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  • Mapping Hilbert values to 3D points

    - by Alexander Gladysh
    I have a set of Hilbert values (length from the start of the Hilbert curve to the given point). What is the best way to convert these values to 3D points? Original Hilbert curve was not in 3D, so I guess I have to pick by myself the Hilbert curve rank I need. I do have total curve length though (that is, the maximum value in the set). Perhaps there is an existing implementation? Some library that would allow me to work with Hilbert curve / values? Language does not matter much.

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  • ListAdapters and WrapperListAdapter algorithm

    - by Matty F
    This logic is written in a function with signature private void showDialog(final AdapterView<? extends Adapter> parent, String title, String message, final Tag subject) Is there a better way of doing this? // refresh adapter SimpleCursorAdapter adapter; if (parent.getAdapter() instanceof WrapperListAdapter) { adapter = (SimpleCursorAdapter) ((WrapperListAdapter) parent.getAdapter()).getWrappedAdapter(); } else { adapter = (SimpleCursorAdapter) parent.getAdapter(); } adapter.getCursor().requery(); adapter.notifyDataSetChanged(); Also, is there any point in having AdapterView<? extends Adapter> in the signature and not just AdapterView<?>?

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  • find word and score based on positions

    - by ryder1211212
    hey guys i have a textfile i have divided it into 4 parts. i want to search each part for the words that appear in each part and score that word exmaple welcome to the national basketball finals,the basketball teams here today have come a long way. without much delay lets play basketball. i will want to return national = 1 as it appears only in one part etc am working on determining text context using word position. am working with c# and not very good in text processing basically if a word appears in the 4 sections it scores 4 if a word appears in the 3 sections it scores 3 if a word appears in the 2 sections it scores 2 if a word appears in the 1 section it scores 1 thanks in advance so far i have this var s = "welcome to the national basketball finals,the basketball teams here today have come a long way. without much delay lets play basketball. "; var numberOfParts = 4; var eachPartLength = s.Length / numberOfParts; var parts = new List<string>(); var words = Regex.Split(s, @"\W").Where(w => w.Length > 0); // this splits all words, removes empty strings var wordsIndex = 0; for (int i = 0; i < numberOfParts; i++) { var sb = new StringBuilder(); while (sb.Length < eachPartLength && wordsIndex < words.Count()) { sb.AppendFormat("{0} ", words.ElementAt(wordsIndex)); wordsIndex++; } // here you have the part Response.Write("[{0}]"+ sb); parts.Add(sb.ToString()); var allwords = parts.SelectMany(p => p.Split(' ').Distinct()); var wordsInAllParts = allwords.Where(w => parts.All(p => p.Contains(w))).Distinct();

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  • Interpolating in HSV color space

    - by user146780
    I have an HSV color A at 3/10 of a line and HSV color B at 9/10 of a line. I'm making multistep gradients and for example if I wanted to find the color at 6/10ths of a line, how could I interpolate these HSV colors? I'm firmiliar with the technique for rgb but not HSV. I should also add that my HSV's are integers H(0,360) S(0,100) V(0,100). Thanks

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  • Python script to calculate aded combinations from a dictionary

    - by dayde
    I am trying to write a script that will take a dictionary of items, each containing properties of values from 0 - 10, and add the various elements to select which combination of items achieve the desired totals. I also need the script to do this, using only items that have the same "slot" in common. For example: item_list = { 'item_1': {'slot': 'top', 'prop_a': 2, 'prop_b': 0, 'prop_c': 2, 'prop_d': 1 }, 'item_2': {'slot': 'top', 'prop_a': 5, 'prop_b': 0, 'prop_c': 1, 'prop_d':-1 }, 'item_3': {'slot': 'top', 'prop_a': 2, 'prop_b': 5, 'prop_c': 2, 'prop_d':-2 }, 'item_4': {'slot': 'mid', 'prop_a': 5, 'prop_b': 5, 'prop_c':-5, 'prop_d': 0 }, 'item_5': {'slot': 'mid', 'prop_a':10, 'prop_b': 0, 'prop_c':-5, 'prop_d': 0 }, 'item_6': {'slot': 'mid', 'prop_a':-5, 'prop_b': 2, 'prop_c': 3, 'prop_d': 5 }, 'item_7': {'slot': 'bot', 'prop_a': 1, 'prop_b': 3, 'prop_c':-4, 'prop_d': 4 }, 'item_8': {'slot': 'bot', 'prop_a': 2, 'prop_b': 2, 'prop_c': 0, 'prop_d': 0 }, 'item_9': {'slot': 'bot', 'prop_a': 3, 'prop_b': 1, 'prop_c': 4, 'prop_d':-4 }, } The script would then need to select which combinations from the "item_list" dict that using 1 item per "slot" that would achieve a desired result when added. For example, if the desired result was: 'prop_a': 3, 'prop_b': 3, 'prop_c': 8, 'prop_d': 0, the script would select 'item_2', 'item_6', and 'item_9', along with any other combination that worked. 'item_2': {'slot': 'top', 'prop_a': 5, 'prop_b': 0, 'prop_c': 1, 'prop_d':-1 } 'item_6': {'slot': 'mid', 'prop_a':-5, 'prop_b': 2, 'prop_c': 3, 'prop_d': 5 } 'item_9': {'slot': 'bot', 'prop_a': 3, 'prop_b': 1, 'prop_c': 4, 'prop_d':-4 } 'total': 'prop_a': 3, 'prop_b': 3, 'prop_c': 8, 'prop_d': 0 Any ideas how to accomplish this? It does not need to be in python, or even a thorough script, but just an explanation on how to do this in theory would be enough for me. I have tried working out looping through every combination, but that seems to very quickly get our of hand and unmanageable. The actual script will need to do this for about 1,000 items using 20 different "slots", each with 8 properties. Thanks for the help!

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  • STL map--> sort by value?

    - by Charlie Epps
    Hi I wonder how can I implement the STL map sorting by value. For example, I have a map m map<int, int>; m[1] = 10; m[2] = 5; m[4] = 6; m[6] = 1; and then.. I'd like to sort that with the m's value. So, if I print the map, I'd like to get the result like m[6] = 1 m[2] = 5 m[4] = 6 m[1] = 10 this. How can I sort like this way? Is there any way that I can deal with the key and value with sorted values?

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  • Minimum cost strongly connected digraph

    - by Kazoom
    I have a digraph which is strongly connected (i.e. there is a path from i to j and j to i for each pair of nodes (i, j) in the graph G). I wish to find a strongly connected graph out of this graph such that the sum of all edges is the least. To put it differently, I need to get rid of edges in such a way that after removing them, the graph will still be strongly connected and of least cost for the sum of edges. I think it's an NP hard problem. I'm looking for an optimal solution, not approximation, for a small set of data like 20 nodes. Edit A more general description: Given a grap G(V,E) find a graph G'(V,E') such that if there exists a path from v1 to v2 in G than there also exists a path between v1 and v2 in G' and sum of each ei in E' is the least possible. so its similar to finding a minimum equivalent graph, only here we want to minimize the sum of edge weights rather than sum of edges. Edit: My approach so far: I thought of solving it using TSP with multiple visits, but it is not correct. My goal here is to cover each city but using a minimum cost path. So, it's more like the cover set problem, I guess, but I'm not exactly sure. I'm required to cover each and every city using paths whose total cost is minimum, so visiting already visited paths multiple times does not add to the cost.

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  • recursion tree and binary tree cost calculation

    - by Tony
    Hi all, I've got the following recursion: T(n) = T(n/3) + T(2n/3) + O(n) The height of the tree would be log3/2 of 2. Now the recursion tree for this recurrence is not a complete binary tree. It has missing nodes lower down. This makes sense to me, however I don't understand how the following small omega notation relates to the cost of all leaves in the tree. "... the total cost of all leaves would then be Theta (n^log3/2 of 2) which, since log3/2 of 2 is a constant strictly greater then 1, is small omega(n lg n)." Can someone please help me understand how the Theta(n^log3/2 of 2) becomes small omega(n lg n)?

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  • Are evolutionary algorithms and neural networks used in the same problem domains?

    - by Joe Holloway
    I am trying to get a feel for the difference between the various classes of machine-learning algorithms. I understand that the implementations of evolutionary algorithms are quite different from the implementations of neural networks. However, they both seem to be geared at determining a correlation between inputs and outputs from a potentially noisy set of training/historical data. From a qualitative perspective, are there problem domains that are better targets for neural networks as opposed to evolutionary algorithms? I've skimmed some articles that suggest using them in a complementary fashion. Is there a decent example of a use case for that? Thanks

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  • Is it possible to create thread-safe collections without locks?

    - by Andrey
    This is pure just for interest question, any sort of questions are welcome. So is it possible to create thread-safe collections without any locks? By locks I mean any thread synchronization mechanisms, including Mutex, Semaphore, and even Interlocked, all of them. Is it possible at user level, without calling system functions? Ok, may be implementation is not effective, i am interested in theoretical possibility. If not what is the minimum means to do it? EDIT: Why immutable collections don't work. This of class Stack with methods Add that returns another Stack. Now here is program: Stack stack = new ...; ThreadedMethod() { loop { //Do the loop stack = stack.Add(element); } } this expression stack = stack.Add(element) is not atomic, and you can overwrite new stack from other thread. Thanks, Andrey

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  • What is the most efficient/elegant way to parse a flat table into a tree?

    - by Tomalak
    Assume you have a flat table that stores an ordered tree hierarchy: Id Name ParentId Order 1 'Node 1' 0 10 2 'Node 1.1' 1 10 3 'Node 2' 0 20 4 'Node 1.1.1' 2 10 5 'Node 2.1' 3 10 6 'Node 1.2' 1 20 What minimalistic approach would you use to output that to HTML (or text, for that matter) as a correctly ordered, correctly intended tree? Assume further you only have basic data structures (arrays and hashmaps), no fancy objects with parent/children references, no ORM, no framework, just your two hands. The table is represented as a result set, which can be accessed randomly. Pseudo code or plain English is okay, this is purely a conceptional question. Bonus question: Is there a fundamentally better way to store a tree structure like this in a RDBMS? EDITS AND ADDITIONS To answer one commenter's (Mark Bessey's) question: A root node is not necessary, because it is never going to be displayed anyway. ParentId = 0 is the convention to express "these are top level". The Order column defines how nodes with the same parent are going to be sorted. The "result set" I spoke of can be pictured as an array of hashmaps (to stay in that terminology). For my example was meant to be already there. Some answers go the extra mile and construct it first, but thats okay. The tree can be arbitrarily deep. Each node can have N children. I did not exactly have a "millions of entries" tree in mind, though. Don't mistake my choice of node naming ('Node 1.1.1') for something to rely on. The nodes could equally well be called 'Frank' or 'Bob', no naming structure is implied, this was merely to make it readable. I have posted my own solution so you guys can pull it to pieces.

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  • 3-way quicksort, question

    - by peiska
    I am trying to understand the 3-way radix Quicksort, and i dont understand why the the CUTOFF variable there? and the insertion method? public class Quick3string { private static final int CUTOFF = 15; // cutoff to insertion sort // sort the array a[] of strings public static void sort(String[] a) { // StdRandom.shuffle(a); sort(a, 0, a.length-1, 0); assert isSorted(a); } // return the dth character of s, -1 if d = length of s private static int charAt(String s, int d) { assert d >= 0 && d <= s.length(); if (d == s.length()) return -1; return s.charAt(d); } // 3-way string quicksort a[lo..hi] starting at dth character private static void sort(String[] a, int lo, int hi, int d) { // cutoff to insertion sort for small subarrays if (hi <= lo + CUTOFF) { insertion(a, lo, hi, d); return; } int lt = lo, gt = hi; int v = charAt(a[lo], d); int i = lo + 1; while (i <= gt) { int t = charAt(a[i], d); if (t < v) exch(a, lt++, i++); else if (t > v) exch(a, i, gt--); else i++; } // a[lo..lt-1] < v = a[lt..gt] < a[gt+1..hi]. sort(a, lo, lt-1, d); if (v >= 0) sort(a, lt, gt, d+1); sort(a, gt+1, hi, d); } // sort from a[lo] to a[hi], starting at the dth character private static void insertion(String[] a, int lo, int hi, int d) { for (int i = lo; i <= hi; i++) for (int j = i; j > lo && less(a[j], a[j-1], d); j--) exch(a, j, j-1); } // exchange a[i] and a[j] private static void exch(String[] a, int i, int j) { String temp = a[i]; a[i] = a[j]; a[j] = temp; } // is v less than w, starting at character d private static boolean less(String v, String w, int d) { assert v.substring(0, d).equals(w.substring(0, d)); return v.substring(d).compareTo(w.substring(d)) < 0; } // is the array sorted private static boolean isSorted(String[] a) { for (int i = 1; i < a.length; i++) if (a[i].compareTo(a[i-1]) < 0) return false; return true; } public static void main(String[] args) { // read in the strings from standard input String[] a = StdIn.readAll().split("\\s+"); int N = a.length; // sort the strings sort(a); // print the results for (int i = 0; i < N; i++) StdOut.println(a[i]); } } from http://www.cs.princeton.edu/algs4/51radix/Quick3string.java.html

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  • UVA Online Judge 3n+1 : Right answer is Wrong answer

    - by Samuraisoulification
    Ive been toying with this problem for more than a week now, I have optimized it a lot, I seem to be getting the right answer, since it's the same as when I compare it to other's answers that got accepted, but I keep getting wrong answer. Im not sure what's going on! Anyone have any advice? I think it's a problem with the input or the output, cause Im not exactly sure how this judge thing works. So if anyone could pinpoint the problem, and also give me any advice on my code, Id be very appreciative!!! #include <iostream> #include <cstdlib> #include <stdio.h> #include <vector> using namespace std; class Node{ // node for each number that has teh cycles and number private: int number; int cycles; bool cycleset; // so it knows whether to re-set the cycle public: Node(int num){ number = num; cycles = 0; cycleset = false; } int getnumber(){ return number; } int getcycles(){ return cycles; } void setnumber(int num){ number = num; } void setcycles(int num){ cycles = num; cycleset = true; } bool cycled(){ return cycleset; } }; class Cycler{ private: vector<Node> cycleArray; int biggest; int cycleReal(unsigned int number){ // actually cycles through the number int cycles = 1; if (number != 1) { if (number < 1000000) { // makes sure it's in vector bounds if (!cycleArray[number].cycled()) { // sees if it's been cycled if (number % 2 == 0) { cycles += this->cycleReal((number / 2)); } else { cycles += this->cycleReal((3 * number) + 1); } } else { // if cycled get the number of cycles and don't re-calculate, ends recursion cycles = cycleArray[number].getcycles(); } } else { // continues recursing if it's too big for the vector if (number % 2 == 0) { cycles += this->cycleReal((number / 2)); } else { cycles += this->cycleReal((3 * number) + 1); } } } if(number < 1000000){ // sets cycles table for the number in the vector if (!cycleArray[number].cycled()) { cycleArray[number].setcycles(cycles); } } return cycles; } public: Cycler(){ biggest = 0; for(int i = 0; i < 1000000; i++){ // initialize the vector, set the numbers Node temp(i); cycleArray.push_back(temp); } } int cycle(int start, int end){ // cycles thorugh the inputted numbers. int size = 0; for(int i = start; i < end ; i++){ size = this->cycleReal(i); if(size > biggest){ biggest = size; } } int temp = biggest; biggest = 0; return temp; } int getBiggest(){ return biggest; } }; int main() { Cycler testCycler; int i, j; while(cin>>i>>j){ //read in untill \n int biggest = 0; if(i > j){ biggest = testCycler.cycle(j, i); }else{ biggest = testCycler.cycle(i, j); } cout << i << " " << j << " " << biggest << endl; } return 0; }

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  • problem with evolutionary algorithms degrading into simulated annealing: mutation too small?

    - by Schnalle
    i have a problem understanding evolutionary algorithms. i tried using this technique several times, but i always ran into the same problem: degeneration into simulated annealing. lets say my initial population, with fitness in brackets, is: A (7), B (9), C (14), D (19) after mating and mutation i have following children: AB (8.3), AC (12.2), AD (14.1), BC(11), BD (14.7), CD (17) after elimination of the weakest, we get A, AB, B, AC next turn, AB will mate again with a result around 8, pushing AC out. next turn, AB again, pushing B out (assuming mutation changes fitness mostly in the 1 range). now, after only a few turns the pool is populated with the originally fittest candidates (A, B) and mutations of those two (AB). this happens regardless of the size of the initial pool, it just takes a bit longer. say, with an initial population of 50 it takes 50 turns, then all others are eliminated, turning the whole setup in a more complicated simulated annealing. in the beginning i also mated canditates with themselves, worsening the problem. so, what do i miss? are my mutation rates simply too small and will it go away if i increase them? here's the project i'm using it for: http://stefan.schallerl.com/simuan-grid-grad/ yeah, the code is buggy and the interface sucks, but i'm too lazy to fix it right now - and be careful, it may lock up your browser. better use chrome, even thought firefox is not slower than chrome for once (probably the tracing for the image comparison pays off, yay!). if anyone is interested, the code can be found here. here i just dropped the ev-alg idea and went for simulated annealing. ps: i'm not even sure about simulated annealing - it is like evolutionary algorithms, just with a population size of one, right?

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  • mod,prime -> inverse possible

    - by Piet
    Hi all. I was wondering if one can do the following: We have: X is a product of N-primes, thus I assume unique. C is a constant. We can assure that C is a number that is part of the N-primes or not. Whichever will work best. Thus: X mod C = Z We have Z and C and we know that X was a product of N-primes, where N is restricted lets say first 100 primes. Is there anyway we can get back X?

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  • Efficient data structure design

    - by Sway
    Hi there, I need to match a series of user inputed words against a large dictionary of words (to ensure the entered value exists). So if the user entered: "orange" it should match an entry "orange' in the dictionary. Now the catch is that the user can also enter a wildcard or series of wildcard characters like say "or__ge" which would also match "orange" The key requirements are: * this should be as fast as possible. * use the smallest amount of memory to achieve it. If the size of the word list was small I could use a string containing all the words and use regular expressions. however given that the word list could contain potentially hundreds of thousands of enteries I'm assuming this wouldn't work. So is some sort of 'tree' be the way to go for this...? Any thoughts or suggestions on this would be totally appreciated! Thanks in advance, Matt

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  • Why does C qicksort function implementation works much slower (tape comparations, tape swapping) than bobble sort function?

    - by Artur Mustafin
    I'm going to implement a toy tape "mainframe" for a students, showing the quickness of "quicksort" class functions (recursive or not, does not really matters, due to the slow hardware, and well known stack reversal techniques) comparatively to the "bubblesort" function class, so, while I'm clear about the hardware implementation ans controllers, i guessed that quicksort function is much faster that other ones in terms of sequence, order and comparation distance (it is much faster to rewind the tape from the middle than from the very end, because of different speed of rewind). Unfortunately, this is not the true, this simple "bubble" code shows great improvements comparatively to the "quicksort" functions in terms of comparison distances, direction and number of comparisons and writes. So I have 3 questions: Does I have mistaken in my implememtation of quicksort function? Does I have mistaken in my implememtation of bubblesoft function? If not, why the "bubblesort" function is works much faster in (comparison and write operations) than "quicksort" function? I already have a "quicksort" function: void quicksort(float *a, long l, long r, const compare_function& compare) { long i=l, j=r, temp, m=(l+r)/2; if (l == r) return; if (l == r-1) { if (compare(a, l, r)) { swap(a, l, r); } return; } if (l < r-1) { while (1) { i = l; j = r; while (i < m && !compare(a, i, m)) i++; while (m < j && !compare(a, m, j)) j--; if (i >= j) { break; } swap(a, i, j); } if (l < m) quicksort(a, l, m, compare); if (m < r) quicksort(a, m, r, compare); return; } } and the kind of my own implememtation of the "bubblesort" function: void bubblesort(float *a, long l, long r, const compare_function& compare) { long i, j, k; if (l == r) { return; } if (l == r-1) { if (compare(a, l, r)) { swap(a, l, r); } return; } if (l < r-1) { while(l < r) { i = l; j = l; while (i < r) { i++; if (!compare(a, j, i)) { continue; } j = i; } if (l < j) { swap(a, l, j); } l++; i = r; k = r; while(l < i) { i--; if (!compare(a, i, k)) { continue; } k = i; } if (k < r) { swap(a, k, r); } r--; } return; } } I have used this sort functions in a test sample code, like this: #include <stdio.h> #include <stdlib.h> #include <math.h> #include <conio.h> long swap_count; long compare_count; typedef long (*compare_function)(float *, long, long ); typedef void (*sort_function)(float *, long , long , const compare_function& ); void init(float *, long ); void print(float *, long ); void sort(float *, long, const sort_function& ); void swap(float *a, long l, long r); long less(float *a, long l, long r); long greater(float *a, long l, long r); void bubblesort(float *, long , long , const compare_function& ); void quicksort(float *, long , long , const compare_function& ); void main() { int n; printf("n="); scanf("%d",&n); printf("\r\n"); long i; float *a = (float *)malloc(n*n*sizeof(float)); sort(a, n, &bubblesort); print(a, n); sort(a, n, &quicksort); print(a, n); free(a); } long less(float *a, long l, long r) { compare_count++; return *(a+l) < *(a+r) ? 1 : 0; } long greater(float *a, long l, long r) { compare_count++; return *(a+l) > *(a+r) ? 1 : 0; } void swap(float *a, long l, long r) { swap_count++; float temp; temp = *(a+l); *(a+l) = *(a+r); *(a+r) = temp; } float tg(float x) { return tan(x); } float ctg(float x) { return 1.0/tan(x); } void init(float *m,long n) { long i,j; for (i = 0; i < n; i++) { for (j=0; j< n; j++) { m[i + j*n] = tg(0.2*(i+1)) + ctg(0.3*(j+1)); } } } void print(float *m, long n) { long i, j; for(i = 0; i < n; i++) { for(j = 0; j < n; j++) { printf(" %5.1f", m[i + j*n]); } printf("\r\n"); } printf("\r\n"); } void sort(float *a, long n, const sort_function& sort) { long i, sort_compare = 0, sort_swap = 0; init(a,n); for(i = 0; i < n*n; i+=n) { if (fmod (i / n, 2) == 0) { compare_count = 0; swap_count = 0; sort(a, i, i+n-1, &less); if (swap_count == 0) { compare_count = 0; sort(a, i, i+n-1, &greater); } sort_compare += compare_count; sort_swap += swap_count; } } printf("compare=%ld\r\n", sort_compare); printf("swap=%ld\r\n", sort_swap); printf("\r\n"); }

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  • Learning Algorithms and Data Structures Fundamentals

    - by valya
    Can you recommend me a book or (better!) a site with many hard problems and exercises about data structures? I'm already answering project Euler questions, but these questions are about interesting, but uncommon algorithms. I hardly used even a simple tree. Maybe there is a site with exercises like: hey, you need to calculate this: ... . Do it using a tree. Now do it using a zipper. Upload your C (Haskell, Lisp, even Pascal or Fortress go) solution. Oh, your solution is so slow! Self-education is very hard then you trying to learn very common, fundamental things. How can I help myself with them without attending to courses or whatever?

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  • Texture coordintes for a polygon and a square texture

    - by user146780
    basically I have a texture. I also have a lets say octagon (or any polygon). I find that octagon's bounding box. Let's say my texture is the size of the octagon's bounding box. How could I figure out the texture coordinates so that the texture maps to it. To clarify, lets say you had a square of tin foil and cut the octagon out you'd be left with a tin foil textured polygon.I'm just not sure how to figure it out for an arbitrary polygon. Thanks

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  • Number of different elements in an array.

    - by AB
    Is it possible to compute the number of different elements in an array in linear time and constant space? Let us say it's an array of long integers, and you can not allocate an array of length sizeof(long). P.S. Not homework, just curious. I've got a book that sort of implies that it is possible.

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  • circuit/block-diagram drawing

    - by JCLL
    I'm looking for either algorithms or visualization tool for (nice) circuit/block-diagram drawing. I am also interested in a general formulation of the problem. By "circuit drawing", I mean the capability of exploring place & route for block-diagrams (rectangles) with I/O ports and their connections (wires). These block-diagrams can be hierarchical i.e some blocks may have some nested internal sub-structure etc. This topic is strongly related to classical graph-drawing, with the supplemental constraint of the need to take ports location into account, and possibly the shape of the blocks (rectangle of various sizes). Graphviz tools do not respond to the problem (at least my previous experiments have not been satisfactory). Force-directed algorithms retain my attention, but I have just found papers on classical directed graphs. Any hints ?

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  • General zoom algorithm for drawing program

    - by Steven Sproat
    My GUI toolkit, wxPython provides some methods for implementing a user zoom factor, however the quality isn't too good. I'm looking for ideas on how to create a zooming feature, which I know is complicated. I have a bitmap representing my canvas which is drawn to. This is displayed inside a scrolled window. Problems I forsee: - performance when zoomed in and panning around the canvas - difficulties with "real" coordinates and zoomed in coordinates - image quality not degrading with the zoom Using wxPython's SetUserScale() on its device contexts presents image quality like this - this is with a 1px line, at 30% zoomed in. I'm just wondering the general steps I'll need to take and the challenges I'll encounter. Thanks for any suggestions

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  • Reverse a singly linked list

    - by Madhan
    I would be wondered if there exists some logic to reverse the linked list using only two pointers. The following is used to reverse the single linked list using three pointers namely p, q, r: struct node { int data; struct node *link; }; void reverse() { struct node *p = first, *q = NULL, *r; while (p != NULL) { r = q; q = p; p = p->link; q->link = r; } q = first; } Is there any other alternate to reverse the linked list? what would be the best logic to reverse a singly linked list, in terms of time complexity?

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