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Title: Programming/Graphics/Algorithms and Data Structures - Andrija Radovic´'s Algorithms Several unique algorithms for fast and optimal computations with integer numbers and graphics suitable for hardware implementation: dividing, square rooting, line drawing, ellipse drawing, Haiku plot
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Algorithms v\:* { behavior: url(#default#VML); } BODY {FONT-FAMILY: Helvetica, Arial, sans-serif;} Andrija Radovic´'s Algorithms This web page contains algorithms that I had been developing over the years and that were publishes in my book mentioned on the C.V. page. The algorithms belong to the domain of Computer Raster Graphics, Integer Computations and Numerical Analysis. The algorithms from the area of the Computer Raster Graphics and Integer Computations are based on the theorem of eushaustia (i.e. searching) in quantum field that claims that we can find target quantum position in the quantum domain in the finite number of iterations with the binary search approach. These algorithms are especially suitable for implementation in silicon. Further in the text it will be shown that the quantum algorithm can compute the cosines, logarithm and exponent. Although the approach is not fast it is very accurate. Quantum Dividing Algorithm Dividing algorithm is very simple and yet really effective. Usage of the algorithm is demonstrated in the program BigNum freely available for download on the site. Quantum Dividing Algorithm DECLARE SUB QDIV (c%, a%, b%) DECLARE SUB PUSH (a%) DECLARE SUB POP (a%) CLS DIM SHARED STCK(1000) AS INTEGER, SP AS INTEGER SP = 0 INPUT "A = ", a% INPUT "B = ", b% PRINT a%; "\"; b%; "="; QDIV c%, a%, b% PRINT c%, a% END SUB QDIV (DX%, AX%, CX%)     DX% = 1     DX% = AX%     DO         CX% = -DX%         CX% = DX% AND CX%         DX% = DX% - CX%         LOOP WHILE DX%             SWAP CX%, DX%             SI% = DX%         DO         DX% = DX% \ 2         CX% = CX% + 1     LOOP WHILE DX%     CX% = CX% - 1     DX% = SI%     DI% = CX%     SI% = SI% \ 2     DO         DI% = DI% \ 2         IF DX% + SI% <= AX% THEN             DX% = DX% + SI%             CX% = CX% + DI%         END IF         SI% = SI% \ 2     LOOP WHILE SI% END SUB Demonstration of the quantum integer-dividing algorithm is available in the source of the calculator’s program “BigNum” available on the site. This algorithm is neither public domain nor freeware. If you charge money using it within a product you sell, you require a commercial license. Quantum Integer Square Rooting The algorithm uses only simple processor arithmetic instructions like addition, subtraction, shifting and comparation. Furthermore, the algorithm is scalable and it can be applied on the input argument of arbitrary size. It has fixed number of iterations. The number of iterations that are necessary to reach correct result is equal to the half number of bits of input argument or the number of bits in output argument that holds the result, not the other one that holds remainder. All the variables in the routine have the same size in bits as the input parameter. The algorithm yields the results and remainder too. It uses only addition, subtraction and shifting and thus it is very suitable to be utilized into chips. It is completely based on the theory of dividing of the interval based on the formula: (1) (x ± Δx)2 =  x2 ± 2 · x · Δx  + Δx2 So we have the basic idea described by the routine: FUNCTION SQRI (IN)     DX = 128     DX2 = 16384     X = 0     DO         X21 = X2 + 2 * X * DX + DX2         DO WHILE X21 > IN             DX = DX / 2             DX2 = DX2 / 4             X21 = X2 + 2 * X * DX + DX2         LOOP         X2 = X21         X = X + DX         DX = DX / 2         DX2 = DX2 / 4     LOOP WHILE DX     SQRI = X END FUNCTION After a few rudimental optimizations we have: Quantum Square Rooting Algorithm DECLARE FUNCTION ISQR% (DI%) DEFINT A-Z INPUT "X = ", DI PRINT ISQR(DI) END FUNCTION ISQR% (DI)     SI = 0     DX = 0     AL = 0     AH = 128     BX = 16384     DO         CX = SI + DX + BX         DX = DX \ 2         IF DI >= CX THEN             SI = CX             AL = AL + AH             DX = DX + BX         END IF         BX = BX \ 4         AH = AH \ 2     LOOP WHILE AH     ISQR% = AL END FUNCTION The above algorithm could be more optimized and then it becomes: ‘AX = Input ‘DX = Output ‘BX = Remainder Sub SQRT(AX As Long, DX As Long, BX As Long)     Dim SI As Long, DI As Long     BX = 0     DX = 0     DI = 1073741824 'I.e. 2n-2     Do         SI = BX + DX + DI         DX = DX \ 2         If AX >= SI Then             BX = SI             DX = DX + DI         End If         DI = DI \ 4     Loop While DI     BX = AX - BX End Sub The basic demonstration of the routine is given by the following DOS program in I80286 assembly language that computes square root from the users’ input: This algorithm is protected by copyright low and thus it can be distributed under certain conditions only: the algorithm is free for non-commercial use. The author will not be responsible for any kind of loss occurring by the usage of the one. The name of the author must stay visible on a program that uses the algorithm. All rights reserved. If you charge money using it within a product you sell, you require a commercial license!   Source code is availabe below: This algorithm is protected by copyright low and thus it can be distributed under certain conditions only: the algorithm is free for non-commercial use. The author will not be responsible for any kind of loss occurring by the usage of the one. The name of the author must stay visible on a program that uses the algorithm. All rights reserved. The algorithm is property of its author and it cannot be incorporated in any chip or hardware without prior explicit author’s agreement. If you charge money using it within a product you sell, you require a commercial license! Demo routine given in ASM that demonstrate the integer square rooting of the 24 byte long input arguments and the biggest number that has to be sent to the routine is 6277101735386680763835789423207666416102355444464034512895. The routine is quite scalable and its precision can be easily expanded. Its output is shown on the picture below: You can download demo program by pressing the button below: This algorithm is protected by copyright low and thus it can be distributed under certain conditions only: the algorithm is free for non-commercial use. The author will not be responsible for any kind of loss occurring by the usage of the one. The name of the author must stay visible on a program that uses the algorithm. All rights reserved. If you charge money using it within a product you sell, you require a commercial license!   You can download its source code in Masm assembly language by pressing the button below: This algorithm is protected by copyright low and thus it can be distributed under certain conditions only: the algorithm is free for non-commercial use. The author will not be responsible for any kind of loss occurring by the usage of the one. The name of the author must stay visible on a program that uses the algorithm. All rights reserved. The algorithm is property of its author and it cannot be incorporated in any chip or hardware without prior explicit author’s agreement. If you charge money using it within a product you sell, you require a commercial license! These routine should work from DOS or DOS Windows. Quantum Line Drawing algorithm There are several algorithms for line drawing too. These algorithms have only one question per break and one integer dividing on the beginning. The algorithms are extremely fast and suitable for silicon’s implementation. The algorithm is based on the quite different premises than the Bresenham’s one. The algorithm is especially optimized to work with the bit-planes and black/white images and thus it is suitable to be utilized in laser printers. The main characteristic of the algorithm is equal widths of middle-breaks of line as it is shown on the picture right of the text. Basic demonstration of the algorithm is given on the following listing: SCREEN 12     FOR i% = 0 TO 639 STEP 10         KOSLINE 0, 0, i%, 199     NEXT     FOR i% = 195 TO 0 STEP -5         KLINE 0, 0, 639, i%     NEXT END SUB HLINE (x1%, x2%, y%)     LINE (x1%, y%)-(x2%, y%) END SUB SUB KLINE (x1%, y1%, x2%, y2%)     dx% = ABS(x2% - x1%) + 1     dy% = ABS(y2% - y1%) + 1     b% = dy% - dx%     IF b% < 0 THEN         IF x1% > x2% THEN             SWAP x1%, x2%             SWAP y1%, y2%         END IF         IF y1% > y2% THEN             sign% = -1         ELSE             sign% = 1         END IF         c1% = dx% \ dy%         b% = b% + dx% - dx% MOD dy%         c1% = c1% + 1         xt% = x1%         e% = b% - 1         FOR y1% = y1% TO y2% STEP sign%             IF b% > 0 THEN                 b% = b% - dy%                 x1% = x1% - 1             END IF             b% = b% + e%             x1% = x1% + c1%             HLINE xt%, x1% - 1, y1%             xt% = x1%         NEXT     ELSE         IF y1% > y2% THEN             SWAP x1%, x2%             SWAP y1%, y2%         END IF         IF x1% > x2% THEN             sign% = -1         ELSE             sign% = 1         END IF         c1% = dy% \ dx%         b% = -b% + dy% - dy% MOD dx%         c1% = c1% + 1         e% = b% - 1         yt% = y1%         FOR x1% = x1% TO x2% STEP sign%             IF b% > 0 THEN                 b% = b% - dx%                 y1% = y1% - 1             END IF             b% = b% + e%             y1% = y1% + c1%             VLINE x1%, yt%, y1% - 1             yt% = y1%         NEXT     END IF END SUB SUB VLINE (x%, y1%, y2%)     LINE (x%, y1%)-(x%, y2%) END SUB Screen of the DEMOVGA  assembly program: For downloading demonstration code written for VGA DOS mode 12 in 80X86 assembler press the button (press any key for next stage): This algorithm is protected by copyright low and thus it can be distributed under certain conditions only: the algorithm is free for non-commercial use. The author will not be responsible for any kind of loss occurring by the usage of the one. The name of the author must stay visible on a program that uses the algorithm. All rights reserved. If you charge money using it within a product you sell, you require a commercial license.   For download of assembly source press button below: This algorithm is protected by copyright low and thus it can be distributed under certain conditions only: the algorithm is free for non-commercial use. The author will not be responsible for any kind of loss occurring by the usage of the one. The name of the author must stay visible on a program that uses the algorithm. All rights reserved. The algorithm is property of its author and it cannot be incorporated in any chip or hardware without prior explicit author’s agreement. If you charge money using it within a product you sell, you require a commercial license. Ega3d demo For download of the algorithm that demonstrates the ability of its usage on the specific embedded weak hardware with monochrome video memory is demonstrated by the following program: This algorithm is protected by copyright low and thus it can be distributed under certain conditions only: the algorithm is free for non-commercial use. The author will not be responsible for any kind of loss occurring by the usage of the one. The name of the author must stay visible on a program that uses the algorithm. All rights reserved. If you charge money using it within a product you sell, you require a commercial license!   For download of assembly source press button below: This algorithm is protected by copyright low and thus it can be distributed under certain conditions only: the algorithm is free for non-commercial use. The author will not be responsible for any kind of loss occurring by the usage of the one. The name of the author must stay visible on a program that uses the algorithm. All rights reserved. The algorithm is property of its author and it cannot be incorporated in any chip or hardware without prior explicit author’s agreement. If you charge money using it within a product you sell, you require a commercial license! The routine designed to the True Color video devices is a different one and it optimized to deal with the bigger piles of data dedicated to pixels consisted at least of byte triplets. Lines draw by the algorithm are shown on the right picture. The essential of the algorithm is presented by the following listing in Basic: SCREEN 13     DEF SEG = &HA000     CLS     FOR i% = 0 TO 319         kline1 0, 0, i%, 199, (i% MOD 254) + 1     NEXT     FOR i% = 199 TO 0 STEP -1         kline1 0, 0, 319, i%, (i% MOD 254) + 1     NEXT END SUB hline (a%, b%, c%)     LINE (a%, c%)-(b%, c%) END SUB SUB kline1 (x1%, y1%, x2%, y2%, col%)     dx% = ABS(x2% - x1%) + 1     dy% = ABS(y2% - y1%) + 1     IF dx% > dy% THEN         IF x1% > x2% THEN             SWAP x1%, x2%             SWAP y1%, y2%         END IF         IF y1% > y2% THEN dl% = -320 ELSE dl% = 320         c% = dy%         l% = dx% \ dy%         o% = 2 * (dx% MOD dy%)         a& = y1% * 320& + x1%         FOR i% = 1 TO dy%             k% = l%             c% = c% - o%             IF c% < 0 THEN                 c% = c% + 2 * dy%                 k% = k% + 1             END IF             FOR j% = 1 TO k%                 POKE a&, col%                 a& = a& + 1             NEXT             a& = a& + dl%         NEXT     ELSE         IF y1% > y2% THEN             SWAP x1%, x2%             SWAP y1%, y2%         END IF         IF x1% > x2% THEN dl% = -1 ELSE dl% = 1         c% = dx%         l% = dy% \ dx%         o% = 2 * (dy% MOD dx%)         a& = y1% * 320& + x1%         FOR i% = 1 TO dx%             k% = l%             c% = c% - o%             IF c% < 0 THEN                 c% = c% + 2 * dx%                 k% = k% + 1             END IF             FOR j% = 1 TO k%                 POKE a&, col%                 a& = a& + 320             NEXT             a& = a& + dl%         NEXT     END IF END SUB SUB vline (a%, b%, c%)     LINE (a%, b%)-(a%, c%) END SUB For download of the assembly-coded program that demonstrates the algorithm press the button below (press any key for next stage): This algorithm is protected by copyright low and thus it can be distributed under certain conditions only: the algorithm is free for non-commercial use. The author will not be responsible for any kind of loss occurring by the usage of the one. The name of the author must stay visible on a program that uses the algorithm. All rights reserved. If you charge money using it within a product you sell, you require a commercial license!   For download of assembly source press button below: This algorithm is protected by copyright low and thus it can be distributed under certain conditions only: the algorithm is free for non-commercial use. The author will not be responsible for any kind of loss occurring by the usage of the one. The name of the author must stay visible on a program that uses the algorithm. All rights reserved. The algorithm is property of its author and it cannot be incorporated in any chip or hardware without prior explicit author’s agreement. If you charge money using it within a product you sell, you require a commercial license! Ellipse Drawing Algorithm The algorithm is based on the same premises as the Bresenham’s Circle drawing algorithm. The algorithm uses few multiplications on its start and it is able to draw ellipse with the addition and subtraction. Maximal width in bits of the registers used in the routine is twice of width of input parameters.  Algorithm is given by following listing: DECLARE SUB el7ipse (xx%, yy%, r1%, r2%) DECLARE SUB eplot (x%, y%, a%, b%) SCREEN 11 elipse 320, 240, 310, 100 elipse 320, 240, 100, 230 END SUB elipse (xx%, yy%, r1%, r2%)     rr1& = r1% * CLNG(r1%)     r21& = rr1& + rr1&     r41& = r21& + r21&     rr2& = r2% * CLNG(r2%)     r22& = rr2& + rr2&     r42& = r22& + r22&     k& = r2% * r21&     p& = r41& + r42&     cc& = r22& + rr1& - k&     k& = k& + k&     rf2& = -r41&     r22& = r22& + p&     x% = 0     y% = r2%     DO         eplot xx%, yy%, x%, y%         IF cc& >= 0 THEN             y% = y% - 1             k& = k& - r41&             cc& = cc& - k&         END IF         cc& = cc& + rf2& + r22&         rf2& = rf2& + r42&         x% = x% + 1     LOOP UNTIL rf2& > k&     r22& = r22& - p&     k& = r1% * r22&     cc& = r21& + rr2& - k&     k& = k& + k&     rf1& = -r42&     r21& = r21& + p&     x% = r1%     y% = 0     DO         eplot xx%, yy%, x%, y%         IF cc& >= 0 THEN             x% = x% - 1             k& = k& - r42&             cc& = cc& - k&         END IF         cc& = cc& + rf1& + r21&         rf1& = rf1& + r41&         y% = y% + 1     LOOP UNTIL rf1& > k& END SUB SUB eplot (x%, y%, a%, b%)     PSET (x% + a%, y% + b%)     PSET (x% + a%, y% - b%)     PSET (x% - a%, y% + b%)     PSET (x% - a%, y% - b%) END SUB All rights reserved. The algorithm is property of its author and it cannot be incorporated in any chip or hardware without prior explicit author’s agreement. If you charge money using it within a product you sell, you require a commercial license! TRANSCEDENTAL FUNCTIONS AND QUANTUM SPACE Quantum theory is able to compute the values of the classic transcendental functions like sinus, cosines, exponential and logarithm although it is not recommended way of computing these functions. These methods are important for theoretical aspects only. These all show that formal mathematics is the most powerful on the analytical functions and its ability to bring us computational solutions of arbitrary analytical function by Taylor’s actually feeds its power from the analytical definitions of their derivations. It means that actually we are not able to find the whole curve only by one its point and we are able to do this on the analytical curves: we first find the values in the convergence radius away from the beginning point and so one. Recursively we can reach every point on the curve on the way. So, we can agree that the following relations are neither the magic nor the hoax because these rules are applicable only on analytical functions. LOGARITHM FUNCTION IN QUANTUM SPACE The following relation defines logarithm function: (2) So we have: (3) And: (4) The following program computes the value of LOGn(x) in the predefined interval: DEFDBL A-Z fa = 0# fb = 10# a = 1# b = 1024# e = 0# DO     INPUT "k = ", k     IF k >= a AND k <= b THEN EXIT DO     PRINT "k must be between 1 & 1024."     PRINT LOOP DO     c = SQR(a * b)     fc = .5# * (fa + fb)     IF k < c THEN         b = c         fb = fc     ELSE         a = c         fa = fc     END IF     PRINT a; b; c, fc LOOP UNTIL ABS(c - k) <= e PRINT PRINT PRINT "LOG(" + STR$(k) + " ) ="; STR$(fc) END EXPONENTIAL FUNCTION IN QUANTUM SPACE Exponential function is defined by the following relation: (5) The following program demonstrates computing of the exponential function: DEFDBL A-Z fa = 1# fb = 1024# a = 0# b = 10# e = 0# DO     INPUT "k = ", k     IF k >= a AND k <= b THEN EXIT DO     PRINT "k must be between 0 & 10."     PRINT LOOP DO     c = .5# * (a + b)     fc = SQR(fa * fb)     IF k < c THEN         b = c         fb = fc     ELSE         a = c         fa = fc     END IF     PRINT a; b; c, fc LOOP UNTIL ABS(c - k) <= e PRINT PRINT PRINT "EXP(" + STR$(k) + " ) ="; STR$(fc) END SINE and COSINE The following relation defines cosine function: (6) The following program demonstrates computing of the cosines function: CLS INPUT x# r# = 3.1415926589793# 'r# = 180# l# = 0# cr# = -1 cl# = 1 a# = .5# * (r# + l#) ca# = 0 'PRINT ca#: STOP i% = 0 e# = .000000000000001# DO     i% = i% + 1     PRINT "Pokusaj"; i%, a#, x#, ca#     IF x# < a# THEN         r# = a#         cr# = ca#     ELSE         l# = a#         cl# = ca#     END IF     a# = .5# * (l# + r#)     ca0# = ca#     ca# = .5# * (SQR((1# + cl#) * (1# + cr#)) - SQR((1# - cr#) * (1# - cl#))) LOOP WHILE ABS(ca# - ca0#) > e# PRINT PRINT ca#, COS(x#) END Sine function is just π/2 translated Cosine function: (7) COS(x) = SIN(x + π / 2) I.e. (8) SIN(x) = COS(x - π / 2) These all are sufficient enough for computing of the Sine and Cosine functions. DAY in Week Following program computes day in week in wide range of dates using only integer arithmetic. The algorithm is much better then classic one because it is not limited only to years after 1980. It covers whole AD range of time. So, you can compute the day when the Newton or Shakespeare was born. Program source: DIM a$(6) FOR i% = 0 TO 6 READ a$(i%) NEXT b$ = COMMAND$ IF b$ = "" THEN INPUT "Year-Month-Day: ", b$ IF LTRIM$(RTRIM$(b$)) = "" THEN END i% = INSTR(b$, ".") DO WHILE i%   MID$(b$, i%, 1) = "-"   i% = INSTR(i% + 1, b$, ".") LOOP i% = INSTR(b$, "-") IF i% = 0 THEN END j% = INSTR(i% + 1, b$, "-") IF j% = 0 THEN END g% = VAL(LEFT$(b$, i% - 1)) m% = VAL(MID$(b$, i% + 1, j% - i% - 1)) d% = VAL(MID$(b$, j% + 1, LEN(b$))) IF m% < 1 OR m% > 12 THEN END IF d% < 1 OR d% > 31 THEN END a& = 1200& * g% + 100& * m% - 285& b& = 100& * ((367& * a& \ 1200&) + d%) - 175& * (a& \ 1200&) c& = 75& * (a& \ 120000) dan% = (((b& - b& MOD 100& - c&) \ 100&) + 1721115) MOD 7& PRINT "(C) Andrija Radovic" PRINT "Day:"; d% PRINT "Month:"; m% PRINT "Year:"; g% PRINT PRINT "Day: "; a$(dan%) END DATA "Monday","Tuesday","Wednesday","Thursday","Friday","Saturday","Sunday" All rights reserved. The algorithm is property of its author and it cannot be incorporated in any chip or hardware without prior explicit author’s agreement. If you charge money using it within a product you sell, you require a commercial license! Assembly Haiku Poetry And finally the abstract art of the haiku poetry in 80X86 assembly language: very short and very nice b/w plot routine for video mode 640x480x2: PLOT    PROC       ; DX = X, BX = Y         SHL        BX, 4         XOR        DX, 7         BTS        WORD PTR [EBX + 4 * EBX], DX         RET PLOT    ENDP This routine demonstrates that the 80X86 processors’ architecture still could be very effective for use in laser printers as main graphic processor. You can download the complete program that demonstrates implementation of the Bresenham circle by pressing the following button: This algorithm is protected by copyright low and thus it can be distributed under certain conditions only: the algorithm is free for non-commercial use. The author will not be responsible for any kind of loss occurring by the usage of the one. The name of the author must stay visible on a program that uses the algorithm. All rights reserved. If you charge money using it within a product you sell, you require a commercial license! For download of assembly source press button below: This algorithm is protected by copyright low and thus it can be distributed under certain conditions only: the algorithm is free for non-commercial use. The author will not be responsible for any kind of loss occurring by the usage of the one. The name of the author must stay visible on a program that uses the algorithm. All rights reserved. The algorithm is property of its author and it cannot be incorporated in any chip or hardware without prior explicit author’s agreement. If you charge money using it within a product you sell, you require a commercial license!
 

Several

unique

algorithms

for

fast

and

optimal

computations

with

integer

numbers

and

graphics

suitable

for

hardware

implementation:

dividing,

square

rooting,

line

drawing,

ellipse

drawing,

Haiku

plot

http://www.andrijar.com/algorithms/algorithms.htm

Andrija Radovic´'s Algorithms 2008 October

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Several unique algorithms for fast and optimal computations with integer numbers and graphics suitable for hardware implementation: dividing, square rooting, line drawing, ellipse drawing, Haiku plot

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