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795 questions with no upvoted or accepted answers
30votes
0answers
940views

Definitional Returns. Solved. Mostly

I have made the bold claim that a longstanding problem in Rebol is "now solved"...that of "definitional returns".But of course, such claims need some peer review, and there's always some new trick ...
23votes
0answers
761views

Multiplying big numbers using Karatsuba's method

The Karatsuba algorithm, first published in 1962, aims to speed up the multiplication of big numbers by reducing the number of 'single-digit-multiplications' involved.Because of its complexity (...
9votes
1answer
418views

Metropolis Monte Carlo Sampler in Rust

the following is an implementation of the standard Metropolis Hastings Monte Carlo sampler. You can read more about it here.At the end I am going to give you a link to the Rust playground, so you ...
8votes
0answers
154views

Stable variation of built-in sort

Ruby's built-in sorts are unstable. The stable_sort gem monkey-patches Ruby's built-in library to have stable sorts which include nearly all the functionality of the built-in sorts, but with the ...
8votes
0answers
153views

Simulation of a mechanical arm

The code that I am doing is to simulate a scenario where a mechanical arm search pieces closer and these pieces selected the mechanical arm leaves in a position defined closer....
8votes
0answers
201views

Implementing Simple Diff in Rebol

I've taken a crack at implementing Simple Diff in Rebol (versions 2 and 3). Simple Diff works by finding the longest common sequence in two series, then recursively applies itself either side of this ...
7votes
0answers
467views

C# Generic high performance vectorized math operations

I'm writing a library which simplifies the usage of intrinsics in C#.It's a generic library which supports all numeric types.The goal of this library is to perform these operations at the highest ...
7votes
0answers
772views

Unity3D shader for rendering 2D sprites with a pseudo-glitch effect

I'm making a puzzle game in Unity with sprite-based graphics. When the game is paused, I want to hide most game elements, because I don't want the player to be able to pause and leisurely think about ...
7votes
0answers
200views

Modeling tabular structure in MSSQL to store data like Excel sheet applying Column inheritance

I've created this database structure to store tabular information (it's a simplification of my real structure but enough to show the point). In it I haveSheets and ...
7votes
0answers
293views

Selection sort with reduced comparison count: Python iteration 2

Follow up to Selection sort with reduced comparison count - semi-final Iteration?My goal (and excuse not to tag reinventing…) is to have presentable code to argue the viability of reducing the number ...
7votes
0answers
564views

A* Algorithm in F#

Inspired by this post I looked up A* on wikipedia and went on with my own implementation as seen below where I try to mimic the pseudocode on Wikipedia but in a recursive manner. I would like any ...
7votes
0answers
584views

Red-black tree appears to be slower than std::multimap

I've written a red-black tree in C as an exercise. The tree works and it is not bad, but it is about 10% slower thanstd::multimap from libstdc++ which I'm ...
6votes
0answers
168views

FractalRendering on GPU with CUDA

I am doing a fractal renderer using CUDA, SFML, C++, recently optimized it to eat less memory, now I am going to optimize the actual fractals, because for some reason, it is the most holding back ...
6votes
0answers
125views

Optimizing SymPy Implementation of prime factorization in form of QUBO

I'm trying to reproduce a paper on Prime Factorization. This paper converts the problem into a QUBO form, which then we can map it to an Ising Minimizer. I've basically done everything and I've ...
6votes
0answers
305views

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