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Crossword Formatter 0.3
Crossword Formatter consists of a script to easily format HTML crossword puzzles. more>>
Crossword Formatter consists of a script to easily format HTML crossword puzzles.
Crossword Fromatter is a simple script that generates valid XHTML code for static crossword puzzles from a simple definition file. The package also includes CSS files for proper display of the crossword puzzle.
With no arguments, the cwd.pl script reads a crossword definition file from standard input and writes an HTML version of the puzzle to standard output.
Enhancements:
- This release adds a Javascript solving interface and small bugfixes.
<<lessCrossword Fromatter is a simple script that generates valid XHTML code for static crossword puzzles from a simple definition file. The package also includes CSS files for proper display of the crossword puzzle.
With no arguments, the cwd.pl script reads a crossword definition file from standard input and writes an HTML version of the puzzle to standard output.
Enhancements:
- This release adds a Javascript solving interface and small bugfixes.
Download (0.013MB)
Added: 2006-12-20 License: GPL (GNU General Public License) Price:
610 downloads
Crossword 0.1.0
Crossword allows you to try to solve crossword puzzles. more>>
Crossword allows you to try to solve crossword puzzles.
Crossword is a GNOME game that draws a crossword grid and clues for you to solve based on a configuration file.
It also has an editor to let you easily create puzzles.
Enhancements:
- Initial release! :)
- Currently can draw the board and the clues
- The interface needs a lot of work
- The editor has hardly been started, and is not usable
- The file format has been mostly finalized, so you can create files with a hex editor (not a text editor)
<<lessCrossword is a GNOME game that draws a crossword grid and clues for you to solve based on a configuration file.
It also has an editor to let you easily create puzzles.
Enhancements:
- Initial release! :)
- Currently can draw the board and the clues
- The interface needs a lot of work
- The editor has hardly been started, and is not usable
- The file format has been mostly finalized, so you can create files with a hex editor (not a text editor)
Download (0.12MB)
Added: 2006-11-27 License: GPL (GNU General Public License) Price:
1067 downloads
gmbCrossword 0.8
gmbCrossword is an application for making swedish type crosswords. more>>
gmbCrossword is an application for making swedish type crosswords. It is written i Gambas and has support for word lookup in databases.
It is written in english but is translated to swedish. I have some problems to get Gambas to use the swedish translation myself but its probably my own fault.
In the distribution file youll find databases for english, swedish and computer words. They are rather small databases (10000-20000 words) to keep the filesize down but it is easy to import new words. I also have a bigger swedish file (>200000 words) but it is not currently in the distribution.
Instructions:
Unpack the file in your home directory (or somewhere else where you have write permissions). You need write permissions to the databases to be able to edit them.
The application file (gmbcrossword) can be located anywhere in your path.
The first time you start the program you need to specify the path to the databases using the settings menu.
<<lessIt is written in english but is translated to swedish. I have some problems to get Gambas to use the swedish translation myself but its probably my own fault.
In the distribution file youll find databases for english, swedish and computer words. They are rather small databases (10000-20000 words) to keep the filesize down but it is easy to import new words. I also have a bigger swedish file (>200000 words) but it is not currently in the distribution.
Instructions:
Unpack the file in your home directory (or somewhere else where you have write permissions). You need write permissions to the databases to be able to edit them.
The application file (gmbcrossword) can be located anywhere in your path.
The first time you start the program you need to specify the path to the databases using the settings menu.
Download (0.96MB)
Added: 2005-11-09 License: GPL (GNU General Public License) Price:
1448 downloads
Sudoku solver 0.1
Sudoku solver application was created for solving a Sudoku with a backtracking algorithm. more>>
Sudoku solver application was created for solving a Sudoku with a backtracking algorithm. Instead of using a 9 x 9 matrix, it extends the matrix to 10 x 36 (10 rows, 36 columns), storing information in the extra cells.
The last row is used for keeping track of how many cells, for the current column, are still available.
The columns 9-17 (0-based) are used for storing the numbers which are still available in rows 0-8.
The columns 18-26 are used for storing the numbers which are still available in columns 0-8.
The columns 27-35 are used for storing the numbers which are still available in each square (counting from left to right and from top to bottom).
<<lessThe last row is used for keeping track of how many cells, for the current column, are still available.
The columns 9-17 (0-based) are used for storing the numbers which are still available in rows 0-8.
The columns 18-26 are used for storing the numbers which are still available in columns 0-8.
The columns 27-35 are used for storing the numbers which are still available in each square (counting from left to right and from top to bottom).
Download (MB)
Added: 2007-08-20 License: GPL (GNU General Public License) Price:
1712 downloads
Asymptopia Crossword Builder 2.6
Asymptopia Crossword Builder project is a math and text crossword builder for education. more>>
Asymptopia Crossword Builder project is a math and text crossword builder for education.
Asymptopia Crossword Builder is a JavaScript education application. Through the GUI, you can automatically generate unlimited math crosswords (add/sub/mult/div/alg/frac) or enter/paste your own lists of key:hint pairs. It is educational, and keeps kids busy.
Enhancements:
- Source code is now available for download.
- The project license has changed to the GNU Public License (GPL).
<<lessAsymptopia Crossword Builder is a JavaScript education application. Through the GUI, you can automatically generate unlimited math crosswords (add/sub/mult/div/alg/frac) or enter/paste your own lists of key:hint pairs. It is educational, and keeps kids busy.
Enhancements:
- Source code is now available for download.
- The project license has changed to the GNU Public License (GPL).
Download (1.0MB)
Added: 2007-02-26 License: GPL (GNU General Public License) Price:
581 downloads
Download (19KB)
Added: 2009-04-12 License: Freeware Price: Free
195 downloads
cddsolve 0.9
cddsolve project is a double dummy bridge solver. more>>
cddsolve project is a double dummy bridge solver.
It utilizes alpha-beta pruning and minimax searching to find the number of tricks a given side can take under the assumption of optimal play.
While the complexity of the problem may be enormous depending on the given deal and contract, cddsolve is fast enough to be actually helpfull for many double dummy bridge problems.
cddsolve has an predecessor called ddsolve which is implemented in python and also available on this page.
ddsolve is considered to be a prototypical implementation to demonstrate the basic algorithms and quantify the impact of different optimizations.
Enhancements:
- cleaned up the preprocessor macros and added some bogus return values to make recent gccs happy.
- incremented the TPBUCKETCOUNT in ddtranspos.c, trading computational speed against memory footprint. shoe size is about 10mb larger now.
- released 0.9.
<<lessIt utilizes alpha-beta pruning and minimax searching to find the number of tricks a given side can take under the assumption of optimal play.
While the complexity of the problem may be enormous depending on the given deal and contract, cddsolve is fast enough to be actually helpfull for many double dummy bridge problems.
cddsolve has an predecessor called ddsolve which is implemented in python and also available on this page.
ddsolve is considered to be a prototypical implementation to demonstrate the basic algorithms and quantify the impact of different optimizations.
Enhancements:
- cleaned up the preprocessor macros and added some bogus return values to make recent gccs happy.
- incremented the TPBUCKETCOUNT in ddtranspos.c, trading computational speed against memory footprint. shoe size is about 10mb larger now.
- released 0.9.
Download (0.024MB)
Added: 2006-11-20 License: GPL (GNU General Public License) Price:
1068 downloads
Scrabble Blast Solver 0.1
Scrabble Blast Solver application more>>
Scrabble Blast Solver 0.1 offers you a professional and easy-to-use software which is an effective way to find and display words and their score for the popular online Scrabble Blast game. This product will be your good choice.
Enhancements: Only calculates the correct score of words for the first round.
Added: 2009-01-29 License: GPL Price: FREE
20 downloads
Rush Hour Puzzle Solver 0.2.7
Rush Hour Puzzle Solver project is a Rush Hour puzzle solver that illustrates the solution with PostScript. more>>
Rush Hour Puzzle Solver project is a Rush Hour puzzle solver that illustrates the solution with PostScript.
Rush Hour Puzzle Solver is a small C++ program that reads a Rush Hour board from a text file and produces a nice PostScript file that shows the shortest solution.
<<lessRush Hour Puzzle Solver is a small C++ program that reads a Rush Hour board from a text file and produces a nice PostScript file that shows the shortest solution.
Download (0.45MB)
Added: 2006-12-20 License: Freely Distributable Price:
1058 downloads
Anagram Solver 0.1
Anagram Solver is a simple anagram solver program. more>>
Anagram Solver is a simple anagram solver program.
You can use it against any spelling dictionary that is formatted:
- one word per line
- in alphabetical order
If its not in alphabetical order, you could send it through pipe.
The basic algorithm tries all possible combinations of a word, in such a way that the combinations are generated in alphabetical order.
It also knows the next real word in the list, so it can tell whether or not it is futile to pursue a certain node. These optimizations make it possible for it to solve a 8+ letter word in a few seconds
To use it, simply point it to your aspell dictionary file, usually located in /usr/share/dict/linux.words
<<lessYou can use it against any spelling dictionary that is formatted:
- one word per line
- in alphabetical order
If its not in alphabetical order, you could send it through pipe.
The basic algorithm tries all possible combinations of a word, in such a way that the combinations are generated in alphabetical order.
It also knows the next real word in the list, so it can tell whether or not it is futile to pursue a certain node. These optimizations make it possible for it to solve a 8+ letter word in a few seconds
To use it, simply point it to your aspell dictionary file, usually located in /usr/share/dict/linux.words
Download (0.47MB)
Added: 2006-04-06 License: GPL (GNU General Public License) Price:
1306 downloads
cardwords 0.012
cardwords project is a form crosswords on the cardtable with cards showing characters. more>>
cardwords project is a form crosswords on the cardtable with cards showing characters.
cardwords is a customizable, client/server, multiplayer card game. The cards show characters and points.
The players form crosswords on the card-table with their cards. By editing text files, cardwords can be customized to any language using latin-1 characters. The set of cards, the card-table, and rules for bonus and penalty points can also be customized.
<<lesscardwords is a customizable, client/server, multiplayer card game. The cards show characters and points.
The players form crosswords on the card-table with their cards. By editing text files, cardwords can be customized to any language using latin-1 characters. The set of cards, the card-table, and rules for bonus and penalty points can also be customized.
Download (MB)
Added: 2006-11-27 License: GPL (GNU General Public License) Price:
1063 downloads
Automagical Sudoku Solver 1.7
Automagical Sudoku Solver project is an attempt to solve Sudoku puzzles using a computer. more>>
Automagical Sudoku Solver project is an attempt to solve Sudoku puzzles using a computer. It can solve rather tough puzzles, but not all of them.
Installation:
The source code should compile flawlessly using the make utility. Then, simply run "ass < foo", where foo is a sudoku puzzle in text format like the ones in the puzzles/ directory.
Arguments
-s show progress using an ncurses interface
-v show version number
-d [2-4] show debug info (4 is highest level)
<<lessInstallation:
The source code should compile flawlessly using the make utility. Then, simply run "ass < foo", where foo is a sudoku puzzle in text format like the ones in the puzzles/ directory.
Arguments
-s show progress using an ncurses interface
-v show version number
-d [2-4] show debug info (4 is highest level)
Download (0.037MB)
Added: 2007-06-18 License: GPL (GNU General Public License) Price:
861 downloads
Open Tax Solver 4.07
OpenTaxSolver (OTS) project is a free program for calculating Tax Form entries. more>>
OpenTaxSolver (OTS) project is a free program for calculating Tax Form entries and tax-owed or refund-due, such as Federal or State personal income taxes.
An optional graphical front-end, OTS_GUI, has been added. Currently, TaxSolver has been updated for the 2005 tax-year for the following forms: US 1040 and Schedules A, B, C, & D.
As well as for California, Massachusetts, New Jersey, and Pennsylvania State Taxes for 2005 tax-year, thanks to contributors. Updates for the following additional states are expected to be posted soon: North Carolina, New York, Ohio, and Virginia. Preliminary versions for Canada and the United Kingdom were posted in previous years and may be updated with help from volunteers.
Motivations:
- To make tax preparation software available for all platforms.
- To provide insight into how our taxes are calculated in clear unambiguous equations/code.
- To avoid invasive, bloated commercial software packages.
- To avoid rewriting our own individual programs each year by combining efforts.
- To provide a simple reliable tax-package requiring only rudimentary knowledge to maintain.
Enhancements:
- Automatic phone credit was added to US1040.
- It will automatically calculate standard one-time phone credit, if not otherwise specified on US1040 line 71.
- The NJ State form F line 5 was fixed.
<<lessAn optional graphical front-end, OTS_GUI, has been added. Currently, TaxSolver has been updated for the 2005 tax-year for the following forms: US 1040 and Schedules A, B, C, & D.
As well as for California, Massachusetts, New Jersey, and Pennsylvania State Taxes for 2005 tax-year, thanks to contributors. Updates for the following additional states are expected to be posted soon: North Carolina, New York, Ohio, and Virginia. Preliminary versions for Canada and the United Kingdom were posted in previous years and may be updated with help from volunteers.
Motivations:
- To make tax preparation software available for all platforms.
- To provide insight into how our taxes are calculated in clear unambiguous equations/code.
- To avoid invasive, bloated commercial software packages.
- To avoid rewriting our own individual programs each year by combining efforts.
- To provide a simple reliable tax-package requiring only rudimentary knowledge to maintain.
Enhancements:
- Automatic phone credit was added to US1040.
- It will automatically calculate standard one-time phone credit, if not otherwise specified on US1040 line 71.
- The NJ State form F line 5 was fixed.
Download (0.36MB)
Added: 2007-03-15 License: GPL (GNU General Public License) Price:
953 downloads
Other version of Open Tax Solver
License:GPL (GNU General Public License)
Games::Mastermind::Solver 0.02
Games::Mastermind::Solver is a Master Mind puzzle solver. more>>
Games::Mastermind::Solver is a Master Mind puzzle solver.
SYNOPSIS
# a trivial Mastermind solver
use Games::Mastermind;
use Games::Mastermind::Solver::BruteForce;
my $player = Games::Mastermind::Solver::BruteForce
->new( Games::Mastermind->new );
my $try;
print join( , @{$player->game->code} ), "nn";
until( $player->won || ++$try > 10 ) {
my( $win, $guess, $result ) = $player->move;
print join( , @$guess ),
,
B x $result->[0], W x $result->[1],
"n";
}
Games::Mastermind::Solver is a base class for Master Mind solvers.
<<lessSYNOPSIS
# a trivial Mastermind solver
use Games::Mastermind;
use Games::Mastermind::Solver::BruteForce;
my $player = Games::Mastermind::Solver::BruteForce
->new( Games::Mastermind->new );
my $try;
print join( , @{$player->game->code} ), "nn";
until( $player->won || ++$try > 10 ) {
my( $win, $guess, $result ) = $player->move;
print join( , @$guess ),
,
B x $result->[0], W x $result->[1],
"n";
}
Games::Mastermind::Solver is a base class for Master Mind solvers.
Download (0.004MB)
Added: 2007-01-03 License: Perl Artistic License Price:
1040 downloads
A Sudoku Solver in C 1.11
A Sudoku Solver in C is a console-based Linux program, written in C language, that solves Su Doku puzzles using deductive logic. more>>
A Sudoku Solver in C is a console-based Linux program, written in C language, that solves Su Doku puzzles using deductive logic. It will only resort to trial-and-error and backtracking approaches upon exhausting its deductive moves.
Puzzles must be of the standard 9x9 variety using the (ASCII) characters 1 through 9 for the puzzle symbols. Puzzles should be submitted as 81 character strings which, when read left-to-right will fill a 9x9 Sudoku grid from left-to-right and top-to-bottom. In the puzzle specification, the characters 1 - 9 represent the puzzle givens or clues. Any other non-blank character represents an unsolved cell.
The puzzle solving algorithm is home grown. I did not borrow any of the usual techniques from the literature, e.g. Donald Knuths "Dancing Links." Instead I rolled my own from scratch as a personal challenge. As such, its performance can only be blamed on yours truly. Still, I feel it is quite fast. On a 333 MHz Pentium II Linux box it solves typical medium force puzzles in approximately 800 microseconds or about 1,200 puzzles per second, give or take. On an Athlon XP 3000 it solves about 6,600 puzzles per sec. (Solving time is dependent upon degree of difficulty, so YMMV.)
Description of Algorithm:
The puzzle algorithm initially assumes every unsolved cell can assume every possible value. It then uses the placement of the givens to refine the choices available to each cell. I call this the markup phase.
After markup completes, the algorithm then looks for singleton cells with values that, due to constraints imposed by the row, column, or 3x3 region, may only assume one possible value. Once these cells are assigned values, the algorithm returns to the markup phase to apply these changes to the remaining candidate solutions. The markup/singleton phases alternate until either no more changes occur, or the puzzle is solved. I call the markup/singleton elimination loop the Simple Solver because in a large percentage of cases it solves the puzzle.
If the simple solver portion of the algorithm doesnt produce a solution, then more advanced deductive rules are applied.
Ive implemented two additional rules as part of the deductive puzzle solver. The first is subset elimination wherein a row/column/region is scanned for X number of cells with X number of matching candidate solutions. If such subsets (or tuples) are found in the row, column, or region, then the candidates values from the subset may be eliminated from all other unsolved cells within the row, column, or region, respectively.
The next deductive rule examines each region looking for candidate values that exclusively align themselves along a single row or column, i.e. a vector. If such candidate values are found, then they may be eliminated from the cells outside of the region that are part of the aligned row or column.
Note that each of the advanced deductive rules calls all preceeding rules, in order, if that advanced rule has effected a change in puzzle markup.
Finally, if no solution is found after iteratively applying all deductive rules, then we begin trial-and-error using recursion for backtracking. A working copy is created from our puzzle, and using this copy the first cell with the smallest number of candidate solutions is chosen. One of the solutions values is assigned to that cell, and the solver algorithm is called using this working copy as its starting point. Eventually, either a solution, or an impasse is reached.
If we reach an impasse, the recursion unwinds and the next trial solution is attempted. If a solution is found (at any point) the values for the solution are added to a list. Again, so long as we are examining all possibilities, the recursion unwinds so that the next trial may be attempted. It is in this manner that we enumerate puzzles with multiple solutions.
Note that it is certainly possible to add to the list of applied deductive rules. The techniques known as "X-Wing" and "Swordfish" come to mind. On the other hand, adding these additional rules will, in all likelihood, slow the solver down by adding to the computational burden while producing very few results. Ive seen the law of diminishing returns even in some of the existing rules, e.g. in subset elimination I only look at two and three valued subsets because taking it any further than that degraded performance.
Enhancements:
- Code optimization has resulted in a 30% increase in speed.
<<lessPuzzles must be of the standard 9x9 variety using the (ASCII) characters 1 through 9 for the puzzle symbols. Puzzles should be submitted as 81 character strings which, when read left-to-right will fill a 9x9 Sudoku grid from left-to-right and top-to-bottom. In the puzzle specification, the characters 1 - 9 represent the puzzle givens or clues. Any other non-blank character represents an unsolved cell.
The puzzle solving algorithm is home grown. I did not borrow any of the usual techniques from the literature, e.g. Donald Knuths "Dancing Links." Instead I rolled my own from scratch as a personal challenge. As such, its performance can only be blamed on yours truly. Still, I feel it is quite fast. On a 333 MHz Pentium II Linux box it solves typical medium force puzzles in approximately 800 microseconds or about 1,200 puzzles per second, give or take. On an Athlon XP 3000 it solves about 6,600 puzzles per sec. (Solving time is dependent upon degree of difficulty, so YMMV.)
Description of Algorithm:
The puzzle algorithm initially assumes every unsolved cell can assume every possible value. It then uses the placement of the givens to refine the choices available to each cell. I call this the markup phase.
After markup completes, the algorithm then looks for singleton cells with values that, due to constraints imposed by the row, column, or 3x3 region, may only assume one possible value. Once these cells are assigned values, the algorithm returns to the markup phase to apply these changes to the remaining candidate solutions. The markup/singleton phases alternate until either no more changes occur, or the puzzle is solved. I call the markup/singleton elimination loop the Simple Solver because in a large percentage of cases it solves the puzzle.
If the simple solver portion of the algorithm doesnt produce a solution, then more advanced deductive rules are applied.
Ive implemented two additional rules as part of the deductive puzzle solver. The first is subset elimination wherein a row/column/region is scanned for X number of cells with X number of matching candidate solutions. If such subsets (or tuples) are found in the row, column, or region, then the candidates values from the subset may be eliminated from all other unsolved cells within the row, column, or region, respectively.
The next deductive rule examines each region looking for candidate values that exclusively align themselves along a single row or column, i.e. a vector. If such candidate values are found, then they may be eliminated from the cells outside of the region that are part of the aligned row or column.
Note that each of the advanced deductive rules calls all preceeding rules, in order, if that advanced rule has effected a change in puzzle markup.
Finally, if no solution is found after iteratively applying all deductive rules, then we begin trial-and-error using recursion for backtracking. A working copy is created from our puzzle, and using this copy the first cell with the smallest number of candidate solutions is chosen. One of the solutions values is assigned to that cell, and the solver algorithm is called using this working copy as its starting point. Eventually, either a solution, or an impasse is reached.
If we reach an impasse, the recursion unwinds and the next trial solution is attempted. If a solution is found (at any point) the values for the solution are added to a list. Again, so long as we are examining all possibilities, the recursion unwinds so that the next trial may be attempted. It is in this manner that we enumerate puzzles with multiple solutions.
Note that it is certainly possible to add to the list of applied deductive rules. The techniques known as "X-Wing" and "Swordfish" come to mind. On the other hand, adding these additional rules will, in all likelihood, slow the solver down by adding to the computational burden while producing very few results. Ive seen the law of diminishing returns even in some of the existing rules, e.g. in subset elimination I only look at two and three valued subsets because taking it any further than that degraded performance.
Enhancements:
- Code optimization has resulted in a 30% increase in speed.
Download (0.025MB)
Added: 2006-03-27 License: GPL (GNU General Public License) Price:
1332 downloads
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