Using random function in selecting an object if two same distance values - java

I have an ArrayList unsolvedOutlets containing object Outlet that has attributes longitude and latitude.
Using the longitude and latitude of Outlet objects in ArrayList unsolvedOutlets, I need to find the smallest distance in that list using the distance formula : SQRT(((X2 - X1)^2)+(Y2-Y1)^2), wherein (X1, Y1) are given. I use Collections.min(list) in finding the smallest distance.
My problem is if there are two or more values with the same smallest distance, I'd have to randomly select one from them.
Code:
ArrayList<Double> distances = new ArrayList<Double>();
Double smallestDistance = 0.0;
for (int i = 0; i < unsolvedOutlets.size(); i++) {
distances.add(Math.sqrt(
(unsolvedOutlets.get(i).getLatitude() - currSolved.getLatitude())*
(unsolvedOutlets.get(i).getLatitude() - currSolved.getLatitude())+
(unsolvedOutlets.get(i).getLongitude() - currSolved.getLongitude())*
(unsolvedOutlets.get(i).getLongitude() - currSolved.getLongitude())));
distances.add(0.0); //added this to test
distances.add(0.0); //added this to test
smallestDistance = Collections.min(distances);
System.out.println(smallestDistance);
}
The outcome in the console would print out 0.0 but it wont stop. Is there a way to know if there are multiple values with same smallest value. Then I'd incorporate the Random function. Did that make sense? lol but if anyone would have the logic for that, it would be really helpful!!
Thank you!

Keep track of the indices with min distance in your loop and after the loop choose one at random:
Random random = ...
...
List<Integer> minDistanceIndices = new ArrayList<>();
double smallestDistance = 0.0;
for (int i = 0; i < unsolvedOutlets.size(); i++) {
double newDistance = Math.sqrt(
(unsolvedOutlets.get(i).getLatitude() - currSolved.getLatitude())*
(unsolvedOutlets.get(i).getLatitude() - currSolved.getLatitude())+
(unsolvedOutlets.get(i).getLongitude() - currSolved.getLongitude())*
(unsolvedOutlets.get(i).getLongitude() - currSolved.getLongitude()));
distances.add(newDistance);
if (newDistance < smallestDistance) {
minDistanceIndices.clear();
minDistanceIndices.add(i);
smallestDistance = newDistance;
} else if (newDistance == smallestDistance) {
minDistanceIndices.add(i);
}
}
if (!unsolvedOutlets.isEmpty()) {
int index = minDistanceIndices.get(random.nextInt(minDistanceIndices.size()));
Object chosenOutlet = unsolvedOutlets.get(index);
System.out.println("chosen outlet: "+ chosenOutlet);
}
As Jon Skeet mentioned you don't need to take the square root to compare the distances.
Also if you want to use distances on a sphere your formula is wrong:
With your formula you'll get the same distance for (0° N, 180° E) to (0° N, 0° E) as for (90° N, 180° E) to (90° N, 0° E), but while you need to travel around half the earth to travel from the first to the second, the last 2 coordinates both denote the north pole.

Note: I believe fabian's solution is superior to this, but I've kept it around to demonstrate that there are many different ways of implementing this...
I would probably:
Create a new type which contained the distance from the outlet as well as the outlet (or just the square of the distance), or use a generic Pair type for the same purpose
Map (using Stream.map) the original list to a list of these pairs
Order by the distance or square-of-distance
Look through the sorted list until you find a distance which isn't the same as the first one in the list
You then know how many - and which - outlets have the same distance.
Another option would be to simply shuffle the original collection, then sort the result by distance, then take the first element - that way even if multiple of them do have the same distance, you'll be taking a random one of those.
JB Nizet's option of "find the minimum, then perform a second scan to find all those with that distance" would be fine too - and quite possibly simpler :) Lots of options...

Related

Shuffling through all the points in a 3-dimensional space without storing all possible coordinates

I'm programming a 3-dimensional cellular automata. The way I'm iterating through it right now in each generation is:
Create a list of all possible coordinates in the 3D space.
Shuffle the list.
Iterate through the list until all coordinates have been visited.
Goto 2.
Here's the code:
I've a simple 3 integer struct
public class Coordinate
{
public int x;
public int y;
public int z;
public Coordinate(int x, int y, int z) {this.x = x; this.y = y; this.z = z;}
}
then at some point I do this:
List<Coordinate> all_coordinates = new ArrayList<>();
[...]
for(int z=0 ; z<length ; z++)
{
for(int x=0 ; x<diameter ; x++)
{
for(int y=0 ; y<diameter ; y++)
{
all_coordinates.add(new Coordinate(x,y,z));
}
}
}
and then in the main algorithm I do this:
private void next_generation()
{
Collections.shuffle(all_coordinates);
for (int i=0 ; i < all_coordinates.size() ; i++)
{
[...]
}
}
The problem is, once the automata gets too large, the list containing all possible points gets huge. I need a way to shuffle through all the points without having to actually store all the possible points in memory. How should I go about this?
One way to do this is to start by mapping your three dimensional coordinates into a single dimension. Let's say that your three dimensions' sizes are X, Y, and Z. So your x coordinate goes from 0 to X-1, etc. The full size of your space is X*Y*Z. We'll call that S.
To map any coordinate in 3-space to 1-space, you use the formula (x*X) + (Y*y) + z.
Of course, once you generate the numbers, you have to convert back to 3-space. That's a simple matter of reversing the conversion above. Assuming that coord is the 1-space coordinate:
x = coord/X
coord = coord % X
y = coord/Y
z = coord % Y
Now, with a single dimension to work with, you've simplified the problem to one of generating all the numbers from 0 to S in pseudo-random order, without duplication.
I know of at least three ways to do this. The simplest uses a multiplicative inverse, as I showed here: Given a number, produce another random number that is the same every time and distinct from all other results.
When you've generated all of the numbers, you "re-shuffle" the list by picking a different x and m values for the multiplicative inverse calculations.
Another way of creating a non-repeating pseudo-random sequence in a particular range is with a linear feedback shift register. I don't have a ready example, but I have used them. To change the order, (i.e. re-shuffle), you re-initialize the generator with different parameters.
You might also be interested in the answers to this question: Unique (non-repeating) random numbers in O(1)?. That user was only looking for 1,000 numbers, so he could use a table, and the accepted answer reflects that. Other answers cover the LFSR, and a Linear congruential generator that is designed with a specific period.
None of the methods I mentioned require that you maintain much state. The amount of state you need to maintain is constant, whether your range is 20 or 20,000,000.
Note that all of the methods I mentioned above give pseudo-random sequences. They will not be truly random, but they'll likely be close enough to random to fit your needs.

Closest Point - Flaw in approach

I am solving Closest Point Problem from here
Problem Statement :
We are given an array of n points in the plane, and the problem is to find out the closest pair of points in the array.
INPUT : Input will be two arrays X and Y, X[] stores x coordinates and Y[] stores y coordinates.
OUTPUT : Smallest distance.
My Algorithm :
Note : Approach works only for positive coordinates.
Find Distance between all the coordinates from (0,0) and store it in distance array.
Sort Distance array calculated in previous step.
Find smallest distance by calculating difference between two consecutive values in distance array.
Code :
public class ClosestPoint {
int x[]={2,12,40,5,12,3},y[]={3,30,50,1,10,4}; // x and y coordinates
float distance[] = {0,0,0,0,0,0}; // distance
void calculateDis(){
for(int i=0;i<x.length;i++){
int dis=(x[i]*x[i] + y[i]*y[i]);
distance[i]= (float)Math.sqrt(dis);
}
}
float findClosest() {
float closest = Float.MAX_VALUE;
for(int i=0;i<distance.length-1;i++) {
float pairDis= distance[i+1]-distance[i];
if(closest>pairDis) {
closest =pairDis;
}
}
return closest;
}
public static void main(String arg[]) {
ClosestPoint p =new ClosestPoint();
p.calculateDis(); // calculate distance from 0,0.
Arrays.sort(p.distance);
System.out.println(p.findClosest());
}
}
Correct answer :
1.4
My Answer :
0.099
I am not getting correct answer. Can someone point out flaw in my approach.
Thanks.
The actual problem is in the logic. You are calculating the distances from origin and comparing it. This may lead to the wrong answer.
Consider this example of points (3,4) and (4,3). Both are at same distance from origin - 5. So according to your logic, You sort the distances and take minimum consecutive distance so here your algorithm will return 0 (as after sorting array would be 5.0 , 5.0) but the actual answer is .

digit categorisation using Euclidean distance

I want to categorise digits which are represented in a 64 dimensional space which gives an 8X8 pixel character image. Each attribute is an integer from 0...16. I have 20 rows of 64 values plus one at the end which determines the category. The category is previously determined by UCI but I want to know how they got each particular category for each row. So they say they used Euclidean distance to determine the category.
My question is how do I apply Euclidean distance to 64 values? I tried to use following formula (pythagorean theorem) Math.sqrt(Math.pow(x2-x1)+Math.pow(y2-y1)) within a row but the result was too big and I do not know what that represents. For example for the first row I obtained 1612 which is the square root of 40.15
This is my code for the process:
enter code here
public static void main(String[]args)
{
int row[]= new int[64];
for(int z=0;z<64;z++)
{
row[z]=digits[0][z]; //get the first row and store it
}
double result = 0;
for(int z=0;z<64;z+=2)
{
double distance = Math.pow(row[z]-row[z+1],2);
result = result+distance; //add distance each time
System.out.print(result+", ");
}
}
The first row of digits is this:
0,0,5,13,9,1,0,0,0,0,13,15,10,15,5,0,0,3,15,2,0,11,8,0,0,4,12,0,0,8,8,0,0,5,8,0,0,9,8,0,0,4,11,0,1,12,7,0,0,2,14,5,10,12,0,0,0,0,6,13,10,0,0,0,0
I am not sure if this makes sense but if something is not clear please do ask.
Thanks in advance.
My question is how do I apply Euclidean distance to 64 values?
You do not. Distance is a measure between two objects, each of which can have 64 values, but you need two objects. In particular, euclidean distance is defined as
dist(x, y) = ||x-y||_2 = sqrt[ SUM_{i=1}^d (x_i - y_i)^2 ]
where d is the number of dimensions, and x_i means ith dimension of x.
So they say they used Euclidean distance to determine the category.
They said more than that, as the distance itself does not define anything besides... distance. Category on the other hand is an abstract object, which might be defined by some some characteristic point (centroid), then you assign a category with closest (in terms of given distance) centroid.

algorithm to calculate perimeter of unioned rectangles

I'm trying to calculate the perimeter of the union of a n rectangles, of which I have the bottom left and top right points. Every rectangle sits on the x axis (bottom left corner of every rectangle is (x, 0)). I've been looking into different ways of doing this and it seems like the Sweep-Line algorithm is the best approach. I've looked at Graham Scan as well. I'm aiming for an O(n log n) algorithm. Honestly though I am lost in how to proceed, and I'm hoping someone here can do their best to dumb it down for me and try to help me understand exactly how to accomplish this.
Some things I've gathered from the research I've done:
We'll need to sort the points (I'm not sure the criteria in which we are sorting them).
We will be dividing and conquering something (to achieve the O (log n)).
We'll need to calculate intersections (What's the best way to do this?)
We'll need some sort of data structure to hold the points (Binary tree perhaps?)
I'll ultimately be implementing this algorithm in Java.
The algorithm is a lot of fiddly case analysis. Not super complicated, but difficult to get completely correct.
Say all the rectangles are stored in an array A by lower left and upper right corner (x0, y0, x1, y1). So we can represent any edge of a rectangle as a pair (e, i) where e \in {L, R, T, B} for left, right, top, and bottom edge and i denotes A[i]. Put all pairs (L, i) in a start list S and sort it on A[i].x0.
We'll also need a scan line C, which is a BST of triples (T, i, d) for top edges and (B, i, d) for bottom. Here i is a rectangle index, and d is an integer depth, described below. The key for the BST is the edges' y coordinates. Initially it's empty.
Note that at any time you can traverse C in order and determine which portions of the sweep line are hidden by a rectangle and not. Do this by keeping a depth counter, initially zero. From least y to greatest, when you encounter a bottom edge, add 1 to the counter. When you see a top edge, decrement 1. For regions where the counter is zero, the scan line is visible. Else it's hidden by a rectangle.
Now you never actually do that entire traversal. Rather you can be efficient by maintaining the depths incrementally. The d element of each triple in C is the depth of the region above it. (The region below the first edge in C is always of depth 0.)
Finally we need an output register P. It stores a set of polylines (doubly linked lists of edges are convenient for this) and allows queries of the form "Give me all the polylines whose ends' y coordinates fall in the range [y0..y1]. It's a property of the algorithm that these polylines always have two horizontal edges crossing the scan line as their ends, and all other edges are left of the scan line. Also, no two polylines intersect. They're segments of the output polygon "under construction." Note the output polygon may be non-simple, consisting of multiple "loops" and "holes." Another BST will do for P. It is also initially empty.
Now the algorithm looks roughly like this. I'm not going to steal all the fun of figuring out the details.
while there are still edges in S
Let V = leftmost vertical edge taken from S
Determine Vv, the intersection of V with the visible parts of C
if V is of the form (L, i) // a left edge
Update P with Vv (polylines may be added or joined)
add (R, i) to S
add (T, i) and (B, i) to C, incrementing depths as needed
else // V is of the form (R, i) // a right edge
Update P with Vv (polylines may be removed or joined)
remove (T, i) and (B, i) from C, decrementing depths as needed
As P is updated, you'll generate the complex polygon. The rightmost edge should close the last loop.
Finally, be aware that coincident edges can create some tricky special cases. When you run into those, post again, and we can discuss.
The run time for the sort is of course O(n log n), but the cost of updating the scan line depends on how many polygons can overlap: O(n) for degenerate cases or O(n^2) for the whole computation.
Good luck. I've implemented this algorithm (years ago) and a few others similar. They're tremendous exercises in rigorous logical case analysis. Extremely frustrating, but also rewarding when you win through.
The trick is to first find the max height at every segment along the x axis (see the picture above). Once you know this, then the perimeter is easy:
NOTE: I haven't tested the code so there might be typos.
// Calculate perimeter given the maxY at each line segment.
double calcPerimeter(List<Double> X, List<Double> maxY) {
double perimeter = 0;
for(int i = 1; i < X.size(); i++){
// Add the left side of the rect, maxY[0] == 0
perimeter += Math.abs(maxY.get(i) - maxY.get(i - 1))
// add the top of the rect
perimeter += X.get(i) - X.get(i-1);
}
// Add the right side and return total perimeter
return perimeter + maxY.get(maxY.size() - 1);
}
Putting it all together, you will need to first calculate X and maxY. The full code will look something like this:
double calcUnionPerimeter(Set<Rect> rects){
// list of x points, with reference to Rect
List<Entry<Double, Rect>> orderedList = new ArrayList<>();
// create list of all x points
for(Rect rect : rects){
orderedList.add(new Entry(rect.getX(), rect));
orderedList.add(new Entry(rect.getX() + rect.getW(), rect));
}
// sort list by x points
Collections.sort(orderedList, new Comparator<Entry<Double,Rect>>(){
#Override int compare(Entry<Double, Rect> p1, Entry<Double, Rect> p2) {
return Double.compare(p1.getKey(), p2.getKey());
}
});
// Max PriorityQueue based on Rect height
Queue<Rect> maxQ = new PriorityQueue<>(orderedList, new Comparator<Rect>(){
#Override int compare(Rect r1, Rect r2) {
return Double.compare(r1.getH(), r2.getH());
}
}
List<Double> X = new ArrayList<>();
List<Double> maxY = new ArrayList<>();
// loop through list, building up X and maxY
for(Entry<Double, Rect> e : orderedList) {
double x = e.getKey();
double rect = e.getValue();
double isRightEdge = x.equals(rect.getX() + rect.getW());
X.add(x);
maxY.add(maxQ.isEmpty() ? 0 : maxQ.peek().getY());
if(isRightEdge){
maxQ.dequeue(rect); // remove rect from queue
} else {
maxQ.enqueue(rect); // add rect to queue
}
}
return calcPerimeter(X, maxY);
}

generate normal distributed timestamps within a range [0,x]

I want to generate a file containing timestamps (integers between 0 and a bound value x, in increasing order) which represents arrivals of an event.
The "Event arrival rate" should be "normal distributed" which means, somehow in the "middle" of the dataset the rate of arrivals should be more frequently as at the beginning and the end.
How can i generate such a list of values using java?
regards
I agree with greedybuddha that a Gaussian function is what you want here, but you also stated that you want your events to be ordered - Random.nextGaussian() won't give you that, it will give you random numbers that are normally distributed. Instead, use the gaussian function to calculate the frequency of events at each point in time:
for (int t = 0; t < max; t++)
{
f = Math.exp(-Math.pow(t - CENTER, 2.0) / (2.0 * Math.pow(WIDTH, 2.0)));
for (int j = 0; j < f; j++)
{
writeEvent(t);
}
}
CENTER is where you want the "peak" of the curve to be (probably max/2), and WIDTH is a parameter that controls the spread of the distribution.
Java has a Random class and one of it's methods is a nextGaussian which will give you a normal distribution from 0-1.0 (Gaussian Distribution and Normal Distribution are synonyms).
From there you just need to multiply that by your range to get a value from that range.
Random random = new Random();
public int nextNormalTime(int upperTimeBound){
return (int)(random.nextGaussian()*upperTimeBound);
}
If you want to create an ordered list of these, you can just add the times into a list and sort, or into something like a PriorityQueue.
List<Integer> list = new ArrayList<Integer>(nTimes);
for (int i=0;i<nTimes;i++){
list.add(nextNormalTime(upperTimeBound));
}
Collections.sort(list);

Categories