I tend to disagree. Hardware, especially CPU design, mainly consists of very repetitive
structures, whereas software, all kinds of it, is very inhomogeneous. And a new CPU gets
designed in a matter of months, a new OS takes several years.
That helps explaining why you would find less than 10 bugs in your CPU having
2 billion transistors, and several thousands of bugs in just 50 million lines of Windows code.
So if you want to compare complexity, I suggest you look at design effort, and number
I still will disagree. In programming we keep using the same structures over and over again but insist on lovingly hand coding them each time. The chip makers have better tools and love to reuse their building blocks. A large part of their reuse is automated which explains the smaller number of bugs. They prove their components and then build up. Programmers make the same mistakes at ever increasing scales.
On another note, humans make machines with millions of parts. I will contend that one line of code is not equivalent to designing one mechanical part in complexity.
If you don't have the data, you're just another a**hole with an opinion.
I believe this to be an ACM question from either 96' or 97'
bool nonzerodigit(const unsigned int& n, unsigned int& result)
if (n >100000) returnfalse;
unsigned int result = 1;
for (unsigned int i = 1; i <= n; ++i)
unsigned int f = i;
while (0 == (f % 5))
f /= 5;
result /= 2;
result = (result % 100000) * f;
result %= 10;
100000 is an upper sanity bound and also a quantizer for the minimum required 6 "least significant" digits.
It is said that the most complex structures built by mankind are software systems. This is not generally appreciated because most people cannot see them. Maybe that's a good thing because if we saw them as buildings, we'd deem many of them unsafe.
I'm putting together a Silverlight 2 demo application. It is going to be a simple 2-D tank game where you can use the arrow keys to rotate and move the tank. The tank can point in any direction (360 possible directions, right?). I've written the code to rotate the tank, but I'm not sure where to begin regarding moving the tank. How can I take the angle of the tank (say, 156 degrees for example) and use that to determine the next x,y position of the tank when it moves forward?
I'm sure there must be a simple equation for this, but I don't know what it would be called or even how to google this problem.
The only things you need to remember are:
> Math.Sin and Math.Cos take the angle argument in radians not degrees.
> Sin and Cos return double precision numbers: which may round to 0 or 1 if you are using integer positions and therefore the tank will not move as you want.
i have set of 2D points and i want to offset with a given distance (like offset command in AutoCAD)
i do not know how to deal with corners. i have searched on Internet, there are advanced methods like straight skeletons etc. but my polyline is not self crossing and no holes in it.