"if-else" with multiple OR / Objective-C - objective-c

I have a question and I have not been able to find an answer.
Is there any way to reduce the following expression in Objective-C?
if ((r != 1) && (r != 5) && (r != 7) && (r != 12)) {
// The condition is satisfied
}else{
// The condition isn't satisfied
}
For example (not working):
if (r != (1 || 5 || 7 || 12)) {
// The condition is satisfied
}else{
// The condition isn't satisfied
}
Thanks!

You can use NSSet, like this:
NSSet *prohibited = [NSSet setWithArray:#[#1, #5, #7, #12]];
if (![prohibited containsObject:[NSNumber numberWithInt:r]]) {
// The condition is satisfied
} else {
// The condition isn't satisfied
}
If the set of numbers contains a fixed group of numbers, such as in your example, you can make the NSSet *prohobited a static variable, and initialize it once, rather than doing it every time as in my example above.

You can also use switch for this like
switch (r)
{
case 1:
case 5:
case 7:
case 12:
// r is having 1,5,7 or 12
break;
default:
// r is having other values
}

Related

Is there a way to merge filter and map into single operation in Kotlin?

The below code will look for "=" and then split them. If there's no "=", filter them away first
myPairStr.asSequence()
.filter { it.contains("=") }
.map { it.split("=") }
However seeing that we have both
.filter { it.contains("=") }
.map { it.split("=") }
Wonder if there's a single operation that could combine the operation instead of doing it separately?
You can use mapNotNull instead of map.
myPairStr.asSequence().mapNotNull { it.split("=").takeIf { it.size >= 2 } }
The takeIf function will return null if the size of the list returned by split method is 1 i.e. if = is not present in the string. And mapNotNull will take only non null values and put them in the list(which is finally returned).
In your case, this solution will work. In other scenarios, the implementation(to merge filter & map) may be different.
I see your point and under the hood split is also doing an indexOf-check to get the appropriate parts.
I do not know of any such function supporting both operations in a single one, even though such a function would basically just be similar to what we have already for the private fun split-implementation.
So if you really want both in one step (and require that functionality more often), you may want to implement your own splitOrNull-function, basically copying the current (private) split-implementation and adapting mainly 3 parts of it (the return type List<String>?, a condition if indexOf delivers a -1, we just return null; and some default values to make it easily usable (ignoreCase=false, limit=0); marked the changes with // added or // changed):
fun CharSequence.splitOrNull(delimiter: String, ignoreCase: Boolean = false, limit: Int = 0): List<String>? { // changed
require(limit >= 0, { "Limit must be non-negative, but was $limit." })
var currentOffset = 0
var nextIndex = indexOf(delimiter, currentOffset, ignoreCase)
if (nextIndex == -1 || limit == 1) {
if (currentOffset == 0 && nextIndex == -1) // added
return null // added
return listOf(this.toString())
}
val isLimited = limit > 0
val result = ArrayList<String>(if (isLimited) limit.coerceAtMost(10) else 10)
do {
result.add(substring(currentOffset, nextIndex))
currentOffset = nextIndex + delimiter.length
// Do not search for next occurrence if we're reaching limit
if (isLimited && result.size == limit - 1) break
nextIndex = indexOf(delimiter, currentOffset, ignoreCase)
} while (nextIndex != -1)
result.add(substring(currentOffset, length))
return result
}
Having such a function in place you can then summarize both, the contains/indexOf and the split, into one call:
myPairStr.asSequence()
.mapNotNull {
it.splitOrNull("=") // or: it.splitOrNull("=", limit = 2)
}
Otherwise your current approach is already good enough. A variation of it would just be to check the size of the split after splitting it (basically removing the need to write contains('=') and just checking the expected size, e.g.:
myPairStr.asSequence()
.map { it.split('=') }
.filter { it.size > 1 }
If you want to split a $key=$value-formats, where value actually could contain additional =, you may want to use the following instead:
myPairStr.asSequence()
.map { it.split('=', limit = 2) }
.filter { it.size > 1 }
// .associate { (key, value) -> key to value }

Time/Space-Complexity method

I got a question to answer with the best complexity we can think about.
We got one sorted array (int) and X value. All we need to do is to find how many places in the array equals the X value.
This is my solution to this situation, as i don't know much about complexity.
All i know is that better methods are without for loops :X
class Question
{
public static int mount (int [] a, int x)
{
int first=0, last=a.length-1, count=0, pointer=0;
boolean found=false, finish=false;
if (x < a[0] || x > a[a.length-1])
return 0;
while (! found) **//Searching any place in the array that equals to x value;**
{
if ( a[(first+last)/2] > x)
last = (first+last)/2;
else if ( a[(first+last)/2] < x)
first = (first+last)/2;
else
{
pointer = (first+last)/2;
count = 1;
found = true; break;
}
if (Math.abs(last-first) == 1)
{
if (a[first] == x)
{
pointer = first;
count = 1;
found = true;
}
else if (a[last] == x)
{
pointer = last;
count = 1;
found = true;
}
else
return 0;
}
if (first == last)
{
if (a[first] == x)
{
pointer = first;
count = 1;
found = true;
}
else
return 0;
}
}
int backPointer=pointer, forwardPointer=pointer;
boolean stop1=false, stop2= false;
while (!finish) **//Counting the number of places the X value is near our pointer.**
{
if (backPointer-1 >= 0)
if (a[backPointer-1] == x)
{
count++;
backPointer--;
}
else
stop1 = true;
if (forwardPointer+1 <= a.length-1)
if (a[forwardPointer+1] == x)
{
count++;
forwardPointer++;
}
else
stop2 = true;
if (stop1 && stop2)
finish=true;
}
return count;
}
public static void main (String [] args)
{
int [] a = {-25,0,5,11,11,99};
System.out.println(mount(a, 11));
}
}
The print command count it right and prints "2".
I just want to know if anyone can think about better complexity for this method.
Moreover, how can i know what is the time/space-complexity of the method?
All i know about time/space-complexity is that for loop is O(n). I don't know how to calculate my method complexity.
Thank a lot!
Editing:
This is the second while loop after changing:
while (!stop1 || !stop2) //Counting the number of places the X value is near our pointer.
{
if (!stop1)
{
if ( a[last] == x )
{
stop1 = true;
count += (last-pointer);
}
else if ( a[(last+forwardPointer)/2] == x )
{
if (last-forwardPointer == 1)
{
stop1 = true;
count += (forwardPointer-pointer);
}
else
forwardPointer = (last + forwardPointer) / 2;
}
else
last = ((last + forwardPointer) / 2) - 1;
}
if (!stop2)
{
if (a[first] == x)
{
stop2 = true;
count += (pointer - first);
}
else if ( a[(first+backPointer)/2] == x )
{
if (backPointer - first == 1)
{
stop2 = true;
count += (pointer-backPointer);
}
else
backPointer = (first + backPointer) / 2;
}
else
first = ((first + backPointer) / 2) + 1;
}
}
What do you think about the changing? I think it would change the time complexity to O(long(n)).
First let's examine your code:
The code could be heavily refactored and cleaned (which would also result in more efficient implementation, yet without improving time or space complexity), but the algorithm itself is pretty good.
What it does is use standard binary search to find an item with the required value, then scans to the back and to the front to find all other occurrences of the value.
In terms of time complexity, the algorithm is O(N). The worst case is when the entire array is the same value and you end up iterating all of it in the 2nd phase (the binary search will only take 1 iteration). Space complexity is O(1). The memory usage (space) is unaffected by growth in input size.
You could improve the worst case time complexity if you keep using binary search on the 2 sub-arrays (back & front) and increase the "match range" logarithmically this way. The time complexity will become O(log(N)). Space complexity will remain O(1) for the same reason as before.
However, the average complexity for a real-world scenario (where the array contains various values) would be very close and might even lean towards your own version.

Performing multiple comparisons efficiently

I have a problem with my Objective-C code. I would like to have an if statement in a formula saying that the condition is checked just as if a float is equal to one of the other 5 I have defined. But shorter and simpler than:
if (float1 == float5 || float1 == float2 || float1 == float3 || float1 == float11)
{
//something to do
}
Thank you very much for your answers.
Assuming that you can guarantee that the float is an integer, either by definition or applying roundf(), floorf(), ceilf(), this is a possible solution:
const NSUInteger LENGTH = 7;
float myNumbersToCheck[LENGTH] = {1,13,6,8,99,126,459674598};
for (NSUInteger index = 0; index < LENGTH; index++) {
if (float1 == myNumbersToCheck[index]) {
// do something
break;
}
}

Validate user input - Objective-C

I am trying to validate user input. Here's the code:
do{
NSLog(#"Please select from the following options: D/ W/ T/ Q");
res = scanf("%c", &s1);
if(res ==0) {
NSLog(#"Invalid entry.");
}
}while (res ==0);
I want to improve the above code such that it will not allow the user to input anything (such as a number, a string, or any negative number) but only one single character (to be specific, only one of the option given in the prompt).
The current code doesn't do that.
boolean bValid = true;
do {
NSLog(#"Please select from the following options: D/ W/ T/ Q");
res = scanf("%c", &s1);
if(res == 'D' || res == 'W' || res == 'T' || res == 'Q'){
bValid = false;
}
else{
//Error message
}
} while (bValid == true);
You can use this code.
Just check it out.
Well one option is first to read the keyboard as a string
char buffer[128];
fgets( buffer, sizeof(buffer), stdin );
once you have the line, then check whether it is one of the options, seems only the first letter is significant in your case:
switch( toupper( buffer[0] ) )
{
case 'D': {...} ; // do whatever u need to do
case 'W': {...} ;
case 'T': {...} ;
case 'Q': {...} ;
default: {...} ;
}

How to code the chess stalemate rule ?

I'm trying to write a chess game and find that I cannot find solutions to find a stalemate situation. I'm trying to google, but can't find anything. Is there a well-known algorithm or something?
Your move generator will be one of two different designs;
either it checks for legality while generating the moves
or you generate all possible moves and remove those that are illegal afterwards.
The former is better as it doesn't need post-processing.
A stalemate condition is simply one where there are no legal moves and the moving-side's king is not in check. A checkmate condition is one where there are no legal moves but the moving-side's king is in check.
In other words if you've figured out how to detect check and checkmate, you've already got everything necessary to detect stalemate.
Here is an Open-source code with all the rules for the classic Chess game:
https://github.com/cjortegon/basic-chess
You can run the project right after cloning the project (Android, iOS, Desktop and Web), or you can use the main logic, which is here: https://github.com/cjortegon/basic-chess/tree/master/libgdx/core/src/com/mountainreacher/chess/model
I based my solution on a 3-moments algorithm, first moment is when the player selects a piece from the board, then when the destination of this piece has been chosen and finally when the piece reaches that position (considering that it is an animated game, if not, you can merge step 2 and 3).
The following code has been implemented in Java. From the properties of the model class:
boolean turn;
GenericPiece selected, conquest;
ClassicBoard board;
List<int[]> possibleMovements;
int checkType;
The first method will handle moments 1, 2 and the special 'conquest' moment (applied to pawn piece only):
public boolean onCellClick(int row, int column) {
if (row == -1 && conquest != null) {
checkType = 0;
conquest.changeFigure(column);
return true;
} else if (selected != null) {
if (possibleMovements != null) {
for (int[] move : possibleMovements) {
if (move[0] == row && move[1] == column) {
// Move the PieceActor to the desired position
if (selected.moveTo(row, column)) {
turn = !turn;
}
break;
}
}
}
selected = null;
possibleMovements = null;
return true;
} else {
selected = board.getSelected(turn ? Piece.WHITE_TEAM : Piece.BLACK_TEAM, row, column);
if (selected != null) {
possibleMovements = new ArrayList<>();
possibleMovements.addAll(((GenericPiece) selected).getMoves(board, false));
// Checking the movements
board.checkPossibleMovements(selected, possibleMovements);
if (possibleMovements.size() == 0) {
possibleMovements = null;
selected = null;
return false;
} else {
return true;
}
}
}
return false;
}
And the following method will handle the 3rd moment (when animation finishes):
public void movedPiece(Piece piece) {
Gdx.app.log(TAG, "movedPiece(" + piece.getType() + ")");
// Killing the enemy
Piece killed = board.getSelectedNotInTeam(piece.getTeam(),
piece.getRow(), piece.getColumn());
if (killed != null) {
killed.setAvailable(false);
}
// Checking hacks
GenericPiece[] threat = board.kingIsInDanger();
if (threat != null) {
checkType = board.hasAvailableMoves(threat[0].getTeam()) ? CHECK : CHECK_MATE;
} else {
checkType = NO_CHECK;
}
// Checking castling
if (piece.getFigure() == Piece.ROOK && ((GenericPiece) piece).getMovesCount() == 1) {
Piece king = board.getSelected(piece.getTeam(),
piece.getRow(), piece.getColumn() + 1);
if (king != null && king.getFigure() == Piece.KING && ((GenericPiece) king).getMovesCount() == 0) {
// Left Rook
if (board.getSelected(piece.getRow(), piece.getColumn() - 1) == null) {
king.moveTo(piece.getRow(), piece.getColumn() - 1);
}
} else {
king = board.getSelected(piece.getTeam(),
piece.getRow(), piece.getColumn() - 1);
if (king != null && king.getFigure() == Piece.KING && ((GenericPiece) king).getMovesCount() == 0) {
// Right Rook
if (board.getSelected(piece.getRow(), piece.getColumn() + 1) == null) {
king.moveTo(piece.getRow(), piece.getColumn() + 1);
}
}
}
}
// Conquest
else if (piece.getFigure() == Piece.PAWN && (piece.getRow() == 0 || piece.getRow() == board.getRows() - 1)) {
conquest = (GenericPiece) piece;
checkType = CONQUEST;
}
}
That code covers all the rules from the classic chess, including: regular piece movements, castling, check, check-mate and conquests of pawns.