Random 4x4 2D NSArray Objective-C - objective-c

I'm trying to create a Minesweeper game.
I have a 4x4 set of buttons equally spaced in main.Storyboard.
My plan is to create a random array which places a 0 or * in the 1st/2nd/3rd/4th arrays. I would do this by using the arc4Random method.
With the remaining blank cells, I then have to check how many mines there could be for the 8 (potential) squares around the cell/button. This would be governed by the boundary conditions (0,0 to 3,3).
Once this is set up, I would then set the background and number label to the same colour. I could then write an if or else statement to change the colour after each button is pressed.
I'm quite struggling how to start this off and actually write this. Can anyone please give me some advice please?

Well,
you can get a boolean like this.
bool hasMine = arc4random() % 2;
this will give you 50% chance to get a bomb... if you want less bomb, increase the value (3 will give you 2 bomb free square, for one with a bomb, etc..)
then a "" or a "*" like this;
NSSString * value = hasMine ? #"*" : #"" ;
then it's just a matter of a for loop to populate your arrays.
for the sake of performance, I wouldn't use a n x n nested array but a single arrray of nxn size (in your case a array with 16 value). Then I will set a tag for 0 to (nxn -1) to each button based on its position, and on click I'll get the tag of the pressed button and retrive the value of the object at this position in the array

Related

How do I correctly describe this 4x4 square in my K-map?

I am trying to find a (SoP)-expression using the embedded K-map. I have a box of size 4x4 which is a permitted use however I am having a hard time understanding how I could implement it.
To me the 4x4 box represents that the output is always 1 independet on any of the variables. Then I'd like to use the 2x4 box to the right and produce:
1 OR (Qc AND !Qd), but this does not produce the correct result.
I can see several alternative ways to produce the correct result. My questions are specifically:
Why can't I use the 4x4 box, or perhaps, how do I represent it correctly?
How do I know when I can represent parts of the output as a 4x4 box?
Perhaps Im missing something more fundamental.
Thx in advance.
The point of placing rectangles in a K-map is to eliminate variables from an expression. When the result of a rectangle is the same for the variable values X and X', then the variable X is not needed and can be removed. You do this by extending an existing rectangle by doubling the size and eliminating exactly one variable, where every other variable stays the same. For the common/normal K-map with four variables this works with every such rectangle because in a way the columns/rows are labelled/positioned. See the following example:
The rectangle has eliminated the variables A and B, one variable at a time when the size of the rectangle has been extended/doubled. This results in the function F(A,B,C,D) = C'D'. But check the following K-map of four variables:
Notice that the columns for the D variable has been changed (resulting in a different function overall). When you try to extend the red rectangle to catch the other two 1 values as well, you are eliminating two variables at the same time (B and D). As you cannot grow the rectangle anymore, you are left with two rectangles, resulting in the function F(A,B,C,D) = BC'D' + B'C'D (which can be simplified to C' * (BD' + B'D)).
The practice in placing rectangles in the K-map isn't just placing the biggest rectangle possible, but to eliminate variables in the right way. To answer your questions, you can always start with the smallest rectangle and extend/double its size to eliminate one variable. See the following example:
The green rectangle grows in these steps:
Start with A'BC'D'E
Eliminate the (only) variable A by growing "down", resulting in BC'D'E
Eliminate the (only) variable D by growing "right", resulting in BC'E.
But now, the rectangle cannot grow/double its size anymore because that would eliminate the variable E, but also somehow eliminate the variable C. You cannot eliminate the variable E, because you have 0 values to the left of the green rectangle and 1 values to the right of the green rectangle (all in the left half of the K-map, where you have the value C'). The only way to increase/grow the rectangle is to get the "don't care" values to eliminate the B variable (not shown here).
The overall function for this K-map would be F(A,B,C,D,E) = C'E + DE' + CD' (from three 2x4 rectangles).

How to place half-block slabs in Minecraft with MakeCode

This is a bit of a long-shot. I really don't know where to ask this question.
I've been trying out CodeConnection + MakeCode with Minecraft and I haven't been able to figure out if there is correct way to place half-slabs at 0.5 step y axes increments.
I tried using a line between 2 points, but it left gaps between each slab.
If I try moving up 0.5, then it rounds it up to 1, and again leaves gaps.
It appears that all of the builder functions seem operate at a resolution of 1 block. However in-game I can obviously place slabs in 0.5 block increments to make stairs etc.
Blocks only exist at integer coordinates. Half slabs that exist in the top half of their space are still at a full integer coordinate. They just have a BlockState value of bottom=top (or top_slot_bit=true on Bedrock, represented by the integer value 8 as a bitflag, eg: 0b1... where the . bits are the integer representation of what type of slab (wood, stone, quartz...)).
What you're looking for is this widget, under Blocks:
You can set the block and then an integer representation of the desired data value (see the wiki on data values) in the numerical slot. This widget can then be dragged into the (block) portion of any block widget:
You'll probably have to some variable fiddling to get the data value to swap back and forth as you need it to, but that should solve the hurdle you've been facing.

Random letters instead of numbers in dynamic text AS 2.0

So I'm trying to program a game using flash, and it's my very first time and I can't get something to work.
In the game, a ball will float across the screen and if you click on it you get 2 points. Except when I test it, the first time I click on the ball I get the letters 'eoceeeo' and if I click the ball again I get the letters 'eeoS'. The dynamic text is on a layer with the first frame having the AS of
var _root.score = 0;
gameScore.text = _root.score;
The dynamic text has a varible of _root.score and a name of gameScore
The floating ball has the AS of
on(release) { _root.score+=2; _root.gameScore.text = _root.score; }
If you click on your gameScore dynamic text field, you can scroll down to its Variable property and set that as _root.score. That way, you do not have to call gameScore.text = _root.score every time the score changes - it will simply update automatically.
Also, if you remove the var from in front of _root.score = 0, it will be easier for ActionScript to handle. Perhaps, you are casting the score variable as an integer, and the dynamic text field is having trouble displaying it as a string of characters. This can also be solved with String(_root.score) and score.toString().
That should make your code a bit less complex, and help for you to identity your random letters problem, which can't be solved specifically with the information you have here. Hope that helps!

Why is an exception being called when I set the text of a label to a object in an array?

I have a label that I want to set its text as an object from and array peopleQuestionArray. I have generated an random int with values ranging from 1-4. My array currently has 4 objects in it. I expect that either the first, second, third, or fourth objects in my array will be displayed, but instead xcode gave me and exception. Does anyone know why. Here's the code I used to set the labels text :
int random = (arc4random() % 4) +1;
[quesetionLabel setText:[peopleQuestionArray objectAtIndex:random]];
Your index may go out of range. NSArray indices start from 0. So you need to generate a random number ranging from 0-3, not 1-4. Remove the +1 while calculating the random number.

Optimal Solution: Get a random sample of items from a data set

So I recently had this as an interview question and I was wondering what the optimal solution would be. Code is in Objective-c.
Say we have a very large data set, and we want to get a random sample
of items from it for testing a new tool. Rather than worry about the
specifics of accessing things, let's assume the system provides these
things:
// Return a random number from the set 0, 1, 2, ..., n-2, n-1.
int Rand(int n);
// Interface to implementations other people write.
#interface Dataset : NSObject
// YES when there is no more data.
- (BOOL)endOfData;
// Get the next element and move forward.
- (NSString*)getNext;
#end
// This function reads elements from |input| until the end, and
// returns an array of |k| randomly-selected elements.
- (NSArray*)getSamples:(unsigned)k from:(Dataset*)input
{
// Describe how this works.
}
Edit: So you are supposed to randomly select items from a given array. So if k = 5, then I would want to randomly select 5 elements from the dataset and return an array of those items. Each element in the dataset has to have an equal chance of getting selected.
This seems like a good time to use Reservoir Sampling. The following is an Objective-C adaptation for this use case:
NSMutableArray* result = [[NSMutableArray alloc] initWithCapacity:k];
int i,j;
for (i = 0; i < k; i++) {
[result setObject:[input getNext] atIndexedSubscript:i];
}
for (i = k; ![input endOfData]; i++) {
j = Rand(i);
NSString* next = [input getNext];
if (j < k) {
[result setObject:next atIndexedSubscript:j];
}
}
return result;
The code above is not the most efficient reservoir sampling algorithm because it generates a random number for every entry of the reservoir past the entry at index k. Slightly more complex algorithms exist under the general category "reservoir sampling". This is an interesting read on an algorithm named "Algorithm Z". I would be curious if people find newer literature on reservoir sampling, too, because this article was published in 1985.
Interessting question, but as there is no count or similar method in DataSet and you are not allowed to iterate more than once, i can only come up with this solution to get good random samples (no k > Datasize handling):
- (NSArray *)getSamples:(unsigned)k from:(Dataset*)input {
NSMutableArray *source = [[NSMutableArray alloc] init];
while(![input endOfData]) {
[source addObject:[input getNext]];
}
NSMutableArray *ret = [[NSMutableArray alloc] initWithCapacity:k];
int count = [source count];
while ([ret count] < k) {
int index = Rand(count);
[ret addObject:[source objectAtIndex:index]];
[source removeObjectAtIndex:index];
count--;
}
return ret;
}
This is not the answer I did in the interview but here is what I wish I had done:
Store pointer to first element in dataset
Loop over dataset to get count
Reset dataset to point at first element
Create NSMutableDictionary for storing random indexes
Do for loop from i=0 to i=k. Each iteration, generate a random value, check if value exists in dictionary. If it does, keep generating a random value until you get a fresh value.
Loop over dataset. If the current index is within the dictionary, add it to a the array of random subset values.
Return array of random subsets.
There are multiple ways to do this, the first way:
1. use input parameter k to dynamically allocate an array of numbers
unsigned * numsArray = (unsigned *)malloc(sizeof(unsigned) * k);
2. run a loop that gets k random numbers and stores them into the numsArray (must be careful here to check each new random to see if we have gotten it before, and if we have, get another random, etc...)
3. sort numsArray
4. run a loop beginning at the beginning of DataSet with your own incrementing counter dataCount and another counter numsCount both beginning at 0. whenever dataCount is equal to numsArray[numsCount], grab the current data object and add it to your newly created random list then increment numsCount.
5. The loop in step 4 can end when either numsCount > k or when dataCount reaches the end of the dataset.
6. The only other step that may need to be added here is before any of this to use the next command of the object type to count how large the dataset is to be able to bound your random numbers and check to make sure k is less than or equal to that.
The 2nd way to do this would be to run through the actual list MULTIPLE times.
// one must assume that once we get to the end, we can start over within the set again
1. run a while loop that checks for endOfData
a. count up a count variable that is initialized to 0
2. run a loop from 0 through k-1
a. generate a random number that you constrain to the list size
b. run a loop that moves through the dataset until it hits the rand element
c. compare that element with all other elements in your new list to make sure it isnt already in your new list
d. store the element into your new list
there may be ways to speed up the 2nd method by storing a current list location, that way if you generate a random that is past the current pointer you dont have to move through the whole list again to get back to element 0, then to the element you wish to retreive.
A potential 3rd way to do this might be to:
1. run a loop from 0 through k-1
a. generate a random
b. use the generated random as a skip count, move skip count objects through the list
c. store the current item from the list into your new list
Problem with this 3rd method is without knowing how big the list is, you dont know how to constrain the random skip count. Further, even if you did, chances are that it wouldnt truly look like a randomly grabbed subset that could easily reach the last element in the list as it would become statistically unlikely that you would ever reach the end element (i.e. not every element is given an equal shot of being select.)
Arguably the FASTEST way to do this is method 1, where you generate the random numerics first, then traverse the list only once (yes its actually twice, once to get the size of the dataset list then again to grab the random elements)
We need a little probability theory. As others, I will ignore the case n < k. The probability that the n'th item will be selected into the set of size k is just C(n-1, k-1) / C(n, k) where C is the binomial coefficient. A bit of math says shows that this is just k/n. For the rest, note that the selection of the n'th item is independent of all other selections. In other words, "the past doesn't matter."
So an algorithm is:
S = set of up to k elements
n = 0
while not end of input
v = next value
n = n + 1
if |S| < k add v to S
else if random(0,1) >= k/n replace a randomly chosen element of S with v
I will let the coders code this one! It's pretty trivial. All you need is an array of size k and one pass over the data.
If you care about efficiency (as your tags suggest) and the number of items in the population is known, don't use reservior sampling. That would require you to loop through the entire data set and generate a random number for each.
Instead, pick five values ranges from 0 to n-1. In the unlikely case, there is a duplicate among the five indexes, replace the duplicate with another random value. Then use the five indexes to do a random-access lookup to the i-th element in the population.
This is simple. It uses a minimum number of calls the random number generator. And it accesses memory only for the relevant selections.
If you don't know the number of data elements in advance, you can loop-over the data once to get the population size and proceed as above.
If you aren't allow to iterate over the data more than once, use a chunked form of reservior sampling: 1) Choose the first five elements as the initial sample, each having a probability of 1/5th. 2) Read in a large chunk of data and choose five new samples from the new set (using only five calls to Rand). 3) Pairwise, decide whether to keep the new sample item or old sample element (with odds proportional the the probablities for each of the two sample groups). 4) Repeat until all the data has been read.
For example, assume there are 1000 data elements (but we don't know this in advance).
Choose the first five as the initial sample: current_sample = read(5); population=5.
Read a chunk of n datapoints (perhaps n=200 in this example):
subpop = read(200);
m = len(subpop);
new_sample = choose(5, subpop);
loop-over the two samples pairwise:
for (a, b) in (current_sample and new_sample): if random(0 to population + m) < population, then keep a, otherwise keep *b)
population += m
repeat