• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:14
CEST 00:14
KST 07:14
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL19] Finals Recap: Standing Tall10HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Weekly Cups (June 30 - July 6): Classic Doubles2[BSL20] Non-Korean Championship 4x BSL + 4x China9Flash Announces Hiatus From ASL66Weekly Cups (June 23-29): Reynor in world title form?14FEL Cracov 2025 (July 27) - $8000 live event22
StarCraft 2
General
The GOAT ranking of GOAT rankings The SCII GOAT: A statistical Evaluation Weekly Cups (June 23-29): Reynor in world title form? Weekly Cups (June 30 - July 6): Classic Doubles Program: SC2 / XSplit / OBS Scene Switcher
Tourneys
RSL: Revival, a new crowdfunded tournament series FEL Cracov 2025 (July 27) - $8000 live event Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays Korean Starcraft League Week 77
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ ASL20 Preliminary Maps [ASL19] Finals Recap: Standing Tall SC uni coach streams logging into betting site Flash Announces Hiatus From ASL
Tourneys
[BSL20] Non-Korean Championship 4x BSL + 4x China [BSL20] Grand Finals - Sunday 20:00 CET CSL Xiamen International Invitational The Casual Games of the Week Thread
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Stop Killing Games - European Citizens Initiative Summer Games Done Quick 2024! Summer Games Done Quick 2025!
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion 2024 - 2025 Football Thread NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 644 users

The Big Programming Thread - Page 800

Forum Index > General Forum
Post a Reply
Prev 1 798 799 800 801 802 1031 Next
Thread Rules
1. This is not a "do my homework for me" thread. If you have specific questions, ask, but don't post an assignment or homework problem and expect an exact solution.
2. No recruiting for your cockamamie projects (you won't replace facebook with 3 dudes you found on the internet and $20)
3. If you can't articulate why a language is bad, don't start slinging shit about it. Just remember that nothing is worse than making CSS IE6 compatible.
4. Use [code] tags to format code blocks.
icystorage
Profile Blog Joined November 2008
Jollibee19343 Posts
November 21 2016 06:44 GMT
#15981
What do you guys think is faster?

Method 1:
1. Get all items via api call (assuming 3000 items)
2. for each item in items
2.a get item count via api call using item.id
2.b get item status via api call using item.id
3. sort items descending via item.count, return 5.

Method 2:
1. Get all items via api call (assuming 3000 items)
2. for each item in items
2.a get item count via api call using item.id
3. newItems = sort items descending via item.count take 5
4. for each item in newItems
4.a get item status via api call using item.id

I'm thinking method 2 but I just want to make sure
LiquidDota StaffAre you ready for a Miracle-? We are! The International 2017 Champions!
Aerisky
Profile Blog Joined May 2012
United States12129 Posts
Last Edited: 2016-11-21 07:19:50
November 21 2016 07:13 GMT
#15982
Yup, second makes more sense, cuz if you think about it:

Method 1
1 get for 3000 items (for id)
2 gets on each of those 3000 items (for count & status)
1 sort on 3000 items, look at top 5 items
Return top 5 items' statuses

Method 2
1 get for 3000 items (for id)
1 get on each of those 3000 items (for count)
1 sort on 3000 items, look at top 5 items
1 get (for status) on each of these 5 items, return

The bottleneck is probably the API calls, so the fact that you're doing fewer unnecessary gets for status would probably save a lot of time. The 2995 gets for the statuses of non-top-5 items in method 1 aren't needed at all.
Jim while Johnny had had had had had had had; had had had had the better effect on the teacher.
icystorage
Profile Blog Joined November 2008
Jollibee19343 Posts
November 21 2016 07:15 GMT
#15983
yeah, talked about it with a colleague since I'm thinking method 2 would be O(2N) while method 1 is O(N) only. Corrected me that method 2 would just be O(N+5)
LiquidDota StaffAre you ready for a Miracle-? We are! The International 2017 Champions!
Neshapotamus
Profile Blog Joined May 2006
United States163 Posts
November 21 2016 07:30 GMT
#15984
On November 21 2016 16:15 icystorage wrote:
yeah, talked about it with a colleague since I'm thinking method 2 would be O(2N) while method 1 is O(N) only. Corrected me that method 2 would just be O(N+5)


Just curious, how did you get O(2N) or O(N)?
If you are using BigO notation, you don't need to keep constants.

Besides the point.

First Method:
n = 3000
loop = 1 to n
sort n
O(N + N log N) = O(N log N)

From your original post, you want to return just the top 5 from your sorted list?

use a partition method(rselect, dselect), this should run in, log N. This will partition your data into 2 sets (a1, a2).
Then your first algo runs in O(N+ log N). If you need your top 5 sorted. This is would be O(N + log N + a1 log a1) = O(N) since your N = 3000 and a1=5
icystorage
Profile Blog Joined November 2008
Jollibee19343 Posts
November 21 2016 07:32 GMT
#15985
I actually just used linq in sorting it

We didnt take into account the notation for the sort, just talking about the loops.
LiquidDota StaffAre you ready for a Miracle-? We are! The International 2017 Champions!
Neshapotamus
Profile Blog Joined May 2006
United States163 Posts
November 21 2016 07:44 GMT
#15986
So started looking at your second method, and I finally understand what you are doing.

So, we can subtract what's common from both.
Common:
Time Taken = Action
1 = api call to get items
n = 1 to n loop to populate item count.
n log n = sort

Different:
Method 1:
n = get status for items

Method 2:
5 = get status for top 5 items

So, your right, you will save time on method 2

I think you can save time on the sort. Look at quicksort partition method. Rselect is just a variation of binary search and partition. (http://analgorithmaday.blogspot.com/2011/05/randomized-selection-algorithm.html)
You can do this in log N time, and would make your algorithm faster. Honestly, if your list is this small, then there is no need.

icystorage
Profile Blog Joined November 2008
Jollibee19343 Posts
November 21 2016 07:52 GMT
#15987
yeah, it's just a call from a user's twitter timeline, twitter documentation said that there's a 3200 tweet limit so I just used linq in sorting.
LiquidDota StaffAre you ready for a Miracle-? We are! The International 2017 Champions!
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
Last Edited: 2016-11-22 03:28:30
November 22 2016 01:40 GMT
#15988
Pretty annoyed right now. My project, which I have spent a lot of time on, works perfectly visually. I have to use 3 different algorithms to solve a GUI maze. I can clearly see that my algorithms work as they should to solve the maze.

The code looks good to me. I checked and rechecked and re-rechecked.

And yet when I submit my project to the school's submit server I fail all 3 tests on the algorithm. Also i time out on a BFS test which I don't understand either. It doesn't really seem that complicated.

This is dumb. There seems to be no way to know what is going wrong. I am highly suspicious that there is actually a problem with the test server's code.
Hanh
Profile Joined June 2016
146 Posts
November 22 2016 01:48 GMT
#15989
On November 21 2016 16:44 Neshapotamus wrote:
So started looking at your second method, and I finally understand what you are doing.

So, we can subtract what's common from both.
Common:
Time Taken = Action
1 = api call to get items
n = 1 to n loop to populate item count.
n log n = sort

Different:
Method 1:
n = get status for items

Method 2:
5 = get status for top 5 items

So, your right, you will save time on method 2

I think you can save time on the sort. Look at quicksort partition method. Rselect is just a variation of binary search and partition. (http://analgorithmaday.blogspot.com/2011/05/randomized-selection-algorithm.html)
You can do this in log N time, and would make your algorithm faster. Honestly, if your list is this small, then there is no need.



In linq, this is called a PartialSort operator
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
Last Edited: 2016-11-22 02:11:21
November 22 2016 02:07 GMT
#15990
On November 22 2016 10:40 travis wrote:
Pretty annoyed right now. My project, which I have spent a lot of time on, works perfectly visually. I have to use 3 different algorithms to solve a GUI maze. I can clearly see that my algorithms work as they should to solve the maze.

The code looks good to me. I checked and rechecked and re-rechecked.

And yet when I submit my project to the school's submit server I fail all 3 tests on the algorithm. Also i time out on a BFS test which I don't understand either. It doesn't really seem that complicated.

This is dumb. There seems to be no way to know what is going wrong. I am highly suspicious that there is actually a problem with the test server's code.


This is how I do my BFS of my graph, for example

My graph has


public V data;
private Map<V, Connections> vertices = new HashMap<V, Connections>();

// Inner class edge defines what a vertex is
class Connections {

// Each vertex has a map listing it's edges
private Map<V, Integer> edges = new HashMap<V, Integer>();

public Connections() {

}

}


And my BFS does this (with some added method calls that they require that meet their exact specifications):


public void bfs(V start, V end) {

Set<V> visitedSet = new HashSet<V>();
LinkedList<V> queue = new LinkedList<V>();

queue.add(start);

while (!queue.isEmpty()) {
V current;
current = queue.remove();

visitedSet.add(current);


for (V vertex : vertices.get(current).edges.keySet()) {

if (!visitedSet.contains(vertex)) {
queue.add(vertex);
}
}

if (current.equals(end)) { do the ending stuff here and return }

}


I mean this is pretty straightforward right? I don't even understand what could be wrong with it.

And then DFS is even more straightforward and I fail that too.



Why are you using LinkedList instead of Queue?
Why do you declare the variable "V current" on a separate line?
What is "V data" supposed to do?

Whatever the class V might not have implemented hashcode. Does V implement equals properly either?

Does your code work with your own input? Do you have sample input provided to you? Are you sure you're following the test specifications correctly?
There is no one like you in the universe.
Hanh
Profile Joined June 2016
146 Posts
November 22 2016 02:10 GMT
#15991
On November 22 2016 10:40 travis wrote:
Pretty annoyed right now. My project, which I have spent a lot of time on, works perfectly visually. I have to use 3 different algorithms to solve a GUI maze. I can clearly see that my algorithms work as they should to solve the maze.

The code looks good to me. I checked and rechecked and re-rechecked.

And yet when I submit my project to the school's submit server I fail all 3 tests on the algorithm. Also i time out on a BFS test which I don't understand either. It doesn't really seem that complicated.

This is dumb. There seems to be no way to know what is going wrong. I am highly suspicious that there is actually a problem with the test server's code.


This is how I do my BFS of my graph, for example

My graph has


public V data;
private Map<V, Connections> vertices = new HashMap<V, Connections>();

// Inner class edge defines what a vertex is
class Connections {

// Each vertex has a map listing it's edges
private Map<V, Integer> edges = new HashMap<V, Integer>();

public Connections() {

}

}


And my BFS does this (with some added method calls that they require that meet their exact specifications):


public void bfs(V start, V end) {

Set<V> visitedSet = new HashSet<V>();
LinkedList<V> queue = new LinkedList<V>();

queue.add(start);

while (!queue.isEmpty()) {
V current;
current = queue.remove();

visitedSet.add(current);


for (V vertex : vertices.get(current).edges.keySet()) {

if (!visitedSet.contains(vertex)) {
queue.add(vertex);
}
}

if (current.equals(end)) { do the ending stuff here and return }

}


I mean this is pretty straightforward right? I don't even understand what could be wrong with it.

And then DFS is even more straightforward and I fail that too.



Maybe your output doesn't match what they are looking for.
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
November 22 2016 02:18 GMT
#15992
Well the thing is that I passed all the tests that tested the "setting up" of my graph (and associated maze, since it's about going through a maze). So I know the data structures are good.

And the project comes with a GUI that you can watch it go through the maze. So I can see it doing the maze.

And the project comes with included methods that you call when certain events happen, so the output is really just calling their methods.
Chocolate
Profile Blog Joined December 2010
United States2350 Posts
November 22 2016 02:53 GMT
#15993
Are you doing the UC Berkeley Pacman "Search" project?
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
November 22 2016 03:04 GMT
#15994
naw ours is just start to finish of a maze
and then once start to finish going through weighted paths (with djikstras)
Acrofales
Profile Joined August 2010
Spain17971 Posts
November 22 2016 03:44 GMT
#15995
On November 22 2016 11:07 Blisse wrote:
Show nested quote +
On November 22 2016 10:40 travis wrote:
Pretty annoyed right now. My project, which I have spent a lot of time on, works perfectly visually. I have to use 3 different algorithms to solve a GUI maze. I can clearly see that my algorithms work as they should to solve the maze.

The code looks good to me. I checked and rechecked and re-rechecked.

And yet when I submit my project to the school's submit server I fail all 3 tests on the algorithm. Also i time out on a BFS test which I don't understand either. It doesn't really seem that complicated.

This is dumb. There seems to be no way to know what is going wrong. I am highly suspicious that there is actually a problem with the test server's code.


This is how I do my BFS of my graph, for example

My graph has


public V data;
private Map<V, Connections> vertices = new HashMap<V, Connections>();

// Inner class edge defines what a vertex is
class Connections {

// Each vertex has a map listing it's edges
private Map<V, Integer> edges = new HashMap<V, Integer>();

public Connections() {

}

}


And my BFS does this (with some added method calls that they require that meet their exact specifications):


public void bfs(V start, V end) {

Set<V> visitedSet = new HashSet<V>();
LinkedList<V> queue = new LinkedList<V>();

queue.add(start);

while (!queue.isEmpty()) {
V current;
current = queue.remove();

visitedSet.add(current);


for (V vertex : vertices.get(current).edges.keySet()) {

if (!visitedSet.contains(vertex)) {
queue.add(vertex);
}
}

if (current.equals(end)) { do the ending stuff here and return }

}


I mean this is pretty straightforward right? I don't even understand what could be wrong with it.

And then DFS is even more straightforward and I fail that too.



Why are you using LinkedList instead of Queue?
Why do you declare the variable "V current" on a separate line?
What is "V data" supposed to do?

Whatever the class V might not have implemented hashcode. Does V implement equals properly either?

Does your code work with your own input? Do you have sample input provided to you? Are you sure you're following the test specifications correctly?


You currently only check visitedSet for duplicates, but to ensure you don't visit more than once you'd also have to check queue. Imagine the following graph:

start, a
start, b
a, c
b, c
c, end.

After visiting b (or a, whichever comes last), your data structures will have:

Visited = {start, a, b}
Queue = [c, c]

You will then visit c twice, and after that will have:

Visited = {start, a, b, c}
Queue = [end, end]

That might be your speed problem.

A way around it is to have a flag "visited" in your vertex objects. That way you don't have to check whether each node is already in your queue (which is O(n)). You simply add them all, but only execute the code if you didn't visit yet.


public void bfs(V start, V end) {

LinkedList<V> queue = new LinkedList<V>();

queue.add(start);

while (!queue.isEmpty()) {
V current;
current = queue.remove();

if(! current.visited()) {

current.visit();

for (V vertex : vertices.get(current).edges.keySet()) {
queue.add(vertex);
}
}

if (current.equals(end)) { do the ending stuff here and return }
}


I also don't see you storing your shortest path here: it will find the end, but won't know how it got there, or how many steps it takes. If that doesn't matter then all is well.
meatpudding
Profile Joined March 2011
Australia520 Posts
November 22 2016 04:22 GMT
#15996
On November 22 2016 10:40 travis wrote:
Pretty annoyed right now. My project, which I have spent a lot of time on, works perfectly visually. I have to use 3 different algorithms to solve a GUI maze. I can clearly see that my algorithms work as they should to solve the maze.

The code looks good to me. I checked and rechecked and re-rechecked.

And yet when I submit my project to the school's submit server I fail all 3 tests on the algorithm. Also i time out on a BFS test which I don't understand either. It doesn't really seem that complicated.

This is dumb. There seems to be no way to know what is going wrong. I am highly suspicious that there is actually a problem with the test server's code.


These kinds of tests usually throw funky edge-cases at your code to see if it breaks. You can't rule out a problem with the test server, but the tests themselves could be running into code branches that you haven't tested yet.
Be excellent to each other.
Hanh
Profile Joined June 2016
146 Posts
November 22 2016 08:48 GMT
#15997
On November 22 2016 12:44 Acrofales wrote:
You currently only check visitedSet for duplicates, but to ensure you don't visit more than once you'd also have to check queue.


It seems to me that the check is just delayed by one step. If so, that shouldn't cause a significant slowdown.
Neshapotamus
Profile Blog Joined May 2006
United States163 Posts
Last Edited: 2016-11-22 08:52:02
November 22 2016 08:50 GMT
#15998
Don't know why your using a generic V. Use integer instead.

Visited should be a boolean array. The size of visited should be equal to the number of verticies. Make this a class level scope.

You don't have to explicitly terminate your algorithms. It will reach all the connected components by itself and complete.
DFS should be implemented using recursion. Otherwise, you will have to create your own stack. This is where having visited at a class scope will help.

You bfs has a fundamental problem.
*Write the for loop first
*Inside the for loop, check to see if you have visited the adjacent nodes. Then mark the adjacent nodes as being visited.


Some other tips:
Don't use a hashmap, use an array. (You can create an array of list<int> per index. The index of the array maps to vertex.)
Create a variable called PathTo. PathTo should be a integer array; The size of PathTo array should be equal to the number of verticies. You will need this to build a complete path from source to destination.

Here is a method you should implement if you take my suggestion above:
public boolean hasPathTo(int v); //run in constant time
public Iterable<Integer> pathTo(int v); //use the PathTo variable and create a path

Acrofales
Profile Joined August 2010
Spain17971 Posts
November 22 2016 09:46 GMT
#15999
On November 22 2016 17:48 Hanh wrote:
Show nested quote +
On November 22 2016 12:44 Acrofales wrote:
You currently only check visitedSet for duplicates, but to ensure you don't visit more than once you'd also have to check queue.


It seems to me that the check is just delayed by one step. If so, that shouldn't cause a significant slowdown.

No, the check is in fundamentally the wrong place for an efficient bfs. Think of how this will work for a chain of diamonds.

On November 22 2016 17:50 Neshapotamus wrote:
Don't know why your using a generic V. Use integer instead.

Why?


Visited should be a boolean array. The size of visited should be equal to the number of verticies. Make this a class level scope.

Why?


You don't have to explicitly terminate your algorithms. It will reach all the connected components by itself and complete.

Still have to check whether you reached end or not. No need to keep searching the graph if you found your destination. Moreover, you want it to terminate differently, e.g. return true if it found end and false if it didn't. That is missing from the algorithm, I agree.


DFS should be implemented using recursion. Otherwise, you will have to create your own stack. This is where having visited at a class scope will help.

You bfs has a fundamental problem.
*Write the for loop first
*Inside the for loop, check to see if you have visited the adjacent nodes. Then mark the adjacent nodes as being visited.


Some other tips:
Don't use a hashmap, use an array. (You can create an array of list<int> per index. The index of the array maps to vertex.)

You're making some assumptions here about the form of the input he's getting. But yes, numbering the nodes and using an array would also be a more efficient way of checking whether a node was visited than using a hashset.


Create a variable called PathTo. PathTo should be a integer array; The size of PathTo array should be equal to the number of verticies. You will need this to build a complete path from source to destination.

Here is a method you should implement if you take my suggestion above:
public boolean hasPathTo(int v); //run in constant time
public Iterable<Integer> pathTo(int v); //use the PathTo variable and create a path


You're assuming he has to return the path. Might all be unnecessary.

Finally, some tips regarding automated tests:
Test your algorithm with null inputs.
Test your algorithm with nodes that aren't null, but aren't in your graph either.
Test on disconnected graphs.
Think of any other input that could break your algorithm and make sure it doesn't break.
Manit0u
Profile Blog Joined August 2004
Poland17244 Posts
November 22 2016 10:23 GMT
#16000

width = Math.ceil(width);
width = Math.round(width);


Amazing...
Time is precious. Waste it wisely.
Prev 1 798 799 800 801 802 1031 Next
Please log in or register to reply.
Live Events Refresh
Next event in 1h 46m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 728
ProTech67
ROOTCatZ 56
Livibee 53
JuggernautJason32
UpATreeSC 1
StarCraft: Brood War
Artosis 240
Rock 24
MaD[AoV]14
Stormgate
Nathanias73
Dota 2
NeuroSwarm51
League of Legends
Grubby4548
Counter-Strike
Fnx 2254
taco 746
Stewie2K688
flusha402
sgares146
Super Smash Bros
PPMD146
Mew2King84
Heroes of the Storm
Liquid`Hasu569
Other Games
summit1g7854
tarik_tv2375
fl0m700
mouzStarbuck293
ZombieGrub59
Maynarde17
Organizations
Other Games
gamesdonequick49954
BasetradeTV29
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 22 non-featured ]
StarCraft 2
• kabyraGe 268
• musti20045 36
• davetesta33
• IndyKCrew
• sooper7s
• Migwel
• AfreecaTV YouTube
• LaughNgamezSOOP
• intothetv
• Kozan
StarCraft: Brood War
• 80smullet 31
• Eskiya23 20
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Stormgate
• mYiSmile10
Dota 2
• masondota2985
League of Legends
• Jankos2288
• TFBlade1022
Other Games
• imaqtpie1968
• Shiphtur533
• WagamamaTV222
Upcoming Events
Replay Cast
1h 46m
Sparkling Tuna Cup
11h 46m
WardiTV European League
17h 46m
MaNa vs sebesdes
Mixu vs Fjant
ByuN vs HeRoMaRinE
ShoWTimE vs goblin
Gerald vs Babymarine
Krystianer vs YoungYakov
PiGosaur Monday
1d 1h
The PondCast
1d 11h
WardiTV European League
1d 13h
Jumy vs NightPhoenix
Percival vs Nicoract
ArT vs HiGhDrA
MaxPax vs Harstem
Scarlett vs Shameless
SKillous vs uThermal
uThermal 2v2 Circuit
1d 17h
Replay Cast
2 days
RSL Revival
2 days
ByuN vs SHIN
Clem vs Reynor
Replay Cast
3 days
[ Show More ]
RSL Revival
3 days
Classic vs Cure
FEL
3 days
RSL Revival
4 days
FEL
4 days
FEL
4 days
CSO Cup
4 days
BSL20 Non-Korean Champi…
4 days
Bonyth vs QiaoGege
Dewalt vs Fengzi
Hawk vs Zhanhun
Sziky vs Mihu
Mihu vs QiaoGege
Zhanhun vs Sziky
Fengzi vs Hawk
Sparkling Tuna Cup
5 days
RSL Revival
5 days
FEL
5 days
BSL20 Non-Korean Champi…
5 days
Bonyth vs Dewalt
QiaoGege vs Dewalt
Hawk vs Bonyth
Sziky vs Fengzi
Mihu vs Zhanhun
QiaoGege vs Zhanhun
Fengzi vs Mihu
Liquipedia Results

Completed

BSL Season 20
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
CSL Xiamen Invitational
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.