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  • Creating objects makes the VM faster?

    - by Sudhir Jonathan
    Look at this piece of code: MessageParser parser = new MessageParser(); for (int i = 0; i < 10000; i++) { parser.parse(plainMessage, user); } For some reason, it runs SLOWER (by about 100ms) than for (int i = 0; i < 10000; i++) { MessageParser parser = new MessageParser(); parser.parse(plainMessage, user); } Any ideas why? The tests were repeated a lot of times, so it wasn't just random. How could creating an object 10000 times be faster than creating it once?

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  • What are some practical uses of generating all permutations of a list, such as ['a', 'b', 'c'] ?

    - by Jian Lin
    I was asked by somebody in an interview for web front end job, to write a function that generates all permutation of a string, such as "abc" (or consider it ['a', 'b', 'c']). so the expected result from the function, when given ['a', 'b', 'c'], is abc acb bac bca cab cba Actually in my past 20 years of career, I have never needed to do something like that, especially when doing front end work for web programming. What are some practical use of this problem nowadays, in web programming, front end or back end, I wonder? As a side note, I kind of feel that expecting a result in 3 minutes might be "either he gets it or he doesn't", especially I was thinking of doing it by a procedural, non-recursive way at first. After the interview, I spent another 10 minutes and thought of how to do it using recursion, but expecting it to be solved within 3 minutes... may not be a good test of how qualified he is, especially for front end work.

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  • How do I recursively define a Hash in Ruby from supplied arguments?

    - by Sarah Beckham
    This snippet of code populates an @options hash. values is an Array which contains zero or more heterogeneous items. If you invoke populate with arguments that are Hash entries, it uses the value you specify for each entry to assume a default value. def populate(*args) args.each do |a| values = nil if (a.kind_of? Hash) # Converts {:k => "v"} to `a = :k, values = "v"` a, values = a.to_a.first end @options[:"#{a}"] ||= values ||= {} end end What I'd like to do is change populate such that it recursively populates @options. There is a special case: if the values it's about to populate a key with are an Array consisting entirely of (1) Symbols or (2) Hashes whose keys are Symbols (or some combination of the two), then they should be treated as subkeys rather than the values associated with that key, and the same logic used to evaluate the original populate arguments should be recursively re-applied. That was a little hard to put into words, so I've written some test cases. Here are some test cases and the expected value of @options afterwards: populate :a => @options is {:a => {}} populate :a => 42 => @options is {:a => 42} populate :a, :b, :c => @options is {:a => {}, :b => {}, :c => {}} populate :a, :b => "apples", :c => @options is {:a => {}, :b => "apples", :c => {}} populate :a => :b => @options is {:a => :b} # Because [:b] is an Array consisting entirely of Symbols or # Hashes whose keys are Symbols, we assume that :b is a subkey # of @options[:a], rather than the value for @options[:a]. populate :a => [:b] => @options is {:a => {:b => {}}} populate :a => [:b, :c => :d] => @options is {:a => {:b => {}, :c => :d}} populate :a => [:a, :b, :c] => @options is {:a => {:a => {}, :b => {}, :c => {}}} populate :a => [:a, :b, "c"] => @options is {:a => [:a, :b, "c"]} populate :a => [:one], :b => [:two, :three => "four"] => @options is {:a => :one, :b => {:two => {}, :three => "four"}} populate :a => [:one], :b => [:two => {:four => :five}, :three => "four"] => @options is {:a => :one, :b => { :two => { :four => :five } }, :three => "four" } } It is acceptable if the signature of populate needs to change to accommodate some kind of recursive version. There is no limit to the amount of nesting that could theoretically happen. Any thoughts on how I might pull this off?

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  • Unit Testing - Algorithm or Sample based ?

    - by ohadsc
    Say I'm trying to test a simple Set class public IntSet : IEnumerable<int> { Add(int i) {...} //IEnumerable implementation... } And suppose I'm trying to test that no duplicate values can exist in the set. My first option is to insert some sample data into the set, and test for duplicates using my knowledge of the data I used, for example: //OPTION 1 void InsertDuplicateValues_OnlyOneInstancePerValueShouldBeInTheSet() { var set = new IntSet(); //3 will be added 3 times var values = new List<int> {1, 2, 3, 3, 3, 4, 5}; foreach (int i in values) set.Add(i); //I know 3 is the only candidate to appear multiple times int counter = 0; foreach (int i in set) if (i == 3) counter++; Assert.AreEqual(1, counter); } My second option is to test for my condition generically: //OPTION 2 void InsertDuplicateValues_OnlyOneInstancePerValueShouldBeInTheSet() { var set = new IntSet(); //The following could even be a list of random numbers with a duplicate var values = new List<int> { 1, 2, 3, 3, 3, 4, 5}; foreach (int i in values) set.Add(i); //I am not using my prior knowledge of the sample data //the following line would work for any data CollectionAssert.AreEquivalent(new HashSet<int>(values), set); } Of course, in this example, I conveniently have a set implementation to check against, as well as code to compare collections (CollectionAssert). But what if I didn't have either ? This is the situation when you are testing your real life custom business logic. Granted, testing for expected conditions generically covers more cases - but it becomes very similar to implementing the logic again (which is both tedious and useless - you can't use the same code to check itself!). Basically I'm asking whether my tests should look like "insert 1, 2, 3 then check something about 3" or "insert 1, 2, 3 and check for something in general" EDIT - To help me understand, please state in your answer if you prefer OPTION 1 or OPTION 2 (or neither, or that it depends on the case, etc )

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  • Counting bits set in a .Net BitArray Class

    - by Sam
    I am implementing a library where I am extensively using the .Net BitArray class and need an equivalent to the Java BitSet.Cardinality() method, i.e. a method which returns the number of bits set. I was thinking of implementing it as an extension method for the BitArray class. The trivial implementation is to iterate and count the bits set (like below), but I wanted a faster implementation as I would be performing thousands of set operations and counting the answer. Is there a faster way than the example below? count = 0; for (int i = 0; i < mybitarray.Length; i++) { if (mybitarray [i]) count++; }

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  • Did I implement this correctly?

    - by user146780
    I'm trying to implement line thickness as denoted here: start = line start = vector(x1, y1) end = line end = vector(x2, y2) dir = line direction = end - start = vector(x2-x1, y2-y1) ndir = normalized direction = dir*1.0/length(dir) perp = perpendicular to direction = vector(dir.x, -dir.y) nperp = normalized perpendicular = perp*1.0/length(perp) perpoffset = nperp*w*0.5 diroffset = ndir*w*0.5 p0, p1, p2, p3 = polygon points: p0 = start + perpoffset - diroffset p1 = start - perpoffset - diroffset p2 = end + perpoffset + diroffset p3 = end - perpoffset + diroffset I'v implemented this like so: void OGLENGINEFUNCTIONS::GenerateLinePoly(const std::vector<std::vector<GLdouble>> &input, std::vector<GLfloat> &output, int width) { output.clear(); float temp; float dirlen; float perplen; POINTFLOAT start; POINTFLOAT end; POINTFLOAT dir; POINTFLOAT ndir; POINTFLOAT perp; POINTFLOAT nperp; POINTFLOAT perpoffset; POINTFLOAT diroffset; POINTFLOAT p0, p1, p2, p3; for(int i = 0; i < input.size() - 1; ++i) { start.x = input[i][0]; start.y = input[i][1]; end.x = input[i + 1][0]; end.y = input[i + 1][1]; dir.x = end.x - start.x; dir.y = end.y - start.y; dirlen = sqrt((dir.x * dir.x) + (dir.y * dir.y)); ndir.x = dir.x * (1.0 / dirlen); ndir.y = dir.y * (1.0 / dirlen); perp.x = dir.x; perp.y = -dir.y; perplen = sqrt((perp.x * perp.x) + (perp.y * perp.y)); nperp.x = perp.x * (1.0 / perplen); nperp.y = perp.y * (1.0 / perplen); perpoffset.x = nperp.x * width * 0.5; perpoffset.y = nperp.y * width * 0.5; diroffset.x = ndir.x * width * 0.5; diroffset.y = ndir.x * width * 0.5; // p0 = start + perpoffset - diroffset //p1 = start - perpoffset - diroffset //p2 = end + perpoffset + diroffset // p3 = end - perpoffset + diroffset p0.x = start.x + perpoffset.x - diroffset.x; p0.y = start.y + perpoffset.y - diroffset.y; p1.x = start.x - perpoffset.x - diroffset.x; p1.y = start.y - perpoffset.y - diroffset.y; p2.x = end.x + perpoffset.x + diroffset.x; p2.y = end.y + perpoffset.y + diroffset.y; p3.x = end.x - perpoffset.x + diroffset.x; p3.y = end.y - perpoffset.y + diroffset.y; output.push_back(p0.x); output.push_back(p0.y); output.push_back(p1.x); output.push_back(p1.y); output.push_back(p2.x); output.push_back(p2.y); output.push_back(p3.x); output.push_back(p3.y); } } But right now the lines look perpendicular and wrong, it should be giving me quads to render which is what i'm rendering, but the points it is outputing are strange. Have I done this wrong? Thanks

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  • help implementing All Nearest Smaller Values algorithm

    - by davit-datuashvili
    http://en.wikipedia.org/wiki/All_nearest_smaller_values this is site of the problem and here is my code but i have some trouble to implement it import java.util.*; public class stack{ public static void main(String[]args){ int x[]=new int[]{ 0, 8, 4, 12, 2, 10, 6, 14, 1, 9, 5, 13, 3, 11, 7, 15 }; Stack<Integer> st=new Stack<Integer>(); for (int a:x){ while (!st.empty() && st.pop()>=a){ System.out.println( st.pop()); if (st.empty()){ break; } else{ st.push(a); } } } } } and here is pseudo code from site S = new empty stack data structure for x in the input sequence: while S is nonempty and the top element of S is greater than or equal to x: pop S if S is empty: x has no preceding smaller value else: the nearest smaller value to x is the top element of S push x onto S

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  • DFS Backtracking with java

    - by Cláudio Ribeiro
    I'm having problems with DFS backtracking in an adjacency matrix. Here's my code: (i added the test to the main in case someone wants to test it) public class Graph { private int numVertex; private int numEdges; private boolean[][] adj; public Graph(int numVertex, int numEdges) { this.numVertex = numVertex; this.numEdges = numEdges; this.adj = new boolean[numVertex][numVertex]; } public void addEdge(int start, int end){ adj[start-1][end-1] = true; adj[end-1][start-1] = true; } List<Integer> visited = new ArrayList<Integer>(); public Integer DFS(Graph G, int startVertex){ int i=0; if(pilha.isEmpty()) pilha.push(startVertex); for(i=1; i<G.numVertex; i++){ pilha.push(i); if(G.adj[i-1][startVertex-1] != false){ G.adj[i-1][startVertex-1] = false; G.adj[startVertex-1][i-1] = false; DFS(G,i); break; }else{ visited.add(pilha.pop()); } System.out.println("Stack: " + pilha); } return -1; } Stack<Integer> pilha = new Stack(); public static void main(String[] args) { Graph g = new Graph(6, 9); g.addEdge(1, 2); g.addEdge(1, 5); g.addEdge(2, 4); g.addEdge(2, 5); g.addEdge(2, 6); g.addEdge(3, 4); g.addEdge(3, 5); g.addEdge(4, 5); g.addEdge(6, 4); g.DFS(g, 1); } } I'm trying to solve the euler path problem. the program solves basic graphs but when it needs to backtrack, it just does not do it. I think the problem might be in the stack manipulations or in the recursive dfs call. I've tried a lot of things, but still can't seem to figure out why it does not backtrack. Can somebody help me ?

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  • Elegant Method of Inserting Code Between Loops

    - by DeathMagus
    In web development, I often find I need to format and print various arrays of data, and separate these blocks of data in some manner. In other words, I need to be able to insert code between each loop, without said code being inserted before the first entry or after the last one. The most elegant way I've found to accomplish this is as follows: function echoWithBreaks($array){ for($i=0; $i<count($array); $i++){ //Echo an item if($i<count($array)-1){ //Echo "between code" } } } Unfortunately, there's no way that I can see to implement this solution with foreach instead of for. Does anyone know of a more elegant solution that will work with foreach?

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  • Linked list Recursion ...

    - by epsilon_G
    hey , I'd like to make a recursive function using C++ I make this class class linklist { private: struct node { int data; node *link; }*p; void linklist::print_num(node* p) { if (p != NULL) { cout << p->data << " "; print_num (p->link); } } in the main program what should I write ...

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  • Porting Python algorithm to C++ - different solution

    - by cb0
    Hello, I have written a little brute string generation script in python to generate all possible combinations of an alphabet within a given length. It works quite nice, but for the reason I wan't it to be faster I try to port it to C++. The problem is that my C++ Code is creating far too much combination for one word. Heres my example in python: ./test.py gives me aaa aab aac aad aa aba .... while ./test (the c++ programm gives me) aaa aaa aaa aaa aa Here I also get all possible combinations, but I get them twice ore more often. Here is the Code for both programms: #!/usr/bin/env python import sys #Brute String Generator #Start it with ./brutestringer.py 4 6 "abcdefghijklmnopqrstuvwxyz1234567890" "" #will produce all strings with length 4 to 6 and chars from a to z and numbers 0 to 9 def rec(w, p, baseString): for c in "abcd": if (p<w - 1): rec(w, p + 1, baseString + "%c" % c) print baseString for b in range(3,4): rec(b, 0, "") And here the C++ Code #include <iostream> using namespace std; string chars="abcd"; void rec(int w,int b,string p){ unsigned int i; for(i=0;i<chars.size();i++){ if(b < (w-1)){ rec(w, (b+1), p+chars[i]); } cout << p << "\n"; } } int main () { int a=3, b=0; rec (a+1,b, ""); return 0; } Does anybody see my fault ? I don't have much experience with C++. Thanks indeed

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  • A data structure based on the R-Tree: creating new child nodes when a node is full, but what if I ha

    - by Tom
    I realize my title is not very clear, but I am having trouble thinking of a better one. If anyone wants to correct it, please do. I'm developing a data structure for my 2 dimensional game with an infinite universe. The data structure is based on a simple (!) node/leaf system, like the R-Tree. This is the basic concept: you set howmany childs you want a node (a container) to have maximum. If you want to add a leaf, but the node the leaf should be in is full, then it will create a new set of nodes within this node and move all current leafs to their new (more exact) node. This way, very populated areas will have a lot more subdivisions than a very big but rarely visited area. This works for normal objects. The only problem arises when I have more than maxChildsPerNode objects with the exact same X,Y location: because the node is full, it will create more exact subnodes, but the old leafs will all be put in the exact same node again because they have the exact same position -- resulting in an infinite loop of creating more nodes and more nodes. So, what should I do when I want to add more leafs than maxChildsPerNode with the exact same position to my tree? PS. if I failed to explain my problem, please tell me, so I can try to improve the explanation.

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  • Problems with dynamic programming

    - by xan
    I've got difficulties with understanding dynamic programming, so I decided to solve some problems. I know basic dynamic algorithms like longest common subsequence, knapsack problem, but I know them because I read them, but I can't come up with something on my own :-( For example we have subsequence of natural numbers. Every number we can take with plus or minus. At the end we take absolute value of this sum. For every subsequence find the lowest possible result. in1: 10 3 5 4; out1: 2 in2: 4 11 5 5 5; out2: 0 in3: 10 50 60 65 90 100; out3: 5 explanation for 3rd: 5 = |10+50+60+65-90-100| what it worse my friend told me that it is simple knapsack problem, but I can't see any knapsack here. Is dynamic programming something difficult or only I have big problems with it?

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  • Logic to mirror byte value around 128

    - by Kazar
    Hey, I have a need to mirror a byte's value around the centre of 128. So, example outputs of this function include: In 0 Out 255 In 255 Out 0 In 128 Out 128 In 127 Out 1 In 30 Out 225 In 225 Out 30 I'm driving myself nuts with this, I'm sure I'll kick myself when I read the answers. Cheers

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  • Recursive breadth-first travel function in Java or C++?

    - by joejax
    Here is a java code for breadth-first travel: void breadthFirstNonRecursive(){ Queue<Node> queue = new java.util.LinkedList<Node>(); queue.offer(root); while(!queue.isEmpty()){ Node node = queue.poll(); visit(node); if (node.left != null) queue.offer(node.left); if (node.right != null) queue.offer(node.right); } } Is it possible to write a recursive function to do the same? At first, I thought this would be easy, so I came out with this: void breadthFirstRecursive(){ Queue<Node> q = new LinkedList<Node>(); breadthFirst(root, q); } void breadthFirst(Node node, Queue<Node> q){ if (node == null) return; q.offer(node); Node n = q.poll(); visit(n); if (n.left != null) breadthFirst(n.left, q); if (n.right != null) breadthFirst(n.right, q); } Then I found it doesn't work. It is actually does the same thing as this: void preOrder(Node node) { if (node == null) return; visit(node); preOrder(node.left); preOrder(node.right); } Has any one thought about this before?

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  • Solving the problem of finding parts which work well with each other

    - by dotnetdev
    Hi, I have a database of items. They are for cars and similar parts (eg cam/pistons) work better than others in different combinations (eg one product will work well with another, while another combination of 2 parts may not). There are so many possible permutations, what solutions apply to this problem? So far, I feel that these are possible approaches (Where I have question marks, something tells me these are solutions but I am not 100% confident they are). Neural networks (?) Collection-based approach (selection of parts in a collection for cam, and likewise for pistons in another collection, all work well with each other) Business rules engine (?) What are good ways to tackle this sort of problem? Thanks

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  • deteminant of matrix

    - by davit-datuashvili
    suppose there is given two dimensional array int a[][]=new int[4][4]; i am trying to find determinant of matrices please help i know how find it mathematical but i am trying to find it in programaticaly

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  • Determining the best audio quality.

    - by The Rook
    How can you determine the best audio quality in a list of audio files, with out looking at the audio file's header. What if all of the files came from differnt encoding types and they where all transcoded to the same format and bit rate.

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  • Is it possible to compute the minimum of three numbers by using two comparisons at the same time?

    - by Milo Hou
    I've been trying to think up of some way that I could do two comparisons at the same time to find the greatest/least of three numbers. Arithmetic operations on them are considered "free" in this case. That is to say, the classical way of finding the greater of two, and then comparing it to the third number isn't valid in this case because one comparison depends on the result of the other. Is it possible to use two comparisons where this isn't the case? I was thinking maybe comparing the differences of the numbers somehow or their products or something, but came up with nothing. Just to reemphasize, two comparisons are still done, just that neither comparison relies on the result of the other comparison. EDIT: what about: boolA = A^2 + B^2 < C^2 boolB = A > B if boolA then max=C else if boolB then max=A else max=B

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  • Are fragments of hashes collision-resistent?

    - by Mark
    Let me see if someone would mind clearing up this elementary point about md5 and hashing. If you only use the first 4 bytes of an md5 hash, would that mean theoretically only 1 in 255^4 chance of collision. iow is that the intention with it (and other hash algorithms) - that you only have to use a small portion of the returned hash (say the hash is of a file of some size).

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  • How to prevent overdrawing?

    - by afriza
    This is a difficult question to search in Google since it has other meaning in finance. Of course, what I mean here is "Drawing" as in .. computer graphics.. not money.. I am interested in preventing overdrawing for both 3D Drawing and 2D Drawing. (should I make them into two different questions?)

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