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Showing posts with the label project-open-source

GPL-ed my text compare software!

Another piece of software I’m opening up by licensing it with GPLv3. This application allows you to compare text files with a focus on speed and handling larger files through temporary file buffering. Visit the GitHub page here . I also have the first release compiled with Visual Studio’s publish tool if you don’t want to deal with that but want to try the application out. Help me out through donating (Paypal). See an overview of the project here: This application relies on open source libraries: DiffPlex by Matthew Manela License: Apache-2.0 License Released with version 1.7.1 diffplex Fast Colored TextBox by Pavel Torgashov License: GNU Lesser General Public License (LGPLv3) Released with version 2.16.24 FastColoredTextBox

GPL-ed My 2D Tile Based Map Editor

As I’ve started to consider getting back into computer work, I’m trying to refresh my memory and grow further. Today I released, with the GPLv3 license, a 2D tile based map editor I wrote in C# WinForms. If you are into software and game development this might be of interest to you! The video doesn’t go into programming, but I describe what it is currently capable of. Maybe in the future I’ll do a video series explaining the code. I’ll also be looking through my software library to see if there is anything else I can release to the world under a GPLv3 license. Github: https://github.com/TheWayOfCoding/TWOC2DTileMapEditor Help me out through donating (Paypal) I wrote most of this around 2014 or 2015 with the intent to use it for a game a friend and I were going to make, but that didn’t happen. A few years later I ended up improving it a bit and using it in the development of an Android game (that is in an unfinished state). It’s nothing spectacular, but it is functional. I’m licensing ...

Historic frequency based random lotto number generator.

This example is a little program to generate random numbers based on historic lotto results. Each potential result pull is weighted based on past results. The full project is available on GitHub here. First, we need to store the historic data. In this case I use an instance of SortedDictionary. int totalBallsNeeded = 6; // 5 plus the extra shot int doubleBallCount = 104; // 52 numbers times 2 SortedDictionary<int, int> lottoNumberFrequencyTable = new SortedDictionary<int, int>(); lottoNumberFrequencyTable.Add(1, 29); lottoNumberFrequencyTable.Add(2, 34); // Add more entries as needed lottoNumberFrequencyTable.Add(52, 38); There is a possible range of 01 to 52 lotto values. I pulled the frequency data from online sources. In this case the key is the lotto number and the value is the frequency. After the data is stored, we do the actual random number generation with weighted frequency. The array we link our random numbers to is twice as large as the total number of lotto po...