math facts challenge 1.0
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HPC Challenge 1.2.0
HPC Challenge is a high performance benchmark suite. more>>
HPC Challenge is a high performance benchmark suite. The HPC Challenge consists of basically 7 benchmarks:
1. HPL - the Linpack TPP benchmark which measures the floating point rate of execution for solving a linear system of equations.
2. DGEMM - measures the floating point rate of execution of double precision real matrix-matrix multiplication.
3. STREAM - a simple synthetic benchmark program that measures sustainable memory bandwidth (in GB/s) and the corresponding computation rate for simple vector kernel.
4. PTRANS (parallel matrix transpose) - exercises the communications where pairs of processors communicate with each other simultaneously. It is a useful test of the total communications capacity of the network.
5. RandomAccess - measures the rate of integer random updates of memory (GUPS).
6. FFTE - measures the floating point rate of execution of double precision complex one-dimensional Discrete Fourier Transform (DFT).
7. Communication bandwidth and latency - a set of tests to measure latency and bandwidth of a number of simultaneous communication patterns; based on b_eff (effective bandwidth benchmark).
Compiling:
The first step is to create a configuration file that reflects characteristics of your machine. The configuration file should be created in the hpl directory. This directory contains instructions (the files README and INSTALL) on how to create the configuration file. The directory hpl/setup contains many examples of configuration files. A good approach is to copy one of them to the hpl directory and if it doesnt work then change it. This file is reused by all the components of the HPC Challange suite.
When configuration is done, a file should exist in the hpl directory whose name starts with Make. and ends with the name for the system used for tests. For example, if the name of the system is Unix, the file should be named Make.Unix.
To build the benchmark executable (for the system named Unix) type: make arch=Unix. This command should be run in the top directory (not in the hpl directory). It will look in the hpl directory for the configuration file and use it to build the benchmark executable.
Configuration:
The HPC Challange is driven by a short input file named hpccinf.txt that is almost the same as the input file for HPL (customarily called HPL.dat). Refer to the file hpl/www/tuning.html for details about the input file for HPL. A sample input file is included with the HPC Challange distribution.
The differences between HPL input file and HPC Challange input file can be summarized as follows:
- Lines 3 and 4 are ignored. The output always goes to the file named hpccoutf.txt.
- There are additional lines (starting with line 33) that may (but do not have to) be used to customize the HPC Challenge benchmark. They are described below.
The additional lines in the HPC Challenge input file (compared to the HPL input file) are:
Lines 33 and 34 describe additional matrix sizes to be used for running the PTRANS benchmark (one of the components of the HPC Challange benchmark).
- Lines 35 and 36 describe additional blocking factors to be used for running PTRANS benchmark.
Just for completeness, here is the list of lines of the HPC Challanges input file with brief descriptions of their meaning:
- Line 1: ignored
- Line 2: ignored
- Line 3: ignored
- Line 4: ignored
- Line 5: number of matrix sizes for HPL (and PTRANS)
- Line 6: matrix sizes for HPL (and PTRANS)
- Line 7: number of blocking factors for HPL (and PTRANS)
- Line 8: blocking factors for HPL (and PTRANS)
- Line 9: type of process ordering for HPL
- Line 10: number of process grids for HPL (and PTRANS)
- Line 11: numbers of process rows of each process grid for HPL (and
PTRANS)
- Line 12: numbers of process columns of each process grid for HPL
(and PTRANS)
- Line 13: threshold value not to be exceeded by scaled residual for
HPL (and PTRANS)
- Line 14: number of panel factorization methods for HPL
- Line 15: panel factorization methods for HPL
- Line 16: number of recursive stopping criteria for HPL
- Line 17: recursive stopping criteria for HPL
- Line 18: number of recursion panel counts for HPL
- Line 19: recursion panel counts for HPL
- Line 20: number of recursive panel factorization methods for HPL
- Line 21: recursive panel factorization methods for HPL
- Line 22: number of broadcast methods for HPL
- Line 23: broadcast methods for HPL
- Line 24: number of look-ahead depths for HPL
- Line 25: look-ahead depths for HPL
- Line 26: swap methods for HPL
- Line 27: swapping threshold for HPL
- Line 28: form of L1 for HPL
- Line 29: form of U for HPL
- Line 30: value that specifies whether equilibration should be used
by HPL
- Line 31: memory alignment for HPL
- Line 32: ignored
- Line 33: number of additional problem sizes for PTRANS
- Line 34: additional problem sizes for PTRANS
- Line 35: number of additional blocking factors for PTRANS
- Line 36: additional blocking factors for PTRANS
Enhancements:
- This version contains many bugfixes, major features, and minor enhancements, many of which were contributed by users.
- The major focus of this release was to improve accuracy of the reported performance results and ensure scalability of the code on the largest supercomputer installations with hundreds of thousands of computational cores.
<<less1. HPL - the Linpack TPP benchmark which measures the floating point rate of execution for solving a linear system of equations.
2. DGEMM - measures the floating point rate of execution of double precision real matrix-matrix multiplication.
3. STREAM - a simple synthetic benchmark program that measures sustainable memory bandwidth (in GB/s) and the corresponding computation rate for simple vector kernel.
4. PTRANS (parallel matrix transpose) - exercises the communications where pairs of processors communicate with each other simultaneously. It is a useful test of the total communications capacity of the network.
5. RandomAccess - measures the rate of integer random updates of memory (GUPS).
6. FFTE - measures the floating point rate of execution of double precision complex one-dimensional Discrete Fourier Transform (DFT).
7. Communication bandwidth and latency - a set of tests to measure latency and bandwidth of a number of simultaneous communication patterns; based on b_eff (effective bandwidth benchmark).
Compiling:
The first step is to create a configuration file that reflects characteristics of your machine. The configuration file should be created in the hpl directory. This directory contains instructions (the files README and INSTALL) on how to create the configuration file. The directory hpl/setup contains many examples of configuration files. A good approach is to copy one of them to the hpl directory and if it doesnt work then change it. This file is reused by all the components of the HPC Challange suite.
When configuration is done, a file should exist in the hpl directory whose name starts with Make. and ends with the name for the system used for tests. For example, if the name of the system is Unix, the file should be named Make.Unix.
To build the benchmark executable (for the system named Unix) type: make arch=Unix. This command should be run in the top directory (not in the hpl directory). It will look in the hpl directory for the configuration file and use it to build the benchmark executable.
Configuration:
The HPC Challange is driven by a short input file named hpccinf.txt that is almost the same as the input file for HPL (customarily called HPL.dat). Refer to the file hpl/www/tuning.html for details about the input file for HPL. A sample input file is included with the HPC Challange distribution.
The differences between HPL input file and HPC Challange input file can be summarized as follows:
- Lines 3 and 4 are ignored. The output always goes to the file named hpccoutf.txt.
- There are additional lines (starting with line 33) that may (but do not have to) be used to customize the HPC Challenge benchmark. They are described below.
The additional lines in the HPC Challenge input file (compared to the HPL input file) are:
Lines 33 and 34 describe additional matrix sizes to be used for running the PTRANS benchmark (one of the components of the HPC Challange benchmark).
- Lines 35 and 36 describe additional blocking factors to be used for running PTRANS benchmark.
Just for completeness, here is the list of lines of the HPC Challanges input file with brief descriptions of their meaning:
- Line 1: ignored
- Line 2: ignored
- Line 3: ignored
- Line 4: ignored
- Line 5: number of matrix sizes for HPL (and PTRANS)
- Line 6: matrix sizes for HPL (and PTRANS)
- Line 7: number of blocking factors for HPL (and PTRANS)
- Line 8: blocking factors for HPL (and PTRANS)
- Line 9: type of process ordering for HPL
- Line 10: number of process grids for HPL (and PTRANS)
- Line 11: numbers of process rows of each process grid for HPL (and
PTRANS)
- Line 12: numbers of process columns of each process grid for HPL
(and PTRANS)
- Line 13: threshold value not to be exceeded by scaled residual for
HPL (and PTRANS)
- Line 14: number of panel factorization methods for HPL
- Line 15: panel factorization methods for HPL
- Line 16: number of recursive stopping criteria for HPL
- Line 17: recursive stopping criteria for HPL
- Line 18: number of recursion panel counts for HPL
- Line 19: recursion panel counts for HPL
- Line 20: number of recursive panel factorization methods for HPL
- Line 21: recursive panel factorization methods for HPL
- Line 22: number of broadcast methods for HPL
- Line 23: broadcast methods for HPL
- Line 24: number of look-ahead depths for HPL
- Line 25: look-ahead depths for HPL
- Line 26: swap methods for HPL
- Line 27: swapping threshold for HPL
- Line 28: form of L1 for HPL
- Line 29: form of U for HPL
- Line 30: value that specifies whether equilibration should be used
by HPL
- Line 31: memory alignment for HPL
- Line 32: ignored
- Line 33: number of additional problem sizes for PTRANS
- Line 34: additional problem sizes for PTRANS
- Line 35: number of additional blocking factors for PTRANS
- Line 36: additional blocking factors for PTRANS
Enhancements:
- This version contains many bugfixes, major features, and minor enhancements, many of which were contributed by users.
- The major focus of this release was to improve accuracy of the reported performance results and ensure scalability of the code on the largest supercomputer installations with hundreds of thousands of computational cores.
Download (0.60MB)
Added: 2007-06-27 License: BSD License Price:
856 downloads
Math::Zap::Rectangle 1.07
Math::Zap::Rectangle is a Perl module that generates rectangles in 3d space. more>>
Math::Zap::Rectangle is a Perl module that generates rectangles in 3d space.
Synopsis
Example t/rectangle.t
#_ Rectangle __________________________________________________________
# Test 3d rectangles
# philiprbrenan@yahoo.com, 2004, Perl License
#______________________________________________________________________
use Math::Zap::Rectangle;
use Math::Zap::Vector;
use Test::Simple tests=>3;
my ($a, $b, $c, $d) =
(vector(0, 0, +1),
vector(0, -1.9, -1),
vector(0, -2.0, -1),
vector(0, -2.1, -1)
);
my $r = rectangle
(vector(-1,-1, 0),
vector( 2, 0, 0),
vector( 0, 2, 0)
);
ok($r->intersects($a, $b) == 1);
ok($r->intersects($a, $c) == 1);
ok($r->intersects($a, $d) == 0);
<<lessSynopsis
Example t/rectangle.t
#_ Rectangle __________________________________________________________
# Test 3d rectangles
# philiprbrenan@yahoo.com, 2004, Perl License
#______________________________________________________________________
use Math::Zap::Rectangle;
use Math::Zap::Vector;
use Test::Simple tests=>3;
my ($a, $b, $c, $d) =
(vector(0, 0, +1),
vector(0, -1.9, -1),
vector(0, -2.0, -1),
vector(0, -2.1, -1)
);
my $r = rectangle
(vector(-1,-1, 0),
vector( 2, 0, 0),
vector( 0, 2, 0)
);
ok($r->intersects($a, $b) == 1);
ok($r->intersects($a, $c) == 1);
ok($r->intersects($a, $d) == 0);
Download (0.062MB)
Added: 2007-07-17 License: Perl Artistic License Price:
829 downloads
Math::BaseCalc 1.011
Math::BaseCalc is a Perl module that can convert numbers between various bases. more>>
Math::BaseCalc is a Perl module that can convert numbers between various bases.
SYNOPSIS
use Math::BaseCalc;
my $calc = new Math::BaseCalc(digits => [0,1]); #Binary
my $bin_string = $calc->to_base(465); # Convert 465 to binary
$calc->digits(oct); # Octal
my $number = $calc->from_base(1574); # Convert octal 1574 to decimal
This module facilitates the conversion of numbers between various number bases. You may define your own digit sets, or use any of several predefined digit sets.
The to_base() and from_base() methods convert between Perl numbers and strings which represent these numbers in other bases. For instance, if youre using the binary digit set [0,1], $calc->to_base(5) will return the string "101". $calc->from_base("101") will return the number 5.
To convert between, say, base 7 and base 36, use the 2-step process of first converting to a Perl number, then to the desired base for the result:
$calc7 = new Math::BaseCalc(digits=>[0..6]);
$calc36 = new Math::BaseCalc(digits=>[0..9,a..z];
$in_base_36 = $calc36->to_base( $calc7->from_base(3506) );
If you just need to handle regular octal & hexdecimal strings, you probably dont need this module. See the sprintf(), oct(), and hex() Perl functions.
<<lessSYNOPSIS
use Math::BaseCalc;
my $calc = new Math::BaseCalc(digits => [0,1]); #Binary
my $bin_string = $calc->to_base(465); # Convert 465 to binary
$calc->digits(oct); # Octal
my $number = $calc->from_base(1574); # Convert octal 1574 to decimal
This module facilitates the conversion of numbers between various number bases. You may define your own digit sets, or use any of several predefined digit sets.
The to_base() and from_base() methods convert between Perl numbers and strings which represent these numbers in other bases. For instance, if youre using the binary digit set [0,1], $calc->to_base(5) will return the string "101". $calc->from_base("101") will return the number 5.
To convert between, say, base 7 and base 36, use the 2-step process of first converting to a Perl number, then to the desired base for the result:
$calc7 = new Math::BaseCalc(digits=>[0..6]);
$calc36 = new Math::BaseCalc(digits=>[0..9,a..z];
$in_base_36 = $calc36->to_base( $calc7->from_base(3506) );
If you just need to handle regular octal & hexdecimal strings, you probably dont need this module. See the sprintf(), oct(), and hex() Perl functions.
Download (0.004MB)
Added: 2006-08-08 License: Perl Artistic License Price:
1175 downloads
Math::Zap::Triangle 1.07
Math::Zap::Triangle module can build triangles in 3D space. more>>
Math::Zap::Triangle module can build triangles in 3D space.
Synopsis
Example t/triangle.t
#_ Triangle ___________________________________________________________
# Test 3d triangles
# philiprbrenan@yahoo.com, 2004, Perl License
#______________________________________________________________________
use Math::Zap::Vector;
use Math::Zap::Vector2;
use Math::Zap::Triangle;
use Test::Simple tests=>25;
$t = triangle
(vector( 0, 0, 0),
vector( 0, 0, 4),
vector( 4, 0, 0),
);
$u = triangle
(vector( 0, 0, 0),
vector( 0, 1, 4),
vector( 4, 1, 0),
);
$T = triangle
(vector( 0, 1, 0),
vector( 0, 1, 1),
vector( 1, 1, 0),
);
$c = vector(1, 1, 1);
#_ Triangle ___________________________________________________________
# Distance to plane
#______________________________________________________________________
ok($t->distance($c) == 1, Distance to plane);
ok($T->distance($c) == 0, Distance to plane);
ok($t->distance(2*$c) == 2, Distance to plane);
ok($t->distanceToPlaneAlongLine(vector(0,-1,0), vector(0,1,0)) == 1, Distance to plane towards a point);
ok($T->distanceToPlaneAlongLine(vector(0,-1,0), vector(0,1,0)) == 2, Distance to plane towards a point);
#_ Triangle ___________________________________________________________
# Permute the points of a triangle
#______________________________________________________________________
ok($t->permute == $t, Permute 1);
ok($t->permute->permute == $t, Permute 2);
ok($t->permute->permute->permute == $t, Permute 3);
#_ Triangle ___________________________________________________________
# Intersection of a line with a plane defined by a triangle
#______________________________________________________________________
#ok($t->intersection($c, vector(1, -1, 1)) == vector(1, 0, 1), Intersection of line with plane);
#ok($t->intersection($c, vector(-1, -1, -1)) == vector(0, 0, 0), Intersection of line with plane);
#_ Triangle ___________________________________________________________
# Test whether a point is in front or behind a plane relative to another
# point
#______________________________________________________________________
ok($t->frontInBehind($c, vector(1, 0.5, 1)) == +1, Front);
ok($t->frontInBehind($c, vector(1, 0, 1)) == 0, In);
ok($t->frontInBehind($c, vector(1, -0.5, 1)) == -1, Behind);
#_ Triangle ___________________________________________________________
# Parallel
#______________________________________________________________________
ok($t->parallel($T) == 1, Parallel);
ok($t->parallel($u) == 0, Not Parallel);
#_ Triangle ___________________________________________________________
# Coplanar
#______________________________________________________________________
#ok($t->coplanar($t) == 1, Coplanar);
#ok($t->coplanar($u) == 0, Not coplanar);
#ok($t->coplanar($T) == 0, Not coplanar);
#_ Triangle ___________________________________________________________
# Project one triangle onto another
#______________________________________________________________________
$p = vector(0, 2, 0);
$s = $t->project($T, $p);
ok($s == triangle
(vector(0, 0, 2),
vector(0.5, 0, 2),
vector(0, 0.5, 2),
), Projection of corner 3);
#_ Triangle ___________________________________________________________
# Convert space to plane coordinates and vice versa
#______________________________________________________________________
ok($t->convertSpaceToPlane(vector(2, 2, 2)) == vector(0.5,0.5,2), Space to Plane);
ok($t->convertPlaneToSpace(vector2(0.5, 0.5)) == vector(2, 0, 2), Plane to Space);
#_ Triangle ___________________________________________________________
# Divide
#______________________________________________________________________
$it = triangle # Intersects t
(vector( 0, -1, 2),
vector( 0, 2, 2),
vector( 3, 2, 2),
);
@d = $t->divide($it);
ok($d[0] == triangle(vector(0, -1, 2), vector(0, 0, 2), vector(1, 0, 2)));
ok($d[1] == triangle(vector(0, 2, 2), vector(0, 0, 2), vector(1, 0, 2)));
ok($d[2] == triangle(vector(0, 2, 2), vector(1, 0, 2), vector(3, 2, 2)));
$it = triangle # Intersects t
(vector( 3, 2, 2),
vector( 0, 2, 2),
vector( 0, -1, 2),
);
@d = $t->divide($it);
ok($d[0] == triangle(vector(0, -1, 2), vector(0, 0, 2), vector(1, 0, 2)));
ok($d[1] == triangle(vector(3, 2, 2), vector(1, 0, 2), vector(0, 0, 2)));
ok($d[2] == triangle(vector(3, 2, 2), vector(0, 0, 2), vector(0, 2, 2)));
$it = triangle # Intersects t
(vector( 3, 2, 2),
vector( 0, -1, 2),
vector( 0, 2, 2),
);
@d = $t->divide($it);
ok($d[0] == triangle(vector(0, -1, 2), vector(1, 0, 2), vector(0, 0, 2)));
ok($d[1] == triangle(vector(3, 2, 2), vector(1, 0, 2), vector(0, 0, 2)));
ok($d[2] == triangle(vector(3, 2, 2), vector(0, 0, 2), vector(0, 2, 2)));
<<lessSynopsis
Example t/triangle.t
#_ Triangle ___________________________________________________________
# Test 3d triangles
# philiprbrenan@yahoo.com, 2004, Perl License
#______________________________________________________________________
use Math::Zap::Vector;
use Math::Zap::Vector2;
use Math::Zap::Triangle;
use Test::Simple tests=>25;
$t = triangle
(vector( 0, 0, 0),
vector( 0, 0, 4),
vector( 4, 0, 0),
);
$u = triangle
(vector( 0, 0, 0),
vector( 0, 1, 4),
vector( 4, 1, 0),
);
$T = triangle
(vector( 0, 1, 0),
vector( 0, 1, 1),
vector( 1, 1, 0),
);
$c = vector(1, 1, 1);
#_ Triangle ___________________________________________________________
# Distance to plane
#______________________________________________________________________
ok($t->distance($c) == 1, Distance to plane);
ok($T->distance($c) == 0, Distance to plane);
ok($t->distance(2*$c) == 2, Distance to plane);
ok($t->distanceToPlaneAlongLine(vector(0,-1,0), vector(0,1,0)) == 1, Distance to plane towards a point);
ok($T->distanceToPlaneAlongLine(vector(0,-1,0), vector(0,1,0)) == 2, Distance to plane towards a point);
#_ Triangle ___________________________________________________________
# Permute the points of a triangle
#______________________________________________________________________
ok($t->permute == $t, Permute 1);
ok($t->permute->permute == $t, Permute 2);
ok($t->permute->permute->permute == $t, Permute 3);
#_ Triangle ___________________________________________________________
# Intersection of a line with a plane defined by a triangle
#______________________________________________________________________
#ok($t->intersection($c, vector(1, -1, 1)) == vector(1, 0, 1), Intersection of line with plane);
#ok($t->intersection($c, vector(-1, -1, -1)) == vector(0, 0, 0), Intersection of line with plane);
#_ Triangle ___________________________________________________________
# Test whether a point is in front or behind a plane relative to another
# point
#______________________________________________________________________
ok($t->frontInBehind($c, vector(1, 0.5, 1)) == +1, Front);
ok($t->frontInBehind($c, vector(1, 0, 1)) == 0, In);
ok($t->frontInBehind($c, vector(1, -0.5, 1)) == -1, Behind);
#_ Triangle ___________________________________________________________
# Parallel
#______________________________________________________________________
ok($t->parallel($T) == 1, Parallel);
ok($t->parallel($u) == 0, Not Parallel);
#_ Triangle ___________________________________________________________
# Coplanar
#______________________________________________________________________
#ok($t->coplanar($t) == 1, Coplanar);
#ok($t->coplanar($u) == 0, Not coplanar);
#ok($t->coplanar($T) == 0, Not coplanar);
#_ Triangle ___________________________________________________________
# Project one triangle onto another
#______________________________________________________________________
$p = vector(0, 2, 0);
$s = $t->project($T, $p);
ok($s == triangle
(vector(0, 0, 2),
vector(0.5, 0, 2),
vector(0, 0.5, 2),
), Projection of corner 3);
#_ Triangle ___________________________________________________________
# Convert space to plane coordinates and vice versa
#______________________________________________________________________
ok($t->convertSpaceToPlane(vector(2, 2, 2)) == vector(0.5,0.5,2), Space to Plane);
ok($t->convertPlaneToSpace(vector2(0.5, 0.5)) == vector(2, 0, 2), Plane to Space);
#_ Triangle ___________________________________________________________
# Divide
#______________________________________________________________________
$it = triangle # Intersects t
(vector( 0, -1, 2),
vector( 0, 2, 2),
vector( 3, 2, 2),
);
@d = $t->divide($it);
ok($d[0] == triangle(vector(0, -1, 2), vector(0, 0, 2), vector(1, 0, 2)));
ok($d[1] == triangle(vector(0, 2, 2), vector(0, 0, 2), vector(1, 0, 2)));
ok($d[2] == triangle(vector(0, 2, 2), vector(1, 0, 2), vector(3, 2, 2)));
$it = triangle # Intersects t
(vector( 3, 2, 2),
vector( 0, 2, 2),
vector( 0, -1, 2),
);
@d = $t->divide($it);
ok($d[0] == triangle(vector(0, -1, 2), vector(0, 0, 2), vector(1, 0, 2)));
ok($d[1] == triangle(vector(3, 2, 2), vector(1, 0, 2), vector(0, 0, 2)));
ok($d[2] == triangle(vector(3, 2, 2), vector(0, 0, 2), vector(0, 2, 2)));
$it = triangle # Intersects t
(vector( 3, 2, 2),
vector( 0, -1, 2),
vector( 0, 2, 2),
);
@d = $t->divide($it);
ok($d[0] == triangle(vector(0, -1, 2), vector(1, 0, 2), vector(0, 0, 2)));
ok($d[1] == triangle(vector(3, 2, 2), vector(1, 0, 2), vector(0, 0, 2)));
ok($d[2] == triangle(vector(3, 2, 2), vector(0, 0, 2), vector(0, 2, 2)));
Download (0.062MB)
Added: 2007-07-19 License: Perl Artistic License Price:
827 downloads
Ultimate Basketball Challenge 0.5.0 Alpha1
Ultimate Basketball Challenge is a 5 on 5 basketball game for Unix variants including Linux and FreeBSD. more>>
Ultimate Basketball Challenge is a 5 on 5 basketball game for Unix variants including Linux and FreeBSD. Ultimate Basketball Challenge aims to be fully customizable (add/edit teams, players, stats, courts, arenas, etc.).
You can currently play against the basic AI. It is in constant heavy development and new features are added often.
Here you will find instructions on how to use the game.
When you run the ubc binary you will first be presented with the title screen "Ultimate Basketball challenge. Here you ant to press the s key to start.
Now you come to the "Start A New Game" menu. Right now the only options that are usable are "t" for Selecting a team, "s" to start the game or "r" to return ot the main menu.
Team Selection - If you press the "t" key you will be presented with a screen that allow syou to select a new team for either player. First you must either press 1 or 2 to chose which player youre selecting the team for. Then you use the Left and Right arrows on the arrow pad to select your team. When you are done, press the "r" key to return to the "Start A New Game Menu"
Start Game - Press the "s" key from the "Start A new Game" menu to start the game. You will be briefly presented with a list of each team name and a list of players on that team.
In Game controls:
Movement - Use the arrow pad to move the player around. If he has the basketball, it will be drawn in front of the player as they move.
Shooting - Press the "s" key to shoot the ball at the basket.
Exiting the game - press the q key twice to exit Ultimate Basketball Challenge.
Enhancements:
- The code was completely rewritten in C++ and restructured to use the SDL library instead of the Allegro Game Programming library.
- A basic menu system was added and most of the graphics were redone.
<<lessYou can currently play against the basic AI. It is in constant heavy development and new features are added often.
Here you will find instructions on how to use the game.
When you run the ubc binary you will first be presented with the title screen "Ultimate Basketball challenge. Here you ant to press the s key to start.
Now you come to the "Start A New Game" menu. Right now the only options that are usable are "t" for Selecting a team, "s" to start the game or "r" to return ot the main menu.
Team Selection - If you press the "t" key you will be presented with a screen that allow syou to select a new team for either player. First you must either press 1 or 2 to chose which player youre selecting the team for. Then you use the Left and Right arrows on the arrow pad to select your team. When you are done, press the "r" key to return to the "Start A New Game Menu"
Start Game - Press the "s" key from the "Start A new Game" menu to start the game. You will be briefly presented with a list of each team name and a list of players on that team.
In Game controls:
Movement - Use the arrow pad to move the player around. If he has the basketball, it will be drawn in front of the player as they move.
Shooting - Press the "s" key to shoot the ball at the basket.
Exiting the game - press the q key twice to exit Ultimate Basketball Challenge.
Enhancements:
- The code was completely rewritten in C++ and restructured to use the SDL library instead of the Allegro Game Programming library.
- A basic menu system was added and most of the graphics were redone.
Download (2.5MB)
Added: 2006-05-03 License: GPL (GNU General Public License) Price:
1284 downloads
CodeInvaders Challenge 3.1
CodeInvaders Challenge project is a Java-based, real-time programming game based on the Eclipse platform. more>>
CodeInvaders Challenge project is a Java-based, real-time programming game based on the Eclipse platform.
CodeInvaders Challenge is a Java™-based, real-time programming game based on the Eclipse platform. It uses the Eclipse platform and a simple API that allows users unfamiliar with Java to easily compete while they learn the language.
CodeInvaders Challenge gives users the opportunity to pit their Java programming skills against other players in a battle of space conquest. Each player writes a Java class that represents and controls a spaceship. Each ship (class) is placed in a simulated battle along with ships from other players.
The game puts up to six spaceships together in a match and places each of them in a random location with the same amount of energy. The spaceship class allows each player to control his ships thrusters and weapons. The ship can move around to collect energy, attack opponents, and bring energy back to its home planet. Points are awarded for different actions, and the player with the most points wins.
When used in a tournament, CodeInvaders Challenge allows direct, real-time competition between teams. Each player can submit his intermediate solutions and test against the submitted ships from other players. This competition allows each player to learn from the strategies of other players and modify his ship appropriately. After the final submission from each player, the final winner can be found by running a tournament consisting of several rounds and eliminations.
<<lessCodeInvaders Challenge is a Java™-based, real-time programming game based on the Eclipse platform. It uses the Eclipse platform and a simple API that allows users unfamiliar with Java to easily compete while they learn the language.
CodeInvaders Challenge gives users the opportunity to pit their Java programming skills against other players in a battle of space conquest. Each player writes a Java class that represents and controls a spaceship. Each ship (class) is placed in a simulated battle along with ships from other players.
The game puts up to six spaceships together in a match and places each of them in a random location with the same amount of energy. The spaceship class allows each player to control his ships thrusters and weapons. The ship can move around to collect energy, attack opponents, and bring energy back to its home planet. Points are awarded for different actions, and the player with the most points wins.
When used in a tournament, CodeInvaders Challenge allows direct, real-time competition between teams. Each player can submit his intermediate solutions and test against the submitted ships from other players. This competition allows each player to learn from the strategies of other players and modify his ship appropriately. After the final submission from each player, the final winner can be found by running a tournament consisting of several rounds and eliminations.
Download (MB)
Added: 2006-11-28 License: Other/Proprietary License Price:
1060 downloads
Math::TotalBuilder 1.10
Math::TotalBuilder is a Perl module to build a whole total out of valued pieces. more>>
Math::TotalBuilder is a Perl module to build a whole total out of valued pieces.
SYNOPSIS
use Math::TotalBuilder;
my %lsd = ( pound => 240, shilling => 20, penny => 1 );
# units for 952 pence
my %tender = build(%lsd, 952);
# total value of 3, 21, 98
my $wealth = total(%lsd, { pound => 3, shilling => 21, penny => 98 });
# best better representation of 18, 6, 40
my %moolah = build(%lsd,
total (%lsd, { pound => 18, shilling => 6, penny => 40 }));
This module provides two subroutines, build and total, which can be used to handle quantities of valued items. These can be used to build the proper tender to represent a quantity of money, to compose a mass from standard weights, to convert a difference of seconds to a set of time units, or other similar calculations.
<<lessSYNOPSIS
use Math::TotalBuilder;
my %lsd = ( pound => 240, shilling => 20, penny => 1 );
# units for 952 pence
my %tender = build(%lsd, 952);
# total value of 3, 21, 98
my $wealth = total(%lsd, { pound => 3, shilling => 21, penny => 98 });
# best better representation of 18, 6, 40
my %moolah = build(%lsd,
total (%lsd, { pound => 18, shilling => 6, penny => 40 }));
This module provides two subroutines, build and total, which can be used to handle quantities of valued items. These can be used to build the proper tender to represent a quantity of money, to compose a mass from standard weights, to convert a difference of seconds to a set of time units, or other similar calculations.
Download (0.005MB)
Added: 2006-09-26 License: Perl Artistic License Price:
1123 downloads
Math::Fractal::DLA 0.21
Math::Fractal::DLA is a Diffusion Limited Aggregation (DLA) Generator. more>>
Math::Fractal::DLA is a Diffusion Limited Aggregation (DLA) Generator.
SYNOPSIS
use Math::Fractal::DLA;
$fractal = new Math::Fractal::DLA;
# Dynamic loading of the subclass Math::Fractal::DLA::TYPE
$fractal->setType( TYPE );
# Open the log file FILE
$fractal->debug( debug => 1, logfile => FILE );
# Add a message to the log file
$fractal->addLogMessage( MESSAGE );
# Global settings
$fractal->setSize(width => 200, height => 200);
$fractal->setPoints(5000);
$fractal->setFile( FILENAME );
# Color settings
$fractal->setBackground(r => 255, g => 255, b => 255);
$fractal->setColors(5);
$fractal->setBaseColor(base_r => 10, base_g => 100, base_b => 100, add_r => 50, add_g => 0, add_b => 0);
# Write the generated fractal to a file
$fractal->writeFile();
# Or return it
$fractal->getFractal();
<<lessSYNOPSIS
use Math::Fractal::DLA;
$fractal = new Math::Fractal::DLA;
# Dynamic loading of the subclass Math::Fractal::DLA::TYPE
$fractal->setType( TYPE );
# Open the log file FILE
$fractal->debug( debug => 1, logfile => FILE );
# Add a message to the log file
$fractal->addLogMessage( MESSAGE );
# Global settings
$fractal->setSize(width => 200, height => 200);
$fractal->setPoints(5000);
$fractal->setFile( FILENAME );
# Color settings
$fractal->setBackground(r => 255, g => 255, b => 255);
$fractal->setColors(5);
$fractal->setBaseColor(base_r => 10, base_g => 100, base_b => 100, add_r => 50, add_g => 0, add_b => 0);
# Write the generated fractal to a file
$fractal->writeFile();
# Or return it
$fractal->getFractal();
Download (0.011MB)
Added: 2007-08-09 License: Perl Artistic License Price:
810 downloads
The Million Musician Challenge 0.901
The Million Musician Challenge is a project to allow you to play music by playing games. more>>
The Million Musician Challenge is a project to allow you to play music by playing games. The first game is a 2D vertically scrolling shoot-em-up game.
The keyboard (qwerty or musical) controls an array of sprites corresponding to the music notes. As you shoot the falling sprites, you play notes corresponding to the music.
<<lessThe keyboard (qwerty or musical) controls an array of sprites corresponding to the music notes. As you shoot the falling sprites, you play notes corresponding to the music.
Download (5.7MB)
Added: 2007-03-28 License: GPL (GNU General Public License) Price:
942 downloads
Other version of The Million Musician Challenge
License:GPL (GNU General Public License)
PMathGen 0.1.0
PMathGen project is a simple math problem generator that outputs LaTeX and optionally PostScript. more>>
PMathGen project is a simple math problem generator that outputs LaTeX and optionally PostScript.
From the operators, format, etc. specified on the command line or in a worksheet description file, it generates LaTeX and optionally PostScript files that can be used as math worksheets.
Enhancements:
- A file format, so lessons can have titles, and sections, and instructions, and can be saved and recreated randomly again.
- More fine grained control over minimum and maximum numbers in problems.
- Cleaner LaTeX code that is easier to modify either within the PMathGen file format or after it is generated.
- Better documentation, including the file format and customization instructions.
<<lessFrom the operators, format, etc. specified on the command line or in a worksheet description file, it generates LaTeX and optionally PostScript files that can be used as math worksheets.
Enhancements:
- A file format, so lessons can have titles, and sections, and instructions, and can be saved and recreated randomly again.
- More fine grained control over minimum and maximum numbers in problems.
- Cleaner LaTeX code that is easier to modify either within the PMathGen file format or after it is generated.
- Better documentation, including the file format and customization instructions.
Download (0.078MB)
Added: 2006-10-19 License: GPL (GNU General Public License) Price:
1101 downloads
Math Objects 0.1.3
Math Objects is a math template library for C++ using generic programming techniques. more>>
Math Objects is a math template library written in C++ using generic programming techniques. In order to use the "Math Objects" library, the user only has to include the header files he needs (e.g. Matrix.h, Polynomial.h etc.).
In order to compile the library the user needs an ISO/IEC 14882:1998 standard compliant C++ compiler (e.g. one that supports partial template specializations).
The math library has math objects like matrices, polynomials, rational functions, extended precision numbers, complex numbers etc. that can be handled in a similar way like basic numerical types (e.g. integers or floating point numbers).
One can access properties of a mathematical type through a (partial) specialization of a traits class for that type (AlgebraicTraits). Having the traits classes to expose properties of mathematical objects, one can define for example matrices of polynomials having extended precision complex coefficients and apply to them basic linear algebra algorithms using normal C++ syntax.
This library also implements two functions using two deterministic algorithms that compute the Smith form for polynomial matrices, and the Smith-McMillan form of a transfer functions matrix also keeping track of the transformation matrices.
These algorithms can be used to describe a MIMO (multi input-multi output) system by means of its zeros and poles and also give the MFD (matrix fraction description) of the system.
Enhancements:
- Recoded the LongInt class aiming for better runtime efficiency.
<<lessIn order to compile the library the user needs an ISO/IEC 14882:1998 standard compliant C++ compiler (e.g. one that supports partial template specializations).
The math library has math objects like matrices, polynomials, rational functions, extended precision numbers, complex numbers etc. that can be handled in a similar way like basic numerical types (e.g. integers or floating point numbers).
One can access properties of a mathematical type through a (partial) specialization of a traits class for that type (AlgebraicTraits). Having the traits classes to expose properties of mathematical objects, one can define for example matrices of polynomials having extended precision complex coefficients and apply to them basic linear algebra algorithms using normal C++ syntax.
This library also implements two functions using two deterministic algorithms that compute the Smith form for polynomial matrices, and the Smith-McMillan form of a transfer functions matrix also keeping track of the transformation matrices.
These algorithms can be used to describe a MIMO (multi input-multi output) system by means of its zeros and poles and also give the MFD (matrix fraction description) of the system.
Enhancements:
- Recoded the LongInt class aiming for better runtime efficiency.
Download (0.28MB)
Added: 2006-02-21 License: GPL (GNU General Public License) Price:
1343 downloads
TuxMathScrabble 4.2
TuxMathScrabble is a multi-user math-version of Scrabble for youngsters. more>>
TuxMathScrabble is a math-version of the popular board game for children aged 4-10. The game features drag-and-drop tiles for the user, while Tux moves his own.
The game challenges young people to construct compound equations and consider multiple abstract possibilities.
Dancing penguins come out of the tiles when your move is correct (like a cuckoo-clock). Tux is animated as well.
<<lessThe game challenges young people to construct compound equations and consider multiple abstract possibilities.
Dancing penguins come out of the tiles when your move is correct (like a cuckoo-clock). Tux is animated as well.
Download (0.81MB)
Added: 2007-07-28 License: GPL (GNU General Public License) Price:
821 downloads
Math::TotalBuilder::Common 1.10
Math::TotalBuilder::Common is a Perl module with common unit sets for building totals. more>>
Math::TotalBuilder::Common is a Perl module with common unit sets for building totals.
SYNOPSIS
use Math::TotalBuilder;
use Math::TotalBuilder::Common;
# units for 952 pence
my %tender = build($Math::TotalBuilder::Common::uk_money_old, 952);
This package is just a set of common sets of units for use with the code in Math::TotalBuilder.
<<lessSYNOPSIS
use Math::TotalBuilder;
use Math::TotalBuilder::Common;
# units for 952 pence
my %tender = build($Math::TotalBuilder::Common::uk_money_old, 952);
This package is just a set of common sets of units for use with the code in Math::TotalBuilder.
Download (0.005MB)
Added: 2006-09-21 License: Perl Artistic License Price:
1128 downloads
Math::Roman 1.07
Math::Roman contains arbitrary sized Roman numbers and conversion from and to Arabic. more>>
Math::Roman contains arbitrary sized Roman numbers and conversion from and to Arabic.
SYNOPSIS
use Math::Roman qw(roman);
$a = new Math::Roman MCMLXXIII; # 1973
$b = roman(MCMLXI); # 1961
print $a - $b,"n"; # prints XII
$d = Math::Roman->bzero(); #
$d++; # I
$d += 1998; # MCMXCIX
$d -= MCM; # XCIX
print "$dn"; # string "MCMIC"
print $d->as_number(),"n"; # Math::BigInt "+1999"
<<lessSYNOPSIS
use Math::Roman qw(roman);
$a = new Math::Roman MCMLXXIII; # 1973
$b = roman(MCMLXI); # 1961
print $a - $b,"n"; # prints XII
$d = Math::Roman->bzero(); #
$d++; # I
$d += 1998; # MCMXCIX
$d -= MCM; # XCIX
print "$dn"; # string "MCMIC"
print $d->as_number(),"n"; # Math::BigInt "+1999"
Download (0.010MB)
Added: 2007-08-08 License: Perl Artistic License Price:
808 downloads
Math::Fraction 0.53b
Math::Fraction is a Perl module to manipulate exact fractions. more>>
Math::Fraction is a Perl module to manipulate exact fractions.
SYNOPSIS
use Math::Fraction;
$a = frac(1,2); $b = frac(6,7);
print "$a + $b = ", $a + $b, "$a * $b = ", $a * $b;
print $a->num;
Main features:
- Being able to add, subtract, multiply, and divide, among other things just like you would normal numbers thats to the overload module.
- Being able to convert a decimal, including repeating ones, into a fraction. For example, 1.142857142857 would become 8/7.
- Being able to control how the fraction is displayed. For example 8/7 verses 1 1/7
- Being able to use arbitrary size numbers in the numerator and the denominator.
- Being able to covert between SMALL (using normal floats/integers) and BIG (using arbitrary size floats/integers) as needed so you do not have to worry about it. (New as of ver .4a)
- Being able to have multiple default sets so that a function can modify the defaults with out effecting other functions (New as of ver .4a)
<<lessSYNOPSIS
use Math::Fraction;
$a = frac(1,2); $b = frac(6,7);
print "$a + $b = ", $a + $b, "$a * $b = ", $a * $b;
print $a->num;
Main features:
- Being able to add, subtract, multiply, and divide, among other things just like you would normal numbers thats to the overload module.
- Being able to convert a decimal, including repeating ones, into a fraction. For example, 1.142857142857 would become 8/7.
- Being able to control how the fraction is displayed. For example 8/7 verses 1 1/7
- Being able to use arbitrary size numbers in the numerator and the denominator.
- Being able to covert between SMALL (using normal floats/integers) and BIG (using arbitrary size floats/integers) as needed so you do not have to worry about it. (New as of ver .4a)
- Being able to have multiple default sets so that a function can modify the defaults with out effecting other functions (New as of ver .4a)
Download (0.016MB)
Added: 2007-07-20 License: Perl Artistic License Price:
828 downloads
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