O' LINQ-fu masters, please help.
I have a requirement where I have to add items into a List(Of T) (let's call it Target) from an IEnumerable(Of T) (let's call it Source) using Target.AddRange() in VB.NET.
Target.AddRange(Source.TakeWhie(Function(X, Index) ?))
The ? part is a tricky condition that is something like: As long as the as yet unenumerated count is not equal to what is needed to fill the list to the minimum required then randomly decide if the current item should be taken, otherwise take the item.
Somethig like...
Source.Count() - Index = _minimum_required - _curr_count_of_items_taken _
OrElse GetRandomNumberBetween1And100() <= _probability_this_item_is_taken
' _minimum_required and _probability_this_item_is_taken are constants
The confounding part is that _curr_count_of_items_taken needs to be incremented each time the TakeWhile statement is satisfied. How would I go about doing that?
I'm also open to a solution that uses any other LINQ methods (Aggregate, Where, etc.) instead of TakeWhile.
If all else fails then I will go back to using a good old for-loop =)
But hoping there is a LINQ solution. Thanks in advance for any suggestions.
EDIT: Good old for-loop version as requested:
Dim _source_total As Integer = Source.Count()
For _index As Integer = 0 To _source_total - 1
If _source_total - _index = MinimumRows - Target.Count _
OrElse NumberGenerator.GetRandomNumberBetween1And100 <= _possibility_item_is_taken Then
Target.Add(Source(_index))
End If
Next
EDITDIT:
David's no-side-effects answer comes closes to what I need while staying readable. Maybe he's the only one who could understand my poorly communicated pseudo-code =). The OrderBy(GetRandomNumber) is brilliant in hindsight. I just need to change the Take(3) part to Take(MinimumRequiredPlusAnOptionalRandomAmountExtra) and drop the OrderBy and Select at the end. Thanks to the rest for suggestions.
You need to introduce a side-effect, basically.
In C# this is relatively easy - you can use a lambda expression which updates a captured variable. In VB this may still be possible, but I wouldn't like to guess at the syntax. I don't quite understand your condition (it sounds a little backwards) but you could do something like:
The C# would be something like:
int count = 0;
var query = source.TakeWhile(x => count < minimumRequired ||
rng.Next(100) < probability)
.Select(x => { count++; return x; });
target.AddRange(query);
The count will be incremented each time an item is actually taken.
Note that I suspect you actually want Where instead of TakeWhile - otherwise the first time the rng gives a high number, the sequence will end.
EDIT: If you can't use side-effects directly you may be able to use a horrible hack. I haven't tried this, but...
public static T Increment<T>(ref int counter, T value)
{
counter++;
return value;
}
...
int count = 0;
var query = source.TakeWhile(x => count < minimumRequired ||
rng.Next(100) < probability)
.Select(x => Increment(ref count, x));
target.AddRange(query);
In other words, you put the side-effect into a separate method, and call the method using pass-by-reference for the counter. No idea if it would work in VB, but possibly worth a try. On the other hand, a loop might be simpler...
As a completely different way of approaching it, is your source an in-memory collection already, which you can iterate through cheaply? If so, just use:
var query = Enumerable.Concat(source.Take(minimumRequired),
source.Skip(minimumRequired)
.TakeWhile(condition));
In other words, definitely grab the first n elements, and then start again, skip the first n elements and take the rest based on the condition.
If your task is to extract 3 random images from a collection of 50 random images, this works great.
target.AddRange( source.OrderBy(GetRandomNumber).Take(3) );
If you require order preservation, that's not too hard to add:
target.AddRange( source
.Select( (x, i) => new {x, i})
.OrderBy(GetRandomNumber)
.Take(3)
.OrderBy( z => z.i)
.Select( z => z.x)
);
If requirements are to (for whatever reason)
favor items at the end of the list
allow more items through than requested (5 instead of 3, but only sometimes)
then I'd write the foreach loop.
Related
I start with a list of integers from 1 to 1000 in listOfRandoms.
I would like to left join on random from the createDatabase list.
I am currently using a find{} statement within a loop to do this but feel like this is too heavy. Is there not a better (quicker) way to achieve same result?
Psuedo Code
data class DatabaseRow(
val refKey: Int,
val random: Int
)
fun main() {
val createDatabase = (1..1000).map { i -> DatabaseRow(i, Random()) }
val listOfRandoms = (1..1000).map { j ->
val lookup = createDatabase.find { it.refKey == j }
lookup.random
}
}
As mentioned in comments, the question seems to be mixing up database and programming ideas, which isn't helping.
And it's not entirely clear which parts of the code are needed, and which can be replaced. I'm assuming that you already have the createDatabase list, but that listOfRandoms is open to improvement.
The ‘pseudo’ code compiles fine except that:
You don't give an import for Random(), but none of the likely ones return an Int. I'm going to assume that should be kotlin.random.Random.nextInt().
And because lookup is nullable, you can't simply call lookup.random; a quick fix is lookup!!.random, but it would be safer to handle the null case properly with e.g. lookup?.random ?: -1. (That's irrelevant, though, given the assumption above.)
I think the general solution is to create a Map. This can be done very easily from createDatabase, by calling associate():
val map = createDatabase.associate{ it.refKey to it.random }
That should take time roughly proportional to the size of the list. Looking up values in the map is then very efficient (approx. constant time):
map[someKey]
In this case, that takes rather more memory than needed, because both keys and values are integers and will be boxed (stored as separate objects on the heap). Also, most maps use a hash table, which takes some memory.
Since the key is (according to comments) “an ascending list starting from a random number, like 18123..19123”, in this particular case it can instead be stored in an IntArray without any boxing. As you say, array indexes start from 0, so using the key directly would need a huge array and use only the last few cells — but if you know the start key, you could simply subtract that from the array index each time.
Creating such an array would be a bit more complex, for example:
val minKey = createDatabase.minOf{ it.refKey }
val maxKey = createDatabase.maxOf{ it.refKey }
val array = IntArray(maxKey - minKey + 1)
for (row in createDatabase)
array[row.refKey - minKey] = row.random
You'd then access values with:
array[someKey - minKey]
…which is also constant-time.
Some caveats with this approach:
If createDatabase is empty, then minOf() will throw a NoSuchElementException.
If it has ‘holes’, omitting some keys inside that range, then the array will hold its default value of 0 — you can change that by using the alternative IntArray constructor which also takes a lambda giving the initial value.)
Trying to look up a value outside that range will give an ArrayIndexOutOfBoundsException.
Whether it's worth the extra complexity to save a bit of memory will depend on things like the size of the ‘database’, and how long it's in memory for; I wouldn't add that complexity unless you have good reason to think memory usage will be an issue.
I am new to Kotlin (and Java). In order to pick up on the language I am trying to solve some problems from a website.
The problem is quite easy and straightfoward, the function has to count how many times the biggest value is included in an IntArray. My function also works for smaller arrays but seems to exceed the allowed time limit for larger ones (error: Your code did not execute within the time limits).
fun problem(inputArray: Array<Int>): Int {
// Write your code here
val n: Int = inputArray.count{it == inputArray.max()}
return n
}
So as I am trying to improve I am not looking for a faster solution, but for some hints on topics I could look at in order to find a faster solution myself.
Thanks a lot!
In an unordered array you to touch every element to calcuate inputArray.max(). So inputArray.count() goes over all elements and calls max() that goes over all elements.
So runtime goes up n^2 for n elements.
Store inputArray.max() in an extra variable, and you have a linear runtime.
val max = inputArray.max()
val n: Int = inputArray.count{ it == max }
I'm making a script that sorts the depth for my objects by prioritizing the y variable, but then afterwards checks to see if the objects that are touching each other have a higher depth the further to the right they are, but for some reason the last part isn't working.
Here's the code:
ds_grid_sort(_dg,1,true);
_yy = 0;
repeat _inst_num
{
_inst = _dg[# 0, _yy];
with _inst
{
with other
{
if (x > _inst.x and y = _inst.y)
{
_inst.depth = depth + building_space;
}
}
}
_yy++;
}
I've identified that the problem is that nothing comes out as true when the game checks the y = _inst.y part of the _inst statement, but that doesn't make any sense seeing how they're all at the same y coordinate. Could someone please tell me what I'm doing wrong?
As Steven mentioned, it's good practice to use double equal signs for comparisons (y == _inst.y) and a single equals sign for assignments (_yy = 0;), but GML doesn't care if you use a single equals sign for comparison, so it won't be causing your issue. Though it does matter in pretty much every other language besides GML.
From what I understand, the issue seems to be your use of other. When you use the code with other, it doesn't iterate through all other objects, it only grabs one instance. You can test this by running this code and seeing how many debug messages it shows:
...
with other
{
show_debug_message("X: "+string(x)+"; Y: "+string(y));
...
You could use with all. That will iterate through all objects or with object, where object is either an object or parent object. That will iterate through all instances of that object. However, neither of these functions check whether the objects overlap (it's just going to iterate over all of them), so you'll have to check for collisions. You could do something like this:
...
with all
{
if place_meeting(x, y, other)
{
if (x > _inst.x and y = _inst.y)
{
_inst.depth = depth + building_space;
}
}
...
I don't know what the rest of your code looks like, but there might be an easier way to achieve your goal. Is it possible to initially set the depth based on both the x and y variables? Something such as depth = -x-y;? For people not as familiar with GameMaker, objects with a smaller depth value are drawn above objects with higher depth values; that is why I propose setting the depth to be -x-y. Below is what a view of that grid would look like (first row and column are x and y variables; the other numbers would be the depth of an object at that position):
Having one equation that everything operates on will also make it so that if you have anything moving (such as a player), you can easily and efficiently update their depth to be able to display them correctly relative to all the other objects.
I think it should be y == _inst.y.
But I'm not sure as GML tends to accept such formatting.
It's a better practise to use == to check if they're equal when using conditions.
Premesis:
I am using ActionScript with two arraycollections containing objects with values to be matched...
I need a solution for this (if in the framework there is a library that does it better) otherwise any suggestions are appreciated...
Let's assume I have two lists of elements A and B (no duplicate values) and I need to compare them and remove all the elements present in both, so at the end I should have
in A all the elements that are in A but not in B
in B all the elements that are in B but not in A
now I do something like that:
for (var i:int = 0 ; i < a.length ;)
{
var isFound:Boolean = false;
for (var j:int = 0 ; j < b.length ;)
{
if (a.getItemAt(i).nome == b.getItemAt(j).nome)
{
isFound = true;
a.removeItemAt(i);
b.removeItemAt(j);
break;
}
j++;
}
if (!isFound)
i++;
}
I cycle both the arrays and if I found a match I remove the items from both of the arrays (and don't increase the loop value so the for cycle progress in a correct way)
I was wondering if (and I'm sure there is) there is a better (and less CPU consuming) way to do it...
If you must use a list, and you don't need the abilities of arraycollection, I suggest simply converting it to using AS3 Vectors. The performance increase according to this (http://www.mikechambers.com/blog/2008/09/24/actioscript-3-vector-array-performance-comparison/) are 60% compared to Arrays. I believe Arrays are already 3x faster than ArrayCollections from some article I once read. Unfortunately, this solution is still O(n^2) in time.
As an aside, the reason why Vectors are faster than ArrayCollections is because you provide type-hinting to the VM. The VM knows exactly how large each object is in the collection and performs optimizations based on that.
Another optimization on the vectors is to sort the data first by nome before doing the comparisons. You add another check to break out of the loop if the nome of list b simply wouldn't be found further down in list A due to the ordering.
If you want to do MUCH faster than that, use an associative array (object in as3). Of course, this may require more refactoring effort. I am assuming object.nome is a unique string/id for the objects. Simply assign that the value of nome as the key in objectA and objectB. By doing it this way, you might not need to loop through each element in each list to do the comparison.
I'm pretty new to programming, and I was just wondering in the following case what would be an appropriate name for the second integer I use in this piece of code
for (int i = 0; i < 10; i++)
{
for (int x = 0; x < 10; x++)
{
//stuff
}
}
I usually just name it x but I have a feeling that this could get confusing quickly. Is there a standard name for this kind of thing?
Depending upon what you're iterating over, a name might be easy or obvious by context:
for(struct mail *mail=inbox->start; mail ; mailid++) {
for (struct attachment *att=mail->attachment[0]; att; att++) {
/* work on all attachments on all mails */
}
}
For the cases where i makes the most sense for an outer loop variable, convention uses j, k, l, and so on.
But when you start nesting, look harder for meaningful names. You'll thank yourself in six months.
You could opt to reduce the nesting by making a method call. Inside of this method, you would be using a local variable also named i.
for (int i = 0; i < 10; i++)
{
methodCall(array[i], array);
}
I have assumed you need to pass the element at position i in the outer loop as well as the array to be iterated over in the inner loop - this is an assumption as you may actually require different arguments.
As always, you should measure the performance of this - there shouldn't be a massive overhead in making a method call within a loop, but this depends on the language.
Personally I feel that you should give variables meaningful names - here i and x mean nothing and will not help you understand your code in 3 months time, at which point it will appear to you as code written by a dyslexic monkey.
Name variables so that other people can understand what your code is trying to accomplish. You will save yourself time in the long run.
Since you said you are beginning, I'd say it's beneficial to experiment with multiple styles.
For the purposes of your example, my suggestion is simply replace x with j.
There's tons of real code that will use the convention of i, j, and k for single letter nested loop variables.
There's also tons that uses longer more meaningful names.
But there's much less that looks like your example.
So you can consider it a step forward because you're code looks more like real world code.