freecell | A freecell implementation that does not show you ads

 by   mserdarsanli C++ Version: Current License: GPL-3.0

kandi X-RAY | freecell Summary

kandi X-RAY | freecell Summary

freecell is a C++ library. freecell has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has low support. You can download it from GitHub.

A freecell implementation that does not show you ads.
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              freecell has a low active ecosystem.
              It has 23 star(s) with 1 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 1 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of freecell is current.

            kandi-Quality Quality

              freecell has no bugs reported.

            kandi-Security Security

              freecell has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              freecell is licensed under the GPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              freecell releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            freecell Key Features

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            freecell Examples and Code Snippets

            No Code Snippets are available at this moment for freecell.

            Community Discussions

            QUESTION

            Why are svg rendered tilted (Processing)?
            Asked 2020-Sep-03 at 08:42

            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 08:42

            I tested it, and this seems to fix it.

            In SPADE-5.svg, on line 84/85, remove

            Source https://stackoverflow.com/questions/63663440

            QUESTION

            how can i improve multithreading efficiency?
            Asked 2020-Jul-18 at 12:57

            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 12:57

            Here 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 over int (to reduce the memory footprint, to keep data in CPU caches and to possibly make allocations faster).
            • I see one new but no delete 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) :

            Source https://stackoverflow.com/questions/62967304

            QUESTION

            I'm trying to Junit test method that returns Map object of the following structure: Map>, Enum> foo. Whats the right way to do it?
            Asked 2019-Oct-20 at 10:27

            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 10:27

            The 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:

            Source https://stackoverflow.com/questions/58470964

            QUESTION

            Scraping a page with multiple tables with BeautifulSoup
            Asked 2018-Dec-19 at 14:42

            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 13:51

            If you only want the last you can use the index of the table tags

            Source https://stackoverflow.com/questions/53852363

            QUESTION

            c++ confusing state variable behaviour
            Asked 2018-Apr-09 at 19:10

            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 18:14

            Your 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.

            Source https://stackoverflow.com/questions/49738262

            QUESTION

            Compare-Object weird behaviour with processes
            Asked 2018-Jan-06 at 18:04

            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 17:08

            Not sure what causes this but here's a troubleshooting tip. Use following:

            Source https://stackoverflow.com/questions/48129599

            QUESTION

            Python: Implementing Depth-First Search for Freecell Solitaire
            Asked 2017-May-19 at 16:08

            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 16:08

            So 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 the add_moves function, just before appending a move to the self._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" and else: card_color = "black" (and another one for each card in the stacks, changing card to stack[-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.

            Source https://stackoverflow.com/questions/43828881

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install freecell

            You can download it from GitHub.

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