counting pairs in a list - algorithm

I've recently started on HackerRank and I'm attempting "Sales by Match". I've arrived at a solution I'm content with in terms of exploiting Kotlin's function programming capabilities. However, I'm not getting the expected answer...
Problem summary:
Given an Array:
-> find and return the total number of pairs.
i.e:
input -> [10, 20, 20, 10, 10, 30, 50, 10, 20]
number of pairs -> 3
here is my code and some comments to explain it:
fun sockMerchant(n: Int, pile: Array<Int>): Int{
var count = 0
mutableMapOf<Int, Int>().withDefault { 0 }.apply {
// the [attempted] logic behind this piece of code here is
// that as we iterate through the list, the 'getOrPut()'
// function will return either the value for the given [key]
// or throw an exception if there is no such key
// in the map. However, since our map was created by
// [withDefault], the function resorts to its `defaultValue` <-> 0
// instead of throwing an exception.
for (e in values) {
// this simplifies our code and inserts a zero [+1] where needed.
// if (key exists)
// // return its associated value and MOD it:
// case: even -> increment counter
// else -> do nothing
// else if (key dne)
// // insert default value <-> [0] + 1
// ....
// ....
// ....
if (getOrPut(e, { getValue(e) + 1 } ) % 2 == 0) count++
}
}
return count
}
fun main(args: Array<String>) {
val scan = Scanner(System.`in`)
val n = scan.nextLine().trim().toInt()
val ar = scan.nextLine().split(" ").map{ it.trim().toInt() }.toTypedArray()
val result = sockMerchant(n, ar)
println(result)
}
--
Any help or tips would go a long way here:)

I was able to do this by grouping the numbers together, taking the resulting lists, and summing how many pairs each one contains:
fun sockMerchant(n: Int, pile: Array<Int>): Int =
pile.groupBy { it }.values.sumBy { it.size / 2 }
After we do pile.groupBy { it }, we have this structure:
{10=[10, 10, 10, 10], 20=[20, 20, 20], 30=[30], 50=[50]}
We take the values, and sum by each of their size dividing by 2. This will round half-pairs down to 0 and full pairs to 1 each.
Note: I am not entirely clear what the purpose of n is in this case.

I modified it a bit to be more easily testable, but here is the fixes :
import java.util.*
fun sockMerchant(n: Int, pile: Array<Int>): Int{
var count = 0
mutableMapOf<Int, Int>().withDefault { 0 }.apply {
// the [attempted] logic behind this piece of code here is
// that as we iterate through the list, the 'getOrPut()'
// function will return either the value for the given [key]
// or throw an exception if there is no such key
// in the map. However, since our map was created by
// [withDefault], the function resorts to its `defaultValue` <-> 0
// instead of throwing an exception.
for (e in pile) {
// this simplifies our code and inserts a zero [+1] where needed.
// if (key exists)
// // return its associated value and MOD it:
// case: even -> increment counter
// else -> do nothing
// else if (key dne)
// // insert default value <-> [0] + 1
// ....
// ....
// ....
println(e)
put(e, getValue(e) + 1)
if (getValue(e) % 2 == 0) count++
println(entries)
}
}
return count
}
val n = 5
val ar = "10 10 10 10 20 20 30 40".split(" ").map{ it.trim().toInt() }.toTypedArray()
val result = sockMerchant(n, ar)
println(result)
Output :
10
[10=1]
10
[10=2]
10
[10=3]
10
[10=4]
20
[10=4, 20=1]
20
[10=4, 20=2]
30
[10=4, 20=2, 30=1]
40
[10=4, 20=2, 30=1, 40=1]
3
Pair.kts:3:18: warning: parameter 'n' is never used
fun sockMerchant(n: Int, pile: Array<Int>): Int{
^
Process finished with exit code 0
Explanation :
You looped over "values", which is at start empty, so you never did anything with your code
Even when looping over pile, your incrementation logic didn't go above 1, so the condition was never satisfied and the count was never incremented.
But the main reasoning behind was correct.

Related

Trouble understanding a for loop in Swift 3

I am studying some code to try to learn Swift 3. I came across this for loop and can't decipher what exactly it is doing. If you understand it, could you try to break it down with an explanation?
var size = 0
var candidate = (value: 0, index: 0)
for i in 0..<count {
if size == 0 {
candidate = (A[i], i)
size += 1
} else {
if candidate.value != A[i] {
size -= 1
} else {
size += 1
}
}
}
// set variable "size" to the value of zero
var size = 0
// set variable "candidate" to be a NAMED TUPLE with initial values (0,0)
var candidate = (value: 0, index: 0)
// start a FOR loop from 0 to "count" which by the way has not been defined yet, so that might be a problem.
for i in 0..<count {
// if size is zero, then we set candidate equal to ARRAY "A" of index "i" and increment 'size'... and by the way, this Array "A" has not been defined anywhere, so that might be a problem.
if size == 0 {
candidate = (A[i], i)
size += 1
// otherwise, we do one of two things: 1) if the 'candidate' tuple's (value:) parameter is NOT equal to the value of Array 'A''s index of 'i', then we decrement 'size' ... by the way this Array 'A' has not yet been defined so that might be a problem... or 2) increment the value of 'size.'
} else {
if candidate.value != A[i] {
size -= 1
} else {
size += 1
}
}
}
So it looks like there should be an array somewhere called 'A'
and 'count' should really be A.count
Basically the loop is (seems to be trying to) going through the Array 'A' and comparing adjacent values and adjusting the 'size' variable as a result of each of these comparisons.

Swift fatal error: Can't form Range with end < start

LeetCode medium 120. Triangle (Dynamic Programming)
Question:
Given a triangle, find the minimum path sum from top to bottom. Each step you may move to adjacent numbers on the row below.
For example, given the following triangle
[
[2],
[3,4],
[6,5,7],
[4,1,8,3]
]
//The minimum path sum from top to bottom is 11 (i.e., 2 + 3 + 5 + 1 = 11).
//Note:
//Bonus point if you are able to do this using only O(n) extra space, where n is the total number of rows in the triangle.
I always get
fatal error: Can't form Range with end < start
on "for i in (row-1)...0".
Thank you so much! Appreciate your time!
class Solution
{
func minimumTotal(triangle: [[Int]]) -> Int
{
if triangle.count == 0
{
return 0
}
if triangle.count == 1
{
return triangle[0][0]
}
var arr = [Int](count: triangle.last!.count, repeatedValue: 0)
let row = triangle.count
for i in (row-1)...0
{
let col = triangle[i].count
for j in 0...col-1
{
if i == row-1
{
arr[i] = triangle[i][j]
continue
}
arr[j] = min(arr[j], arr[j+1]) + triangle[i][j]
}
}
return arr[0]
}
}
var test1 = Solution()
//var input = [[10]]
//var input = [[1],[2,3]]
var input = [[-1],[2,3],[1,-1,-3]]
var result = test1.minimumTotal(input)
print(result)
for in (0...row-1).reverse()
Swift can't read row-1...0
It's a bad idea to create a range where the start is higher than the end: your code will compile, but it will crash at runtime, so use stride instead of ranage
for i in (row-1).stride(to: 0, by: 1) { }

One-liner to generate Powerball picks in Swift?

With the U.S.'s large $1.5 Billion lottery this week, I wrote a function in Ruby to make Powerball picks. In Powerball, you choose 5 numbers from the range 1..69 (with no duplicates) and 1 number from the range 1..26.
This is what I came up with:
def pball
Array(1..69).shuffle[0..4].sort + [rand(1..26)]
end
It works by creating an array of integers from 1 to 69, shuffling that array, choosing the first 5 numbers, sorting those, and finally adding on a number from 1 to 26.
To do this in Swift takes a bit more work since Swift doesn't have the built-in shuffle method on Array.
This was my attempt:
func pball() -> [Int] {
let arr = Array(1...69).map{($0, drand48())}.sort{$0.1 < $1.1}.map{$0.0}[0...4].sort()
return arr + [Int(arc4random_uniform(26) + 1)]
}
Since there is no shuffle method, it works by creating an [Int] with values in the range 1...69. It then uses map to create [(Int, Double)], an array of tuple pairs that contain the numbers and a random Double in the range 0.0 ..< 1.0. It then sorts this array using the Double values and uses a second map to return to [Int] and then uses the slice [0...4] to extract the first 5 numbers and sort() to sort them.
In the second line, it appends a number in the range 1...26. I tried adding this to the first line, but Swift gave the error:
Expression was too complex to be solved in reasonable time; consider
breaking up the expression into distinct sub-expressions.
Can anyone suggest how to turn this into a 1-line function? Perhaps there is a better way to choose the 5 numbers from 1...69.
Xcode 8.3 • Swift 3.1
import GameKit
var powerballNumbers: [Int] {
return (GKRandomSource.sharedRandom().arrayByShufflingObjects(in: Array(1...69)) as! [Int])[0..<5].sorted() + [Int(arc4random_uniform(26) + 1)]
}
powerballNumbers // [5, 9, 62, 65, 69, 2]
Swift 2.x
import GameKit
var powerballNumbers: [Int] {
return (GKRandomSource.sharedRandom().arrayByShufflingObjectsInArray(Array(1...69)) as! [Int])[0...4].sort() + [Int(arc4random_uniform(26).successor())]
}
powerballNumbers // [21, 37, 39, 42, 65, 23]
I don't find the "one-liner" concept very compelling. Some languages lend themselves to it; others don't. I would suggest giving Swift a shuffle method to start with:
extension Array {
mutating func shuffle () {
for var i = self.count - 1; i != 0; i-- {
let ix1 = i
let ix2 = Int(arc4random_uniform(UInt32(i+1)))
(self[ix1], self[ix2]) = (self[ix2], self[ix1])
}
}
}
But since I made this mutating, we still need more than one line to express the entire operation because we have to have a var reference to our starting array:
var arr = Array(1...69)
(1...4).forEach {_ in arr.shuffle()}
let result = Array(arr[0..<5]) + [Int(arc4random_uniform(26)) + 1]
If you really insist on the one-liner, and you don't count the code needed to implement shuffle, then you can do it, though less efficiently, by defining shuffle more like this:
extension Array {
func shuffle () -> [Element] {
var arr = self
for var i = arr.count - 1; i != 0; i-- {
let ix1 = i
let ix2 = Int(arc4random_uniform(UInt32(i+1)))
(arr[ix1], arr[ix2]) = (arr[ix2], arr[ix1])
}
return arr
}
}
And here's your one-liner:
let result = Array(1...69).shuffle().shuffle().shuffle().shuffle()[0..<5] + [Int(arc4random_uniform(26)) + 1]
But oops, I omitted your sort. I don't see how to do that without getting the "too complex" error; to work around that, I had to split it into two lines:
var result = Array(1...69).shuffle().shuffle().shuffle().shuffle()[0..<5].sort(<)
result.append(Int(arc4random_uniform(26)) + 1)
How about this:
let winningDraw = (1...69).sort{ _ in arc4random_uniform(2) > 0}[0...4].sort() + [Int(arc4random_uniform(26)+1)]
[edit] above formula wasn't random. but this one will be
(1...69).map({Int(rand()%1000*70+$0)}).sort().map({$0%70})[0...4].sort() + [Int(rand()%26+1)]
For the fun of it, a non-GameplayKit (long) one-liner for Swift 3, using the global sequence(state:next:) function to generate random elements from the mutable state array rather than shuffling the array (although mutating the value array 5 times, so some extra copy operations here...)
let powerballNumbers = Array(sequence(state: Array(1...69), next: {
(s: inout [Int]) -> Int? in s.remove(at: Int(arc4random_uniform(UInt32(s.count))))})
.prefix(5).sorted()) + [Int(arc4random_uniform(26) + 1)]
... broken down for readability.
(Possible in future Swift version)
If the type inference weren't broken inout closure parameters (as arguments to closures), we could reduce the above to:
let powerballNumbers = Array(sequence(state: Array(1...69), next: {
$0.remove(at: Int(arc4random_uniform(UInt32($0.count)))) })
.prefix(5).sorted()) + [Int(arc4random_uniform(26) + 1)]
If we'd also allow the following extension
extension Int {
var rand: Int { return Int(arc4random_uniform(UInt32(exactly: self) ?? 0)) }
}
Then, we could go on to reduce the one-line to:
let powerballNumbers = Array(sequence(state: Array(1...69), next: { $0.remove(at: $0.count.rand) }).prefix(5).sorted()) + [26.rand + 1]
Xcode 10 • Swift 4.2
Swift now has added shuffled() to ClosedRange and random(in:) to Int which now makes this easily accomplished in one line:
func pball() -> [Int] {
return (1...69).shuffled().prefix(5).sorted() + [Int.random(in: 1...26)]
}
Further trimmings:
Because of the return type of pball(), the Int can be inferred in the random method call. Also, .prefix(5) can be replaced with [...4]. Finally, return can be omitted from the one-line function:
func pball() -> [Int] {
(1...69).shuffled()[...4].sorted() + [.random(in: 1...26)]
}

Split a random value into four that sum up to it

I have one value like 24, and I have four textboxes. How can I dynamically generate four values that add up to 24?
All the values must be integers and can't be negative, and the result cannot be 6, 6, 6, 6; they must be different like: 8, 2, 10, 4. (But 5, 6, 6, 7 would be okay.)
For your stated problem, it is possible to generate an array of all possible solutions and then pick one randomly. There are in fact 1,770 possible solutions.
var solutions = [[Int]]()
for i in 1...21 {
for j in 1...21 {
for k in 1...21 {
let l = 24 - (i + j + k)
if l > 0 && !(i == 6 && j == 6 && k == 6) {
solutions.append([i, j, k, l])
}
}
}
}
// Now generate 20 solutions
for _ in 1...20 {
let rval = Int(arc4random_uniform(UInt32(solutions.count)))
println(solutions[rval])
}
This avoids any bias at the cost of initial setup time and storage.
This could be improved by:
Reducing storage space by only storing the first 3 numbers. The 4th one is always 24 - (sum of first 3)
Reducing storage space by storing each solution as a single integer: (i * 10000 + j * 100 + k)
Speeding up the generation of solutions by realizing that each loop doesn't need to go to 21.
Here is the solution that stores each solution as a single integer and optimizes the loops:
var solutions = [Int]()
for i in 1...21 {
for j in 1...22-i {
for k in 1...23-i-j {
if !(i == 6 && j == 6 && k == 6) {
solutions.append(i * 10000 + j * 100 + k)
}
}
}
}
// Now generate 20 solutions
for _ in 1...20 {
let rval = Int(arc4random_uniform(UInt32(solutions.count)))
let solution = solutions[rval]
// unpack the values
let i = solution / 10000
let j = (solution % 10000) / 100
let k = solution % 100
let l = 24 - (i + j + k)
// print the solution
println("\([i, j, k, l])")
}
Here is a Swift implementation of the algorithm given in https://stackoverflow.com/a/8064754/1187415, with a slight
modification because all numbers are required to be positive.
The method to producing N positive random integers with sum M is
Build an array containing the number 0, followed by N-1 different
random numbers in the range 1 .. M-1, and finally the number M.
Compute the differences of subsequent array elements.
In the first step, we need a random subset of N-1 elements out of
the set { 1, ..., M-1 }. This can be achieved by iterating over this
set and choosing each element with probability n/m, where
m is the remaining number of elements we can choose from and
n is the remaining number of elements to choose.
Instead of storing the chosen random numbers in an array, the
difference to the previously chosen number is computed immediately
and stored.
This gives the following function:
func randomNumbers(#count : Int, withSum sum : Int) -> [Int] {
precondition(sum >= count, "`sum` must not be less than `count`")
var diffs : [Int] = []
var last = 0 // last number chosen
var m = UInt32(sum - 1) // remaining # of elements to choose from
var n = UInt32(count - 1) // remaining # of elements to choose
for i in 1 ..< sum {
// Choose this number `i` with probability n/m:
if arc4random_uniform(m) < n {
diffs.append(i - last)
last = i
n--
}
m--
}
diffs.append(sum - last)
return diffs
}
println(randomNumbers(count: 4, withSum: 24))
If a solution with all elements equal (e.g 6+6+6+6=24) is not
allowed, you can repeat the method until a valid solution is found:
func differentRandomNumbers(#count : Int, withSum sum : Int) -> [Int] {
precondition(count >= 2, "`count` must be at least 2")
var v : [Int]
do {
v = randomNumbers(count: count, withSum: sum)
} while (!contains(v, { $0 != v[0]} ))
return v
}
Here is a simple test. It computes 1,000,000 random representations
of 7 as the sum of 3 positive integers, and counts the distribution
of the results.
let set = NSCountedSet()
for i in 1 ... 1_000_000 {
let v = randomNumbers(count: 3, withSum: 7)
set.addObject(v)
}
for (_, v) in enumerate(set) {
let count = set.countForObject(v)
println("\(v as! [Int]) \(count)")
}
Result:
[1, 4, 2] 66786
[1, 5, 1] 67082
[3, 1, 3] 66273
[2, 2, 3] 66808
[2, 3, 2] 66966
[5, 1, 1] 66545
[2, 1, 4] 66381
[1, 3, 3] 67153
[3, 3, 1] 67034
[4, 1, 2] 66423
[3, 2, 2] 66674
[2, 4, 1] 66418
[4, 2, 1] 66292
[1, 1, 5] 66414
[1, 2, 4] 66751
Update for Swift 3:
func randomNumbers(count : Int, withSum sum : Int) -> [Int] {
precondition(sum >= count, "`sum` must not be less than `count`")
var diffs : [Int] = []
var last = 0 // last number chosen
var m = UInt32(sum - 1) // remaining # of elements to choose from
var n = UInt32(count - 1) // remaining # of elements to choose
for i in 1 ..< sum {
// Choose this number `i` with probability n/m:
if arc4random_uniform(m) < n {
diffs.append(i - last)
last = i
n -= 1
}
m -= 1
}
diffs.append(sum - last)
return diffs
}
print(randomNumbers(count: 4, withSum: 24))
Update for Swift 4.2 (and later), using the unified random API:
func randomNumbers(count : Int, withSum sum : Int) -> [Int] {
precondition(sum >= count, "`sum` must not be less than `count`")
var diffs : [Int] = []
var last = 0 // last number chosen
var m = sum - 1 // remaining # of elements to choose from
var n = count - 1 // remaining # of elements to choose
for i in 1 ..< sum {
// Choose this number `i` with probability n/m:
if Int.random(in: 0..<m) < n {
diffs.append(i - last)
last = i
n -= 1
}
m -= 1
}
diffs.append(sum - last)
return diffs
}
func getRandomValues(amountOfValues:Int, totalAmount:Int) -> [Int]?{
if amountOfValues < 1{
return nil
}
if totalAmount < 1{
return nil
}
if totalAmount < amountOfValues{
return nil
}
var values:[Int] = []
var valueLeft = totalAmount
for i in 0..<amountOfValues{
if i == amountOfValues - 1{
values.append(valueLeft)
break
}
var value = Int(arc4random_uniform(UInt32(valueLeft - (amountOfValues - i))) + 1)
valueLeft -= value
values.append(value)
}
var shuffledArray:[Int] = []
for i in 0..<values.count {
var rnd = Int(arc4random_uniform(UInt32(values.count)))
shuffledArray.append(values[rnd])
values.removeAtIndex(rnd)
}
return shuffledArray
}
getRandomValues(4, 24)
This is not a final answer, but it should be a (good) starting point.
How it works: It takes 2 parameters. The amount of random values (4 in your case) and the total amount (24 in your case).
It takes a random value between the total Amount and 0, stores this in an array and it subtracts this from a variable which stores the amount that is left and stores the new value.
Than it takes a new random value between the amount that is left and 0, stores this in an array and it again subtracts this from the amount that is left and stores the new value.
When it is the last number needed, it sees what amount is left and adds that to the array
EDIT:
Adding a +1 to the random value removes the problem of having 0 in your array.
EDIT 2:
Shuffling the array does remove the increased chance of having a high value as the first value.
One solution that is unfortunatly non-deterministic but completely random is as follows:
For a total of 24 in 4 numbers:
pick four random numbers between 1 and 21
repeat until the total of the numbers equals 24 and they are not all 6.
This will, on average, loop about 100 times before finding a solution.
Here's a solution which should have significantly* less bias than some of the other methods. It works by generating the requested number of random floating point numbers, multiplying or dividing all of them until they add up to the target total, and then rounding them into integers. The rounding process changes the total, so we need to correct for that by adding or subtracting from random terms until they add up to the right amount.
func getRandomDoubles(#count: Int, #total: Double) -> [Double] {
var nonNormalized = [Double]()
nonNormalized.reserveCapacity(count)
for i in 0..<count {
nonNormalized.append(Double(arc4random()) / 0xFFFFFFFF)
}
let nonNormalizedSum = reduce(nonNormalized, 0) { $0 + $1 }
let normalized = nonNormalized.map { $0 * total / nonNormalizedSum }
return normalized
}
func getRandomInts(#count: Int, #total: Int) -> [Int] {
let doubles = getRandomDoubles(count: count, total: Double(total))
var ints = [Int]()
ints.reserveCapacity(count)
for double in doubles {
if double < 1 || double % 1 >= 0.5 {
// round up
ints.append(Int(ceil(double)))
} else {
// round down
ints.append(Int(floor(double)))
}
}
let roundingErrors = total - (reduce(ints, 0) { $0 + $1 })
let directionToAdjust: Int = roundingErrors > 0 ? 1 : -1
var corrections = abs(roundingErrors)
while corrections > 0 {
let index = Int(arc4random_uniform(UInt32(count)))
if directionToAdjust == -1 && ints[index] <= 1 { continue }
ints[index] += directionToAdjust
corrections--
}
return ints
}
*EDIT: Martin R has correctly pointed out that this is not nearly as uniform as one might expect, and is in fact highly biased towards numbers in the middle of the 1-24 range. I would not recommend using this solution, but I'm leaving it up so that others can know not to make the same mistake.
As a recursive function the algorithm is very nice:
func getRandomValues(amount: Int, total: Int) -> [Int] {
if amount == 1 { return [total] }
if amount == total { return Array(count: amount, repeatedValue: 1) }
let number = Int(arc4random()) % (total - amount + 1) + 1
return [number] + getRandomValues(amount - 1, total - number)
}
And with safety check:
func getRandomValues(amount: Int, total: Int) -> [Int]? {
if !(1...total ~= amount) { return nil }
if amount == 1 { return [total] }
if amount == total { return Array(count: amount, repeatedValue: 1) }
let number = Int(arc4random()) % (total - amount + 1) + 1
return [number] + getRandomValues(amount - 1, total - number)!
}
As #MartinR pointed out the code above is extremely biased. So in order to have a uniform distribution of the output values you should use this piece of code:
func getRandomValues(amount: Int, total: Int) -> [Int] {
var numberSet = Set<Int>()
// add splitting points to numberSet
for _ in 1...amount - 1 {
var number = Int(arc4random()) % (total - 1) + 1
while numberSet.contains(number) {
number = Int(arc4random()) % (total - 1) + 1
}
numberSet.insert(number)
}
// sort numberSet and return the differences between the splitting points
let sortedArray = (Array(numberSet) + [0, total]).sort()
return sortedArray.enumerate().flatMap{
indexElement in
if indexElement.index == amount { return nil }
return sortedArray[indexElement.index + 1] - indexElement.element
}
}
A javascript implementation for those who may be looking for such case:
const numbersSumTo = (length, value) => {
const fourRandomNumbers = Array.from({ length: length }, () => Math.floor(Math.random() * 6) + 1);
const res = fourRandomNumbers.map(num => (num / fourRandomNumbers.reduce((a, b) => a + b, 0)) * value).map(num => Math.trunc(num));
res[0] += Math.abs(res.reduce((a, b) => a + b, 0) - value);
return res;
}
// Gets an array with 4 items which sum to 100
const res = numbersSumTo(4, 100);
const resSum = res.reduce((a, b) => a + b, 0);
console.log({
res,
resSum
});
Also plenty of different methods of approach can be found here on this question: https://math.stackexchange.com/questions/1276206/method-of-generating-random-numbers-that-sum-to-100-is-this-truly-random

Getting wrong answer when trying to get k subsets from Array in ActionScript

I'm working on a Texas Holdem game and i need to generate all possible k subsets from an Array of cards (represented as numbers in this example). This is how it looks so far:
public function getKSubsetsFromArray(arr:Array, k:int):Array {
var data:Array = new Array();
var result:Array = new Array();
combinations(arr, data, 0, arr.length - 1, 0, k, result, 0);
return result;
}
public function combinations(arr:Array, data:Array, start:int, end:int, index:int, r:int, resultArray:Array, resultIndex:int):int {
if (index == r) {
trace(resultIndex, data);
resultArray[resultIndex] = data;
return ++resultIndex;
}
for (var i:int = start; i<=end && end-i+1 >= r-index; i++) {
data[index] = arr[i];
resultIndex = combinations(arr, data, i + 1, end, index + 1, r, resultArray, resultIndex);
}
return resultIndex;
}
I am new to Actionscript, my idea is to have a function that takes an array of number and a parameter k, and returns an Array of arrays each of size k. However once i test the functions I get an array containing only the last combination nCk times. For example:
var testArray:Array = new Array(1, 2, 3, 4, 5);
trace(getKSubsetsFromArray(testArray, 3));
Returns:
0 1,2,3
1 1,2,4
2 1,2,5
3 1,3,4
4 1,3,5
5 1,4,5
6 2,3,4
7 2,3,5
8 2,4,5
9 3,4,5
The function output is
3,4,5,3,4,5,3,4,5,3,4,5,3,4,5,3,4,5,3,4,5,3,4,5,3,4,5,3,4,5
Of course it should print an array containing all the combinations listed before but it only prints the last one the right amount of times.
Thank your for your help.
The reason for the error is that when you are making array of arrays you are actually using the reference of the same array (data) so when the last combination is executed the contains of data array become 3,4,5 and each of index of resultArray points to data array so it prints out same values.
Solution :-
if (index == r) {
trace(resultIndex, data);
var result = new Array();
copy(result,data)
resultArray[resultIndex] = result;
return ++resultIndex;
}
Note :-
The above is pseudo code as i am not familiar with actionscript but you can implement copy function that copies values of data into result in actionscript syntax.

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