Dijkstra's Solverhttp://dijkstrasolver.codeplex.com/project/feeds/rssDijkstra's Solver is a teaching and learning tool designed to allow users to plot out graphs, generate the list of steps required to find the shortest path via Dijkstra's Algorithm, and to illustrate those steps. It is developed using the .NET framework, mainly written in C#.Source code checked in, #20343http://dijkstrasolver.codeplex.com/SourceControl/changeset/changes/20343Upgrade: New Version of LabDefaultTemplate.xaml. To upgrade your build definitions, please visit the following link: http://go.microsoft.com/fwlink/?LinkId=254563Project Collection Service AccountsMon, 01 Oct 2012 21:14:13 GMTSource code checked in, #20343 20121001091413PSource code checked in, #20342http://dijkstrasolver.codeplex.com/SourceControl/changeset/changes/20342Checked in by server upgradeProject Collection Service AccountsMon, 01 Oct 2012 21:12:25 GMTSource code checked in, #20342 20121001091225PUpdated Wiki: Homehttp://dijkstrasolver.codeplex.com/wikipage?version=5<div class="wikidoc"><b>Project Description</b><br />Dijkstra's Solver is a teaching and learning tool designed to allow users to plot out graphs, generate the list of steps required to find the shortest path via Dijkstra's Algorithm, and to illustrate those steps. It is developed using the .NET framework, mainly written in C#.<br />
<h1>Introduction</h1>
According to Wikipedia, a path finding algorithm “at its core...searches a graph by starting at one point and exploring adjacent nodes until the destination node is reached, generally with the intent of finding the shortest route.” (1)<br /><br />Path finding algorithms are often employed by video games in order for characters to navigate around obstacles in order to reach a target location. They are also employed in a great deal other situations, GPS navigation systems use forms of path finding in order to direct people to their desired locations, and network routing protocols also often find it useful or necessary to know the shortest possible path.<br /><br />A commonly known path finding algorithm is “Dijkstra's Algorithm”, discovered and published in 1959 by Dutch computer scientist “Edsger Dijkstra”. (2) This algorithm is known as a 'graph search algorithm', and is very commonly used and taught in tree and graph theory.<br /><br />AS Decision 1 mathematics, which is taught in colleges to 16-17 year old students, presently contains this algorithm and how to solve it in written form as part of the curriculum. This is often done by a teacher drawing a graph of joined nodes and then manually solving it, and also by the teacher showing pre-rendered animations of pre-drawn graphs being solved.<br /><br />The former option gives the teacher the advantage of control over the complexity or simplicity of the graph presented, but can become tedious if multiple examples are required. The latter option, however, takes away the teacher's control over the graph and therefore the examples can often be overly complicated for the skill level of the students, as well as being too simple.<br /><br />There does exist numerous programs which can create and find the shortest route between two points in a graph e.g. (3), however very few if any of them demonstrate step-by-step how the problem is being solved, making them useful only for checking answers are correct, not easily illustrating why they are correct.<br /><br />So far, very few, if any, efficient and effective compromises exist between the control of the 'manual' option and the ease with which solutions can be presented using the automated option.<br /><br />1 - <a href="http://en.wikipedia.org/wiki/Pathfinding" class="externalLink">http://en.wikipedia.org/wiki/Pathfinding<span class="externalLinkIcon"></span></a><br />2 - <a href="http://en.wikipedia.org/wiki/Dijkstra's_Algorithm" class="externalLink">http://en.wikipedia.org/wiki/Dijkstra's_Algorithm<span class="externalLinkIcon"></span></a><br />3 - <a href="http://www.codeproject.com/KB/recipes/ShortestPathCalculation.aspx" class="externalLink">http://www.codeproject.com/KB/recipes/ShortestPathCalculation.aspx<span class="externalLinkIcon"></span></a></div><div class="ClearBoth"></div>MrMorleyFri, 03 Dec 2010 18:52:04 GMTUpdated Wiki: Home 20101203065204PUpdated Wiki: Homehttp://dijkstrasolver.codeplex.com/wikipage?version=4<div class="wikidoc"><b>Project Description</b><br />Dijkstra's Solver is a teaching and learning tool designed to allow users to plot out graphs, generate the list of steps required to find the shortest path via Dijkstra's Algorithm, and to illustrate those steps. It is developed using the .NET framework, mainly written in C#.<br />
<h1>Introduction</h1>
According to Wikipedia, a path finding algorithm “at its core...searches a graph by starting at one point and exploring adjacent nodes until the destination node is reached, generally with the intent of finding the shortest route.” <a href="http://dijkstrasolver.codeplex.com/wikipage?title=1&referringTitle=Home">1</a><br /><br />Path finding algorithms are often employed by video games in order for characters to navigate around obstacles in order to reach a target location. They are also employed in a great deal other situations, GPS navigation systems use forms of path finding in order to direct people to their desired locations, and network routing protocols also often find it useful or necessary to know the shortest possible path.<br /><br />A commonly known path finding algorithm is “Dijkstra's Algorithm”, discovered and published in 1959 by Dutch computer scientist “Edsger Dijkstra”.<a href="http://dijkstrasolver.codeplex.com/wikipage?title=2&referringTitle=Home">2</a> This algorithm is known as a 'graph search algorithm', and is very commonly used and taught in tree and graph theory.<br /><br />AS Decision 1 mathematics, which is taught in colleges to 16-17 year old students, presently contains this algorithm and how to solve it in written form as part of the curriculum. This is often done by a teacher drawing a graph of joined nodes and then manually solving it, and also by the teacher showing pre-rendered animations of pre-drawn graphs being solved.<br /><br />The former option gives the teacher the advantage of control over the complexity or simplicity of the graph presented, but can become tedious if multiple examples are required. The latter option, however, takes away the teacher's control over the graph and therefore the examples can often be overly complicated for the skill level of the students, as well as being too simple.<br /><br />There does exist numerous programs which can create and find the shortest route between two points in a graphe.g. <a href="http://dijkstrasolver.codeplex.com/wikipage?title=3&referringTitle=Home">3</a>, however very few if any of them demonstrate step-by-step how the problem is being solved, making them useful only for checking answers are correct, not easily illustrating why they are correct.<br /><br />So far, very few, if any, efficient and effective compromises exist between the control of the 'manual' option and the ease with which solutions can be presented using the automated option.<br /><br /><a href="http://dijkstrasolver.codeplex.com/wikipage?title=1&referringTitle=Home">1</a> http://en.wikipedia.org/wiki/Pathfinding<br /><a href="http://dijkstrasolver.codeplex.com/wikipage?title=2&referringTitle=Home">2</a> http://en.wikipedia.org/wiki/Dijkstra's_Algorithm<br /><a href="http://dijkstrasolver.codeplex.com/wikipage?title=3&referringTitle=Home">3</a> http://www.codeproject.com/KB/recipes/ShortestPathCalculation.aspx</div><div class="ClearBoth"></div>MrMorleyFri, 03 Dec 2010 18:50:42 GMTUpdated Wiki: Home 20101203065042PUpdated Wiki: Homehttp://dijkstrasolver.codeplex.com/wikipage?version=3<div class="wikidoc"><b>Project Description</b><br />Dijkstra's Solver is a teaching and learning tool designed to allow users to plot out graphs, generate the list of steps required to find the shortest path via Dijkstra's Algorithm, and to illustrate those steps. It is developed using the .NET framework, mainly written in C#.<br /><br />A program to generate a solution to shortest path problems using Dijkstra's Algorithm, and to demonstrate the steps required to reach that solution.<br /><br />According to Wikipedia, a path finding algorithm “at its core...searches a graph by starting at one point and exploring adjacent nodes until the destination node is reached, generally with the intent of finding the shortest route.” <a href="http://dijkstrasolver.codeplex.com/wikipage?title=1&referringTitle=Home">1</a><br /><br />Path finding algorithms are often employed by video games in order for characters to navigate around obstacles in order to reach a target location. They are also employed in a great deal other situations, GPS navigation systems use forms of path finding in order to direct people to their desired locations, and network routing protocols also often find it useful or necessary to know the shortest possible path.<br /><br />A commonly known path finding algorithm is “Dijkstra's Algorithm”, discovered and published in 1959 by Dutch computer scientist “Edsger Dijkstra”.<a href="http://dijkstrasolver.codeplex.com/wikipage?title=2&referringTitle=Home">2</a> This algorithm is known as a 'graph search algorithm', and is very commonly used and taught in tree and graph theory.<br /><br />AS Decision 1 mathematics, which is taught in colleges to 16-17 year old students, presently contains this algorithm and how to solve it in written form as part of the curriculum. This is often done by a teacher drawing a graph of joined nodes and then manually solving it, and also by the teacher showing pre-rendered animations of pre-drawn graphs being solved.<br /><br />The former option gives the teacher the advantage of control over the complexity or simplicity of the graph presented, but can become tedious if multiple examples are required. The latter option, however, takes away the teacher's control over the graph and therefore the examples can often be overly complicated for the skill level of the students, as well as being too simple.<br /><br />There does exist numerous programs which can create and find the shortest route between two points in a graphe.g. <a href="http://dijkstrasolver.codeplex.com/wikipage?title=3&referringTitle=Home">3</a>, however very few if any of them demonstrate step-by-step how the problem is being solved, making them useful only for checking answers are correct, not easily illustrating why they are correct.<br /><br />So far, very few, if any, efficient and effective compromises exist between the control of the 'manual' option and the ease with which solutions can be presented using the automated option.<br /><br /><a href="http://dijkstrasolver.codeplex.com/wikipage?title=1&referringTitle=Home">1</a> http://en.wikipedia.org/wiki/Pathfinding<br /><a href="http://dijkstrasolver.codeplex.com/wikipage?title=2&referringTitle=Home">2</a> http://en.wikipedia.org/wiki/Dijkstra's_Algorithm<br /><a href="http://dijkstrasolver.codeplex.com/wikipage?title=3&referringTitle=Home">3</a> http://www.codeproject.com/KB/recipes/ShortestPathCalculation.aspx</div><div class="ClearBoth"></div>MrMorleyFri, 03 Dec 2010 18:50:15 GMTUpdated Wiki: Home 20101203065015PSource code checked in, #3728http://dijkstrasolver.codeplex.com/SourceControl/changeset/changes/3728Added a very simple WinForm to the System to provide a visual look.MrMorleyThu, 25 Nov 2010 06:36:12 GMTSource code checked in, #3728 20101125063612ASource code checked in, #3721http://dijkstrasolver.codeplex.com/SourceControl/changeset/changes/3721Dijkstra outputs it's steps into the Core.DatabaseMrMorleyThu, 25 Nov 2010 05:07:21 GMTSource code checked in, #3721 20101125050721ASource code checked in, #3720http://dijkstrasolver.codeplex.com/SourceControl/changeset/changes/3720* Implemented Dijkstra's Algorithm and it's outputted StepsMrMorleyThu, 25 Nov 2010 04:44:43 GMTSource code checked in, #3720 20101125044443ASource code checked in, #3718http://dijkstrasolver.codeplex.com/SourceControl/changeset/changes/3718MrMorleyThu, 25 Nov 2010 03:42:22 GMTSource code checked in, #3718 20101125034222ASource code checked in, #3708http://dijkstrasolver.codeplex.com/SourceControl/changeset/changes/3708MrMorleyThu, 25 Nov 2010 00:22:31 GMTSource code checked in, #3708 20101125122231ASource code checked in, #3706http://dijkstrasolver.codeplex.com/SourceControl/changeset/changes/3706MrMorleyThu, 25 Nov 2010 00:14:39 GMTSource code checked in, #3706 20101125121439A