sudoku for windows 1.6.13
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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
LibSudoku 1.1
LibSudoku is a Java library for writing applications that deal with Sudoku number riddles. more>>
LibSudoku is a Java library for writing applications that deal with Sudoku number riddles. It contains methods for parsing numbers into convenient data structures, manipulation and information gathering, output to text and HTML, as well as some rules for solving given Sudokus.
It was developed in a test-driven manner using JUnit test-cases.
Enhancements:
- Improved one of the rules to catch more cases and added two more rules (including the XWing and a generalization that should catch most of other similar cases like the sword-fish).
- Added more test cases and fixed a bug concerning JavaDoc and JUnit compatibility.
- Some performance improvements.
<<lessIt was developed in a test-driven manner using JUnit test-cases.
Enhancements:
- Improved one of the rules to catch more cases and added two more rules (including the XWing and a generalization that should catch most of other similar cases like the sword-fish).
- Added more test cases and fixed a bug concerning JavaDoc and JUnit compatibility.
- Some performance improvements.
Download (0.12MB)
Added: 2005-08-19 License: GPL (GNU General Public License) Price:
1526 downloads
Bowzilla for Linux
Bowzilla is a mini Game for 2 players. more>>
Bowzilla is a mini Game for 2 players. Leaned against the old QBasic Gorilla, you must fire at your opponent in real-time.
Particularly the realistic blood is to be considered with the lightning strike. You have to find a whole in the target range. However, you should not expect to much from it.
<<lessParticularly the realistic blood is to be considered with the lightning strike. You have to find a whole in the target range. However, you should not expect to much from it.
Download (7.1MB)
Added: 2005-10-07 License: Freeware Price:
1479 downloads
Java Sudoku 1.0.1
Java Sudoku is a cross platform version of the popular Sudoku logic game. more>>
Java Sudoku is a cross platform version of the popular Sudoku logic game. Java Sudoku features an advanced user interface that is both easy to use and appealing to the eye.
It allows you to generate completely random Sudoku puzzles, enter your own puzzles from newspapers and magazines, or load them from Sudoku XML files. Java Sudoku can also be used as a Sudoku generator and solver.
Main features:
- Random puzzles every time you play
- Helping lines mode in the option menu, so You can see easier, if there is a collision
- 2 different systems of selecting cells and entering numbers
- 3 difficulty levels and an user custom level
- 3 Different Numbers Distributions
- Load/Save Sudoku games without any kind of losses
- Design your own puzzles - Under construction
<<lessIt allows you to generate completely random Sudoku puzzles, enter your own puzzles from newspapers and magazines, or load them from Sudoku XML files. Java Sudoku can also be used as a Sudoku generator and solver.
Main features:
- Random puzzles every time you play
- Helping lines mode in the option menu, so You can see easier, if there is a collision
- 2 different systems of selecting cells and entering numbers
- 3 difficulty levels and an user custom level
- 3 Different Numbers Distributions
- Load/Save Sudoku games without any kind of losses
- Design your own puzzles - Under construction
Download (0.071MB)
Added: 2006-08-04 License: GPL (GNU General Public License) Price:
1449 downloads
Kaiketsu 0.5
Kaiketsu is a simple sudoku solver. more>>
Kaiketsu is a simple sudoku solver. You only have to insert a scheme and press the solve button.
Installation:
The simplest way to compile this package is:
1. `cd to the directory containing the packages source code and type `./configure to configure the package for your system. If youre using `csh on an old version of System V, you might need to type `sh ./configure instead to prevent `csh from trying to execute `configure itself.
Running `configure takes a while. While running, it prints some messages telling which features it is checking for.
2. Type `make to compile the package.
3. Type `make install to install the programs and any data files and documentation.
4. You can remove the program binaries and object files from the source code directory by typing `make clean
Enhancements:
- Cedric LeGloannec improved the speed and now it is possible to find all the solutions of a scheme and save them into a file.
<<lessInstallation:
The simplest way to compile this package is:
1. `cd to the directory containing the packages source code and type `./configure to configure the package for your system. If youre using `csh on an old version of System V, you might need to type `sh ./configure instead to prevent `csh from trying to execute `configure itself.
Running `configure takes a while. While running, it prints some messages telling which features it is checking for.
2. Type `make to compile the package.
3. Type `make install to install the programs and any data files and documentation.
4. You can remove the program binaries and object files from the source code directory by typing `make clean
Enhancements:
- Cedric LeGloannec improved the speed and now it is possible to find all the solutions of a scheme and save them into a file.
Download (0.38MB)
Added: 2005-11-09 License: GPL (GNU General Public License) Price:
1444 downloads
Download (0.10MB)
Added: 2005-12-06 License: GPL (GNU General Public License) Price:
1422 downloads
FLTK Sudoku 2005-12-09
FLTK Sudoku is an implementation of the popular Sudoku game. more>>
FLTK Sudoku is an implementation of the popular Sudoku game (sometimes called Number Place) based on the Fast Light Toolkit. FLTK Sudoku features an infinite number of games and four difficulty settings, from Easy to Impossible.
Sudoku (pronounced soo-dough-coo with the emphasis on the first syllable) is a simple number-based puzzle/game played on a 9x9 grid that is divided into 3x3 subgrids.
The goal is to enter a number from 1 to 9 in each cell so that each number appears only once in each column and row. In addition, each 3x3 subgrid may only contain one of each number.
At the start of a new game, Sudoku fills in a random selection of cells for you - the number of cells depends on the difficulty level you use. Click in any of the empty cells or use the arrow keys to highlight individual cells and press a number from 1 to 9 to fill in the cell. To clear a cell, press 0, Delete, or Backspace. When you have successfully completed all subgrids, the entire puzzle is highlighted until you start a new game.
As you work to complete the puzzle, you can display possible solutions inside each cell by holding the Shift key and pressing each number in turn. Repeat the process to remove individual numbers, or press a number without the Shift key to replace them with the actual number to use.
Sudoku is normally provided as part of the FLTK 1.1.x source code.
<<lessSudoku (pronounced soo-dough-coo with the emphasis on the first syllable) is a simple number-based puzzle/game played on a 9x9 grid that is divided into 3x3 subgrids.
The goal is to enter a number from 1 to 9 in each cell so that each number appears only once in each column and row. In addition, each 3x3 subgrid may only contain one of each number.
At the start of a new game, Sudoku fills in a random selection of cells for you - the number of cells depends on the difficulty level you use. Click in any of the empty cells or use the arrow keys to highlight individual cells and press a number from 1 to 9 to fill in the cell. To clear a cell, press 0, Delete, or Backspace. When you have successfully completed all subgrids, the entire puzzle is highlighted until you start a new game.
As you work to complete the puzzle, you can display possible solutions inside each cell by holding the Shift key and pressing each number in turn. Repeat the process to remove individual numbers, or press a number without the Shift key to replace them with the actual number to use.
Sudoku is normally provided as part of the FLTK 1.1.x source code.
Download (0.11MB)
Added: 2005-12-12 License: LGPL (GNU Lesser General Public License) Price:
1412 downloads
GNUDoku 0.93
GNUDoku is a free program for creating and solving Su Doku puzzles. more>>
GNUDoku is a free Sudoku game program for creating and solving Su Doku puzzles.
GNUDokus only requirement is the gtkmm library, specifically gtkmm2.4 is required. Version 2.6 is preferred, see below for instructions on using version 2.4.
Installation:
To build, use "make".
To install, use "make install".
IMPORTANT: if youre using gtkmm-2.4 version 2.4, you must build using "make withgtkmm24". This makes an uglier version.
Installation is to /usr/local by default, to change edit the PREFIX line in Makefile.
Enhancements:
- Rearranged buttons to be more compact.
<<lessGNUDokus only requirement is the gtkmm library, specifically gtkmm2.4 is required. Version 2.6 is preferred, see below for instructions on using version 2.4.
Installation:
To build, use "make".
To install, use "make install".
IMPORTANT: if youre using gtkmm-2.4 version 2.4, you must build using "make withgtkmm24". This makes an uglier version.
Installation is to /usr/local by default, to change edit the PREFIX line in Makefile.
Enhancements:
- Rearranged buttons to be more compact.
Download (0.025MB)
Added: 2005-12-12 License: GPL (GNU General Public License) Price:
1411 downloads
Powerbox for Gtk 1.15
Powerbox for Gtk is a patch to Gtk which replaces its GtkFileChooserDialog. more>>
Powerbox for Gtk is a patch to Gtk which replaces its GtkFileChooserDialog
Powerbox is a normal file chooser dialog box, except that it dynamically grants the application the right to access the file that the user picks.
This helps provide security because the application can be run without needing access to all the users files. Powerbox-for-Gtk patches Gtk to replace GtkFileChooserDialog with a powerbox.
It is based on Plash, which provides a restricted execution environment on Linux.
Enhancements:
- Add gtk-powerbox.c: an LD_PRELOADed patch to Gtk to replace the GtkFileChooserDialog interface so that it calls Plashs powerbox.
- Rename "plash" executable to "pola-shell".
- fs-operations.c: Add log method. Add an "end" log message when the fs_op object is dropped.
- gettextization
- make.sh: Add "-Wl,-z,relro" when linking ld.so. Fixes obscure problem when dlopen()ing libraries that might require an executable stack.
- Intercept getsockname() so that it returns the correct pathname for Unix domain sockets. Extended the g_fds array in libc so that it can contain these pathnames. It is now an array of "struct libc_fd"s, rather than an array of "cap_t"s. libc-fds.h: New file. libc-misc.c: Introduced fds_resize(), fds_slot_clear(). Changed open(), close(), dup2(), etc. libc-connect.c: Add getsockname() and change connect() and bind().
- Reason: I discovered that gconfd2 (or possibly Orbit) was relying on getsockname() returning the pathname that it earlier passed to bind(). This meant that Gnumeric was unable to spawn a gconf process itself, and it produced loads of errors.
- fs-operations.c, libc-misc.c: Fixed fstat() to return the correct information on directory FDs. Added the fsop_dir_fstat method to implement this.
- build-fs-dynamic.c: Implement link() and rename() methods. This is needed for when GNOME and KDE apps hard link files inside $HOME.
- filesysobj-real.c: Changes to allow rename and hard link calls of the form rename("dir/foo1", "dir/foo2") to work.
- The problem: The real_dir_rename and real_dir_link methods only work in the same-directory case; their test was a pointer comparison on real_dir objects. However, resolving a directory pathname like "dir" always returns a new real_dir object. This meant that the rename() call wouldnt work when you use full pathnames.
- This was causing some failures. eg. Konqueror wouldnt start: some code relied on creating "$HOME/.ICEauthority-l" as a hard link to "$HOME/.ICEauthority-c".
- The partial solution: Change the same-directory check to compare inode and device number of directory, after trying a pointer comparison.
<<lessPowerbox is a normal file chooser dialog box, except that it dynamically grants the application the right to access the file that the user picks.
This helps provide security because the application can be run without needing access to all the users files. Powerbox-for-Gtk patches Gtk to replace GtkFileChooserDialog with a powerbox.
It is based on Plash, which provides a restricted execution environment on Linux.
Enhancements:
- Add gtk-powerbox.c: an LD_PRELOADed patch to Gtk to replace the GtkFileChooserDialog interface so that it calls Plashs powerbox.
- Rename "plash" executable to "pola-shell".
- fs-operations.c: Add log method. Add an "end" log message when the fs_op object is dropped.
- gettextization
- make.sh: Add "-Wl,-z,relro" when linking ld.so. Fixes obscure problem when dlopen()ing libraries that might require an executable stack.
- Intercept getsockname() so that it returns the correct pathname for Unix domain sockets. Extended the g_fds array in libc so that it can contain these pathnames. It is now an array of "struct libc_fd"s, rather than an array of "cap_t"s. libc-fds.h: New file. libc-misc.c: Introduced fds_resize(), fds_slot_clear(). Changed open(), close(), dup2(), etc. libc-connect.c: Add getsockname() and change connect() and bind().
- Reason: I discovered that gconfd2 (or possibly Orbit) was relying on getsockname() returning the pathname that it earlier passed to bind(). This meant that Gnumeric was unable to spawn a gconf process itself, and it produced loads of errors.
- fs-operations.c, libc-misc.c: Fixed fstat() to return the correct information on directory FDs. Added the fsop_dir_fstat method to implement this.
- build-fs-dynamic.c: Implement link() and rename() methods. This is needed for when GNOME and KDE apps hard link files inside $HOME.
- filesysobj-real.c: Changes to allow rename and hard link calls of the form rename("dir/foo1", "dir/foo2") to work.
- The problem: The real_dir_rename and real_dir_link methods only work in the same-directory case; their test was a pointer comparison on real_dir objects. However, resolving a directory pathname like "dir" always returns a new real_dir object. This meant that the rename() call wouldnt work when you use full pathnames.
- This was causing some failures. eg. Konqueror wouldnt start: some code relied on creating "$HOME/.ICEauthority-l" as a hard link to "$HOME/.ICEauthority-c".
- The partial solution: Change the same-directory check to compare inode and device number of directory, after trying a pointer comparison.
Download (1.3MB)
Added: 2005-12-13 License: LGPL (GNU Lesser General Public License) Price:
1410 downloads
Java for C++ 0.4
Java for C++ is a tool to generate C++-wrapper-classes for existing Java-classes. more>>
Java for C++ is a tool to generate C++-wrapper-classes for existing Java-classes. This tool reads a list of Java class names and creates source code for C++-classes to wrap them.
The implementation of the wrapper classes uses JNI (Java Native Interface) to call the "real" Java classes.
The C++-API to use these wrapper classes is very close to the API of the original Java classes. So developers of C++-software can use Java-classes as if they have been implemented in C++.
Enhancements:
- A problem where null values for method arguments, method return values, or field values caused some generated code to crash was fixed.
- Updating is strongly encouraged.
<<lessThe implementation of the wrapper classes uses JNI (Java Native Interface) to call the "real" Java classes.
The C++-API to use these wrapper classes is very close to the API of the original Java classes. So developers of C++-software can use Java-classes as if they have been implemented in C++.
Enhancements:
- A problem where null values for method arguments, method return values, or field values caused some generated code to crash was fixed.
- Updating is strongly encouraged.
Download (0.043MB)
Added: 2005-12-22 License: GPL (GNU General Public License) Price:
1404 downloads
Zudoku 1.0
Zudoku is a free Sudoku game for all platforms. more>>
Zudoku is a free Sudoku game for all platforms.
Sudoku, sometimes written Su Doku, is a logic-based placement puzzle, also known as Number Place in the United States. The aim of the puzzle is to enter a numerical digit from 1 to 9 in each cell of a 9x9 grid, starting with various digits given in some cells (the "givens").
The grid is made up of 3x3 subgrids (called "regions"). Each row, column, and region must contain only one instance of each numeral. Completing the puzzle requires patience and logical ability. Although first published in 1979, Sudoku initially caught on in Japan in 1986 and attained international popularity in 2005. Fig Labs Zudoku is a free version of this popular puzzle for your computer.
You can use Fig Labs Zudoku to:
- Generate an unlimited number of puzzles for you to play.
- Enter puzzles from newspapers or magazines so that you can play them on your computer.
- Create your own puzzles.
- Help you with solving puzzles, or even solve an entire puzzle for you.
- Print puzzles out to solve on paper.
<<lessSudoku, sometimes written Su Doku, is a logic-based placement puzzle, also known as Number Place in the United States. The aim of the puzzle is to enter a numerical digit from 1 to 9 in each cell of a 9x9 grid, starting with various digits given in some cells (the "givens").
The grid is made up of 3x3 subgrids (called "regions"). Each row, column, and region must contain only one instance of each numeral. Completing the puzzle requires patience and logical ability. Although first published in 1979, Sudoku initially caught on in Japan in 1986 and attained international popularity in 2005. Fig Labs Zudoku is a free version of this popular puzzle for your computer.
You can use Fig Labs Zudoku to:
- Generate an unlimited number of puzzles for you to play.
- Enter puzzles from newspapers or magazines so that you can play them on your computer.
- Create your own puzzles.
- Help you with solving puzzles, or even solve an entire puzzle for you.
- Print puzzles out to solve on paper.
Download (0.47MB)
Added: 2005-12-21 License: Freely Distributable Price:
1402 downloads
FlexPlaylist for Noatun 0.4.9
FlexPlaylist is an attempt to create a playlist for Noatun. more>>
FlexPlaylist project can create a playlist for Noatun that suits users used to WinAmp XMMS style playlists.
Many people just dont use Noatun because they dont like the playlists and thus I decided to make my own one.
Main features:
- Choose own Font and Size instead of KDE-defaults
- Optionally can hide menubar, list-header, statusbar and toolbar to save space
- Show icon in first column
- Context-sensitive menu (also known as rightclick popupmenu) for common actions
- Use extended m3u playlistformat as native format instead of slower xml (itll still be able to load xml-playlists)
- Configurable keyboard-shortcuts for most actions
- Use alternating colors in listview (as seen in kmail and other kde-applications)
- Statusbar showing playtime of currently played title, overall playlist time and no. of playlist items
- Optional show some play controls in the statusbar
- Dockmode, user chooses the window to dock to
- "Jump to" dialog that lets you easily find files in huge playlists
- Autoresize columns, time takes as much space as needed, title column takes the rest
- Ignores files that cant be played by Noatun when trying to add them to the list
Enhancements:
- This release uses a more natural order when adding folders recursively (it dives into sub-folders before adding files from the current folder).
- The GUI uses standard icons for player controls in the status bar, and draws player controls in the status bar using drawing functions provided by the current KDE/Qt style.
- There are also some minor packaging changes (header checks and Debian packaging support).
<<lessMany people just dont use Noatun because they dont like the playlists and thus I decided to make my own one.
Main features:
- Choose own Font and Size instead of KDE-defaults
- Optionally can hide menubar, list-header, statusbar and toolbar to save space
- Show icon in first column
- Context-sensitive menu (also known as rightclick popupmenu) for common actions
- Use extended m3u playlistformat as native format instead of slower xml (itll still be able to load xml-playlists)
- Configurable keyboard-shortcuts for most actions
- Use alternating colors in listview (as seen in kmail and other kde-applications)
- Statusbar showing playtime of currently played title, overall playlist time and no. of playlist items
- Optional show some play controls in the statusbar
- Dockmode, user chooses the window to dock to
- "Jump to" dialog that lets you easily find files in huge playlists
- Autoresize columns, time takes as much space as needed, title column takes the rest
- Ignores files that cant be played by Noatun when trying to add them to the list
Enhancements:
- This release uses a more natural order when adding folders recursively (it dives into sub-folders before adding files from the current folder).
- The GUI uses standard icons for player controls in the status bar, and draws player controls in the status bar using drawing functions provided by the current KDE/Qt style.
- There are also some minor packaging changes (header checks and Debian packaging support).
Download (0.40MB)
Added: 2006-01-25 License: GPL (GNU General Public License) Price:
1367 downloads
Menoku 0.1.1
Menoku is an innovative new menu system that combines the best features of several common application launching schemes. more>>
Menoku is an innovative new menu system that combines the best features of several common application launching schemes.
Menoku project lets you graphicaly search through neatly organized icons and choose any icon quickly with a short sequence of keys.
It supports hierarchical submenus and is easy to configure and organize with drag and drop interface. It works on Windows and Linux with the Qt4 library.
You have nine groups of nine icons, each of which can either launch an application or load a new menu of up to 81 icons.
Because of Menokus unique layout, any icon on the screen can be selected with at most two keypresses, expressing the position of the program you want to launch. You can memorize these key sequences, or hunt through a large full-color icons to find the program you want.
The idea behind Menoku is to make an application menu laid out like a Sudoku board. A single window is divided into nine groups of nine icons, making an array of nine by nine. Each icon can either load a new menu of up to 81 icons or can launch an application. To select an icon, you can either click on it or use your numberpad to select which group of nine icons to choose from and then which of the nine icons to activate. (See the Screenshots page if this isnt clear)
Why is this a good idea? Well, the purpose of Menoku is to try to make a more effecient menu system, and it does so by combining the best elements from several common application launching methods:
The Messy Desktop
Using the desktop to start applications is nice because it lets you browse through a large number of applications graphically using large icons. Unfortunately, keeping a desktop full of icons organized is a pain! Also, having launch icons on the desktop is really pretty inconvenient because you have to minimize windows to see all your icons. You shouldnt have to disrupt what youre doing to start a new program.
Menoku lets you graphically search through a large number of icons, just like a desktop, but its unique grouping layout enforces some level of organization, so you always know where to look. Also, Menoku is not a desktop, its more like a popup menu. It comes onto the screen when you ask for it (on top of any other windows) and when you select an application to start, it disappears.
Keyboard Shortcuts Sequences
Many power users like to use the keyboard to start their favorite programs. This means they dont have to move their hands to the mouse to start a new program, and its also much faster to just type out a memorized combination than to browse through a menu. Of course, the problem with this is that you have to memorize all your key combinations! You can make yourself a cheat sheet, but having to lookup a key combo before you type it defeats the purpose.
In Menoku, any icon you see on the screen is uniquely accessible through typing at most two keys: one to select which group of nine you want, and another to select one of those nine icons. This means that every application you want to start with Menoku has its own short key sequence. You can quickly memorize the sequences for your favorite programs, but if you forget you always have the icon display to remind you.
Hierarchical Menus
The standard way to start programs in a WIMP interface (such as Windows or X11) is to open up a menu. You click a button and get a long list of names and small icons, some of which represent programs and others more menus. The reason menus are so ubiquitous is that they work! You can store any number of programs that way and organize them into groups. Unfortunately, menus are very slow. You have to browse through text, which is inefficient, and you also have to wait for new menus to pop up beneath your mouse.
Menoku is in large part modeled after a standard hierarchical menu. Although you can only have 81 icons in any given menu, you can have any number of submenus which can also have 81 icons. You can easily group your programs together either by putting them into the same group of nine or by putting them in the same submenu. However, browsing in Menoku is much faster. You can search for large icons instead of text, and you can use your keyboard instead of following a winding path with your mouse.
Main features:
- Quick key-sequence launching of your favorite programs
- Mouse addicts can click on an icon instead of using the keyboard
- Trigger any command with any number of arguments
- Full color icons with transparency
- Tray icon for more menu-like functionality
- Configurable global hotkey
- Hierarchical menus in XML
- Drag and Drop menu editing
Installation:
First of all, to compile this code you MUST HAVE Qt 4.0 or above installed on your computer and you must use the version of qmake that comes with it.
To make sure you are using the right version of qmake, run the command "qmake -v" to see which Qt version it came with. Because the Qt libraries are in a state of transition from qt3 to qt4, you might have separate programs named qmake-qt3 and qmake-qt4, or something similar on your computer. If this is the case, use qmake-qt4 instead of qmake in the instructions below.
To compile Menoku, simply run:
qmake
make
If you use the wrong version of qmake, you will get error messages and the code will not compile.
The next step is to install. This will copy the menoku binary and the menoku icons into appropriate locations on your computer. The default place to put the binary file is /usr/bin/ and the default place for icons is /usr/share/pixmaps/. If you want to change these paths, edit the lines in menoku.pro that set target.path and icons.path so that they refer to the directories you want.
To install, make sure you have permissions for the intall directory (su root, if needed) and run:
make install
Enhancements:
Some minor bugfixes have been made.
Fixed the following:
- If you dragged a cell to another location then chose swap from the popup menu, youd get a segfault
- In some cases, changes in the number of icons would go unnoticed after drops (causing things like hiding empty cells and zooming single items to misbehave)
<<lessMenoku project lets you graphicaly search through neatly organized icons and choose any icon quickly with a short sequence of keys.
It supports hierarchical submenus and is easy to configure and organize with drag and drop interface. It works on Windows and Linux with the Qt4 library.
You have nine groups of nine icons, each of which can either launch an application or load a new menu of up to 81 icons.
Because of Menokus unique layout, any icon on the screen can be selected with at most two keypresses, expressing the position of the program you want to launch. You can memorize these key sequences, or hunt through a large full-color icons to find the program you want.
The idea behind Menoku is to make an application menu laid out like a Sudoku board. A single window is divided into nine groups of nine icons, making an array of nine by nine. Each icon can either load a new menu of up to 81 icons or can launch an application. To select an icon, you can either click on it or use your numberpad to select which group of nine icons to choose from and then which of the nine icons to activate. (See the Screenshots page if this isnt clear)
Why is this a good idea? Well, the purpose of Menoku is to try to make a more effecient menu system, and it does so by combining the best elements from several common application launching methods:
The Messy Desktop
Using the desktop to start applications is nice because it lets you browse through a large number of applications graphically using large icons. Unfortunately, keeping a desktop full of icons organized is a pain! Also, having launch icons on the desktop is really pretty inconvenient because you have to minimize windows to see all your icons. You shouldnt have to disrupt what youre doing to start a new program.
Menoku lets you graphically search through a large number of icons, just like a desktop, but its unique grouping layout enforces some level of organization, so you always know where to look. Also, Menoku is not a desktop, its more like a popup menu. It comes onto the screen when you ask for it (on top of any other windows) and when you select an application to start, it disappears.
Keyboard Shortcuts Sequences
Many power users like to use the keyboard to start their favorite programs. This means they dont have to move their hands to the mouse to start a new program, and its also much faster to just type out a memorized combination than to browse through a menu. Of course, the problem with this is that you have to memorize all your key combinations! You can make yourself a cheat sheet, but having to lookup a key combo before you type it defeats the purpose.
In Menoku, any icon you see on the screen is uniquely accessible through typing at most two keys: one to select which group of nine you want, and another to select one of those nine icons. This means that every application you want to start with Menoku has its own short key sequence. You can quickly memorize the sequences for your favorite programs, but if you forget you always have the icon display to remind you.
Hierarchical Menus
The standard way to start programs in a WIMP interface (such as Windows or X11) is to open up a menu. You click a button and get a long list of names and small icons, some of which represent programs and others more menus. The reason menus are so ubiquitous is that they work! You can store any number of programs that way and organize them into groups. Unfortunately, menus are very slow. You have to browse through text, which is inefficient, and you also have to wait for new menus to pop up beneath your mouse.
Menoku is in large part modeled after a standard hierarchical menu. Although you can only have 81 icons in any given menu, you can have any number of submenus which can also have 81 icons. You can easily group your programs together either by putting them into the same group of nine or by putting them in the same submenu. However, browsing in Menoku is much faster. You can search for large icons instead of text, and you can use your keyboard instead of following a winding path with your mouse.
Main features:
- Quick key-sequence launching of your favorite programs
- Mouse addicts can click on an icon instead of using the keyboard
- Trigger any command with any number of arguments
- Full color icons with transparency
- Tray icon for more menu-like functionality
- Configurable global hotkey
- Hierarchical menus in XML
- Drag and Drop menu editing
Installation:
First of all, to compile this code you MUST HAVE Qt 4.0 or above installed on your computer and you must use the version of qmake that comes with it.
To make sure you are using the right version of qmake, run the command "qmake -v" to see which Qt version it came with. Because the Qt libraries are in a state of transition from qt3 to qt4, you might have separate programs named qmake-qt3 and qmake-qt4, or something similar on your computer. If this is the case, use qmake-qt4 instead of qmake in the instructions below.
To compile Menoku, simply run:
qmake
make
If you use the wrong version of qmake, you will get error messages and the code will not compile.
The next step is to install. This will copy the menoku binary and the menoku icons into appropriate locations on your computer. The default place to put the binary file is /usr/bin/ and the default place for icons is /usr/share/pixmaps/. If you want to change these paths, edit the lines in menoku.pro that set target.path and icons.path so that they refer to the directories you want.
To install, make sure you have permissions for the intall directory (su root, if needed) and run:
make install
Enhancements:
Some minor bugfixes have been made.
Fixed the following:
- If you dragged a cell to another location then chose swap from the popup menu, youd get a segfault
- In some cases, changes in the number of icons would go unnoticed after drops (causing things like hiding empty cells and zooming single items to misbehave)
Download (0.12MB)
Added: 2006-02-10 License: GPL (GNU General Public License) Price:
1351 downloads
Amber for Parrot 0.4.2
Amber for Parrot is an object-oriented scripting language for the Parrot virtual machine. more>> <<less
Download (0.80MB)
Added: 2006-02-28 License: GPL (GNU General Public License) Price:
1333 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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