on strategy: Here are some initial thoughts; setting the computer AI to Expert will probably teach a lot: minimizing your perimeter seems to be a good strategy, to prevent flips and minimize worst-case damage like in Go, leaving holes inside your formation is lethal, only more so with the hex grid because you can lose armies on up to 6 squares in one move low-numbered tiles are a liability, so place them away from your main territory, near the board edges and scattered. You can also use low-numbered tiles to plug holes in your formation, or make small gains along the perimeter which the opponent will not tend to bother attacking. a triangle formation of three pieces is strong since they mutually reinforce, and also reduce the perimeter Each tile can be flipped at most 6 times, i.e. when its neighbor tiles are occupied. Control of a formation can flow back and forth. Sometimes you lose part of a formation and plug any holes to render that part of the board 'dead' and lock in your territory/ prevent further losses. Low-numbered tiles are obvious-but-low-valued liabilities, but high-numbered tiles can be bigger liabilities if they get flipped (which is harder). One lucky play with a 20-army tile can cause a swing of 200 (from +100 to -100 armies). So tile placement will have both offensive and defensive considerations. Comment 1,2,4 seem to resemble a minimax strategy where we minimize the maximum expected possible loss (modified by some probabilistic consideration of the value ß the opponent can get from 1..20 i.e. a structure which can only be flipped by a ß=20 tile is 'nearly impregnable'.) I'm not clear what the implications of comments 3,5,6 are for optimal strategy. Interested in comments from Go, Chess or Othello players. (The sequel ProximityHD for XBox Live, allows 4-player -cooperative or -competitive local multiplayer increases the branching factor since you now have 5 tiles in your hand at any given time, of which you can only play one. Reinforcement of ally tiles is increased to +2 per ally.)

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  • UISearchBar cancel button color?

    - by cactus
    When I drop a UISearchBar into my view inside Interface Builder, and change its style to Black Opaque, the cancel button stays unfittingly blue / gray and doesn't become black. How can I make the cancel button black?

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  • Write a compiler for a language that looks ahead and multiple files?

    - by acidzombie24
    In my language I can use a class variable in my method when the definition appears below the method. It can also call methods below my method and etc. There are no 'headers'. Take this C# example. class A { public void callMethods() { print(); B b; b.notYetSeen(); public void print() { Console.Write("v = {0}", v); } int v=9; } class B { public void notYetSeen() { Console.Write("notYetSeen()\n"); } } How should I compile that? what i was thinking is: pass1: convert everything to an AST pass2: go through all classes and build a list of define classes/variable/etc pass3: go through code and check if there's any errors such as undefined variable, wrong use etc and create my output But it seems like for this to work I have to do pass 1 and 2 for ALL files before doing pass3. Also it feels like a lot of work to do until I find a syntax error (other than the obvious that can be done at parse time such as forgetting to close a brace or writing 0xLETTERS instead of a hex value). My gut says there is some other way. Note: I am using bison/flex to generate my compiler.

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  • A Turing Machine Question

    - by Hellnar
    Greetings, I have been struggling to find a question regarding this theoretical question, even tho it is not directly a programming question, I believe it is really related. Assume a type of Turing machine which cannot have more than 1000 squares. What would be the relationship between the set of such type of recognizable languages and set of normal recognizable languages.

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  • Graph Algorithm To Find All Paths Between N Arbitrary Vertices

    - by russtbarnacle
    I have an graph with the following attributes: Undirected Not weighted Each vertex has a minimum of 2 and maximum of 6 edges connected to it. Vertex count will be < 100 I'm looking for paths between a random subset of the vertices (at least 2). The paths should simple paths that only go through any vertex once. My end goal is to have a set of routes so that you can start at one of the subset vertices and reach any of the other subset vertices. Its not necessary to pass through all the subset nodes when following a route. All of the algorithms I've found (Dijkstra,Depth first search etc.) seem to be dealing with paths between two vertices and shortest paths. Is there a known algorithm that will give me all the paths (I suppose these are subgraphs) that connect these subset of vertices?

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  • integer division properties

    - by aaa
    hi. does the following integer arithmetic property hold? (m/n)/l == m/(n*l) At first I thought I knew answer (does not hold), but now am not sure. Does it hold for all numbers or only for certain conditions, i.e. n > l?

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  • Amazing families of algorithms over implicit graphs

    - by Diego de Estrada
    Dynamic programming is, almost by definition, to find a shortest/longest path on an implicit dag. Every DP algorithm just does this. An Holographic algorithm can be loosely described as something that counts perfect matchings in implicit planar graphs. So, my question is: are there any other families of algorithms that use well-known algorithms over implicit graphs to achieve a considerable speedup?

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  • What is the exact problem with multiple inheritance?

    - by Totophil
    I can see people asking all the time whether multiple inheritance should be included into the next version of C# or Java and C++ folks, who are fortunate enough to have this ability, say that this is like giving someone a rope to eventually hang themselves. What’s the matter with the multiple inheritance? Are there any concrete samples?

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  • finding shortest valid path in a colored-edge graphs

    - by user1067083
    Given a directed graph G, with edges colored either green or purple, and a vertex S in G, I must find an algorithm that finds the shortest path from s to each vertex in G so the path includes at most two purple edges (and green as much as needed). I thought of BFS on G after removing all the purple edges, and for every vertex that the shortest path is still infinity, do something to try to find it, but I'm kinda stuck, and it takes alot of the running time as well... Any other suggestions? Thanks in advance

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  • Find optimal/good-enough strategy and AI for the game 'Proximity'?

    - by smci
    'Proximity' is a strategy game of territorial domination similar to Othello, Go and Risk. Two players, uses a 10x12 hex grid. Game invented by Brian Cable in 2007. Seems to be a worthy game for discussing a) optimal algorithm then b) how to build an AI. Strategies are going to be probabilistic or heuristic-based, due to the randomness factor, and the insane branching factor (20^120). So it will be kind of hard to compare objectively. A compute time limit of 5s per turn seems reasonable. Game: Flash version here and many copies elsewhere on the web Rules: here Object: to have control of the most armies after all tiles have been placed. Each turn you received a randomly numbered tile (value between 1 and 20 armies) to place on any vacant board space. If this tile is adjacent to any ally tiles, it will strengthen each tile's defenses +1 (up to a max value of 20). If it is adjacent to any enemy tiles, it will take control over them if its number is higher than the number on the enemy tile. Thoughts on strategy: Here are some initial thoughts; setting the computer AI to Expert will probably teach a lot: minimizing your perimeter seems to be a good strategy, to prevent flips and minimize worst-case damage like in Go, leaving holes inside your formation is lethal, only more so with the hex grid because you can lose armies on up to 6 squares in one move low-numbered tiles are a liability, so place them away from your main territory, near the board edges and scattered. You can also use low-numbered tiles to plug holes in your formation, or make small gains along the perimeter which the opponent will not tend to bother attacking. a triangle formation of three pieces is strong since they mutually reinforce, and also reduce the perimeter Each tile can be flipped at most 6 times, i.e. when its neighbor tiles are occupied. Control of a formation can flow back and forth. Sometimes you lose part of a formation and plug any holes to render that part of the board 'dead' and lock in your territory/ prevent further losses. Low-numbered tiles are obvious-but-low-valued liabilities, but high-numbered tiles can be bigger liabilities if they get flipped (which is harder). One lucky play with a 20-army tile can cause a swing of 200 (from +100 to -100 armies). So tile placement will have both offensive and defensive considerations. Comment 1,2,4 seem to resemble a minimax strategy where we minimize the maximum expected possible loss (modified by some probabilistic consideration of the value ß the opponent can get from 1..20 i.e. a structure which can only be flipped by a ß=20 tile is 'nearly impregnable'.) I'm not clear what the implications of comments 3,5,6 are for optimal strategy. Interested in comments from Go, Chess or Othello players. (The sequel ProximityHD for XBox Live, allows 4-player -cooperative or -competitive local multiplayer increases the branching factor since you now have 5 tiles in your hand at any given time, of which you can only play one. Reinforcement of ally tiles is increased to +2 per ally.)

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  • How to determine UINavigationBar custom view text/shadow color for different styles in UISplitViewCo

    - by Cal
    I have a splitview with a pop over master view using UINavigationController. The problem is I have some custom text views in the header of the nav controller and when it switches to the pop-over view the style of the nav bar changes. This makes the colors of the text clash since they are no longer using the correct settings for the new navbar style. How do you determine the proper default text colors for a given navigation bar (style)? The issue is because I'm using a split view in the iPad but you should be able to determine the proper colors for an iPhone nav bar too.

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