fix https links
This commit is contained in:
parent
f7111555a0
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@ -38,7 +38,7 @@ function dumpConsistency($c) {
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<link rel="icon" type="image/png" href="/data/images/favicon.png"/>
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<link rel="canonical" href="https://www.mikescher.com/about"/>
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<?php printCSS(); ?>
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<?php includeScriptOnce("http://code.jquery.com/jquery-latest.min.js", true, '') ?>
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<?php includeScriptOnce("https://code.jquery.com/jquery-latest.min.js", true, '') ?>
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<?php includeScriptOnce("/data/javascript/admin.js", true, 'defer') ?>
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</head>
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<body>
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@ -27,7 +27,7 @@ $allbooks = Books::listAllNewestFirst();
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<p>
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These are some books I read but that do not have an official print version.<br />
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So I type-setted them myself (mostly in <a href="http://www.lyx.org/">LyX</a>) and printed them <a href="https://www.epubli.de/">online</a>.<br />
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So I type-setted them myself (mostly in <a href="https://www.lyx.org/">LyX</a>) and printed them <a href="https://www.epubli.de/">online</a>.<br />
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I do <b>not</b> own the rights of any of these books.<br />
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The LyX files and generated PDF's are public and everyone who wants can print them on his own.
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</p>
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@ -474,9 +474,9 @@ Character | Name | Description
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[^pfix]: Postfix = [Postfix notation][6]
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[1]: http://i.imgur.com/Jkks7Uy.gif?1
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[2]: http://i.imgur.com/Z5Ljr5Z.gif?1
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[3]: http://i.imgur.com/82FKwkM.gif?1
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[4]: http://i.imgur.com/AqpsPRW.gif?1
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[5]: http://i.imgur.com/rxqZhIJ.gif?1
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[6]: http://en.wikipedia.org/wiki/Reverse_Polish_notation
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[1]: https://i.imgur.com/Jkks7Uy.gif?1
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[2]: https://i.imgur.com/Z5Ljr5Z.gif?1
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[3]: https://i.imgur.com/82FKwkM.gif?1
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[4]: https://i.imgur.com/AqpsPRW.gif?1
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[5]: https://i.imgur.com/rxqZhIJ.gif?1
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[6]: https://en.wikipedia.org/wiki/Reverse_Polish_notation
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@ -1,12 +1,12 @@
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[Brainfuck Joust](http://esolangs.org/wiki/BF_Joust) is a tournament for Bots written in [brainfuck](http://esolangs.org/wiki/Brainfuck) *(or at least in a brainfuck-like language)*.
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[Brainfuck Joust](https://esolangs.org/wiki/BF_Joust) is a tournament for Bots written in [brainfuck](https://esolangs.org/wiki/Brainfuck) *(or at least in a brainfuck-like language)*.
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The board consist of 10 to 30 fields, one player starts left and one player right. The value of every field goes from `-127` to `128` and then wraps around, every field has a value of zero, except the two starting fields (the "flags"), they have a value of `128`.
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Your goal is to zero the enemy flag for two consecutive cycles and you loose if you either leave the board or the enemy zeroes your flag first. Of course the bots are written in brainfuck, which adds a whole lot of interesting limitations due to brainfucks minimalistic (7) set of operations.
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The thing that surprised me the most is the [strategically depth](http://esolangs.org/wiki/BF_Joust_strategies) of the game (despite the simple rules and language) and the fact that there are [extremely efficient and complex programs](http://codu.org/eso/bfjoust/in_egobot/) out there.
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The thing that surprised me the most is the [strategically depth](https://esolangs.org/wiki/BF_Joust_strategies) of the game (despite the simple rules and language) and the fact that there are [extremely efficient and complex programs](https://codu.org/eso/bfjoust/in_egobot/) out there.
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So here is my own bot *(originally made for [stackexchange](http://codegolf.stackexchange.com/questions/36645/brainfedbotsforbattling-a-brainf-tournament))*, it can't really keep up with the big ones from egojoust but I'm fairly proud of it:
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So here is my own bot *(originally made for [stackexchange](https://codegolf.stackexchange.com/questions/36645/brainfedbotsforbattling-a-brainf-tournament))*, it can't really keep up with the big ones from egojoust but I'm fairly proud of it:
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```
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> # Build 9 big decoys
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@ -66,7 +66,7 @@ Here my (growing) collection of C# format specifier, this is not a complete list
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"{0:#,##0,,, bill}" // (number/1000/1000/1000) billion
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```
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> **see: ** [stackoverflow.com](http://stackoverflow.com/questions/11731996/string-format-numbers-thousands-123k-millions-123m-billions-123b)
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> **see: ** [stackoverflow.com](https://stackoverflow.com/questions/11731996/string-format-numbers-thousands-123k-millions-123m-billions-123b)
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###Right align currency
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@ -74,7 +74,7 @@ Here my (growing) collection of C# format specifier, this is not a complete list
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"{0,10:#,##0.00}" // Right aligned & always 2 decimal places
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```
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> **see: ** [stackoverflow.com](http://stackoverflow.com/questions/7422625/right-align-currency-in-string-format)
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> **see: ** [stackoverflow.com](https://stackoverflow.com/questions/7422625/right-align-currency-in-string-format)
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###Align strings
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@ -1,14 +1,14 @@
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When you see this Log you probably notice that this site looks a whole lot different than a few days before.
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And you you can probably guess it **I rewrote this website completely from scratch**.
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Finally there is a *real* PHP Framework behind this all ([Yii](http://www.yiiframework.com/) with [Yiistrap](http://www.getyiistrap.com/)) and my code looks kinda good and is [version controlled](https://github.com/Mikescher/www.mikescher.de).
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Finally there is a *real* PHP Framework behind this all ([Yii](https://www.yiiframework.com/) with [Yiistrap](https://www.getyiistrap.com/)) and my code looks kinda good and is [version controlled](https://github.com/Mikescher/www.mikescher.de).
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My hopes are that I can now easier add new programs and that the whole page looks a bit more professional.
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If you want to see how this page has evolved over the years - here are the thumbnails of mikescher.de version `1`, `2`, `3` and the current `4`:
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![version 1](/images/log/ms_de_v1.jpg)
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![version 2](/images/log/ms_de_v2.jpg)
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![version 3](/images/log/ms_de_v3.jpg)
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![version 4](/images/log/ms_de_v4.jpg)
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![version 1](/data/images/log/ms_de_v1.jpg)
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![version 2](/data/images/log/ms_de_v2.jpg)
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![version 3](/data/images/log/ms_de_v3.jpg)
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![version 4](/data/images/log/ms_de_v4.jpg)
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Also look at the new [Blog section](/blog), for now there is not much content but perhaps that will change over te next few months.
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@ -1 +1 @@
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Finally a opportunity to use my favorite algorithm: [The sieve of Eratosthenes.](http://en.wikipedia.org/wiki/Sieve_of_Eratosthenes)
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Finally a opportunity to use my favorite algorithm: [The sieve of Eratosthenes.](https://en.wikipedia.org/wiki/Sieve_of_Eratosthenes)
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@ -1,2 +1,2 @@
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The main thing here was sorting the list. I used [bubble sort](http://en.wikipedia.org/wiki/Bubble_sort), which is not the fastest algorithm but was pretty easy to implement in befunge.
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The main thing here was sorting the list. I used [bubble sort](https://en.wikipedia.org/wiki/Bubble_sort), which is not the fastest algorithm but was pretty easy to implement in befunge.
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The rest is just calculating the single scores.
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@ -1,4 +1,4 @@
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If you looked at the previous problems you probably know what comes now ... (Sieve of Eratosthenes)[http://en.wikipedia.org/wiki/Sieve_of_Eratosthenes].
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If you looked at the previous problems you probably know what comes now ... (Sieve of Eratosthenes)[https://en.wikipedia.org/wiki/Sieve_of_Eratosthenes].
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To lower the amount of A-B combinations we have to check here are 2 rules I found out:
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- `B` must be a (positive) prime, otherwise n=0 wouldn't yield a prime number
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@ -2,5 +2,5 @@ This one was relaxing. You can simple iterate through all 8100 cases and test ea
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Three notable things:
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- You can test two fraction `a/b` and `c/d` simple of equality with the formula `a*d == b*c`.
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- This is my compact [GCD algorithm](http://en.wikipedia.org/wiki/Euclidean_algorithm) in befunge (stack -> stack)
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- This is my compact [GCD algorithm](https://en.wikipedia.org/wiki/Euclidean_algorithm) in befunge (stack -> stack)
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- This is one of the few *real* Befunge-93 programs in this series. (It doesn't violate the [80x25](https://github.com/catseye/Befunge-93/blob/master/doc/Befunge-93.markdown) size rule)
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@ -1,2 +1,2 @@
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Thats one big [sieve](http://en.wikipedia.org/wiki/Sieve_of_Eratosthenes), even though not as big as the on in problem 10.
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Thats one big [sieve](https://en.wikipedia.org/wiki/Sieve_of_Eratosthenes), even though not as big as the on in problem 10.
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Here we needed a way to "rotate" a number: `value = value%10 * 10^digitcount + value/10`. The rest is standard befunge stuff and trying to optimize it.
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@ -1,8 +1,8 @@
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My first attempt at this problem took over 5 hours to compute and had a complexity of O(n^3).
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The problem is that you need a square root to inverse the pentagonal formula and Befunge has no square root function.
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So I needed to implement my own version of integer square roots in Befunge (see [wikipedia](http://en.wikipedia.org/wiki/Methods_of_computing_square_roots)).
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So I needed to implement my own version of integer square roots in Befunge (see [wikipedia](https://en.wikipedia.org/wiki/Methods_of_computing_square_roots)).
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The program is still not really fast but it's good that I managed to speed it up to a time where you can execute it without waiting the whole night.
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Also this program is nicely compact, by the time I'm writing this my Befunge interpreter [BefunExec](http://www.mikescher.de/programs/view/BefunGen) has gotten a display of all possible paths a program can take.
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Also this program is nicely compact, by the time I'm writing this my Befunge interpreter [BefunExec](https://www.mikescher.de/programs/view/BefunGen) has gotten a display of all possible paths a program can take.
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And if you look at the graph of this program, it looks pretty interesting...
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@ -1,4 +1,4 @@
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I really missed my [sieve of erastothenes](http://en.wikipedia.org/wiki/Sieve_of_Eratosthenes). There were really a few problems without primes in a row.
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I really missed my [sieve of erastothenes](https://en.wikipedia.org/wiki/Sieve_of_Eratosthenes). There were really a few problems without primes in a row.
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In this problem we go through all primes `i`, search through all smaller primes `j` were `(i-j)/2` is a quadratic number. If you can't find one, this falsifies the theorem.
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@ -5,6 +5,6 @@ This is only an approximation, but a rather good one. In tested the numbers from
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So now we've got the numbers where `digit_product(p) == digit_product(p+3330) == digit_product(p+6660)` (in fact there are only 40 of these).
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We then use a simple primality test to check if all three numbers are prime.
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The primality test is basically a port of the [wikipedia](http://en.wikipedia.org/wiki/Primality_test) version to befunge. Wit it we only have to do `n/6` divisions to test a number `n` for primality.
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The primality test is basically a port of the [wikipedia](https://en.wikipedia.org/wiki/Primality_test) version to befunge. Wit it we only have to do `n/6` divisions to test a number `n` for primality.
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All in all tis leads to a fast, small and not very grid-intensive program (Only one field is used, *and only as a temporary storage to swap three values*).
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@ -2,7 +2,7 @@ This is effectively an optimized implementation of [this algorithm](http://www.m
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You can see the ten patterns on the left side and beside them the area were we build our numbers.
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So what we do is iterate through the numbers from `100` to `1 000`, through the ten patterns and through the digits `0`, `1` and `2`.
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In each iteration we generate the number (from value, pattern and digit) and test for it primeness (with a simple [primality test](http://en.wikipedia.org/wiki/Primality_test) - no prime sieve).
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In each iteration we generate the number (from value, pattern and digit) and test for it primeness (with a simple [primality test](https://en.wikipedia.org/wiki/Primality_test) - no prime sieve).
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If we found a prime we count the number of primes in it's family and if this count is eight we print the generated number and exit.
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This program is not the fastest, because I check all the primes "manually" and not with an prime sieve each iteration takes quite a time.
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@ -1,17 +1,17 @@
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*That* is the kind of problem I really like. There is a lot of depth in the solution and a proper algorithm solves this in no time.
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The algorithm idea here is that we use the properties of [Pascal's Triangle](http://en.wikipedia.org/wiki/Pascal%27s_triangle).
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The algorithm idea here is that we use the properties of [Pascal's Triangle](https://en.wikipedia.org/wiki/Pascal%27s_triangle).
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As you probably know this triangle starts at its top with a `1`. Then every cell is calculated as the sum of the two cells above it.
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~~~
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cell[y][x] = cell[y-1][x-1] + cell[y-1][x]
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~~~
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![Animated GIF of Pascals Triangle. (c) by Wikimedia Foundation](http://upload.wikimedia.org/wikipedia/commons/0/0d/PascalTriangleAnimated2.gif)
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![Animated GIF of Pascals Triangle. (c) by Wikimedia Foundation](https://upload.wikimedia.org/wikipedia/commons/0/0d/PascalTriangleAnimated2.gif)
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When we calculate `C(n, r)` this is nothing more than the number at row *n* and column *r*.
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So what we do is build [Pascal's Triangle](http://en.wikipedia.org/wiki/Pascal%27s_triangle) up to a height of one-hundred and look at the cells with values greater than one million.
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So what we do is build [Pascal's Triangle](https://en.wikipedia.org/wiki/Pascal%27s_triangle) up to a height of one-hundred and look at the cells with values greater than one million.
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The obvious problem is that the numbers grow extremely big, and sooner or later *(probably sooner)* the numbers will overflow. So what we do is use a little trick:
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As soon as a cell is over `1 000 000` we mark her *(= put a zero in that cell)*. When we create a new cell out of its two parents we check if one of the parents has the mark *(= is zero)* and then the children gets also marked. Because if one of the parents (or both) is over one million then all of its children will also be over one million.
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It's obvious that the bottleneck of this program is the primality test.
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The numbers become here too big to create a sieve and "normal" prime testing takes too long.
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So we use the [Miller-Rabin primality test](http://en.wikipedia.org/wiki/Miller-Rabin_primality_test) that I implemented a while ago (thank [mathblog.dk](http://http://www.mathblog.dk)).
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So we use the [Miller-Rabin primality test](https://en.wikipedia.org/wiki/Miller-Rabin_primality_test) that I implemented a while ago (thank [mathblog.dk](https://http://www.mathblog.dk)).
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The rest is just enumerating all the diagonals until `primes*10<all`
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@ -7,7 +7,7 @@ We generate primes from `1` to `3300` and save verified pairs in an Hashmap.
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And when I say Hashmap I mean an *fucking* `3000x3000` array where every possible pair has an field (yay for befunge).
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I had to use quite a few codesnippets from older project:
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My standard [sieve of eratosthenes](http://en.wikipedia.org/wiki/Sieve_of_Eratosthenes), an implementation of the [Miller-Rabin primality test](http://en.wikipedia.org/wiki/Miller%E2%80%93Rabin_primality_test) and method to [concatenate two numbers](http://www.mathblog.dk/files/euler/Problem60.cs).
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My standard [sieve of eratosthenes](https://en.wikipedia.org/wiki/Sieve_of_Eratosthenes), an implementation of the [Miller-Rabin primality test](https://en.wikipedia.org/wiki/Miller%E2%80%93Rabin_primality_test) and method to [concatenate two numbers](http://www.mathblog.dk/files/euler/Problem60.cs).
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In the end is to say that in befunge the program size is normally an good indicator for the runtime (not really, but its kinda correct for all my programs).
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So as you probably guessed this program takes a pretty loooooong time to complete.
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Luckily there is a simple formula to generate [Pythagorean triples](http://en.wikipedia.org/wiki/Pythagorean_triple#Generating_a_triple).
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Luckily there is a simple formula to generate [Pythagorean triples](https://en.wikipedia.org/wiki/Pythagorean_triple#Generating_a_triple).
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~~~
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a = k * (m*m - n*n);
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@ -31,7 +31,7 @@ x % 3 == 2
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**Sources:**
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- [ask-math.com](http://www.ask-math.com/properties-of-square-numbers.html)
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- [johndcook.com](http://www.johndcook.com/blog/2008/11/17/fast-way-to-test-whether-a-number-is-a-square/)
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- [stackoverflow.com](http://stackoverflow.com/questions/295579/fastest-way-to-determine-if-an-integers-square-root-is-an-integer)
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- [stackoverflow.com](https://stackoverflow.com/questions/295579/fastest-way-to-determine-if-an-integers-square-root-is-an-integer)
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If none of this pre-conditions is true we have to manually test the number.
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We use the same the same [integer-squareroot](https://en.wikipedia.org/wiki/Integer_square_root) algorithm as in previous problems.
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## Special Features
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- Fully featured [scintilla editor](http://www.scintilla.org/) for text display
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- In-editor markdown rendering (similar to [qownnotes](http://www.qownnotes.org/))
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- In-editor markdown rendering (similar to [qownnotes](https://www.qownnotes.org/))
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- Interactive highlighting of checkbox lists (e.g. TODO lists)
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- Clickable + highlighted links
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- Drop files/text directly into app to create notes
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This is my collection of tools, libraries and transcompilers for the esoteric programming language [Befunge](http://esolangs.org/wiki/Befunge).
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This is my collection of tools, libraries and transcompilers for the esoteric programming language [Befunge](https://esolangs.org/wiki/Befunge).
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It consists of the following core components:
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@ -30,7 +30,7 @@ It consists of the following core components:
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Set up
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==========
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You can either download the binaries from [www.mikescher.com](http://www.mikescher.com/programs/view/BefunUtils).
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You can either download the binaries from [www.mikescher.com](https://www.mikescher.com/programs/view/BefunUtils).
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Or you can setup the Solution by yourself:
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@ -5,7 +5,7 @@ Displays a Commit Table for every of your github-years.
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This is practically a copy of githubs Commit-Graph functionality.
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But with the extra feature of showing commits older than a year, from private repositories abd from other git remotes.
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*See it live in action [here](http://www.mikescher.de/about)*
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*See it live in action [here](https://www.mikescher.de/about)*
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### How to use:
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@ -114,7 +114,7 @@ Below a crappy example implementation with jQuerys Ajax calls:
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<head>
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<meta charset="utf-8">
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<script src="http://code.jquery.com/jquery-latest.min.js"></script>
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<script src="https://code.jquery.com/jquery-latest.min.js"></script>
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<link rel="stylesheet" type="text/css" href="/style.css">
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<script type="text/javascript" language="JavaScript">
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@ -2,7 +2,7 @@ An automatic solver for [Hexcells](http://www.matthewbrowngames.com/hexcells.htm
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The idea is to automatically parse the game state, find the next (valid) step and execute it.
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*(Rinse and Repeat until everything is solved)*
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### [> Animation](http://gfycat.com/GrotesqueRecklessAcornbarnacle)
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### [> Animation](https://gfycat.com/GrotesqueRecklessAcornbarnacle)
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##Usage
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- Dynamically finding the hexagon layout
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- With an custom crafted OCR module recognition of the cell values
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- 3-Step solving of the current configuration (tested on the original levels and many of the generated ones)
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- Finding the optimal execution path by solving the corresponding [TSP](http://en.wikipedia.org/wiki/Travelling_salesman_problem)
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- Finding the optimal execution path by solving the corresponding [TSP](https://en.wikipedia.org/wiki/Travelling_salesman_problem)
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- Automatic execution by programmatically moving the mouse
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- Saving the current (captured) state as an [*.hexcells](https://github.com/BlaXpirit/sixcells) file
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@ -1,6 +1,6 @@
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SharkSim is my take on a Wa-Tor simulation ([wikipedia.org/wiki/Wator](wikipedia.org/wiki/Wator))
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SharkSim is my take on a Wa-Tor simulation ([wikipedia.org/wiki/Wator](https://wikipedia.org/wiki/Wator))
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The rules of this [cellular automaton](http://en.wikipedia.org/wiki/Cellular_automaton) are:
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The rules of this [cellular automaton](https://en.wikipedia.org/wiki/Cellular_automaton) are:
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||||
|
||||
> Time passes in discrete jumps, which I shall call chronons.
|
||||
> During each chronon a fish or shark may move north, east, south or west to an adjacent point, provided the point is not already occupied by a member of its own species.
|
||||
|
@ -1,3 +1,3 @@
|
||||
The [Sive of Ersathothenes](http://en.wikipedia.org/wiki/Sieve_of_Eratosthenes) algorithm is a good way to get all prime numbers up to a specific limit.
|
||||
The [Sive of Ersathothenes](https://en.wikipedia.org/wiki/Sieve_of_Eratosthenes) algorithm is a good way to get all prime numbers up to a specific limit.
|
||||
|
||||
This programm visualized the algorithm in an *hopefully* easy-to-understand way.
|
@ -1,4 +1,4 @@
|
||||
The [Monty-Hall-Problem](http://en.wikipedia.org/wiki/Monty_Hall_problem) is an old mathematical riddle
|
||||
The [Monty-Hall-Problem](https://en.wikipedia.org/wiki/Monty_Hall_problem) is an old mathematical riddle
|
||||
|
||||
> Suppose you're on a game show, and you're given the choice of three doors: Behind one door is a car; behind the others, goats. You pick a door, say No. 1, and the host, who knows what's behind the doors, opens another door, say No. 3, which has a goat. He then says to you, "Do you want to pick door No. 2?" Is it to your advantage to switch your choice?
|
||||
|
||||
|
@ -278,7 +278,7 @@ return
|
||||
'urls' =>
|
||||
[
|
||||
'download' => 'direct',
|
||||
'sourceforge' => 'http://sourceforge.net/projects/jcircuits/',
|
||||
'sourceforge' => 'https://sourceforge.net/projects/jcircuits/',
|
||||
],
|
||||
],
|
||||
|
||||
|
@ -14,7 +14,7 @@ jClipCorn
|
||||
|
||||
- Fully portable - leave the program, the database and the settings on the same *(external)* drive as your movies
|
||||
- Multi language (German & English), if you want you can help me translate it into other languages.
|
||||
- Parse meta data from the [IMDB](http://www.imdb.com/)
|
||||
- Parse meta data from the [IMDB](https://www.imdb.com/)
|
||||
- Filter your movies by many different criterias (date, genre, name, film series, quality, language, MPAA rating ...)
|
||||
- Remember which movies you have watched and where you are in a series
|
||||
- Automatically generate nice file names and folder structures for your movies and series
|
||||
@ -22,8 +22,8 @@ jClipCorn
|
||||
- Tag and rate your watched movies
|
||||
- Works under Windows, Linux *(and probably OS X)*
|
||||
|
||||
#[> DOWNLOAD](http://www.github.com/Mikescher/jClipCorn/releases)
|
||||
###[> HOMEPAGE](http://www.mikescher.com/programs/view/jClipCorn)
|
||||
#[> DOWNLOAD](https://www.github.com/Mikescher/jClipCorn/releases)
|
||||
###[> HOMEPAGE](https://www.mikescher.com/programs/view/jClipCorn)
|
||||
###[> GITHUB WIKI](https://github.com/Mikescher/jClipCorn/wiki)
|
||||
###[> CHANGELOG](https://raw.githubusercontent.com/Mikescher/jClipCorn/master/changelog.txt)
|
||||
|
||||
@ -70,7 +70,7 @@ At first you should look into the settings and eventually change a few things, i
|
||||
|
||||
- UI Language
|
||||
- Look'n'Feel (It's recommended to either use *Windows* or *Metal*)
|
||||
- VLC Path (path to *vlc.exe*, for playing. You can also use another player - but it works best with the [VLC player](http://www.videolan.org/vlc/))
|
||||
- VLC Path (path to *vlc.exe*, for playing. You can also use another player - but it works best with the [VLC player](https://www.videolan.org/vlc/))
|
||||
- The backup settings (I recommend to **enable** automatic backups *(like every 7 days or so)*)
|
||||
- Automatic relative paths (this should really stay active - otherwise paths will be absolute and everything can go havoc if ClipCorn runs on an external drive)
|
||||
|
||||
|
@ -2,13 +2,13 @@
|
||||
|
||||
return
|
||||
[
|
||||
'H²O' => [ 'version' => '3.4', 'url' => 'http://www.mikescher.com/programs/view/H2O', ],
|
||||
'LAN-Control' => [ 'version' => '2.0', 'url' => 'http://www.mikescher.com/programs/view/LAN-Control', ],
|
||||
'WTG' => [ 'version' => '1.3.3', 'url' => 'http://www.mikescher.com/programs/view/Wikipedia - The Game', ],
|
||||
'ClipCorn' => [ 'version' => '1.5.6', 'url' => 'http://www.mikescher.com/programs/view/ClipCorn', ],
|
||||
'DLF' => [ 'version' => '1.0.2', 'url' => 'http://www.mikescher.com/programs/view/Dynamic Link Fighters', ],
|
||||
'InfinityTournament' => [ 'version' => '1.5', 'url' => 'http://www.mikescher.com/programs/view/Infinity Tournament', ],
|
||||
'absCanvas' => [ 'version' => '0.64', 'url' => 'http://www.mikescher.com/programs/view/absCanvas', ],
|
||||
'CrystalGrid' => [ 'version' => '1.2', 'url' => 'http://www.mikescher.com/programs/view/Crystal Grid', ],
|
||||
'H²O' => [ 'version' => '3.4', 'url' => 'https://www.mikescher.com/programs/view/H2O', ],
|
||||
'LAN-Control' => [ 'version' => '2.0', 'url' => 'https://www.mikescher.com/programs/view/LAN-Control', ],
|
||||
'WTG' => [ 'version' => '1.3.3', 'url' => 'https://www.mikescher.com/programs/view/Wikipedia - The Game', ],
|
||||
'ClipCorn' => [ 'version' => '1.5.6', 'url' => 'https://www.mikescher.com/programs/view/ClipCorn', ],
|
||||
'DLF' => [ 'version' => '1.0.2', 'url' => 'https://www.mikescher.com/programs/view/Dynamic Link Fighters', ],
|
||||
'InfinityTournament' => [ 'version' => '1.5', 'url' => 'https://www.mikescher.com/programs/view/Infinity Tournament', ],
|
||||
'absCanvas' => [ 'version' => '0.64', 'url' => 'https://www.mikescher.com/programs/view/absCanvas', ],
|
||||
'CrystalGrid' => [ 'version' => '1.2', 'url' => 'https://www.mikescher.com/programs/view/Crystal Grid', ],
|
||||
'jClipCorn' => [ 'version' => '1.10.3', 'url' => 'https://github.com/Mikescher/jClipCorn/releases', ],
|
||||
];
|
Loading…
Reference in New Issue
Block a user