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  • where can I find the diff algorithm?

    - by dole doug
    Does anyone know where can i find an explanation and implementation of the diff algorithm. First of all i have to recognize that i'm not sure if this is the correct name of the algorithm. For example, how Stackoverflow marks the differences between two edits of the same question? ps: I know C and PHP programming languages. ty

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  • Algorithm for dividing very large numbers

    - by pocoa
    I need to write an algorithm(I cannot use any 3rd party library, because this is an assignment) to divide(integer division, floating parts are not important) very large numbers like 100 - 1000 digits. I found http://en.wikipedia.org/wiki/Fourier_division algorithm but I don't know if it's the right way to go. Do you have any suggestions?

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  • Algorithm reductions

    - by Marthin
    If I have a algorithm A that i have proven belongs to P can this algorithm also belong to the NPC class or is it strictly P? What about NP? P Belongs to NP right? Thx for any help! /Marthin

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  • Algorithm for max integer in an array of integers

    - by gagneet
    Explain which algorithm you would use to implement a function that takes an array of integers and returns the maximum integer in the collection, assuming that the length of the array is less than 1000. Would you use Bubble Sort or Merge Sort and Why? Also, what happens to the above algorithm choice, if the array length is greater than 1000?

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  • 3d symmetry search algorithm

    - by aaa
    this may be more appropriate for math overflow, but nevertheless: Given 3d structure (for example molecule), what is a good approach/algorithm to find symmetry (rotational/reflection/inversion/etc.)? I came up with brute force naive algorithm, but it seems there should be better approach. I am not so much interested in genetic algorithms as I would like best symmetry rather then almost the best symmetry link to website/paper would be great. thanks

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  • How do I apply different probability factors in an algorithm for a cricket simulation game?

    - by Komal Sharma
    I am trying to write the algorithm for a cricket simulation game which generates runs on each ball between 0 to 6. The run rate or runs generated changes when these factors come into play like skill of the batsman, skill of the bowler, target to be chased. Wickets left. If the batsman is skilled more runs will be generated. There will be a mode of play of the batsman aggressive, normal, defensive. If he plays aggressive chances of getting out will be more. If the chasing target is more the run rate should be more. If the overs are final the run rate should be more. I am using java random number function for this. The code so far I've written is public class Cricket { public static void main(String args[]) { int totalRuns=0; //i is the balls bowled for (int i = 1; i <= 60 ; i++) { int RunsPerBall = (int)(Math.random()*6); //System.out.println(Random); totalRuns=totalRuns+RunsPerBall; } System.out.println(totalRuns); } } Can somebody help me how to apply the factors in the code. I believe probability will be used with this. I am not clear how to apply the probability of the factors stated above in the code.

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  • Is it better to hard code data or find an algorithm?

    - by OghmaOsiris
    I've been working on a boardgame that has a hex grid as the board (the upper right grid in the image below) Since the board will never change and the spaces on the board will always be linked to the same other spaces around it, should I just hard code every space with the values that I need? Or should I use various algorithms to calculate links and traversals? To be more specific, my board game is a 4 player game where each player has a 5x5x5x5x5x5 hex grid (again, the upper right grid in th eimage above). The object is to get from the bottom of the grid to the top, with various obstacles in the way, and each players being able to attack eachother from the edge of their grid onto other players based on a range multiplier. Since the players grid will never change and the distance of any arbitrary space from the edge of the grid will always be the same, should I just hard code this number into each of the spaces, or should I still use a breadth first search algorithm when players are attacking? The only con I can think of for hard coding everything is that I'm going to code 9+ 2(5+6+7+8) = 61 individual cells. Is there anything else that I'm missing that I should consider using more complex algorithms?

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  • PHP SoapClient: Problems with Distributed WSDL File

    - by Dave
    Hello, I have a problem using a distributed WSDL File ( scheme / other definitions are declared outside the actual wsdl) with php's SoapClient. This is the Fault Message I get: SOAP-ERROR: Parsing WSDL: 'getSomeInfo' already defined. After some googling , it seems to be a bug inside php as someone else discovered exactly the same problem: http://bugs.php.net/bug.php?id=45282 Has there been any bug fix(es)? Any solution to work around this bug? PS: I think posting a code snippet is senseless, since the invocation of the SoapClient ctor using just the WSDL is the only that fails. Thank you in advance, Dave

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  • How to make distributed builds using XCode 3.2 on OS X 10.6

    - by Sorin Sbarnea
    After I upgraded using a clean install from OS X 10.5 to 10.6.2 and upgraded the XCode to 3.2.1 I wasn't able to use distributed builds feature anymore. There are several issues that I detected: In most cases Bonjour is not detecting the other computers even they are on the same switch. I added a custom 'set' where I added manually the IP addreses of each computer. Even so I still get status: "unreachable" on them.BTW, ping does work without problems. Both share my computer for shared workgroup builds (distcc) and distribute builds via shared workgroup builds options are checked.

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  • What grid distributed computing frameworks are currently favoured for trading systems

    - by Rich
    There seems to a quite a few grid computing frameworks out there, but which ones are actually being used to any great extent by the investment banks for purposes of low latency distributing calculation? I'd be interested to hear answers covering both windows,Linux and cross platform. Also, what RPC mechanisms seem to be favoured most? I've heard that for reason of low latency and speed, the calculations themselves are quite often written in C++/C as calculations running on VMs are several orders of magnitude slower than native code. Does this seem to be a common scenario in practice? e.g distributed .NET grid framework running calculations written in native c++/c?

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  • Gomoku array-based AI-algorithm?

    - by Lasse V. Karlsen
    Way way back (think 20+ years) I encountered a Gomoku game source code in a magazine that I typed in for my computer and had a lot of fun with. The game was difficult to win against, but the core algorithm for the computer AI was really simply and didn't account for a lot of code. I wonder if anyone knows this algorithm and has some links to some source or theory about it. The things I remember was that it basically allocated an array that covered the entire board. Then, whenever I, or it, placed a piece, it would add a number of weights to all locations on the board that the piece would possibly impact. For instance (note that the weights are definitely wrong as I don't remember those): 1 1 1 2 2 2 3 3 3 444 1234X4321 3 3 3 2 2 2 1 1 1 Then it simply scanned the array for an open location with the lowest or highest value. Things I'm fuzzy on: Perhaps it had two arrays, one for me and one for itself and there was a min/max weighting? There might've been more to the algorithm, but at its core it was basically an array and weighted numbers Does this ring a bell with anyone at all? Anyone got anything that would help?

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  • Looking for a good world map generation algorithm

    - by FalconNL
    I'm working on a Civilization-like game and I'm looking for a good algorithm for generating Earth-like world maps. I've experimented with a few alternatives, but haven't hit on a real winner yet. One option is to generate a heightmap using perlin noise and add water at a level so that about 30% of the world is land. While perlin noise (or similar fractal-based techniques) are frequently used for terrain and is reasonably realistic, it doesn't offer much in the way of control over the number, size and position of the resulting continents, which I'd like to have from a gameplay perspective. See http://farm3.static.flickr.com/2792/4462870263_ff26c40365_o.jpg for an example (sorry, can't post pictures yet). A second option is to start with a randomly positioned one-tile seed (I'm working on a grid of tiles), determine the desired size for the continent and each turn add a tile that is horizontally or vertically adjacent to the existing continent until you've reached the desired size. Repeat for the other continents. This technique is part of the algorithm used in Civilization 4. The problem is that after placing the first few continents, it's possible to pick a starting location that's surrounded by other continents, and thus won't fit the new one. Also, it has a tendency to spawn continents too close together, resulting in something that looks more like a river than continents. See http://farm5.static.flickr.com/4069/4462870383_46e86b155c_o.jpg for an example. Does anyone happen to know a good algorithm for generating realistic continents on a grid-based map while keeping control over their number and relative sizes?

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  • help in the Donalds B. Johnson's algorithm, i cannot understand the pseudo code

    - by Pitelk
    Hi , does anyone know the Donald B. Johnson's algorithm which enumarates all the elementary circuits (cycles) in a Directed graph? link text I have the paper he had published in 1975 but I cannot understand the pseudo-code. My goal is to implement this algorithm in java. Some questions i have is for example what is the matrix Ak it refers to. In the pseudo code mentions that Ak:=adjacency structure of strong component K with least vertex in subgraph of G induced by {s,s+1,....n}; Does that mean i have to implement another algorithm that finds the Ak matrix? Another question is what the following means? begin logical f; Does also the line "logical procedure CIRCUIT (integer value v);" means that the circuit procedure returns a logical variable. In the pseudo code also has the line "CIRCUIT := f;" . Does this mean? It would be great if someone could translate this 1970's pseudocode to a more modern type of pseudo code so i can understand it in case you are interested to help but you cannot find the paper please email me at [email protected] and i will send you the paper. Thanks in advance

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  • Concurrent cartesian product algorithm in Clojure

    - by jqno
    Is there a good algorithm to calculate the cartesian product of three seqs concurrently in Clojure? I'm working on a small hobby project in Clojure, mainly as a means to learn the language, and its concurrency features. In my project, I need to calculate the cartesian product of three seqs (and do something with the results). I found the cartesian-product function in clojure.contrib.combinatorics, which works pretty well. However, the calculation of the cartesian product turns out to be the bottleneck of the program. Therefore, I'd like to perform the calculation concurrently. Now, for the map function, there's a convenient pmap alternative that magically makes the thing concurrent. Which is cool :). Unfortunately, such a thing doesn't exist for cartesian-product. I've looked at the source code, but I can't find an easy way to make it concurrent myself. Also, I've tried to implement an algorithm myself using map, but I guess my algorithmic skills aren't what they used to be. I managed to come up with something ugly for two seqs, but three was definitely a bridge too far. So, does anyone know of an algorithm that's already concurrent, or one that I can parallelize myself?

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  • Looking for ideas how to refactor my (complex) algorithm

    - by _simon_
    I am trying to write my own Game of Life, with my own set of rules. First 'concept', which I would like to apply, is socialization (which basicaly means if the cell wants to be alone or in a group with other cells). Data structure is 2-dimensional array (for now). In order to be able to move a cell to/away from a group of another cells, I need to determine where to move it. The idea is, that I evaluate all the cells in the area (neighbours) and get a vector, which tells me where to move the cell. Size of the vector is 0 or 1 (don't move or move) and the angle is array of directions (up, down, right, left). This is a image with representation of forces to a cell, like I imagined it (but reach could be more than 5): Let's for example take this picture: Forces from lower left neighbour: down (0), up (2), right (2), left (0) Forces from right neighbour : down (0), up (0), right (0), left (2) sum : down (0), up (2), right (0), left (0) So the cell should go up. I could write an algorithm with a lot of if statements and check all cells in the neighbourhood. Of course this algorithm would be easiest if the 'reach' parameter is set to 1 (first column on picture 1). But what if I change reach parameter to 10 for example? I would need to write an algorithm for each 'reach' parameter in advance... How can I avoid this (notice, that the force is growing potentialy (1, 2, 4, 8, 16, 32,...))? Can I use specific design pattern for this problem? Also: the most important thing is not speed, but to be able to extend initial logic. Things to take into consideration: reach should be passed as a parameter i would like to change function, which calculates force (potential, fibonacci) a cell can go to a new place only if this new place is not populated watch for corners (you can't evaluate right and top neighbours in top-right corner for example)

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  • Implementation of any Hamiltonian Path Problem algorithm

    - by Julien
    Hi all ! Here is my problem : I have an array of points, the points have three properties : the "x" and "y" coordinates, and a sequence number "n". The "x" and "y" are defined for all the points, the "n" are not. You can access and write them calling points[i]-x, points[i]-y, points[i]-n. i.e. : points[i]->n = var var = points[i]->n So the title maybe ruined the surprise, but I'm looking for a possible implementation of a solution to the Hamiltonian path problem : I need to set the "n" number of each point, so that the sequence is the shortest path (not cycle, the edges have to be disjoint) that goes exactly once through each point. I looked for a solution and I found The Bellman Ford Algorithm but I think it doesn't work since the problem doesn't specify that it has to go through all of the points is it correct ? If it is, does somebody has another algorithm and the implementation ? If the Bellman Ford Algorithm works, how would I implement it ? Thanks a lot, Julien

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  • Better ways to implement a modulo operation (algorithm question)

    - by ryxxui
    I've been trying to implement a modular exponentiator recently. I'm writing the code in VHDL, but I'm looking for advice of a more algorithmic nature. The main component of the modular exponentiator is a modular multiplier which I also have to implement myself. I haven't had any problems with the multiplication algorithm- it's just adding and shifting and I've done a good job of figuring out what all of my variables mean so that I can multiply in a pretty reasonable amount of time. The problem that I'm having is with implementing the modulus operation in the multiplier. I know that performing repeated subtractions will work, but it will also be slow. I found out that I could shift the modulus to effectively subtract large multiples of the modulus but I think there might still be better ways to do this. The algorithm that I'm using works something like this (weird pseudocode follows): result,modulus : integer (n bits) (previously defined) shiftcount : integer (initialized to zero) while( (modulus<result) and (modulus(n-1) != 1) ){ modulus = modulus << 1 shiftcount++ } for(i=shiftcount;i>=0;i++){ if(modulus<result){result = result-modulus} if(i!=0){modulus = modulus << 1} } So...is this a good algorithm, or at least a good place to start? Wikipedia doesn't really discuss algorithms for implementing the modulo operation, and whenever I try to search elsewhere I find really interesting but incredibly complicated (and often unrelated) research papers and publications. If there's an obvious way to implement this that I'm not seeing, I'd really appreciate some feedback.

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  • Efficient algorithm to find first available name

    - by Avrahamshuk
    I have an array containing names of items. I want to give the user the option to create items without specifying their name, so my program will have to supply a unique default name, like "Item 1". The challenge is that the name has to be unique so i have to check all the array for that default name, and if there is an item with the same name i have to change the name to be "Item 2" and so on until i find an available name. The obvious solution will be something like that: String name; for (int i = 0 , name = "Item " + i ; !isAvailable(name) ; i++); My problem with that algorithm is that it runs at O(N^2). I wonder if there is a known (or new) more efficient algorithm to solve this case. In other words my question is this: Is there any algorithm that finds the first greater-than-zero number that dose NOT exist in a given array, and runs at less that N^2? Thanks!

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  • Algorithm to detect how many words typed, also multi sentence support (Java)

    - by Alex Cheng
    Hello all. Problem: I have to design an algorithm, which does the following for me: Say that I have a line (e.g.) alert tcp 192.168.1.1 (caret is currently here) The algorithm should process this line, and return a value of 4. I coded something for it, I know it's sloppy, but it works, partly. private int counter = 0; public void determineRuleActionRegion(String str, int index) { if (str.length() == 0 || str.indexOf(" ") == -1) { triggerSuggestionList(1); return; } //remove duplicate space, spaces in front and back before searching int num = str.trim().replaceAll(" +", " ").indexOf(" ", index); //Check for occurances of spaces, recursively if (num == -1) { //if there is no space //no need to check if it's 0 times it will assign to 1 triggerSuggestionList(counter + 1); counter = 0; return; //set to rule action } else { //there is a space counter++; determineRuleActionRegion(str, num + 1); } } //end of determineactionRegion() So basically I find for the space and determine the region (number of words typed). However, I want it to change upon the user pressing space bar <space character>. How may I go around with the current code? Or better yet, how would one suggest me to do it the correct way? I'm figuring out on BreakIterator for this case... To add to that, I believe my algorithm won't work for multi sentences. How should I address this problem as well. -- The source of String str is acquired from textPane.getText(0, pos + 1);, the JTextPane. Thanks in advance. Do let me know if my question is still not specific enough.

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  • Distributed development systems

    - by Nathan Adams
    I am interested in a system that allows for distributed development with an authentication piece. What do I mean by that? Ok so lets take SVN, SVN keeps track of revisions and doesn't care who submits, as long as you have the right to submit you can submit, really, to any part in the repository. Where does my system come into play? Being able to granulate access control and give a stackoverflow like feel to the environment. In the system I am describing we have 4 users Bob, Alice, Dan, Joe. Bob is a project managed, Alice and Dan are programmers under Bob and Joe is a random programmer on the internet who wants to help. Ideally in this system, Bob can commit any changes and won't require approval. Alice and Dan can commit to their branches, or a branch, but a commit to the trunk would need approval by Bob. This is where Joe comes in, wants to help, however, you just don't want to give him the keys to the kingdom just yet so to speak, so in my system you would setup a "low user" account. Any commits that Joe makes would need to be approved by Dan, Alice or both. However, in the system, Joe can build up "Karma" where after so many approved commits it would only need approval by one of the programmers, and then eventually no approval would be necessary. Does that make sense and do you know if a system like that exists? Or am I just crazy to even think such a system/environment would be possible?

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  • Distributed Lock Service over MySql/GigaSpaces/Netapp

    - by ripper234
    Disclaimer: I already asked this question, but without the deployment requirement. I got an answer that got 3 upvotes, and when I edited the question to include the deployment requirement the answer then became irrelevant. The reason I'm resubmitting is because SO considers the original question 'answered', even though I got no meaningful upvoted answer. I opened a uservoice submission about this problem. The reason I reposted is so StackOverflow consider the original question answered, so it doesn't show up on the 'unanswered questions' tab. Which distributed lock service would you use? Requirements are: A mutual exclusion (lock) that can be seen from different processes/machines lock...release semantics Automatic lock release after a certain timeout - if lock holder dies, it will automatically be freed after X seconds Java implementation Easy deployment - must not require complicated deployment beyond either Netapp, MySql or GigaSpaces. Must play well with those products (especially GigaSpaces - this is why TerraCotta was ruled out). Nice to have: .Net implementation If it's free: Deadlock detection / mitigation I'm not interested in answers like "it can be done over a database", or "it can be done over JavaSpaces" - I know. Relevant answers should only contain a ready, out-of-the-box, proven implementation.

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  • Distributed Cache with Serialized File as DataStore in Oracle Coherence

    - by user226295
    Weired but I am investigating the Oracle Coherence as a substitue for distribute cache. My primarr problem is that we dont have distribituted cache as such as of now in our app. Thats my major concern. And thats what I want to implement. So, lets say if I take up a machine and start a new (3rd) reading process, it will be able to connect to the cache and listen to the cache and will have a full set of cache triplicated (as of now its duplicated) Now thats waste from a common person stanpoint too. The size of the cache is 2 GB and without going distibuted its limiting us. Thats bring me to Coheremce. But now, we dont have database as persistent store too. we have the archival processes as our persistent store. (90 days worth of data) Ok now multiply that with soem where around 2 GB * 90 (thats the bare minimum we want to keep). Preliminary/Intermediate analysis of Coherence as a solution. And a (supposedly) brilliant thought crossed my mind. Why not have this as persistant storage with my distributed cache. Does Oracle Coherence support that. I will get rid of archiving infrastructure too (i hate daemon archiving processes). For some starnge reasons, I dont wanna go to the DB to replace those flat files. What say?, can Coherence be my savior? Any other stable alternate too. (Coherence is imposed on me by big guys, FYI)

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  • Experience with MooseFS?

    - by brown.2179
    Anyone have any experience using MooseFS? I want an easy distributed storage platform to store static data archive of about 10 TB and serve it to 20-40 nodes. Also I want to be able to add storage as the archive grows without having to rebuild the filesystem. I don't care if it's a bit slow. I just want it to be simple and stable. Basically from what I can see for OS X it's between MooseFS and Gluster. Any other suggestions?

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