gerris flow solver
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The Gerris Flow Solver 0.9.2
Gerris is an Open Source Free Software library for the solution of the partial differential equations describing fluid flow. more>>
Gerris project is an Open Source Free Software library for the solution of the partial differential equations describing fluid flow.
Gerris is supported by NIWA (National Institute of Water and Atmospheric research) and by the Marsden Fund of the Royal Society of New Zealand.
The code is written entirely in C and uses both the GLib Library and the GTS Library for geometrical functions and object-oriented programming.
Main features:
- The same code base is compiled with 2D and 3D support.
- Quadtree-based (Octree in 3D) spatial discretisation with automatic and dynamic local refinement.
- Multigrid Poisson solver.
- Second-order Godunov type advection scheme.
- Solves the time-dependent incompressible variable-density Euler, Stokes or Navier-Stokes equations or the 2D shallow-water and 3D hydrostatic oceanic equations.
- Support for complex solid boundaries (automatic locally-refined mesh generation).
- Semi-implicit multigrid diffusion solver with support for complex boundaries and associated boundary conditions in 2D and 3D.
- Semi-implicit multigrid barotropic solver for the oceanic equations.
- Adaptive mesh refinement: the resolution is adapted dynamically to the features of the flow.
- Flexible and powerful specifications of parameters.
- Flexible object-oriented custom specification of initial and boundary conditions, source terms, outputs etc...
- Portable parallel support using the MPI library.
- Volume of Fluid advection scheme for interfacial flows.
Enhancements:
- Bugfixes and significant speedups in the multilevel Poisson solver.
- Support for variable mesh resolution along solid boundaries.
- Improvements have been made to the robustness of very complex solid boundaries.
- Adaptive refinement of VOF-advected tracers has been added, as well as a preliminary implementation of CSF surface tension using Renardy El Ab.
- "proper discretisation".
- Solid boundaries can be refined according to the local curvature.
- Implicit Coriolis terms work with the Navier-Stokes solver.
- There is support for "thin" 3D domains.
<<lessGerris is supported by NIWA (National Institute of Water and Atmospheric research) and by the Marsden Fund of the Royal Society of New Zealand.
The code is written entirely in C and uses both the GLib Library and the GTS Library for geometrical functions and object-oriented programming.
Main features:
- The same code base is compiled with 2D and 3D support.
- Quadtree-based (Octree in 3D) spatial discretisation with automatic and dynamic local refinement.
- Multigrid Poisson solver.
- Second-order Godunov type advection scheme.
- Solves the time-dependent incompressible variable-density Euler, Stokes or Navier-Stokes equations or the 2D shallow-water and 3D hydrostatic oceanic equations.
- Support for complex solid boundaries (automatic locally-refined mesh generation).
- Semi-implicit multigrid diffusion solver with support for complex boundaries and associated boundary conditions in 2D and 3D.
- Semi-implicit multigrid barotropic solver for the oceanic equations.
- Adaptive mesh refinement: the resolution is adapted dynamically to the features of the flow.
- Flexible and powerful specifications of parameters.
- Flexible object-oriented custom specification of initial and boundary conditions, source terms, outputs etc...
- Portable parallel support using the MPI library.
- Volume of Fluid advection scheme for interfacial flows.
Enhancements:
- Bugfixes and significant speedups in the multilevel Poisson solver.
- Support for variable mesh resolution along solid boundaries.
- Improvements have been made to the robustness of very complex solid boundaries.
- Adaptive refinement of VOF-advected tracers has been added, as well as a preliminary implementation of CSF surface tension using Renardy El Ab.
- "proper discretisation".
- Solid boundaries can be refined according to the local curvature.
- Implicit Coriolis terms work with the Navier-Stokes solver.
- There is support for "thin" 3D domains.
Download (3.9MB)
Added: 2006-10-26 License: GPL (GNU General Public License) Price:
1106 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
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
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
Freecell Solver 2.8.13
Freecell Solver is a 100% ANSI C program that automatically solves games of Freecell. more>> <<less
Download (0.53MB)
Added: 2006-11-16 License: Public Domain Price:
1078 downloads
Akarmi - Flow 0.0.6
Akarmi - Flow is a template-based C++ framework. more>>
Akarmi - Flow is a template-based C++ framework. Akarmi - Flow simplifies creating programs from independent processing elements that are connected by event channels.
It is currently being rewritten to use terms similar to CORBAs event service.
Installation:
cmake .
make all
make install
[testing: optional]
cd test
make test
<<lessIt is currently being rewritten to use terms similar to CORBAs event service.
Installation:
cmake .
make all
make install
[testing: optional]
cd test
make test
Download (0.012MB)
Added: 2006-03-16 License: BSD License Price:
1317 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
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
Bulk Meter Flow and Operations 1.2.5
Bulk Meter Flow and Operations project provides a Web-based application to manage water meter readings. more>>
Bulk Meter Flow and Operations provides a Web-based application to manage water meter readings.
<<less Download (1.4MB)
Added: 2007-07-25 License: GPL (GNU General Public License) Price:
823 downloads
Games::LMSolve::Base 0.8.1
Games::LMSolve::Base is a base class for puzzle solvers. more>>
Games::LMSolve::Base is a base class for puzzle solvers.
SYNOPSIS
package MyPuzzle::Solver;
use Games::LMSolve::Base;
@ISA = qw(Games::LMSolve::Base);
# Override these methods:
sub input_board { ... }
sub pack_state { ... }
sub unpack_state { ... }
sub display_state { ... }
sub check_if_final_state { ... }
sub enumerate_moves { ... }
sub perform_move { ... }
# Optionally:
sub render_move { ... }
sub check_if_unsolvable { ... }
package main;
my $self = MyPuzzle::Solver->new();
$self->solve_board($filename);
This class implements a generic solver for single player games. In order to use it, one must inherit from it and implement some abstract methods. Afterwards, its interface functions can be invoked to actually solve the game.
<<lessSYNOPSIS
package MyPuzzle::Solver;
use Games::LMSolve::Base;
@ISA = qw(Games::LMSolve::Base);
# Override these methods:
sub input_board { ... }
sub pack_state { ... }
sub unpack_state { ... }
sub display_state { ... }
sub check_if_final_state { ... }
sub enumerate_moves { ... }
sub perform_move { ... }
# Optionally:
sub render_move { ... }
sub check_if_unsolvable { ... }
package main;
my $self = MyPuzzle::Solver->new();
$self->solve_board($filename);
This class implements a generic solver for single player games. In order to use it, one must inherit from it and implement some abstract methods. Afterwards, its interface functions can be invoked to actually solve the game.
Download (0.021MB)
Added: 2007-01-06 License: Perl Artistic License Price:
1021 downloads
sudoku solver by darsie 1.6
sudoku solver by darsie is a console-based sudoku solver. more>>
sudoku solver by darsie project is a console-based sudoku solver.
sudoku solver by darsie is a console program that reads data from stdin (typically redirected from a file) and prints a possibly partial result. Definitive numbers are printed all over their fields.
Other fields contain the numbers that are not yet excluded.
Three solving rules are implemented and most sudokus are solved in a few milliseconds.
Usage:
sudoku<<less
sudoku solver by darsie is a console program that reads data from stdin (typically redirected from a file) and prints a possibly partial result. Definitive numbers are printed all over their fields.
Other fields contain the numbers that are not yet excluded.
Three solving rules are implemented and most sudokus are solved in a few milliseconds.
Usage:
sudoku<<less
Download (0.035MB)
Added: 2007-01-02 License: GPL (GNU General Public License) Price:
1029 downloads
OSSP flow2rrd 0.9.0
OSSP flow2rrd is a companion tool to the Flow-Tools toolkit. more>>
OSSP flow2rrd is a companion tool to the Flow-Tools toolkit for storing NetFlow network traffic data in an accumulating fixed-size RRDTool Round-Robin-Database (RRD) for visualization purposes.
This file is piece of OSSP flow2rrd, a tool for storing NetFlow data into an RRD which can be found at http://www.ossp.org/pkg/tool/flow2rrd/.
Enhancements:
- Created the initial version of OSSP flow2rrd.
<<lessThis file is piece of OSSP flow2rrd, a tool for storing NetFlow data into an RRD which can be found at http://www.ossp.org/pkg/tool/flow2rrd/.
Enhancements:
- Created the initial version of OSSP flow2rrd.
Download (0.060MB)
Added: 2006-06-29 License: (FDL) GNU Free Documentation License Price:
1214 downloads
LM-Solve 0.8.1
LM-Solve is a solver for Logic Mazes. more>>
LM-Solve project is a solver for Logic Mazes.
LM-Solve is a solver for several types of the puzzles present on the Logic Mazes site.
It currently supports Alice Mazes, Number Mazes, Plank Puzzles, Theseus and the Minotaur Mazes, and Tilt Mazes.
They are written in Perl and should be very portable.
Use the CPAN.pm module install Games::LMSolve command to install LM-Solve. For instance, invoke the following command on the command line:
# perl -MCPAN -e install Games::LMSolve
<<lessLM-Solve is a solver for several types of the puzzles present on the Logic Mazes site.
It currently supports Alice Mazes, Number Mazes, Plank Puzzles, Theseus and the Minotaur Mazes, and Tilt Mazes.
They are written in Perl and should be very portable.
Use the CPAN.pm module install Games::LMSolve command to install LM-Solve. For instance, invoke the following command on the command line:
# perl -MCPAN -e install Games::LMSolve
Download (0.020MB)
Added: 2006-12-21 License: Public Domain Price:
1038 downloads
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