Passant | Programming language made up of chess games | Compiler library
kandi X-RAY | Passant Summary
kandi X-RAY | Passant Summary
Programming language made up of chess games
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QUESTION
.NETCore just litters your disk a lot worse, too many versions, too many assemblies, too many standards and no GAC. Hopefully they'll get their act together sometime soon. – Hans Passant Aug 17 '17 at 10:37
No, it just keeps getting worse. : \
Have a .NET Standard 2.0 class library that references Microsoft extension classes. When we deploy to the server, we get runtime binding exceptions. My questions first:
- Why aren't binding redirects being generated for transitive dependencies?
- Since they're not, how do I come up with a full list to add manually?
- How does the compiler know what version to redirect to unless it intends for me to deploy the version it compiled against?
- How do I come up with a list of DLLs to deploy - excluding framework DLLs but including anything that wouldn't be on the server?
- Is a nuget package broken if the assembly version in
\ref\
is lower than the assembly version in\lib\
?
Details:
We have a class library compiling against .NET Standard 2.0... it references Microsoft.Extensions.Configuration.Json
.
ANSWER
Answered 2021-Apr-21 at 22:24For an executable, dotnet publish
; and ship the resulting folder is always correct.
But for a dll compiled against .net standard; I've only had success building a nuget package and referencing it and letting the compiler (whole package thereof) figure out what final dlls the project needs. You can make a nuget package with dotnet pack
.
I have never needed binding redirects to link .netstandard to .net framework.
QUESTION
I gonna try to be brief. Two Forms:
Form1 (button1, textBox1)
...ANSWER
Answered 2021-May-13 at 08:24This is expected behaviour, as you wait asynchronously for the Task.Delay
task to finish. While that is being done, the method returns to its caller, and this is by design. Take this example:
QUESTION
I have developed a chess engine which is playing at roughly 3300 Elo. I need to process and tune a set of positions I have generated with my engine. For this, it would be ideal to store roughly more than 1B positions in my RAM. I am trying to figure out the most efficient way to store pure positional chess data.
Information like castling, en passant etc. can be ignored.
Ideas- The naive aproach would be using bitboards which would require exactly 12 bitboards (for each piece)
which would end up with
12*8=96 byte
. - Alternatively, I could only use 8 bitboards where I use 6 for the different pieces and 2 more for the different colors
=64 byte
. - Theoretically, I could get away with 7 bitboards using the aproach above. I would not need 2 bitboards for the colors. It would be enough to just have those for white and I could easily conclude if a piece is white or black.
= 56 byte
- I could come up with further compression using bitboards which would resolve in
48 byte
yet I cannot get below that with bitboards. - One could also store the pure positional information for each piece. e.g. use the first 6 bits for the white king, the next 6 bits for the black king, the next 6 bits for the white queen etc. Note that one would require 8*(6+3) bits for pawns here cause pawns could promote to other pieces which would need to be encoded within 3 bits. Problematic would be encoding the absence of a piece.
- There are some compression techniques like Huffman trees, yet I would also require some fast computation with the pieces on the board.
So what would be the fastest/best compression technique to store a chess position?
Greetings Finn
...ANSWER
Answered 2021-Feb-25 at 04:48Huffman codes work well here, and they are likely faster than you think.
Each square is represented by a variable number of bits. The first bit is empty (0), or occupied (1). If 0, then the next bit is for the next square. If 1, then the next bit is white (0) or black (1). The next one to four bits is the type of piece: pawn (0), knight (100), bishop (101), rook (110), queen (1110), king (1111).
This codes a board in 16.9 bytes on average. (Run over one million games.) A full board codes to the maximum of 20.5 bytes.
Decoding can be done very fast with a table lookup. The longest code is six bits. Grab the next six bits and look up in a 64-entry table. Each entry in the table is the contents of the square (e.g. black bishop, white king, empty), and the number of bits in the code (1..6). Drop that many bits, get more bits to fill out what's left to six bits, and repeat.
You can use that to convert to a simple 64-byte representation for fast manipulation, and if needed, the result can be quickly converted back to the compressed form.
More can be shaved off if needed. Represent empty or occupied as eight columns (files), each as eight bits. Huffman code those eight-bit symbols. They can be coded in 6.6 bits on average, dropping the 16.9 bytes to 15.5 bytes.
Instead of one code for the files, you can shave off another 2.2 bytes with four codes for the files: one for a/h, one for b/g, one for c/f, and one for d/e. That gets the average down to 13.3 bytes.
QUESTION
I'm trying to implement a function in Haskell that returns a list containing all possible moves for the player who's up. The function's only argument is a String composed of an actual state of the board (in Forsyth-Edwards Notation ) followed by the moving player(b/w).
Notation example : rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w (starting board state)
A move is transmitted as a string of the form [origin]-[destination]. The destination is always a position of the form [column][row], where the lower left square is called a1 and the upper right square is called h8. A move would be for example the move "b3-c4". (no castling/En-passant).
In Java I would use a 2d Array for the Board, but in Haskell I can't find a similar solution (I'm new to functional programming).
What would be a good way/data structure to represent the chess board in?
...ANSWER
Answered 2021-Feb-16 at 14:00Data.Vector
, has constant time lookup by index.
A chessboard can be represented as a Vector (Vector (Maybe Piece))
. To define Piece
, see ADTs
QUESTION
I'm currently working on a chess engine, which is working so far but is taking forever to generate moves. The check detection takes by far the longest since many moves have to be generated.
I got stuck after trying many things and can't really figure out how to make it more efficient. Here is how I do it:
To check if a move is allowed/legal, I check, if the side making the move is in check afterwards:
...ANSWER
Answered 2021-Jan-10 at 00:56There is much to be done with pre-calculated data structures. For example, you could prepare a dictionary with the possible destinations from any positions for every piece type and orientation. With that, you wouldn't need complex code to check available moves.
[SEE MY SECOND ANSWER FOR CONSOLIDATED AND ADJUSTED CODE]
You could also use it to perform a first verification for check!. You would do that by checking the positions the king could reach if it were another piece. For example if you find a rook at a position where a rook could move from the king's position then there is a potential for check!. Doing this for each piece type will allow you to know if evaluating actual moves is necessary.
QUESTION
I'm still learning jquery and I'm facing an issue that probably a lot of people have been facing which is just logic but I can't seem to find a good way to learn how to do that.
So my issue is the following:
I'm creating elements called .lieu
on the page using jquery. Basically, when you enter a text and click "OK" you created another .lieu
that is supposed to display the text "en passant par le bois des lutins" in the destinations
tab.
The first one that is created with html is working but not the other ones.
It seems the script is able to execute on the elements created using html (that's probably due to:)
ANSWER
Answered 2020-Nov-17 at 04:12A think I see your problem.
When a document (webpage) loads, specific targeted jQuery functions like yours..
QUESTION
I'm using Pycharm Community 2020 as my IDE. Pygame 1.9.6. I'm using Python 3.7.4. I'm coding a working chess board. Right now I'm in the middle of programming valid pawns move for 'w' or white. When there is a black pawn say in front of a white pawn it can move it in front of it or even capture it. Which when opposite pawns in front of it can capture one another or move it, only the sides. You can only move a white pawn up 1 or 2 spaces for the first pawn move, but I can move it anywhere. I don't know why it does that.
Code:
...ANSWER
Answered 2020-Aug-23 at 23:53The problem lies here:
QUESTION
I am trying to convert png image to gif and jpg format. I am using the code that I've found at Microsoft documentation.
I've created git-hub example by modifying this code into this:
...ANSWER
Answered 2020-Apr-16 at 12:33QUESTION
I made a fully functional chess game in Unity using C#. Now i want to add AI, for the chess engine i went with Stockfish. I got the engine inside the game but it does nothing because it cant communicate with the board.
To communicate i need to make a FEN string per row, starting on the top left, the FEN string looks like this:
...ANSWER
Answered 2019-Feb-01 at 14:17Just to get the basic piece, you could do something like (note: not tested):
QUESTION
I am trying to merge two dataframes, one containing variables like Date, Author, Paper, and IDs, the other containing texts and their IDs. I add, because it might have some importance, that the dataframe containing the texts has been obtained by converting a Vcorpus into a dataframe with the following code :
...ANSWER
Answered 2020-Mar-06 at 12:57There seems to be a problem with your reading function.
The output is not a common dataframe object, but rather some sort of list containing only a dataframe object.
Indeed, this line seems to work and give a proper merged dataframe:
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