Time and Space Complexity(for specific algorithm) - time-complexity

Despite the last 30 minutes i spent on trying to understand time and space complexity better, i still can't confidently determine those for the algorithm below:
bool checkSubstr(std::string sub)
{
//6 OR(||) connected if statement(checks whether the parameter
//is among the items in the list)
}
void checkWords(int start,int end)
{
int wordList[2] ={0};
int j = 0;
if (start < 0)
{
start = 0;
}
if (end>cAmount)
{
end = cAmount -1;
}
if (end-start < 2)
{
return;
}
for (int i = start; i <= end-2; i++)
{
if (crystals[i] == 'I' || crystals[i] == 'A')
{
continue;
}
if (checkSubstr(crystals.substr(i,3)))
{
wordList[j] = i;
j++;
}
}
if (j==1)
{
crystals.erase(wordList[0],3);
cAmount -= 3;
checkWords(wordList[0]-2,wordList[0]+1);
}
else if (j==2)
{
crystals.erase(wordList[0],(wordList[1]-wordList[0]+3));
cAmount -= wordList[1]-wordList[0]+3;
checkWords(wordList[0]-2,wordList[0]+1);
}
}
The function basically checks a sub-string of the whole string for predetermined (3 letter, e.g. "SAN") combinations of letters. Sub-string length can be 4-6 no real way to determine, depends on the input(pretty sure it's not relevant, although not 100%).
My reasoning:
If there are n letters in the string, worst case scenario, we have to check each of them. Again depending on the input, this can be done 3 ways.
All 6 length sub-strings: If this is the case the function runs n/6 times, each running 8(or 10?) processes, which(i think) means that its time complexity is O(n).
All 4 length sub-strings: Pretty much the same reason above, O(n).
4 and 6 length sub-strings mixed: Can't see why this would be different than previous 2. O(n)
As for the space complexity, i am completely lost. However, i have an idea:
If the function recurs for maximum amount of time,it will require:
n/4 x The Amount Used In One Run
which made me think it should be O(n). Although, i'm not convinced this is correct. I thought maybe seeing someone else's thought process on this example would help me understand how to calculate time and space complexity better.
Thank you for your time.
EDIT: Let me provide clearer information. We read a combination of 6 different letters into a string, this can be (almost)any combination in any length. 'crystals' is the string, and we are looking for 6 different 3 letter combinations in that list of letters. Sort of like a jewel matching game. Now the starting list contains no matches(none of the 6 predetermined combinations exist in the first place). Therefore the only way matches can occur from then on is by swaps or matches disappearing. Once a swap is processed by top level code, the function is called to check for matches, and if a match is found the function recurs after deleting the "match" part of the string.
Now let's look at how the code is looking for a match. To demonstrate a swap of 2 letters:
ABA B-R ZIB(no spaces or '-' in the actual string, used for better demonstration),
B and R is being swapped. This swap only effects the 6 letters starting from 2nd letter and ending on 7th letter. In other words, the letters the first A and last B can form a match with are same, before and after the swap, thus no point checking for matches including those words. So a sub-string of 6 letters sent to the checking algorithm. Similarly, if a formed match disappears(gets deleted from the string) the range of effected letters is 4. So when i thought of a worst case scenario, i imagined either 1 swap creating a whole chain reaction and matching all the way till there are not enough letters to form a match, or each match happens with a swap. Again, i am not saying this is how we should think when calculating time and space complexity but this is how the code works. Hope this is clear enough if not let me know and i can provide more details. It's also important to note that swap amount and places are a part of the input we read.
EDIT: Here is how the function is called on top level for the first time:
checkWords(swaps[i]-2,swaps[i]+3);

Sub-string length can be 4-6 no real way to determine, depends on the
input (pretty sure it's not relevant, although not 100%).
That's not what the code shows; the line if (checkSubstr(crystals.substr(i,3))) conveys that substrings always have exactly 3 characters. If the substring length varies, it is relevant, since your naive substring match will degrade to O(N*M) in the general case, where N is start-end+1 (the size of the input string) and M is the size of the substring being searched. This happens because in the worst case you'll compare M characters for each of the N characters of the source string.
The rest of this answer assumes that substrings are of size 3, since that's what the code shows.
If substrings are always 3 characters long, it's different: you can essentially assume checkSubstr() is O(1) because you will always compare at most 3 characters. The bulk of the work happens inside the for loop, which is O(N), where N is end-1-start.
After the loop, in the worst case (when one of the ifs is entered), you erase a bunch of characters from crystal. Assuming this is a string backed by an array in memory, this is an O(cAmount) operation, because all elements after wordList[0] must be shifted. The recursive call always passes in a range of size 4; it does not grow nor shrink with the size of the input, so you can also say there are O(1) recursive calls.
Thus, time complexity is O(N+cAmount) (where N is end-1-start), and space complexity is O(1).

Related

Binary search start or end is target

Why is it that when I see example code for binary search there is never an if statement to check if the start of the array or end is the target?
import java.util.Arrays;
public class App {
public static int binary_search(int[] arr, int left, int right, int target) {
if (left > right) {
return -1;
}
int mid = (left + right) / 2;
if (target == arr[mid]) {
return mid;
}
if (target < arr[mid]) {
return binary_search(arr, left, mid - 1, target);
}
return binary_search(arr, mid + 1, right, target);
}
public static void main(String[] args) {
int[] arr = { 3, 2, 4, -1, 0, 1, 10, 20, 9, 7 };
Arrays.sort(arr);
for (int i = 0; i < arr.length; i++) {
System.out.println("Index: " + i + " value: " + arr[i]);
}
System.out.println(binary_search(arr, arr[0], arr.length - 1, -1));
}
}
in this example if the target was -1 or 20 the search would enter recursion. But it added an if statement to check if target is mid, so why not add two more statements also checking if its left or right?
EDIT:
As pointed out in the comments, I may have misinterpreted the initial question. The answer below assumes that OP meant having the start/end checks as part of each step of the recursion, as opposed to checking once before the recursion even starts.
Since I don't know for sure which interpretation was intended, I'm leaving this post here for now.
Original post:
You seem to be under the impression that "they added an extra check for mid, so surely they should also add an extra check for start and end".
The check "Is mid the target?" is in fact not a mere optimization they added. Recursively checking "mid" is the whole point of a binary search.
When you have a sorted array of elements, a binary search works like this:
Compare the middle element to the target
If the middle element is smaller, throw away the first half
If the middle element is larger, throw away the second half
Otherwise, we found it!
Repeat until we either find the target or there are no more elements.
The act of checking the middle is fundamental to determining which half of the array to continue searching through.
Now, let's say we also add a check for start and end. What does this gain us? Well, if at any point the target happens to be at the very start or end of a segment, we skip a few steps and end slightly sooner. Is this a likely event?
For small toy examples with a few elements, yeah, maybe.
For a massive real-world dataset with billions of entries? Hm, let's think about it. For the sake of simplicity, we assume that we know the target is in the array.
We start with the whole array. Is the first element the target? The odds of that is one in a billion. Pretty unlikely. Is the last element the target? The odds of that is also one in a billion. Pretty unlikely too. You've wasted two extra comparisons to speed up an extremely unlikely case.
We limit ourselves to, say, the first half. We do the same thing again. Is the first element the target? Probably not since the odds are one in half a billion.
...and so on.
The bigger the dataset, the more useless the start/end "optimization" becomes. In fact, in terms of (maximally optimized) comparisons, each step of the algorithm has three comparisons instead of the usual one. VERY roughly estimated, that suggests that the algorithm on average becomes three times slower.
Even for smaller datasets, it is of dubious use since it basically becomes a quasi-linear search instead of a binary search. Yes, the odds are higher, but on average, we can expect a larger amount of comparisons before we reach our target.
The whole point of a binary search is to reach the target with as few wasted comparisons as possible. Adding more unlikely-to-succeed comparisons is typically not the way to improve that.
Edit:
The implementation as posted by OP may also confuse the issue slightly. The implementation chooses to make two comparisons between target and mid. A more optimal implementation would instead make a single three-way comparison (i.e. determine ">", "=" or "<" as a single step instead of two separate ones). This is, for instance, how Java's compareTo or C++'s <=> normally works.
BambooleanLogic's answer is correct and comprehensive. I was curious about how much slower this 'optimization' made binary search, so I wrote a short script to test the change in how many comparisons are performed on average:
Given an array of integers 0, ... , N
do a binary search for every integer in the array,
and count the total number of array accesses made.
To be fair to the optimization, I made it so that after checking arr[left] against target, we increase left by 1, and similarly for right, so that every comparison is as useful as possible. You can try this yourself at Try it online
Results:
Binary search on size 10: Standard 29 Optimized 43 Ratio 1.4828
Binary search on size 100: Standard 580 Optimized 1180 Ratio 2.0345
Binary search on size 1000: Standard 8987 Optimized 21247 Ratio 2.3642
Binary search on size 10000: Standard 123631 Optimized 311205 Ratio 2.5172
Binary search on size 100000: Standard 1568946 Optimized 4108630 Ratio 2.6187
Binary search on size 1000000: Standard 18951445 Optimized 51068017 Ratio 2.6947
Binary search on size 10000000: Standard 223222809 Optimized 610154319 Ratio 2.7334
so the total comparisons does seem to tend to triple the standard number, implying the optimization becomes increasingly unhelpful for larger arrays. I'd be curious whether the limiting ratio is exactly 3.
To add some extra check for start and end along with the mid value is not impressive.
In any algorithm design the main concerned is moving around it's complexity either it is time complexity or space complexity. Most of the time the time complexity is taken as more important aspect.
To learn more about Binary Search Algorithm in different use case like -
If Array is not containing any repeated
If Array has repeated element in this case -
a) return leftmost index/value
b) return rightmost index/value
and many more point

Determine if List of Strings contains substring of all Strings in other list

I have this situation:
val a = listOf("wwfooww", "qqbarooo", "ttbazi")
val b = listOf("foo", "bar")
I want to determine if all items of b are contained in substrings of a, so the desired function should return true in the situation above. The best I can come up with is this:
return a.any { it.contains("foo") } && a.any { it.contains("bar") }
But it iterates over a twice. a.containsAll(b) doesn't work either because it compares on string equality and not substrings.
Not sure if there is any way of doing that without iterating over a the same amount as b.size. Because if you only want 1 iteration of a, you will have to check all the elements on b and now you are iterating over b a.size times plus, in this scenario, you also need to keep track of which item in b already had a match, and not check them again, which might be worse than just iterating over a, since you can only do that by either removing them from the list (or a copy, which you use instead of b), or by using another list to keep track of the matches, then compare that to the original b.
So I think that you are on the right track with your code there, but there are some issues. For example you don't have any reference to b, just hardcoded strings, and doing it like that for all elements in b will result in quite a big function if you have more than 2, or better yet, if you don't already know the values.
This code will do the same thing as the one you put above, but it will actually use elements from b, and not hardcoded strings that match b. (it will iterate over b b.size times, and partially over a b.size times)
return b.all { bItem ->
a.any { it.contains(bItem) }
}
Alex's answer is by far the simplest approach, and is almost certainly the best one in most circumstances.
However, it has complexity A*B (where A and B are the sizes of the two lists) — which means that it doesn't scale: if both lists get big, it'll get very slow.
So for completeness, here's a way that's more involved, and slower for the small cases, but has complexity proportional to A+B and so can cope efficiently with much larger lists.
The idea is to preprocess the a list, to generate a set of all the possible substrings, and then scan through the b list just checking for inclusion in that set.  (The preprocessing step takes time proportional* to A.  Converting the substrings into a set means that it can check whether a string is present in constant time, using its hash code; so the rest then takes time proportional to B.)
I think this is clearest using a helper function:
/**
* Generates a list of all possible substrings, including
* the string itself (but excluding the empty string).
*/
fun String.substrings()
= indices.flatMap { start ->
((start + 1)..length).map { end ->
substring(start, end)
}
}
For example, "1234".substrings() gives [1, 12, 123, 1234, 2, 23, 234, 3, 34, 4].
Then we can generate the set of all substrings of items from a, and check that every item of b is in it:
return a.flatMap{ it.substrings() }
.toSet()
.containsAll(b)
(* Actually, the complexity is also affected by the lengths of the strings in the a list.  Alex's version is directly proportional to the average length, while the preprocessing part of the algorithm above is proportional to its square (as indicated by the map nested in the flatMap).  That's not good, of course; but in practice while the lists are likely to get longer, the strings within them probably won't, so that's unlikely to be significant.  Worth knowing about, though.
And there are probably other, still more complex algorithms, that scale even better…)

What is the time complexity of below function?

I was reading book about competitive programming and was encountered to problem where we have to count all possible paths in the n*n matrix.
Now the conditions are :
`
1. All cells must be visited for once (cells must not be unvisited or visited more than once)
2. Path should start from (1,1) and end at (n,n)
3. Possible moves are right, left, up, down from current cell
4. You cannot go out of the grid
Now this my code for the problem :
typedef long long ll;
ll path_count(ll n,vector<vector<bool>>& done,ll r,ll c){
ll count=0;
done[r][c] = true;
if(r==(n-1) && c==(n-1)){
for(ll i=0;i<n;i++){
for(ll j=0;j<n;j++) if(!done[i][j]) {
done[r][c]=false;
return 0;
}
}
count++;
}
else {
if((r+1)<n && !done[r+1][c]) count+=path_count(n,done,r+1,c);
if((r-1)>=0 && !done[r-1][c]) count+=path_count(n,done,r-1,c);
if((c+1)<n && !done[r][c+1]) count+=path_count(n,done,r,c+1);
if((c-1)>=0 && !done[r][c-1]) count+=path_count(n,done,r,c-1);
}
done[r][c] = false;
return count;
}
Here if we define recurrence relation then it can be like: T(n) = 4T(n-1)+n2
Is this recurrence relation true? I don't think so because if we use masters theorem then it would give us result as O(4n*n2) and I don't think it can be of this order.
The reason, why I am telling, is this because when I use it for 7*7 matrix it takes around 110.09 seconds and I don't think for n=7 O(4n*n2) should take that much time.
If we calculate it for n=7 the approx instructions can be 47*77 = 802816 ~ 106. For such amount of instruction it should not take that much time. So here I conclude that my recurrene relation is false.
This code generates output as 111712 for 7 and it is same as the book's output. So code is right.
So what is the correct time complexity??
No, the complexity is not O(4^n * n^2).
Consider the 4^n in your notation. This means, going to a depth of at most n - or 7 in your case, and having 4 choices at each level. But this is not the case. In the 8th, level you still have multiple choices where to go next. In fact, you are branching until you find the path, which is of depth n^2.
So, a non tight bound will give us O(4^(n^2) * n^2). This bound however is far from being tight, as it assumes you have 4 valid choices from each of your recursive calls. This is not the case.
I am not sure how much tighter it can be, but a first attempt will drop it to O(3^(n^2) * n^2), since you cannot go from the node you came from. This bound is still far from optimal.

Efficient random permutation of n-set-bits

For the problem of producing a bit-pattern with exactly n set bits, I know of two practical methods, but they both have limitations I'm not happy with.
First, you can enumerate all of the possible word values which have that many bits set in a pre-computed table, and then generate a random index into that table to pick out a possible result. This has the problem that as the output size grows the list of candidate outputs eventually becomes impractically large.
Alternatively, you can pick n non-overlapping bit positions at random (for example, by using a partial Fisher-Yates shuffle) and set those bits only. This approach, however, computes a random state in a much larger space than the number of possible results. For example, it may choose the first and second bits out of three, or it might, separately, choose the second and first bits.
This second approach must consume more bits from the random number source than are strictly required. Since it is choosing n bits in a specific order when their order is unimportant, this means that it is making an arbitrary distinction between n! different ways of producing the same result, and consuming at least floor(log_2(n!)) more bits than are necessary.
Can this be avoided?
There is obviously a third approach of iteratively computing and counting off the legal permutations until a random index is reached, but that's simply a space-for-time trade-off on the first approach, and isn't directly helpful unless there is an efficient way to count off those n permutations.
clarification
The first approach requires picking a single random number between zero and (where w is the output size), as this is the number of possible solutions.
The second approach requires picking n random values between zero and w-1, zero and w-2, etc., and these have a product of , which is times larger than the first approach.
This means that the random number source has been forced to produce bits to distinguish n! different results which are all equivalent. I'd like to know if there's an efficient method to avoid relying on this superfluous randomness. Perhaps by using an algorithm which produces an un-ordered list of bit positions, or by directly computing the nth unique permutation of bits.
Seems like you want a variant of Floyd's algorithm:
Algorithm to select a single, random combination of values?
Should be especially useful in your case, because the containment test is a simple bitmask operation. This will require only k calls to the RNG. In the code below, I assume you have randint(limit) which produces a uniform random from 0 to limit-1, and that you want k bits set in a 32-bit int:
mask = 0;
for (j = 32 - k; j < 32; ++j) {
r = randint(j+1);
b = 1 << r;
if (mask & b) mask |= (1 << j);
else mask |= b;
}
How many bits of entropy you need here depends on how randint() is implemented. If k > 16, set it to 32 - k and negate the result.
Your alternative suggestion of generating a single random number representing one combination among the set (mathematicians would call this a rank of the combination) is simpler if you use colex order rather than lexicographic rank. This code, for example:
for (i = k; i >= 1; --i) {
while ((b = binomial(n, i)) > r) --n;
buf[i-1] = n;
r -= b;
}
will fill the array buf[] with indices from 0 to n-1 for the k-combination at colex rank r. In your case, you'd replace buf[i-1] = n with mask |= (1 << n). The binomial() function is binomial coefficient, which I do with a lookup table (see this). That would make the most efficient use of entropy, but I still think Floyd's algorithm would be a better compromise.
[Expanding my comment:] If you only have a little raw entropy available, then use a PRNG to stretch it further. You only need enough raw entropy to seed a PRNG. Use the PRNG to do the actual shuffle, not the raw entropy. For the next shuffle reseed the PRNG with some more raw entropy. That spreads out the raw entropy and makes less of a demand on your entropy source.
If you know exactly the range of numbers you need out of the PRNG, then you can, carefully, set up your own LCG PRNG to cover the appropriate range while needing the minimum entropy to seed it.
ETA: In C++there is a next_permutation() method. Try using that. See std::next_permutation Implementation Explanation for more.
Is this a theory problem or a practical problem?
You could still do the partial shuffle, but keep track of the order of the ones and forget the zeroes. There are log(k!) bits of unused entropy in their final order for your future consumption.
You could also just use the recurrence (n choose k) = (n-1 choose k-1) + (n-1 choose k) directly. Generate a random number between 0 and (n choose k)-1. Call it r. Iterate over all of the bits from the nth to the first. If we have to set j of the i remaining bits, set the ith if r < (i-1 choose j-1) and clear it, subtracting (i-1 choose j-1), otherwise.
Practically, I wouldn't worry about the couple of words of wasted entropy from the partial shuffle; generating a random 32-bit word with 16 bits set costs somewhere between 64 and 80 bits of entropy, and that's entirely acceptable. The growth rate of the required entropy is asymptotically worse than the theoretical bound, so I'd do something different for really big words.
For really big words, you might generate n independent bits that are 1 with probability k/n. This immediately blows your entropy budget (and then some), but it only uses linearly many bits. The number of set bits is tightly concentrated around k, though. For a further expected linear entropy cost, I can fix it up. This approach has much better memory locality than the partial shuffle approach, so I'd probably prefer it in practice.
I would use solution number 3, generate the i-th permutation.
But do you need to generate the first i-1 ones?
You can do it a bit faster than that with kind of divide and conquer method proposed here: Returning i-th combination of a bit array and maybe you can improve the solution a bit
Background
From the formula you have given - w! / ((w-n)! * n!) it looks like your problem set has to do with the binomial coefficient which deals with calculating the number of unique combinations and not permutations which deals with duplicates in different positions.
You said:
"There is obviously a third approach of iteratively computing and counting off the legal permutations until a random index is reached, but that's simply a space-for-time trade-off on the first approach, and isn't directly helpful unless there is an efficient way to count off those n permutations.
...
This means that the random number source has been forced to produce bits to distinguish n! different results which are all equivalent. I'd like to know if there's an efficient method to avoid relying on this superfluous randomness. Perhaps by using an algorithm which produces an un-ordered list of bit positions, or by directly computing the nth unique permutation of bits."
So, there is a way to efficiently compute the nth unique combination, or rank, from the k-indexes. The k-indexes refers to a unique combination. For example, lets say that the n choose k case of 4 choose 3 is taken. This means that there are a total of 4 numbers that can be selected (0, 1, 2, 3), which is represented by n, and they are taken in groups of 3, which is represented by k. The total number of unique combinations can be calculated as n! / ((k! * (n-k)!). The rank of zero corresponds to the k-index of (2, 1, 0). Rank one is represented by the k-index group of (3, 1, 0), and so forth.
Solution
There is a formula that can be used to very efficiently translate between a k-index group and the corresponding rank without iteration. Likewise, there is a formula for translating between the rank and corresponding k-index group.
I have written a paper on this formula and how it can be seen from Pascal's Triangle. The paper is called Tablizing The Binomial Coeffieicent.
I have written a C# class which is in the public domain that implements the formula described in the paper. It uses very little memory and can be downloaded from the site. It performs the following tasks:
Outputs all the k-indexes in a nice format for any N choose K to a file. The K-indexes can be substituted with more descriptive strings or letters.
Converts the k-index to the proper lexicographic index or rank of an entry in the sorted binomial coefficient table. This technique is much faster than older published techniques that rely on iteration. It does this by using a mathematical property inherent in Pascal's Triangle and is very efficient compared to iterating over the entire set.
Converts the index in a sorted binomial coefficient table to the corresponding k-index. The technique used is also much faster than older iterative solutions.
Uses Mark Dominus method to calculate the binomial coefficient, which is much less likely to overflow and works with larger numbers. This version returns a long value. There is at least one other method that returns an int. Make sure that you use the method that returns a long value.
The class is written in .NET C# and provides a way to manage the objects related to the problem (if any) by using a generic list. The constructor of this class takes a bool value called InitTable that when true will create a generic list to hold the objects to be managed. If this value is false, then it will not create the table. The table does not need to be created in order to use the 4 above methods. Accessor methods are provided to access the table.
There is an associated test class which shows how to use the class and its methods. It has been extensively tested with at least 2 cases and there are no known bugs.
The following tested example code demonstrates how to use the class and will iterate through each unique combination:
public void Test10Choose5()
{
String S;
int Loop;
int N = 10; // Total number of elements in the set.
int K = 5; // Total number of elements in each group.
// Create the bin coeff object required to get all
// the combos for this N choose K combination.
BinCoeff<int> BC = new BinCoeff<int>(N, K, false);
int NumCombos = BinCoeff<int>.GetBinCoeff(N, K);
// The Kindexes array specifies the indexes for a lexigraphic element.
int[] KIndexes = new int[K];
StringBuilder SB = new StringBuilder();
// Loop thru all the combinations for this N choose K case.
for (int Combo = 0; Combo < NumCombos; Combo++)
{
// Get the k-indexes for this combination.
BC.GetKIndexes(Combo, KIndexes);
// Verify that the Kindexes returned can be used to retrive the
// rank or lexigraphic order of the KIndexes in the table.
int Val = BC.GetIndex(true, KIndexes);
if (Val != Combo)
{
S = "Val of " + Val.ToString() + " != Combo Value of " + Combo.ToString();
Console.WriteLine(S);
}
SB.Remove(0, SB.Length);
for (Loop = 0; Loop < K; Loop++)
{
SB.Append(KIndexes[Loop].ToString());
if (Loop < K - 1)
SB.Append(" ");
}
S = "KIndexes = " + SB.ToString();
Console.WriteLine(S);
}
}
So, the way to apply the class to your problem is by considering each bit in the word size as the total number of items. This would be n in the n!/((k! (n - k)!) formula. To obtain k, or the group size, simply count the number of bits set to 1. You would have to create a list or array of the class objects for each possible k, which in this case would be 32. Note that the class does not handle N choose N, N choose 0, or N choose 1 so the code would have to check for those cases and return 1 for both the 32 choose 0 case and 32 choose 32 case. For 32 choose 1, it would need to return 32.
If you need to use values not much larger than 32 choose 16 (the worst case for 32 items - yields 601,080,390 unique combinations), then you can use 32 bit integers, which is how the class is currently implemented. If you need to use 64 bit integers, then you will have to convert the class to use 64 bit longs. The largest value that a long can hold is 18,446,744,073,709,551,616 which is 2 ^ 64. The worst case for n choose k when n is 64 is 64 choose 32. 64 choose 32 is 1,832,624,140,942,590,534 - so a long value will work for all 64 choose k cases. If you need numbers bigger than that, then you will probably want to look into using some sort of big integer class. In C#, the .NET framework has a BigInteger class. If you are working in a different language, it should not be hard to port.
If you are looking for a very good PRNG, one of the fastest, lightweight, and high quality output is the Tiny Mersenne Twister or TinyMT for short . I ported the code over to C++ and C#. it can be found here, along with a link to the original author's C code.
Rather than using a shuffling algorithm like Fisher-Yates, you might consider doing something like the following example instead:
// Get 7 random cards.
ulong Card;
ulong SevenCardHand = 0;
for (int CardLoop = 0; CardLoop < 7; CardLoop++)
{
do
{
// The card has a value of between 0 and 51. So, get a random value and
// left shift it into the proper bit position.
Card = (1UL << RandObj.Next(CardsInDeck));
} while ((SevenCardHand & Card) != 0);
SevenCardHand |= Card;
}
The above code is faster than any shuffling algorithm (at least for obtaining a subset of random cards) since it only works on 7 cards instead of 52. It also packs the cards into individual bits within a single 64 bit word. It makes evaluating poker hands much more efficient as well.
As a side, note, the best binomial coefficient calculator I have found that works with very large numbers (it accurately calculated a case that yielded over 15,000 digits in the result) can be found here.

Efficiently: Random numbers in fixed range without repetitions

Hey guys, I know that there are a million questions on random numbers, but exactly because of that I searched a lot but I couldn't find something similar to mine - without implying it's not there. In any case, pardon me if I am repeating a question, just point me to it if that's the case.
So, I wanna do something simple in the most efficient way.
I want to generate randomly all N integers in the range [0, N], one by one, such that there are no repetitions.
I know, I can do this by inserting everything in a list, shuffle it, get the head and then remove head from the list. But then I will have shuffled my list of length N, N-1 times.
Any better / faster idea?
You can just do one shuffle, and then step through the list.
I'd recommend a Fisher-Yates shuffle.
This question has been asked a few times, and in each case the correct answer given is to shuffle an array (either the original, or an array of indices), however this isn't a satisfactory answer in cases where the number of possible indices is prohibitively large (either it's huge, or memory is tight, or you simply crave maximum efficiency for whatever reason).
As such I want to add an alternative for the sake of completeness. Now, this isn't truly random, so if that's what you need then do not use this, however, if your goal is simply "good enough" with minimal memory requirements then the following pseudo-code may be of interest:
function init:
start = random [0, length) // Pick a fully random starting index
stride = random [1, length - 1) // Pick a random step size
next_index = start
function advance_next_index:
next_index = (next_index + stride) % length
if next_index is equal to start then
start = (start + 1) % length
next_index = start
Here's an example of how to implement a re-usable function for grabbing pseudo-random values:
counter = length
function pseudo_random:
counter = counter + 1
if counter is equal to length then
init()
counter = 0
advance_next_index()
return next_index
Quite simply pseudo_random will call init once every length iterations, thus re-shuffling the "random" pattern of results produced by advance_next_index, and ensure that for every length values there is not a single duplicate.
To reiterate; this isn't a particularly random algorithm, so it must not be used in situations where true randomness is required. However, the results are random enough for some basic, non-critical, tasks, and it has a tiny memory footprint. For example, if you just want to randomise some behaviour in a game to avoid something becoming repetitive, or the data-set is large and never exposed to the user (in which case it is effectively random to them) it would take a long time to piece together the order and somehow exploit it.
If anyone knows of any better algorithms with similar properties then please share!