My recent research on how to improve the text typing experience on gaming consoles.

# Posts tagged as «C#»

## Smart typing for game consoles

## Quick line segmentation

From the Equation OCR front line…

##### Problem:

Splitting up handwritten calculations into single lines.* *

##### Algorithm description:

First map all the strokes on the y-axis. Then travel along the axis and record the the *ink density* (number of strokes underneath). Remember local maximums. If the density falls below a certain percentage (tolerance) of a last local maximum – insert a break line.

##### C# code:

## Win7 Math recognition

## …you can look but you better not touch

Recently I’ve started working on a new project with my friend, so development of Falasol will be slower for a while. But fear not – I’m not going to give up on that. Falasol is my long term plan and what you can see so far is just a little part of it. I expect to get back to it next year. Meanwhile I’ll be occasionally posting stories from EqOCR development. You probably guessed that it will have something to do with equations & math – that is correct.

## C# benchmark of 2^x optimizations

As promised last week I’m going to compare three methods of optimizing 2 ^ x calculation:

- Cache table – described in my previous post
- Polynomial approximation – suggested by Gregory, implemented here
*celt_exp2(…)*and described here - Compact IEEE-754 – 3 lines of code(!) described here and here

## 2^x optimization for double type

Signal processing often requires moving between logarithmic & linear domains. In audio area we can talk about Octaves (logarithmic representation) and Frequencies (linear representation). Octave -> Frequency conversion corresponds to transformation** x = 2 ^ x**.

Most programming languages provide support for such calculation, for example Pow(a, b) in C#.

Those functions however tend to be time consuming. We can take advantage of the fact that in our case *a = const = 2* and optimize the calculation.

Let’s start with equation: