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Iam trying to solve a sudoku board with a brute force algorithm, I cant really get this algorithm work correctly.
There is created a object for each row, column and box that contains all squares(cells) that belongs to the actually column, square and row, this is used in legalValue() to check if value can be placed in the cell.
I cant find the structure that make the algorithm to work.
boolean setNumberMeAndTheRest(Board board) {
if(getNext() == null) {
for(int i = 1; i <= board.getDimension(); i++) {
if(legalValue(i)) {
setValue(i);
}
}
board.saveSolution();
} else {
if(this instanceof DefinedSquare) {
getNext().setNumberMeAndTheRest(board);
} else {
for(int i = 1; i <= board.getDimension(); i++) {
if(legalValue(i)) {
setValue(i);
if(getNext().setNumberMeAndTheRest(board)) {
return true;
} else {
setValue(i);
}
}
}
return false;
}
}
return false;
}
Here is legalValue(int i);
/**
* Checks if value is legal in box, row and column.
* #param value to check.
* #return true if value is legal, else false.
*/
boolean legalValue(int value) {
if(box.legalValue(value) && row.legalValue(value) && columne.legalValue(value)) {
return true;
}
return false;
}
**4x4 Sudoku board INPUT**
0 2 | 1 3
0 0 | 0 4
---------
0 0 | 0 1
0 4 | 3 2
**Expected OUTPUT**
4 2 | 1 3
3 1 | 2 4
---------
2 3 | 4 1
1 4 | 3 2
**Actually OUTPUT**
4 2 | 1 3
2 4 | 3 4
---------
3 0 | 0 1
0 4 | 3 2
Added resetting of board
boolean setNumberMeAndTheRest(Board board) {
Board original = board;
if(getNext() == null) {
for(int i = 1; i <= board.getDimension(); i++) {
if(legalValue(i)) {
setValue(i);
}
}
board.saveSolution();
} else {
if(this instanceof DefinedSquare) {
getNext().setNumberMeAndTheRest(board);
} else {
for(int i = 1; i <= board.getDimension(); i++) {
if(legalValue(i)) {
setValue(i);
if(getNext().setNumberMeAndTheRest(board)) {
return true;
} else {
setValue(i);
}
}
}
board = original;
return false;
}
}
board = original;
return false;
}
Her is a solution, after a long time :D
boolean setNumberMeAndTheRest(Board board) {
if(next == null) {
board.saveSolution();
return true;
}
if(this instanceof DefinedSquare) {
return next.setNumberMeAndTheRest(board);
}
for(int i = 1; i <= board.getDimension(); ++i) {
if(legalValue(i)) {
setValue(i);
if(next.setNumberMeAndTheRest(board)) {
return true;
}
}
}
setValue(0);
return false;
}
boolean setNumberMeAndTheRest(Board board) {
// make a copy of the original board
Board original = board;
then every time you return false, you also need to reset the board to its original state
board = original;
return false;
Related
Given a 2d matrix, I have a start cell, end cell, cells that must be visited and cells that cannot be visited.
What would be the optimal way to find a path that:
starts at the start cell
ends at the end cell
passes through all must visit cell
does not pass through any cell that cannot be visited
does not pass any cell twice
we can only move left, right, up and down
The matrix size can be at most 10x10.
For example:
S - start
E - end
0 - can visit
X - can not visit
M - must visit
S 0 0 M 0
0 0 0 X 0
0 M 0 0 0
0 X 0 0 0
0 0 0 0 E
One solution would be:
* 0 * * *
* 0 * X *
* * * 0 *
0 X 0 0 *
0 0 0 0 *
The path doesn't necessarily should be the shortest one, but it would be nice if it can be, and it can be calculated quiet fast.
You can model the grid with a class Grid that would have a width and a height, and a set of must locations a set of mustNot locations:
public class Grid {
private final int width;
private final int height;
private final Set<Location> must = new HashSet<>();
private final Set<Location> mustNot = new HashSet<>();
public Grid(int width, int height,
Collection<Location> must, Collection<Location> mustNot) {
this.width = width;
this.height = height;
this.must.addAll(must);
this.mustNot.addAll(mustNot);
}
In that class, you would have a method solve that would take a start location and an end location, and would return the best path:
public PathNode solve(Location start, Location end) {
...
}
class Location looks like this:
public class Location {
public final int row;
public final int col;
public Location(int row, int col) {
this.row = row;
this.col = col;
}
#Override
public int hashCode() {
int hash = 7;
hash = 41 * hash + this.row;
hash = 41 * hash + this.col;
return hash;
}
#Override
public boolean equals(Object obj) {
if (this == obj) {
return true;
}
if (obj == null) {
return false;
}
if (getClass() != obj.getClass()) {
return false;
}
final Location other = (Location) obj;
if (this.row != other.row) {
return false;
}
return this.col == other.col;
}
#Override
public String toString() {
return "(" + row + ", " + col + ')';
}
}
Basically, it's a row and a col.
A path is a linked list of PathNodes:
public class PathNode {
public final Location loc;
public final PathNode link;
public PathNode(Location loc, PathNode link) {
this.loc = loc;
this.link = link;
}
public boolean contains(Location loc) {
PathNode n = this;
while (n != null) {
if (n.loc.equals(loc)) {
return true;
}
n = n.link;
}
return false;
}
}
I've added a contains method because of the condition that a path must not go through the same location twice.
Now, the algorithm is a breadth-first search:
public PathNode solve(Location start, Location end) {
List<PathNode> paths = new ArrayList<>();
if (validLoc(start.row, start.col) == null) {
return null;
}
paths.add(new PathNode(start, null));
for (int i = 0; i < paths.size(); ++i) {
PathNode path = paths.get(i);
Location loc = path.loc;
if (loc.equals(end)) {
// at the end point, we must still check the path goes through
// all the 'must' cells
if (allMustInPath(path)) {
// found a path
return path;
}
} else {
addToPaths(path, left(loc), paths);
addToPaths(path, right(loc), paths);
addToPaths(path, up(loc), paths);
addToPaths(path, down(loc), paths);
}
}
return null;
}
We still need a few more methods:
private Location left(Location loc) {
return validLoc(loc.row, loc.col-1);
}
private Location right(Location loc) {
return validLoc(loc.row, loc.col+1);
}
private Location up(Location loc) {
return validLoc(loc.row-1, loc.col);
}
private Location down(Location loc) {
return validLoc(loc.row+1, loc.col);
}
private Location validLoc(int row, int col) {
if (row >= 0 && row < height && col >= 0 && col < width) {
Location loc = new Location(row, col);
return mustNot.contains(loc) ? null : loc;
}
return null;
}
private boolean allMustInPath(PathNode path) {
for (Location loc: must) {
if (!path.contains(loc)) {
return false;
}
}
return true;
}
private void addToPaths(PathNode path, Location loc, List<PathNode> paths) {
if (loc == null) {
return;
}
loc = validLoc(loc.row, loc.col);
if (loc != null && !path.contains(loc)) {
paths.add(new PathNode(loc, path));
}
}
The path returned by the solve method, is actually in backward order. For your example above, it finds the path that you mentionned:
Grid grid = new Grid(5,5,
Arrays.asList(
new Location(0,3),
new Location(2,1)),
Arrays.asList(
new Location(1,3),
new Location(3,1)));
PathNode path = grid.solve(
new Location(0,0),
new Location(4,4));
if (path == null) {
System.out.println("No solution found");
}
while (path != null) {
System.out.println(path.loc);
path = path.link;
}
(4, 4)
(3, 4)
(2, 4)
(1, 4)
(0, 4)
(0, 3)
(0, 2)
(1, 2)
(2, 2)
(2, 1)
(1, 1)
(0, 1)
(0, 0)
Essentially, you need to calculate the minimum spanning tree ( MST, google it ).
Start with the cells that must be visited. These will be the nodes in the graph you apply the MST algorithm to. Find the lengths of the shortest paths between each pair of nodes ( in such a small problem you can easily do that manually ) These will be the links, and link costs you input to the MST.
Input the constructed graph to the MST method in your favorite graph-theory library.
For a more complicated version of this problem, which is solved using the same technique, see How to find a shortest path in a graph that while travelling it, you can "see" all the nodes within a radius
var colRange = getRange("Sheet1!G2:G200")
logger.log(colRange)
logger.log(colRange[0])
for(var i = 0; i < colRange.length; i++) {
if(activeCell.getColumn() == 7 && activeCell.getRow() == colRange[i] && ss.getActiveSheet().getName()=="Sheet1") {
newValue=e.value;
oldValue=e.oldValue;
if(!e.value) {
activeCell.setValue("");
}
else {
if (!e.oldValue) {
activeCell.setValue(newValue);
}
else {
activeCell.setValue(oldValue+', '+newValue);
}
}
}
}
Could anybody help with the for loop. Need it to check every row of column G to allow multiple drop down selections. If I replace colRange[i] with the specific row it does work. I assume I need to loop through each range G2, G3, G4, etc
Please explain what you are trying to
It's hard to figure out what you are trying to accomplish with you code but this is my best guess
function onEdit(e) {
const sh = e.range.getSheet();
if (e.range.columnStart == 7 && e.range.rowStart > 1 && sh.getName() == "Sheet1") {
if (!e.value) {
e.range.setValue("");//doesn't make sense it's already null
} else if (!e.oldValue) {
e.range.setValue(e.value);
} else {
e.range.setValue(oldValue + ', ' + newValue);
}
}
}
I have figured out how to move my character around the maze using the algorithm I have written, but the count is not figuring correctly. At the end of each row my character moves up and down several times until the count reaches the specified number to exit the loop, then the character moves along the next row down until it reaches the other side and repeats the moving up and down until the count reaches the specified number again. Can anyone help me find why my count keeps getting off? The algorithm and the maze class I am calling from is listed below.
public class P4 {
public static void main(String[] args) {
// Create maze
String fileName = args[3];
Maze maze = new Maze(fileName);
System.out.println("Maze name: " + fileName);
// Get dimensions
int mazeWidth = maze.getWidth();
int mazeHeight = maze.getHeight();
// Print maze size
System.out.println("Maze width: " + mazeWidth);
System.out.println("Maze height: " + mazeHeight);
int r = 0;
int c = 0;
// Move commands
while (true){
for (c = 0; c <= mazeWidth; c++){
if (maze.moveRight()){
maze.isDone();
c++;
}
if (maze.isDone() == true){
System.exit(1);
}
if (maze.moveRight() == false && c != mazeWidth){
maze.moveDown();
maze.moveRight();
maze.moveRight();
maze.moveUp();
c++;
}
}
for (r = 0; r % 2 == 0; r++){
maze.moveDown();
maze.isDone();
if (maze.isDone() == true){
System.exit(1);
}
}
for (c = mazeWidth; c >= 0; c--){
if (maze.moveLeft()){
c--;
maze.isDone();
System.out.println(c);
}
if (maze.isDone() == true){
System.exit(1);
}
if (maze.moveLeft() == false && c != 0){
maze.moveDown();
maze.moveLeft();
maze.moveLeft();
maze.moveUp();
c--;
}
}
for (r = 1; r % 2 != 0; r++){
maze.moveDown();
maze.isDone();
if (maze.isDone() == true){
System.exit(1);
}
}
}
}
}
public class Maze {
// Maze variables
private char mazeData[][];
private int mazeHeight, mazeWidth;
private int finalRow, finalCol;
int currRow;
private int currCol;
private int prevRow = -1;
private int prevCol = -1;
// User interface
private JFrame frame;
private JPanel panel;
private Image java, student, success, donotpass;
private ArrayList<JButton> buttons;
// Maze constructor
public Maze(String fileName) {
// Read maze
readMaze(fileName);
// Graphics setup
setupGraphics();
}
// Get height
public int getHeight() {
return mazeHeight;
}
// Get width
public int getWidth() {
return mazeWidth;
}
// Move right
public boolean moveRight() {
// Legal move?
if (currCol + 1 < mazeWidth) {
// Do not pass?
if (mazeData[currRow][currCol + 1] != 'D')
{
currCol++;
redraw(true);
return true;
}
}
return false;
}
// Move left
public boolean moveLeft() {
// Legal move?
if (currCol - 1 >= 0) {
// Do not pass?
if (mazeData[currRow][currCol - 1] != 'D')
{
currCol--;
redraw(true);
return true;
}
}
return false;
}
// Move up
public boolean moveUp() {
// Legal move?
if (currRow - 1 >= 0) {
// Do not pass?
if (mazeData[currRow - 1][currCol] != 'D')
{
currRow--;
redraw(true);
return true;
}
}
return false;
}
// Move down
public boolean moveDown() {
// Legal move?
if (currRow + 1 < mazeHeight) {
// Do not pass?
if (mazeData[currRow + 1][currCol] != 'D')
{
currRow++;
redraw(true);
return true;
}
}
return false;
}
public boolean isDone() {
// Maze solved?
if ((currRow == finalRow) && (currCol == finalCol))
return true;
else
return false;
}
private void redraw(boolean print) {
// Wait for awhile
try {
Thread.sleep(500);
} catch (InterruptedException ex) {
Thread.currentThread().interrupt();
}
if (print)
System.out.println("Moved to row " + currRow + ", column " + currCol);
// Compute index and remove icon
int index = (prevRow * mazeWidth) + prevCol;
if ((prevRow >= 0) && (prevCol >= 0)) {
buttons.get(index).setIcon(null);
}
// Compute index and add icon
index = (currRow * mazeWidth) + currCol;
if ((currRow == finalRow) && (currCol == finalCol))
buttons.get(index).setIcon(new ImageIcon(success));
else
buttons.get(index).setIcon(new ImageIcon(student));
// Store previous location
prevRow = currRow;
prevCol = currCol;
}
// Set button
private void setButton(JButton button, int row, int col) {
if (mazeData[row][col] == 'S') {
button.setIcon(new ImageIcon(student));
currRow = row;
currCol = col;
} else if (mazeData[row][col] == 'J') {
button.setIcon(new ImageIcon(java));
finalRow = row;
finalCol = col;
} else if (mazeData[row][col] == 'D') {
button.setIcon(new ImageIcon(donotpass));
}
}
// Read maze
private void readMaze(String filename) {
try {
// Open file
Scanner scan = new Scanner(new File(filename));
// Read numbers
mazeHeight = scan.nextInt();
mazeWidth = scan.nextInt();
// Allocate maze
mazeData = new char[mazeHeight][mazeWidth];
// Read maze
for (int row = 0; row < mazeHeight; row++) {
// Read line
String line = scan.next();
for (int col = 0; col < mazeWidth; col++) {
mazeData[row][col] = line.charAt(col);
}
}
// Close file
scan.close();
} catch (IOException e) {
System.out.println("Cannot read maze: " + filename);
System.exit(0);
}
}
// Setup graphics
private void setupGraphics() {
// Create grid
frame = new JFrame();
panel = new JPanel();
panel.setLayout(new GridLayout(mazeHeight, mazeWidth, 0, 0));
frame.add(Box.createRigidArea(new Dimension(0, 5)), BorderLayout.NORTH);
frame.add(panel, BorderLayout.CENTER);
// Look and feel
try {
UIManager.setLookAndFeel(UIManager.getCrossPlatformLookAndFeelClassName());
} catch (Exception e) {
e.printStackTrace();
}
// Configure window
frame.setSize(mazeWidth * 100, mazeHeight * 100);
frame.setTitle("Maze");
frame.setResizable(false);
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setAlwaysOnTop(true);
// Load and scale images
ImageIcon icon0 = new ImageIcon("Java.jpg");
Image image0 = icon0.getImage();
java = image0.getScaledInstance(100, 100, Image.SCALE_DEFAULT);
ImageIcon icon1 = new ImageIcon("Student.jpg");
Image image1 = icon1.getImage();
student = image1.getScaledInstance(100, 100, Image.SCALE_DEFAULT);
ImageIcon icon2 = new ImageIcon("Success.jpg");
Image image2 = icon2.getImage();
success = image2.getScaledInstance(100, 100, Image.SCALE_DEFAULT);
ImageIcon icon3 = new ImageIcon("DoNotPass.jpg");
Image image3 = icon3.getImage();
donotpass = image3.getScaledInstance(100, 100, Image.SCALE_DEFAULT);
// Build panel of buttons
buttons = new ArrayList<JButton>();
for (int row = 0; row < mazeHeight; row++) {
for (int col = 0; col < mazeWidth; col++) {
// Initialize and add button
JButton button = new JButton();
Border border = new LineBorder(Color.darkGray, 4);
button.setOpaque(true);
button.setBackground(Color.gray);
button.setBorder(border);
setButton(button, row, col);
panel.add(button);
buttons.add(button);
}
}
// Show window
redraw(false);
frame.setVisible(true);
}
}
One error I can see in your code is that you're incrementing your c counter more often than you should. You start with it managed by your for loop, which means that it will be incremented (or decremented, for the leftward moving version) at the end of each pass through the loop. However, you also increment it an additional time in two of your if statements. That means that c might increase by two or three on a single pass through the loop, which is probably not what you intend.
Furthermore, the count doesn't necessarily have anything obvious to do with the number of moves you make. The loop code will always increase it by one, even if you're repeatedly trying to move through an impassible wall.
I don't really understand what your algorithm is supposed to be, so I don't have any detailed advice for how to fix your code.
One suggestion I have though is that you probably don't ever want to be calling methods on your Maze class without paying attention to their return values. You have a bunch of places where you call isDone but ignore the return value, which doesn't make any sense. Similarly, you should always be checking the return values from your moveX calls, to see if the move was successful or not. Otherwise you may just blunder around a bunch, without your code having any clue where you are in the maze.
After being directed here:
http://msdn.microsoft.com/en-us/library/microsoft.phone.info.userextendedproperties.getvalue%28v=VS.92%29.aspx
I tried the following code on my sideloaded application. All that was written out was the 000001 value.
I knew that would be the case in the emulator, but I was hoping to get a real value when it was on my phone. Any ideas?
int ANIDLength = 32;
int ANIDOffset = 2;
string result = string.Empty;
object anid;
if (UserExtendedProperties.TryGetValue("ANID", out anid))
{
if (anid != null && anid.ToString().Length >= (ANIDLength + ANIDOffset))
{
result = anid.ToString().Substring(ANIDOffset, ANIDLength);
}
else
{
result = "000001";
}
}
You need to remove 1 from the calculation of your length check to account for the substring operation working on a zero based index:
if (anid != null && anid.ToString().Length >= (ANIDLength + ANIDOffset - 1))
This works on my machine:
private string GetAnid()
{
object anidValue;
int ANIDLength = 32;
int ANIDOffset = 2;
if (UserExtendedProperties.TryGetValue("ANID", out anidValue))
{
if (anidValue != null && anidValue.ToString().Length >= (ANIDLength + ANIDOffset - 1))
{
return anidValue.ToString().Substring(ANIDOffset, ANIDLength);
}
else
{
return "???";
}
}
else
{
return "???";
}
}
Consider a MxN bitmap where the cells are 0 or 1. '1' means filled and '0' means empty.
Find the number of 'holes' in the bitmap, where a hole is a contiguous region of empty cells.
For example, this has two holes:
11111
10101
10101
11111
... and this has only one:
11111
10001
10101
11111
What is the fastest way, when M and N are both between 1 and 8?
Clarification: diagonals are not considered contiguous, only side-adjacency matters.
Note: I am looking for something that takes advantage of the data format. I know how to transform this into a graph and [BD]FS it but that seems overkill.
You need to do connected component labeling on your image. You can use the Two-pass algorithm described in the Wikipedia article I linked above. Given the small size of your problem, the One-pass algorithm may suffice.
You could also use BFS/DFS but I'd recommend the above algorithms.
This seems like a nice use of the disjoint-set data structure.
Convert the bitmap to a 2d array
loop through each element
if the current element is a 0, merge it with the set of one its 'previous' empty neighbors (already visited)
if it has no empty neighbors, add it to its own set
then just count the number of sets
There may be advantages gained by using table lookups and bitwise operations.
For example whole line of 8 pixels may be looked up in 256 element table, so number of holes in a field 1xN is got by single lookup. Then there may be some lookup table of 256xK elements, where K is number of hole configurations in previous line, contatining number of complete holes and next hole configuration. That's just an idea.
I wrote an article describe the answer on Medium https://medium.com/#ahmed.wael888/bitmap-holes-count-using-typescript-javascript-387b51dd754a
but here is the code, the logic isn't complicated and you can understand it without reading the article.
export class CountBitMapHoles {
bitMapArr: number[][];
holesArr: Hole[] = [];
maxRows: number;
maxCols: number;
constructor(bitMapArr: string[] | number[][]) {
if (typeof bitMapArr[0] == 'string') {
this.bitMapArr = (bitMapArr as string[]).map(
(word: string): number[] => word.split('').map((bit: string): number => +bit))
} else {
this.bitMapArr = bitMapArr as number[][]
}
this.maxRows = this.bitMapArr.length;
this.maxCols = this.bitMapArr[0].length;
}
moveToDirection(direction: Direction, currentPosition: number[]) {
switch (direction) {
case Direction.up:
return [currentPosition[0] - 1, currentPosition[1]]
case Direction.down:
return [currentPosition[0] + 1, currentPosition[1]]
case Direction.right:
return [currentPosition[0], currentPosition[1] + 1]
case Direction.left:
return [currentPosition[0], currentPosition[1] - 1]
}
}
reverseDirection(direction: Direction) {
switch (direction) {
case Direction.up:
return Direction.down;
case Direction.down:
return Direction.up
case Direction.right:
return Direction.left
case Direction.left:
return Direction.right
}
}
findNeighbor(parentDir: Direction, currentPosition: number[]) {
let directions: Direction[] = []
if (parentDir === Direction.root) {
directions = this.returnAvailableDirections(currentPosition);
} else {
this.holesArr[this.holesArr.length - 1].positions.push(currentPosition)
directions = this.returnAvailableDirections(currentPosition).filter((direction) => direction != parentDir);
}
directions.forEach((direction) => {
const childPosition = this.moveToDirection(direction, currentPosition)
if (this.bitMapArr[childPosition[0]][childPosition[1]] === 0 && !this.checkIfCurrentPositionExist(childPosition)) {
this.findNeighbor(this.reverseDirection(direction), childPosition)
}
});
return
}
returnAvailableDirections(currentPosition: number[]): Direction[] {
if (currentPosition[0] == 0 && currentPosition[1] == 0) {
return [Direction.right, Direction.down]
} else if (currentPosition[0] == 0 && currentPosition[1] == this.maxCols - 1) {
return [Direction.down, Direction.left]
} else if (currentPosition[0] == this.maxRows - 1 && currentPosition[1] == this.maxCols - 1) {
return [Direction.left, Direction.up]
} else if (currentPosition[0] == this.maxRows - 1 && currentPosition[1] == 0) {
return [Direction.up, Direction.right]
} else if (currentPosition[1] == this.maxCols - 1) {
return [Direction.down, Direction.left, Direction.up]
} else if (currentPosition[0] == this.maxRows - 1) {
return [Direction.left, Direction.up, Direction.right]
} else if (currentPosition[1] == 0) {
return [Direction.up, Direction.right, Direction.down]
} else if (currentPosition[0] == 0) {
return [Direction.right, Direction.down, Direction.left]
} else {
return [Direction.right, Direction.down, Direction.left, Direction.up]
}
}
checkIfCurrentPositionExist(currentPosition: number[]): boolean {
let found = false;
return this.holesArr.some((hole) => {
const foundPosition = hole.positions.find(
(position) => (position[0] == currentPosition[0] && position[1] == currentPosition[1]));
if (foundPosition) {
found = true;
}
return found;
})
}
exec() {
this.bitMapArr.forEach((row, rowIndex) => {
row.forEach((bit, colIndex) => {
if (bit === 0) {
const currentPosition = [rowIndex, colIndex];
if (!this.checkIfCurrentPositionExist(currentPosition)) {
this.holesArr.push({
holeNumber: this.holesArr.length + 1,
positions: [currentPosition]
});
this.findNeighbor(Direction.root, currentPosition);
}
}
});
});
console.log(this.holesArr.length)
this.holesArr.forEach(hole => {
console.log(hole.positions)
});
return this.holesArr.length
}
}
enum Direction {
up = 'up',
down = 'down',
right = 'right',
left = 'left',
root = 'root'
}
interface Hole {
holeNumber: number;
positions: number[][]
}
main.ts file
import {CountBitMapHoles} from './bitmap-holes'
const line = ['1010111', '1001011', '0001101', '1111001', '0101011']
function main() {
const countBitMapHoles = new CountBitMapHoles(line)
countBitMapHoles.exec()
}
main()
function BitmapHoles(strArr) {
let returnArry = [];
let indexOfZ = [];
let subarr;
for(let i=0 ; i < strArr.length; i++){
subarr = strArr[i].split("");
let index = [];
for(let y=0 ; y < subarr.length; y++){
if(subarr[y] == 0)
index.push(y);
if(y == subarr.length-1)
indexOfZ.push(index);
}
}
for(let i=0 ; i < indexOfZ.length; i++){
for(let j=0; j<indexOfZ[i].length ; j++){
if(indexOfZ[i+1] && (indexOfZ[i][j]==indexOfZ[i+1][j] || indexOfZ[i+1].indexOf(indexOfZ[i][j])))
returnArry.indexOf(strArr[i]) < 0 ? returnArry.push(strArr[i]): false;
if(Math.abs(indexOfZ[i][j]-indexOfZ[i][j+1])==1)
returnArry.indexOf(strArr[i]) < 0 ? returnArry.push(strArr[i]): false;
}
}
return returnArry.length;
}
// keep this function call here
console.log(BitmapHoles(readline()));
function findHoles(map) {
let hole = 0;
const isHole = (i, j) => map[i] && map[i][j] === 0;
for (let i = 0; i < map.length; i++) {
for (let j = 0; j < map[i].length; j++) {
if (isHole(i, j)) {
markHole(i, j);
hole++;
}
}
}
function markHole(i, j) {
if (isHole(i, j)) {
map[i][j] = 2;
markHole(i, j - 1);
markHole(i, j + 1);
markHole(i + 1, j);
markHole(i - 1, j);
}
}
return hole;
}