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A freecell implementation that does not show you ads.
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QUESTION
My aim is to remake the classic Freecell card game for Windows Xp on Windows 10 with Processing 3.
To do so I downloaded from here a set of svg files that most resembled the old cards' look.
In my code I have a class called Deck
that contains an ArrayList
of cards and, when constructed, it initializes the cards giving them the path for the svg file they need and after also x and y coordinates.
ANSWER
Answered 2020-Sep-03 at 08:42I tested it, and this seems to fix it.
In SPADE-5.svg, on line 84/85, remove
QUESTION
Brief recap: I have a C++ multithreading sudoku solver, for which I want to improve the efficiency, i need your help.
I'm implementing a brute force sudoku solver in multithreading in C++. The main struct is a tree and the all logic is this: I start reading the initial matrix in input and this will be my root node, then I find the first empty cell, I find all the possible numbers that could fit that position, and for each possibility I create a sub-node of the parent node, so that each node will have a child-node for each possible number. The tree continues to grow in this way until a solution is met, that is a node has no more free cells(so it is full), and the node grid satisfy all the rules of the sudoku.
I tried to implement this algorithm in multithreading like this: I follow the exactly same logic of above sequentially but making one step each time, storing all the children I have met until that moment (each child will be a path, and so a tree) in a vector. If the children are less than the threads chosen by the user, then I solve them sequentially and I make one more step(children will grow). When I have more children than threads, then I split the children for each thread, and I start the threads each one with his part(that is a tree).
Now, taking into account that the "brute force" approch and that "only std lib" requirements are mandatory, so I can't do in a different way, but I can change of course the logic on how to implement this.
The question is: how can I improve the efficiency of this program ? All the suggestions that uses only std lib are welcome.
...ANSWER
Answered 2020-Jul-18 at 12:57Here are several points to improve the efficiency of the reference implementation:
- using
vector>
for 2D array is far from being efficient: it is not contiguous in memory and cause many slow allocations. A big flatten array should be preferred. unordered_map
for set-like operations are not needed since the integers in the sets are in a small (contiguous) range. Using a simple array is much faster.- some copies are not needed and can be removed with
std::move
. - as integers in the grid are small,
char
can be used overint
(to reduce the memory footprint, to keep data in CPU caches and to possibly make allocations faster). - I see one
new
but nodelete
in the code... - The work between threads seems clearly unbalanced in many case resulting in a slower parallel execution, a load balancing should be performed to scale better. One way is to do that is to use task scheduling.
- One can use heuristics to drastically speed up the exploration. To begin with, I advise you to look constraint satisfaction problem (CSP) because CSP solvers known to be very good at solving it. More general and theoretical information can be found in the book Artificial Intelligence: a modern approach.
Here is a code applying the first remarks resulting in a 5 times faster execution on my machine (note that the grid has been modified in the main
) :
QUESTION
The thing is, that Junit compares these map results as object instance and hence fails the test all the time, even if Lists contains right arrays of ints coupling with right Enum. My code is smth like that, and I want Assert to return true.
...ANSWER
Answered 2019-Oct-20 at 10:27The problem is that ArrayList
(AbstractList
to be more precise) uses equals
to compare elements, and arrays don't override equals
. So assertTrue(new int[]{0, 0}.equals(new int[]{0, 0}));
fails as well as assertThat(Lists.of(new int[]{0, 0}), is(Lists.of(new int[]{0, 0})));
.
It's a bad idea to use arrays (or lists of arrays) as Map
keys because most of the maps also use equals
, so it will not only be hard to test the outcome of that method, but it's also will be difficult to use it in production:
QUESTION
I have been trying to scrape a specific page for a couple of days, to no avail. I am a noob both in scraping, and Python.
I am really looking for the last, large table of the page, but there aren't IDs to rely on, so I tried to scrape all tables.
I came up with this code:
...ANSWER
Answered 2018-Dec-19 at 13:51If you only want the last you can use the index of the table tags
QUESTION
I have a class "CardT" the contains a suit and number stored by an enum value. For the use of solitaire i create a deck of 52 of these cards with each value. I also have a "tableau" class that stores a set of these cards for the solitaire tableau, my board class contains an array of 8 of these. After placing the values in the array and printing to check for correctness, it gives a correct output. But if i then call another function right after that prints the exact same thing, i get very different values.
...ANSWER
Answered 2018-Apr-09 at 18:14Your card tables (CardT tabls[8][13];
) are declared on the stack on your Board::setUp()
method.
You then store pointers to these in your TableauPileT objects.
This works fine for your debug code because they are still on the stack,
but at the time you call the printTab
function they have been deallocated.
So you're just reading whatever is left over in memory at that point, meaning you're getting undefined behaviour.
QUESTION
I want to compare two txt files with process information in PowerShell. I looked up plenty of websites and there is always this simple
...ANSWER
Answered 2018-Jan-06 at 17:08Not sure what causes this but here's a troubleshooting tip. Use following:
QUESTION
I've been trying so solve the Freecell Solitaire game with a DFS for well over a month now with only partial success. I'm a novice, with a non-CS background, that used classes and recursion for the first to solve a problem, mainly trying to imitate what I found through Google-searches and Stack Overflow posts. (general comments on code clarity etc are more than welcome)
The code for the game is here: https://pastebin.com/39KGZAW1, which I hope is understandable. The idea behind it is:
- Create instances of the
Board
(class), something like snapshots in the game - Find all possible moves
- Create one new instance per move and
update
(class function) the board with that move
The problems are:
- It seems to be taking too long (the computer ran out of memory when I tried saving every board, so I stopped and used a generator and a deque), never finding a solution
- When I tried using
mini_stacks
(a card deck with less than 13 cards, currently just 1s and 2s!) it doesn't seem to be finding any solutions either. - The recursive approach seems faster (at least comparing how many
Boards
instances are created) than the two implementations of the while-loop
More details: After the game logic is coded, I mainly tried two approaches to the DFS. The first was with a recursive function:
...ANSWER
Answered 2017-May-19 at 16:08So after taking a break I found it. As it seems, it was not the recurion nor the while loops. I did the following:
Major changes in the core code (pastebin link):
- Removed the part where I was checking if the first item in
memory
was in the slice [1:] and instead, in theadd_moves
function, just before appending a move to theself._moves
I check if it already is in memory:if move not in self.memory: self._moves.append(move)
(did this for every append)- Instead of hardcoding the win condition I now use the number of cards in the game (the maximum number found in the stacks)
Minor changes in the core code:
- Removed
self.memory.append("move 0")
, as it was not necessary - In
add_moves
function I added a color to each card and stack, instead of just having a different shape. A simple:if card[2][1] in ["D","H"]: card_color = "red"
andelse: card_color = "black"
(and another one for each card in the stacks, changing card tostack[-1][1]
Using the second approach (while
loop without function definitions) I tested for stacks of various sizes. When taking too much time, I stop the program, shuffle the deck and re-run. It found solutions relatively fast for sizes 2-6, and then for 7+ the time (as well as Board
objects created) skyrockets. I tried with 9,11 and 13 cards but it didn't find a solution quickly and I got bored eventually.
Here you can see no of Boards created till solution (or stop) of 5 re-runs (shuffles) per deck size.
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