So I need to take a 2D array do calculations to each elements and transfer that into another 2D array while using the values to the "left" "right" "up" and "down" of the current element. If the current element is on the edge (x = 0, y = 0, x = array.length , y = array.length) I will get an array out of bounds error. I want to create a for loop that deals with each of those cases but I don't know how to do it. A sample of my code is
private void buildE(int[][] array, int y, int x)
{
int up = array[y - 1][x];
int down = array[y + 1][x];
int left = array[y][x - 1];
int right = array[y][x + 1];
if(up == 0){
buildETopRow(array);
}
E will be my new array. This method does not work because y does not equal 0, it just doesn't exist but I can't set ints to null either. In the case of an out of bounds error I need the element (up, down, left, or right) that is out of bounds to equal the current element. Is there a way I can still use a for loop for this or do I need to do something else?
If I read this correctly you want to effectively treat the difference of an element on the edge with an element off the edge as 0. If that's true I would write four methods right(), left(), up() and down(), with down() shown below as an example:
/*
* Return the difference between an element an the element below it
*/
public void down(int x, int y) {
if (y == array.length - 1) {
\\ on the bottom edge
return 0;
}
return array[y][x] - array[y + 1][x];
}
And inside your loop you'd calculate:
up(x,y) + down(x,y) + right(x,y) + left(x,y)
or whatever calculation it is you need to sum up.
The easiest way it to surround your array with a border region. So that your x dimension is really width+2.
import java.util.*;
import java.lang.*;
class Main
{
public static void main (String[] args) throws java.lang.Exception
{
int realWidth = 10;
int realHeight = 10;
int[][] in = new int[(realWidth+2)][(realHeight+2)];
int[][] out = new int[(realWidth+2)][(realHeight+2)];
for (int j = 1;j<realHeight+1;j++)
{
for (int i = 1;i<realWidth+1;i++)
{
int top = in[j-1][i];
int bottom = in[j+1][i];
int left= in[j][i-1];
int right = in[j][i+1];
out[j][i] = operation(top,bottom,left,right);
}
}
}
public static int operation (int top,int bottom,int left,int right)
{
return top+bottom+left+right;
}
}
I'm not totally sure what your question is, but (1) the usual structure for traversing a 2D array is to use nested for loops (one inside the other), and (2) when you want wrap-around counters (e.g. 2, 3, 0, 1, 2, ...) use the remainder operator %.
int numRows = theArray.length;
int numCols = theArray[0].length;
for (int i = 0; i < numRows; i++) {
for (int j = 0; j < numCols; j++) {
int right = theArray[(j+1) % numCols];
int down = theArray[(i+1) % numRows];
int left = theArray[(j+numCols-1) % numCols];
int up = theArray[(i+numRows-1) % numCols];
/* right, down, left, and up will be the elements to the right, down,
left, and up of the current element. Npw that you have them, you can
process them however you like and put them in the other array. */
}
}
What the remainder operator A%B does is sets A back to zero once it gets as large as B. Since B is the size of your array, that's exactly when it is too large and will cause an IndexOutOfBounds error. Note: That's not how % works but it's an ok way to think of what it does. To find out more about it you can google it, I found an ok explanation here.
Related
During a 45 minute technical interview with Google, I was asked a Leaper Graph problem.
I wrote working code, but later was declined the job offer because I lacked Data structure knowledge. I'm wondering what I could have done better.
The problem was as following:
"Given an N sized board, and told that a piece can jump i positions horizontally (left or right) and j positions vertically (up or down) (I.e, sort of like a horse in chess), can the leaper reach every spot on the board?"
I wrote the following algorithm. It recursively finds out if every position on the board is reachable by marking all spots on the graph that were visited. If it was not reachable, then at least one field was false and the function would return false.
static boolean reachable(int i, int j, int n) {
boolean grid[][] = new boolean[n][n];
reachableHelper(0, 0, grid, i, j, n - 1);
for (int x = 0; x < n; x++) {
for (int y = 0; y < n; y++) {
if (!grid[x][y]) {
return false;
}
}
}
return true;
}
static void reachableHelper(int x, int y, boolean[][] grid, int i, int j, int max) {
if (x > max || y > max || x < 0 || y < 0 || grid[x][y]) {
return;
}
grid[x][y] = true;
int i2 = i;
int j2 = j;
for (int a = 0; a < 2; a++) {
for (int b = 0; b < 2; b++) {
reachableHelper(x + i2, y + j2, grid, i, j, max);
reachableHelper(x + j2, y + i2, grid, i, j, max);
i2 = -i2;
}
j2 = -j2;
}
}
Now, later it was pointed out that the optimal solution would be to implement Donald Knuth's co-prime implementation:
http://arxiv.org/pdf/math/9411240v1.pdf
Is this something that one should be able to figure out on a 45 minute technical interview??
Besides the above, is there anything I could have done better?
edit:
- I enquired about starting position. I was told starting at 0,0 is fine.
edit2
Based on feedback, I wrote a while-loop with queue approach.
The recursive approach runs into a stack-overflow when n = 85.
However, the while loop with queue method below works up to ~n = 30,000. (after that it runs into heap-issues with memory exceeding GB's). If you know how to optimize further, please let me know.
static boolean isReachableLoop(int i, int j, int n) {
boolean [][] grid = new boolean [n][n];
LinkedList<Point> queue = new LinkedList<Point>();
queue.add(new Point(0,0)); // starting position.
int nodesVisited = 0;
while (queue.size() != 0) {
Point pos = queue.removeFirst();
if (pos.x >= 0 && pos.y >= 0 && pos.x < n && pos.y < n) {
if (!grid[pos.x][pos.y]) {
grid[pos.x][pos.y] = true;
nodesVisited++;
int i2 = i;
int j2 = j;
for (int a = 0; a < 2; a++) {
for (int b = 0; b < 2; b++) {
queue.add(new Point(pos.x+i2, pos.y+j2));
queue.add(new Point(pos.x+j2, pos.y+i2));
i2 = -i2;
}
j2 = -j2;
}
}
}
}
if (nodesVisited == (n * n)) {
return true;
} else {
return false;
}
}
I ask a lot of interview questions like this. I don't think you would be expected to figure out the coprime method during the interview, but I would have docked you for using O(n^2) stack space -- especially since you passed all those parameters to each recursive call instead of using an object.
I would have asked you about that, and expected you to come up with a BFS or DFS using a stack or queue on the heap. If you failed on that, I might have a complaint like "lacked data structure knowledge".
I would also have asked questions to make sure you knew what you were doing when you allocated that 2D array.
If you were really good, I would ask you if you can use the symmetry of the problem to reduce your search space. You really only have to search a J*J-sized grid (assuming J>=i).
It's important to remember that the interviewer isn't just looking at your answer. He's looking at the way you solve problems and what tools you have in your brain that you can bring to bear on a solution.
Edit: thinking about this some more, there are lots of incremental steps on the way to the coprime method that you might also come up with. Nobody will expect that, but it would be impressive!
I'm sorry, I feel like I'm missing something.
If you can only go up or down by i and left or right by j, then a case (x,y) is reachable from a start case (a,b) if there are integers m and n so that
a + m*i = x
b + n*j = y
That is, everything is false for a square board where n > 1.
If you meant more like a knight in chess, and you can go up/down by i and left/right by j OR up/down by j and left/right by i, you can use the same technique. It just becomes 2 equations to solve:
a + m * i + n * j = x
b + o * i + p * j = y
If there are no integers m, n, o and p that satisfy those equations, you can't reach that point.
I am trying to populate my 2d array that is 5 by 5 with a char such as A in random coordinates in the 2d array. When I use my nested for loop i wanted to make the coordinates of the 2d array where my char will be to be random. So lets say I asked for 40 percent of A's, in a 5 by 5 I should get 10 A's but I get 8. When i run it, it doesn't show the percentage of A's i wanted sometimes. it would only print out like 6. Is this because when the row and col in the if statement are randomized, so is the row and col in the for loop? Is this why the char sometimes populates less then asked for because the for loop stops if the number randomizes the length of the 2d array which is 5?
Also when it does print out 10 char, sometimes they go over the 5 by 5. an example would be 2 As in the line and 7 in the second and 1 in the 3rd. Why is that?
public static void grid(char[][] arr, int percentofchar)
{
double charx = 0.0;
double totalpercentchar = 0;
totalpercentchar = (double) percentofchar / 100;
cellx = totalpercentchar * (arr.length * arr.length);
for (int row = 0; row < arr.length; row++)
{
for (int col = 0; col < arr[row].length; col++)
{
if (charx > 0)
{
row = (int) (Math.random() * arr.length);
col = (int) (Math.random() * arr.length);
charx--;
arr[row][col] = 'A';
System.out.print(arr[row][col] + " ");
}
}
System.out.println();
}
}
your code should be something like
public static void grid(char[][] array, int percentOfChar)
{
int charsToPlace = (int) (percentOfChar * array.length * array.length / 100.0);
while (charsToPlace > 0)
{
int row = (int) (Math.random() * array.length);
int column = (int) (Math.random() * array.length);
if (array[row][column] != 'A');
{
array[row][column] = 'A';
charsToPlace--;
System.out.print(array[row][column] + " ");
}
}
System.out.println();
}
No need to loop through the array and to use nested loop if you are only trying to insert a char in a random position.
Also
Is this because when the row and col in the if statement are
randomized, so is the row and col in the for loop? Is this why the char sometimes populates
less then asked for because the for loop stops if the number
randomizes the length of the 2d array which is 5? Also when it does print out 10 char,
sometimes they go over the 5 by 5. an example would be 2 As in the
line and 7 in the second and 1 in the 3rd. Why is that?
More or less. You randomize row and column, but in doing so it could lead to a premature end of the iteration through the array. As a worst case scenario, consider what happens if the first time you enter the if statement the random functions assign the 4 values to both row and col. In general, are you sure that at the end of the grid method charx will always be equals to 0?
Considerations
As Matt pointed out in the below comments, this method has no check on the array; so, it assumes that the array is always a square one (i.e. row X column = n X n).
If you want to force the use of a square array, you may want to create a wrapper class, e.g.
class IntegerSquareArray
{
public final int length;
int[][] array;
IntegerSquareArray(int length)
{
this.length = length;
this.array = new int[length][length];
}
public int getValue(int row, int column)
{
if (row < length && column < length)
return array[row][column];
throw new IllegalArgumentException();
}
public void setValue(int row, int column, int value)
{
if (row < length && column < length)
array[row][column] = value;
else throw new IllegalArgumentException();
}
}
Then, you can simply change the grid code to be
public static void grid3(IntegerSquareArray integerSquareArray,
int percentOfChar)
{
int charsToPlace = (int) (percentOfChar * integerSquareArray.length
* integerSquareArray.length / 100.0);
while (charsToPlace > 0)
{
int row = (int) (Math.random() * integerSquareArray.length);
int column = (int) (Math.random() * integerSquareArray.length);
if (integerSquareArray.getValue(row, column) != 'A')
{
integerSquareArray.setValue(row, column, 'A');
charsToPlace--;
System.out.print(integerSquareArray.getValue(row, column) + " ");
}
}
System.out.println();
}
Just for completeness, here is what I mentioned in the comments under tigerjack's solution. As per the comments, I would use a wrapper for the grid rather than a raw multidimensional array.
My random placement solution is a little bit more complicated, but it will be much more efficient for higher placement percentages (ie. if you're trying to fill greater than 90% of the cells) and will always fill the exactly specified percent of characters.
If desired, you could use tigerjack's method for random placements when percentOfCellsToSet is lower, and this method when percentOfCellsToSet is higher using an if statement in the setRandomCells() method.
Here is my complete compileable example using the shuffled list method:
import java.awt.Point;
import java.util.ArrayList;
import java.util.Collections;
import java.util.List;
public class MyGrid
{
private int width;
private int height;
private char[][] grid;
public MyGrid(int width, int height, char defaultCell)
{
this.width = width;
this.height = height;
grid = new char[height][width];
// populate grid with defaultCells:
for(int x=0; x < width; ++x)
{
for(int y=0; y < height; ++y)
{
grid[y][x] = defaultCell;
}
}
}
public int getWidth() { return width; }
public int getHeight() { return height; }
public char getCell(int x, int y) { return grid[y][x]; }
public void setCell(int x, int y, char cellValue) { grid[y][x] = cellValue; }
public void setRandomCells(char cellValue, float percentOfCellsToSet)
{
// determine the number of cells to set (rounding to nearest int):
int numCellsToSet = (int)(Math.round((width * height * percentOfCellsToSet) / 100.0));
// create a list containing all possible cell positions:
List<Point> listAllCellLocations = new ArrayList<>();
for(int x=0; x < width; ++x)
{
for(int y=0; y < height; ++y)
{
listAllCellLocations.add(new Point(x,y));
}
}
// shuffle it
Collections.shuffle(listAllCellLocations);
// now set the cells
for(int i=0; i < numCellsToSet; ++i)
{
Point pt = listAllCellLocations.get(i);
setCell(pt.x, pt.y, cellValue);
}
}
public void debugPrintGrid()
{
for(int y=0; y < height; ++y)
{
for(int x=0; x < width; ++x)
{
System.out.print(getCell(x,y));
}
System.out.println();
}
}
public static void main(String[] args)
{
MyGrid myGrid = new MyGrid(10, 10, '0');
myGrid.setRandomCells('A', 68);
myGrid.debugPrintGrid();
}
}
and here is the sample output from the code in the main() method:
AAAA0A0AAA
0AAAAAAAA0
A00A00AA0A
AAAAA0AAA0
AA0A0AAAA0
0A0AAAA0AA
A0AAA0A0AA
A0A00AAAAA
AAA000A0A0
0AA0AAA0A0
Hope someone finds this helpful.
You assign random values to the cycle variables... Now this is as undeterministic as it could be...
Basically your nested loops will end if by any chance the first Math.random() results in arr.length - 1 and the 2nd results in arr[arr.length - 1].length -1.
I seriously doubt this is what you wanted.
To control how many random As to put into the array, just use a loop for that but don't assign random values to the cycle variable:
int max = arr.length * arr.length * percentofchar / 100;
for (int i = 0; i < max; i++) {
// Put `A` at a random location
int row = (int) (Math.random() * arr.length);
int col = (int) (Math.random() * arr.length);
arr[row][col] = 'A';
System.out.print(arr[row][col] + " ");
}
Also note that this still might result in less A than the percent would mean because the same random location might be generated multiple times, so the same array element might be set to A multiple times.
If you want to generate exact count of As, you have to retry if the random location is already an A:
int max = arr.length * arr.length * percentofchar / 100;
for (int i = 0; i < max; i++) {
// Put `A` at a random location
int row, col;
do {
row = (int) (Math.random() * arr.length);
col = (int) (Math.random() * arr.length);
} while (arr[row][col] == 'A');
arr[row][col] = 'A';
System.out.print(arr[row][col] + " ");
}
Your code places "A"s randomly, so some "A" may placed on same place.
Let calculate possibility to see 10 "A"s as result.
First "A" is always empty place, so you see 1 "A" at 100%
For placing second "A", there are 1 place occupied by "A" and 24 empty place, so you see 2 "A" after placing second "A" at 96%. (Second A may placed where first "A" placed in possibility 1 out of 25(4%).
For third, possibility is (24/25) * (23/25).
... omitted in 4th to 9th .
For 10th, you see 10 "A"s in possibility of (24/25)(23/25)(22/25)(21/25)(20/25)(19/25)(18/25)(17/25)(16/25). (The value is about 12.4%)
This calculation says that you code may show 10 "A"s in result about once by eight.
The nature of this problem has changed since submission, but the question isn't fit for deletion. I've answered the problem below and marked it as a community post.
I'm writing a recursive path-navigating function and the final piece I need involves knowing which cell you came from, and determining where to go next.
The Stage
You are given a 2d array where 0's denote an invalid path and 1's denote a valid path. As far as I know, you are allowed to manipulate the data of the array you're navigating, so I mark a traveled path with 2's.
The Goal
You need to recursively find and print all paths from origin to exit. There are four mazes, some with multiple paths, dead ends, or loops.
I've written code that can correctly handle all three cases, except the method for finding the next path is flawed in that it starts at a fixed location relative to your current index, and checks for a travelled path; If you encounter it, it's supposed to retreat.
While this works in most cases, it fails in a case when the first place it checks happens to be the place you came from. At this point, it returns out and ends prematurely.
Because of this, I need to find a way to intelligently start scanning (clockwise or anti-clockwise) based on where you came from, so that that place is always the last place checked.
Here is some code describing the process (note: edge cases are handled prior to this, so we don't need to worry about that):
private static void main()
{
int StartX = ;//Any arbitrary X
int StartY = ;//Any arbitrary Y
String Path = ""; //Recursive calls will tack on their location to this and print only when an exit path is found.
int[][] myArray = ;//We are given this array, I just edit it as I go
Navigator(StartX, StartY, Path, myArray);
}
private static void Navigator(int locX, int locY, String Path, int[][] myArray)
{
int newX = 0; int newY = 0;
Path = Path.concat("["+locX+","+locY+"]");
//Case 1: You're on the edge of the maze
boolean bIsOnEdge = (locX == 0 || locX == myArray.length-1 || locY == 0 || locY == myArray[0].length-1);
if (bIsOnEdge)
{
System.out.println(Path);
return;
}
int[][] Surroundings = surroundingsFinder(locX, locY, myArray);
for (int i = 0; i <= 7; i++)
{
//Case 2: Path encountered
if (Surroundings[0][i] == 1)
{
myArray[locX][locY] = 2;
newX = Surroundings[1][i];
newY = Surroundings[2][i];
Navigator(newX, newY, myArray, Path);
}
//Case 3: Breadcrumb encountered
if (Surroundings[0][i] == 2)
{
myArray[locX][locY] = 1;
return;
}
}
}
//generates 2D array of your surroundings clockwise from N to NW
//THIS IS THE PART THAT NEEDS TO BE IMPROVED, It always starts at A.
//
// H A B
// G - C
// F E D
//
static int[][] surroundingsFinder(int locX, int locY, int[][] myArray)
{
int[][] Surroundings = new int[3][8];
for (int i = -1; i <= 1; i++)
{
for (int j = -1; j <= 1; j++)
{
}
}
//Can be done simpler, is done this way for clarity
int xA = locX-1; int yA = locY; int valA = myArray[xA][yA];
int xB = locX-1; int yB = locY+1; int valB = myArray[xB][yB];
int xC = locX; int yC = locY+1; int valC = myArray[xC][yC];
int xD = locX+1; int yD = locY+1; int valD = myArray[xD][yD];
int xE = locX+1; int yE = locY; int valE = myArray[xE][yE];
int xF = locX+1; int yF = locY-1; int valF = myArray[xF][yF];
int xG = locX; int yG = locY-1; int valG = myArray[xG][yG];
int xH = locX-1; int yH = locY-1; int valH = myArray[xH][yH];
int[][] Surroundings = new int[3][8];
Surroundings[0][0] = valA; Surroundings[1][0] = xA; Surroundings[2][0] = yA;
Surroundings[0][1] = valB; Surroundings[1][1] = xB; Surroundings[2][1] = yB;
Surroundings[0][2] = valC; Surroundings[1][2] = xC; Surroundings[2][2] = yC;
Surroundings[0][3] = valD; Surroundings[1][3] = xD; Surroundings[2][3] = yD;
Surroundings[0][4] = valE; Surroundings[1][4] = xE; Surroundings[2][4] = yE;
Surroundings[0][5] = valF; Surroundings[1][5] = xF; Surroundings[2][5] = yF;
Surroundings[0][6] = valG; Surroundings[1][6] = xG; Surroundings[2][6] = yG;
Surroundings[0][7] = valH; Surroundings[1][7] = xH; Surroundings[2][7] = yH;
return Surroundings;
}
Can anyone help me with this? As you can see, surroundingsFinder always finds A first, then B all the way to H. This is fine if and only if you entered from H. But if fails on cases where you entered from A, so I need to make a way to intelligently determine where to start finding. Once I know this, I can probably adapt the logic so I no longer use a 2D array of values, as well. But so far I can't come up with the logic for the smart searcher!
NOTE: I am aware that Java does not optimize middle-recursion. It seems impossible to get tail recursion working for a problem like this.
The Solution
The initial goal was to print, from start to end, all of the paths that exit the array.
An earlier rendition of the script wrote "0" on treaded locations rather than "2", but for some reason I imagined that I needed the "2" and I needed to differentiate between "treaded path" and "invalid path".
In fact, due to the recursive nature of the problem, I discovered that you can in fact solve the problem writing only 0's as you go. Also, I no longer needed to keep track of where I came from and instead of checking clockwise over a matrix, I was iterating from left to right down the 3x3 matrix surrounding me, skipping my own cell.
Here is the completed code for such a solution. It prints to console upon finding an exit (edge) and otherwise traces itself around the maze, complete with recursion. To start the function, you are given a square 2D array of 0's and 1's where 1 is a valid path and 0 is invalid. You are also given a set of coordinates where you are "dropped in" (locX, locY) and an empty string that accumulates coordinates, forming a path that is later printed out (String Path = "")
Here is the code:
static void Navigator(int locX, int locY, int[][] myArray, String Path)
{
int newX = 0;
int newY = 0;
Path = Path.concat("["+locX+","+locY+"]");
if ((locX == 0 || locX == myArray.length-1 || locY == 0 || locY == myArray[0].length-1))
{//Edge Found
System.out.println(Path);
pathCnt++;
myArray[locX][locY] = 1;
return;
}
for (int row = -1; row <= 1; row++)
{
for (int col = -1; col <= 1; col++)
{
if (!(col == 0 && row == 0) && (myArray[locX+row][locY+col] == 1))
{ //Valid Path Found
myArray[locX][locY] = 0;
Navigator(locX+row, locY+col, myArray, Path);
}
}
}
//Dead End Found
myArray[locX][locY] = 1;
return;
} System.out.println(Path);
pathCnt++;
swamp[locX][locY] = 1;
return;
}
for (int row = -1; row <= 1; row++)
{
for (int col = -1; col <= 1; col++)
{
if (!(col == 0 && row == 0) && (swamp[locX+row][locY+col] == 1))
{ //Valid Path Found
swamp[locX][locY] = 0;
Navigator(locX+row, locY+col, swamp, Path);
}
}
}
//Dead End Found
swamp[locX][locY] = 1;
return;
}
As you may determine yourself, every time we "enter" a cell, we have 8 neighbors to check for validity. First, to save on run time and to avoid going out of the array during our for loop (it can't find myArray[i][j] if i or j point it outside, and it will error out), we check for edges. Since we're given the area of our swamp we use a truth comparison statement that essentially says ("(am I on the top or left edge?) or (am I on the bottom or right edge?)"). If we ARE on an edge, we print out the Path we're holding (thanks to deep copy, we have a unique copy of the original Path that only prints if we're on an edge, and includes our full set of coordinates).
If we aren't on an edge, then we start looking around us. We start at top left and move horizontally to bottom right, with a special check to make sure we're not checking where we're standing.:
A B C
D . E
F G H
This loop checks only for 1's and only calls the function up again should that happen. Why? Because it is the second-to-last case. There is only one extra situation that will occur, and if we reach the end of the function it means we hit that case. Why write extra code (checking for 0's to specifically recognize it?
So, as I just mentioned, if we exit the for loop, it means we didn't encounter any 1's at all. It means we're surrounded by zeros! It means we've hit a dead end, and that means that all we have to do is error our away out of that instance of the function, ergo the final return;.
All in all, the final function is simple. But coming from no background and having to realize the patterns and meanings of these cases, and after several failed attempts at this, it can take quite a bit of work. I was several days at work on perfecting this.
Happy coding, Everyone!
Your issue seems to be with:
if (Surroundings[0][i] == 2)
{
myArray[locX][locY] = 1;
return;
}
Perhaps this should be changed to:
if (Surroundings[0][i] == 2)
{
// not sure why you need this if it's already 1
myArray[locX][locY] = 1;
// go to next iteration of the "i" loop
// and keep looking for next available path
continue;
}
Your recursive method will automatically return when none of the surrounding cells satisfy the condition if (Surroundings[0][i] == 1).
PS: It's conventional to name your variables using small letter as the first character. For example: surroundings, path, startX or myVar
I am trying to implement an algorithm to clear dead stones in my Go game.
I hear that floodfill is the best to achieve this as using it recursively would be most effiecient and easier to implement.
I am having trouble using it within my code and was wondering how I should go about implementing it.
This is one of my classes, it is pretty self explanatory.
import java.io.*;
public class GoGame implements Serializable {
int size;
char[][] pos; // This is the array that stores whether a Black (B) or White (W) piece is stored, otherwise its an empty character.
public GoGame(int s){
size = s;
}
public void init() {
pos = new char[size][size];
for (int i=0;i<size;i++) {
for (int j=0;j<size;j++) {
pos[i][j] = ' ';
}
}
}
public void ClearAll() {
for (int i=0;i<size;i++) {
for (int j=0;j<size;j++) {
pos[i][j] = ' ';
}
}
}
public void clear(int x, int y) {
pos[x][y]=' ';
}
public void putB(int x, int y) { //places a black stone on the board+array
pos[x][y]='B';
floodfill(x,y,'B','W');
}
public void putW(int x, int y) { //places a white stone on the board+array
pos[x][y]='W';
floodfill(x,y,'W','B');
}
public char get(int x, int y) {
return pos[x][y];
}
public void floodfill(int x, int y, char placed, char liberty){
floodfill(x-1, y, placed, liberty);
floodfill(x+1, y, placed, liberty);
floodfill(x, y-1, placed, liberty);
floodfill(x, y+1, placed, liberty);
}
}
x and y are the coordinates of the square, placed is the character of the stone put down, liberty is the other character
Any help would be amazing!
while the other answers are technically correct, you are also missing a lot more logic related to go. what you need to do is, i think (on a B move):
for each W neighbour of the move:
check that W group to see if it has any liberties (spaces)
remove it if not
flood fill is useful for finding the extent of a group of stones, but your routine needs a lot more than that (i'm simplifying here, and also trying to guess what this routine is used for - see comments below this answer).
given the above, a flood fill that identifies all the stones in a group would be something like this (note that it uses a second array for the fill, because you don't want to be changing pos just to find a group):
public void findGroup(int x, int y, char colour, char[][] mask) {
// if this square is the colour expected and has not been visited before
if (pos[x][y] == colour && mask[x][y] == ' ') {
// save this group member
mask[x][y] = pos[x][y];
// look at the neighbours
findGroup(x+1, y, colour, mask);
findGroup(x-1, y, colour, mask);
findGroup(x, y+1, colour, mask);
findGroup(x, y-1, colour, mask);
}
}
you can call that to identify a single group (and copy it into mask), so it will help you identify the members of a W group that neighbour a B move (for example), but it is only a small part of the total logic you need.
finally, note that if you want to do something with every stone in a group you have two options. you can call a routine like the one above, and then loop over mask to find the group, or you can put the action you want to do directly inside the routine (in which case you still use mask to control the extent of the flood fill in the test && mask[x][y] == ' ' but you don't use it as a result - all the work is done by the time the routine returns).
(programming something to handle go correctly, following all the rules, is actually quite complex - you've got a lot of work ahead... :o)
I'd use false proof for that. Here is how I find captured stones:
private static final int SIZE = 8;
private static final int VACANT = 0; //empty point
private static final int MY_COLOR = 1; //Black
private static final int ENEMY_COLOR = 2; //White
private static final int CHECKED = 50; //Mark for processed points
private static final int OUT = 100; //points out of the board
private static boolean isCaptured(int col, int row, int[][] board) {
boolean result = !isNotCaptured(col, row, board);
cleanBoard(board);
return result;
}
private static boolean isNotCaptured(int col, int row, int[][] board) {
int value = board[col][row];
if (!(value == MY_COLOR || value == CHECKED))
return true;
int top = row < SIZE - 1 ? board[col][row + 1] : OUT;
int bottom = row > 0 - 1 ? board[col][row - 1] : OUT;
int left = col > 0 ? board[col - 1][row] : OUT;
int right = col < SIZE - 1 ? board[col + 1][row] : OUT;
if (top == VACANT || right == VACANT || left == VACANT || bottom == VACANT)
return true;
board[col][row] = CHECKED;
return (top == MY_COLOR && isNotCaptured(col, row + 1, board))
|| (bottom == MY_COLOR && isNotCaptured(col, row - 1, board))
|| (left == MY_COLOR && isNotCaptured(col - 1, row, board))
|| (right == MY_COLOR && isNotCaptured(col + 1, row, board));
}
private static void cleanBoard(int[][] board) {
for (int i = 0; i < SIZE; i++) {
for (int j = 0; j < SIZE; j++) {
if (board[i][j] == CHECKED)
board[i][j] = MY_COLOR;
}
}
}
Then you can call method like this:
isCaptured(5, 4, board)
I think that BFS will be better for this case because you need to explore the neighbors first, so that if any of them is captured then the point is captured.
As others pointed out, there is also a "ko rule" in Go which roughly means that you are not allowed to capture back immediately when a single stone is captured (simplified). In summary, you may want to use an existing library for this.
I recommend the brugo repository, which is available in maven.
<!-- https://mvnrepository.com/artifact/be.brugo/brugo -->
<dependency>
<groupId>be.brugo</groupId>
<artifactId>brugo</artifactId>
<version>0.1.0</version>
</dependency>
It roughly works like this.
(warning: code not tested)
// create a starting position
Position position = new Position(boardSize, komi);
// play a move
Intersection whereToPlay = Intersection.valueOf(4,4);
IntStatus colorToPlay = IntStatus.BLACK;
Position position2 = position.play(whereToPlay, colorToPlay);
// watch the result.
IntStatus[][] matrix = position2.getMatrix()
It also contains objects to export to Load/Save SGF. The loading of SGF files does not only support UTF-8 but also Asian encodings. Here is a screenshot that shows how difficult this is to implement yourself:
If you also plan to use javafx, then run this demo: brugo.go.ui.javafx.goban.GobanComponentDemo
Enough to get you started.
As part of a school project, I need to write a function that will take an integer N and return a two-dimensional array of every permutation of the array {0, 1, ..., N-1}. The declaration would look like public static int[][] permutations(int N).
The algorithm described at http://www.usna.edu/Users/math/wdj/book/node156.html is how I've decided to implement this.
I wrestled for quite a while with arrays and arrays of ArrayLists and ArrayLists of ArrayLists, but so far I've been frustrated, especially trying to convert a 2d ArrayList to a 2d array.
So I wrote it in javascript. This works:
function allPermutations(N) {
// base case
if (N == 2) return [[0,1], [1,0]];
else {
// start with all permutations of previous degree
var permutations = allPermutations(N-1);
// copy each permutation N times
for (var i = permutations.length*N-1; i >= 0; i--) {
if (i % N == 0) continue;
permutations.splice(Math.floor(i/N), 0, permutations[Math.floor(i/N)].slice(0));
}
// "weave" next number in
for (var i = 0, j = N-1, d = -1; i < permutations.length; i++) {
// insert number N-1 at index j
permutations[i].splice(j, 0, N-1);
// index j is N-1, N-2, N-3, ... , 1, 0; then 0, 1, 2, ... N-1; then N-1, N-2, etc.
j += d;
// at beginning or end of the row, switch weave direction
if (j < 0 || j >= N) {
d *= -1;
j += d;
}
}
return permutations;
}
}
So what's the best strategy to port that to Java? Can I do it with just primitive arrays? Do I need an array of ArrayLists? Or an ArrayList of ArrayLists? Or is there some other data type that's better? Whatever I use, I need to be able to convert it back into a an array of primitive arrays.
Maybe's there a better algorithm that would simplify this for me...
Thank you in advance for your advice!
As you know the number of permutations beforehand (it's N!) and also you want/have to return an int[][] I would go for an array directly. You can declare it right at the beginning with correct dimensions and return it at the end. Thus you don't have to worry about converting it afterwards at all.
Since you pretty much had it completed on your own in javascript, I'll go ahead and give you the Java code for implementing Steinhaus' permutation algorithm. I basically just ported your code to Java, leaving as much of it the same as I could, including comments.
I tested it up to N = 7. I tried to have it calculate N = 8, but it's been running for almost 10 minutes already on a 2 GHz Intel Core 2 Duo processor, and still going, lol.
I'm sure if you really worked at it you could speed this up significantly, but even then you're probably only going to be able to squeeze maybe a couple more N-values out of it, unless of course you have access to a supercomputer ;-).
Warning - this code is correct, NOT robust. If you need it robust, which you usually don't for homework assignments, then that would be an exercise left to you. I would also recommend implementing it using Java Collections, simply because it would be a great way to learn the in's and out's of the Collections API.
There's several "helper" methods included, including one to print a 2d array. Enjoy!
Update: N = 8 took 25 minutes, 38 seconds.
Edit: Fixed N == 1 and N == 2.
public class Test
{
public static void main (String[] args)
{
printArray (allPermutations (8));
}
public static int[][] allPermutations (int N)
{
// base case
if (N == 2)
{
return new int[][] {{1, 2}, {2, 1}};
}
else if (N > 2)
{
// start with all permutations of previous degree
int[][] permutations = allPermutations (N - 1);
for (int i = 0; i < factorial (N); i += N)
{
// copy each permutation N - 1 times
for (int j = 0; j < N - 1; ++j)
{
// similar to javascript's array.splice
permutations = insertRow (permutations, i, permutations [i]);
}
}
// "weave" next number in
for (int i = 0, j = N - 1, d = -1; i < permutations.length; ++i)
{
// insert number N at index j
// similar to javascript's array.splice
permutations = insertColumn (permutations, i, j, N);
// index j is N-1, N-2, N-3, ... , 1, 0; then 0, 1, 2, ... N-1; then N-1, N-2, etc.
j += d;
// at beginning or end of the row, switch weave direction
if (j < 0 || j > N - 1)
{
d *= -1;
j += d;
}
}
return permutations;
}
else
{
throw new IllegalArgumentException ("N must be >= 2");
}
}
private static void arrayDeepCopy (int[][] src, int srcRow, int[][] dest,
int destRow, int numOfRows)
{
for (int row = 0; row < numOfRows; ++row)
{
System.arraycopy (src [srcRow + row], 0, dest [destRow + row], 0,
src[row].length);
}
}
public static int factorial (int n)
{
return n == 1 ? 1 : n * factorial (n - 1);
}
private static int[][] insertColumn (int[][] src, int rowIndex,
int columnIndex, int columnValue)
{
int[][] dest = new int[src.length][0];
for (int i = 0; i < dest.length; ++i)
{
dest [i] = new int [src[i].length];
}
arrayDeepCopy (src, 0, dest, 0, src.length);
int numOfColumns = src[rowIndex].length;
int[] rowWithExtraColumn = new int [numOfColumns + 1];
System.arraycopy (src [rowIndex], 0, rowWithExtraColumn, 0, columnIndex);
System.arraycopy (src [rowIndex], columnIndex, rowWithExtraColumn,
columnIndex + 1, numOfColumns - columnIndex);
rowWithExtraColumn [columnIndex] = columnValue;
dest [rowIndex] = rowWithExtraColumn;
return dest;
}
private static int[][] insertRow (int[][] src, int rowIndex,
int[] rowElements)
{
int srcRows = src.length;
int srcCols = rowElements.length;
int[][] dest = new int [srcRows + 1][srcCols];
arrayDeepCopy (src, 0, dest, 0, rowIndex);
arrayDeepCopy (src, rowIndex, dest, rowIndex + 1, src.length - rowIndex);
System.arraycopy (rowElements, 0, dest [rowIndex], 0, rowElements.length);
return dest;
}
public static void printArray (int[][] array)
{
for (int row = 0; row < array.length; ++row)
{
for (int col = 0; col < array[row].length; ++col)
{
System.out.print (array [row][col] + " ");
}
System.out.print ("\n");
}
System.out.print ("\n");
}
}
The java arrays are not mutable (in the sense, you cannot change their length). For direct translation of this recursive algorithm you probably want to use List interface (and probably LinkedList implementation as you want put numbers in the middle). That is List<List<Integer>>.
Beware the factorial grows rapidly: for N = 13, there is 13! permutations that is 6 227 020 800. But I guess you need to run it for only small values.
The algorithm above is quite complex, my solution would be:
create List<int[]> to hold all permutations
create one array of size N and fill it with identity ({1,2,3,...,N})
program function that in place creates next permutation in lexicographical ordering
repeat this until you get the identity again:
put a copy of the array at the end of the list
call the method to get next permutation.
If your program just needs to output all permutations, I would avoid to store them and just print them right away.
The algorithm to compute next permutation can be found on internet. Here for example
Use whatever you want, arrays or lists, but don't convert them - it just makes it harder. I can't tell what's better, probably I'd go for ArrayList<int[]>, since the outer List allows me to add the permutation easily and the inner array is good enough. That's just a matter of taste (but normally prefer lists, since they're much more flexible).
As per Howard's advice, I decided I didn't want to use anything but the primitive array type. The algorithm I initially picked was a pain to implement in Java, so thanks to stalker's advice, I went with the lexicographic-ordered algorithm described at Wikipedia. Here's what I ended up with:
public static int[][] generatePermutations(int N) {
int[][] a = new int[factorial(N)][N];
for (int i = 0; i < N; i++) a[0][i] = i;
for (int i = 1; i < a.length; i++) {
a[i] = Arrays.copyOf(a[i-1], N);
int k, l;
for (k = N - 2; a[i][k] >= a[i][k+1]; k--);
for (l = N - 1; a[i][k] >= a[i][l]; l--);
swap(a[i], k, l);
for (int j = 1; k+j < N-j; j++) swap(a[i], k+j, N-j);
}
return a;
}
private static void swap(int[] is, int k, int l) {
int tmp_k = is[k];
int tmp_l = is[l];
is[k] = tmp_l;
is[l] = tmp_k;
}