Get spiral index from location - algorithm

I'm using Alberto Santini's solution to this question to get a spiral grid reference based on an items index
Algorithm for iterating over an outward spiral on a discrete 2D grid from the origin
It's not the accepted solution, but it's the best for my needs as it avoids using a loop.
It's working well, but what I want now is to do the inverse. Based on a known x and y coordinate return the index of a location.
This is as a precursor to returning the items surrounding a given location.

Pascal code:
if y * y >= x * x then begin
p := 4 * y * y - y - x;
if y < x then
p := p - 2 * (y - x)
end
else begin
p := 4 * x * x - y - x;
if y < x then
p := p + 2 *(y - x)
end;
Description: Left-upper semi-diagonal (0-4-16-36-64) contains squared layer number (4 * layer^2). External if-statement defines layer and finds (pre-)result for position in corresponding row or column of left-upper semi-plane, and internal if-statement corrects result for mirror position.

I don't know if there is a concise mathematical equation to derive what you want, but I have a solution that computes what you want in O(1) time per query. No loops like you wanted.
My approach :
(i) For any given point (x,y), find the number of points which lie in the square of side length (2*a-1), where a = Max( |x|, |y| ). These are the interior points. i.e, the number of points lying in all spirals NOT including current spiral.
This is nothing but ( 2*a -1 )*( 2*a -1 )
Eg : Consider the following diagram :
y
|
|
16 15 14 13 12
17 4 3 2 11
-- 18 5 0 1 10 --- x
19 6 7 8 9
20 21 22 23 24
|
|
For the point ( 2,1 ), a = 2. The interior points, here are labelled as 0, 1, 2, 3, 4, 5, 6, 7, 8 - The square with edge length 3
(ii) Now compute the points lying on the current spiral. The spiral has 4 "corner" points -
(a) The starting point ( where the current spiral starts )
(b) The point ( a, a )
(c) The point ( -a, a )
(d) The point ( -a, -a )
So, I compute the number of elements lying between each such pair [ i.e, between (a) and (b), (b) and (c), (c) and (d) ], such that all of these fall before the required input point in the spiral sequence. This can be done by simple subtraction of point co-ordinates.
This value, plus the number of interior points will give you the required answer.
I am not sure whether I have explained this very clearly. Do let me know if you require any clarifications or further explanation.
Attached is the JAVA code I wrote to test my logic. I am sorry but it is not very elegant, but it works :P
import java.io.IOException;
import java.util.Scanner;
class Pnt
{
int x, y;
public Pnt( int _x, int _y )
{
x = _x;
y = _y;
}
}
public class Spiral
{
static int interior( Pnt p ) // returns points within interior square of side length MAX( x, y ) - 1
{
int a = Math.max( Math.abs( p.x ), Math.abs( p.y ));
return ( 2*a - 1 )*( 2*a - 1 );
}
static Pnt startPnt( Pnt p ) // first point in that spiral
{
int a = Math.max( Math.abs( p.x ), Math.abs( p.y ));
// last pnt in prev spiral = [ a-1, -( a-1 ) ]
// next pnt = [ a, -( a-1 ) ]
return new Pnt( a, -( a-1 ));
}
static int offSetRow1( Pnt pStart, Pnt p )
{
return ( p.y - pStart.y ) + 1;
}
static int solve( Pnt curr )
{
// check location of curr
// It may lie on 1st row, 2nd row, 3rd or 4th row
int a = Math.max( Math.abs( curr.x ), Math.abs( curr.y ));
int off=0;
int interiorCnt = interior( curr );
Pnt start = startPnt( curr );
if( ( curr.x == a ) && ( curr.y >= start.y ) ) // row 1
{
off = offSetRow1( start, curr );
return off+interiorCnt;
}
if( curr.y == a ) // row 2
{
Pnt start2 = new Pnt( a, a );
int off1 = offSetRow1( start, start2 );
// now add diff in x-coordinates
int off2 = start2.x - curr.x;
off = off1 + off2;
return off+interiorCnt;
}
if( curr.x == -a ) // row 3
{
Pnt start2 = new Pnt( a, a );
int off1 = offSetRow1( start, start2 );
// now add diff in x-coordinates
Pnt start3 = new Pnt( -a, a );
int off2 = start2.x - start3.x;
// now add diff in y co-ordinates
int off3 = start3.y - curr.y;
off = off1 + off2 + off3;
return off+interiorCnt;
}
else // row 4
{
Pnt start2 = new Pnt( a, a );
int off1 = offSetRow1( start, start2 );
// now add diff in x-coordinates
Pnt start3 = new Pnt( -a, a );
int off2 = start2.x - start3.x;
// now add diff in y co-ordinates
int off3 = start3.y - curr.y;
Pnt start4 = new Pnt( -a, -a );
// add diff in x co-ordinates
int off4 = curr.x - start4.x;
off = off1 + off2 + off3 + off4;
return interiorCnt + off;
}
}
public static void main( String[] args ) throws IOException
{
Scanner s = new Scanner( System.in );
while( true )
{
int x = s.nextInt();
int y = s.nextInt();
Pnt curr = new Pnt( x, y );
System.out.println( solve( curr ));
}
}
}

I want to throw in my function since it's a bit more concise than the last solution but more complex than the first.
rather than have the indexes adjacent to each-other, my code opts for loops/layers where the first index of the next loop is always on the same axis.
like so:
23 24 9 10 11 +y
22 8 1 2 12
21 7 0 3 13
20 6 5 4 14
19 18 17 16 15 -y
-x +x
it has set directions and uses the smaller vec2 value as the offset from these NSEW axes
func translate_vector2_to_spiral_index(vec2):
#layer is the ring level the position is on
var layer = max(abs(vec2.x),abs(vec2.y))
if layer == 0:
return 0
#the total interior positions before the edge
var base_index = 0
var i = 0
while i < layer:
base_index += 8 * i
i+=1
var current_layer_total = 8 * i
#non_axis spaces at each corner (not directly any nesw axis)
var non_axis_spaces = (current_layer_total - 4)/4
#direct axes spaces on this layer
var N = 1
var E = N + non_axis_spaces + 1
var S = E + non_axis_spaces + 1
var W = S + non_axis_spaces + 1
var spiral_index = base_index
if abs(vec2.x) > abs(vec2.y):
if vec2.x < 0:
spiral_index+=W
spiral_index += vec2.y
elif vec2.x > 0:
spiral_index+=E
spiral_index -= vec2.y
else:
if vec2.y < 0:
spiral_index+=S
elif vec2.y > 0:
spiral_index+=N
#abs(y) must be equivalent to layers if x is 0
else:
if vec2.y < 0:
spiral_index+=S
spiral_index -= vec2.x
elif vec2.y > 0:
spiral_index
var x = N
x += vec2.x
#if x goes into the negative on the iteration axis (N) it's a subtraction from the layer total
if vec2.x < 0:
x = current_layer_total + 1 + vec2.x
spiral_index += x
else:
if vec2.x < 0:
spiral_index+=W
elif vec2.x > 0:
spiral_index+=E
#abs(x) must be equivalent to layers if y is 0
return spiral_index
there's probably a way to shorten this but i thought to throw this out there.

Related

Reversing this spiral function [duplicate]

I'm using Alberto Santini's solution to this question to get a spiral grid reference based on an items index
Algorithm for iterating over an outward spiral on a discrete 2D grid from the origin
It's not the accepted solution, but it's the best for my needs as it avoids using a loop.
It's working well, but what I want now is to do the inverse. Based on a known x and y coordinate return the index of a location.
This is as a precursor to returning the items surrounding a given location.
Pascal code:
if y * y >= x * x then begin
p := 4 * y * y - y - x;
if y < x then
p := p - 2 * (y - x)
end
else begin
p := 4 * x * x - y - x;
if y < x then
p := p + 2 *(y - x)
end;
Description: Left-upper semi-diagonal (0-4-16-36-64) contains squared layer number (4 * layer^2). External if-statement defines layer and finds (pre-)result for position in corresponding row or column of left-upper semi-plane, and internal if-statement corrects result for mirror position.
I don't know if there is a concise mathematical equation to derive what you want, but I have a solution that computes what you want in O(1) time per query. No loops like you wanted.
My approach :
(i) For any given point (x,y), find the number of points which lie in the square of side length (2*a-1), where a = Max( |x|, |y| ). These are the interior points. i.e, the number of points lying in all spirals NOT including current spiral.
This is nothing but ( 2*a -1 )*( 2*a -1 )
Eg : Consider the following diagram :
y
|
|
16 15 14 13 12
17 4 3 2 11
-- 18 5 0 1 10 --- x
19 6 7 8 9
20 21 22 23 24
|
|
For the point ( 2,1 ), a = 2. The interior points, here are labelled as 0, 1, 2, 3, 4, 5, 6, 7, 8 - The square with edge length 3
(ii) Now compute the points lying on the current spiral. The spiral has 4 "corner" points -
(a) The starting point ( where the current spiral starts )
(b) The point ( a, a )
(c) The point ( -a, a )
(d) The point ( -a, -a )
So, I compute the number of elements lying between each such pair [ i.e, between (a) and (b), (b) and (c), (c) and (d) ], such that all of these fall before the required input point in the spiral sequence. This can be done by simple subtraction of point co-ordinates.
This value, plus the number of interior points will give you the required answer.
I am not sure whether I have explained this very clearly. Do let me know if you require any clarifications or further explanation.
Attached is the JAVA code I wrote to test my logic. I am sorry but it is not very elegant, but it works :P
import java.io.IOException;
import java.util.Scanner;
class Pnt
{
int x, y;
public Pnt( int _x, int _y )
{
x = _x;
y = _y;
}
}
public class Spiral
{
static int interior( Pnt p ) // returns points within interior square of side length MAX( x, y ) - 1
{
int a = Math.max( Math.abs( p.x ), Math.abs( p.y ));
return ( 2*a - 1 )*( 2*a - 1 );
}
static Pnt startPnt( Pnt p ) // first point in that spiral
{
int a = Math.max( Math.abs( p.x ), Math.abs( p.y ));
// last pnt in prev spiral = [ a-1, -( a-1 ) ]
// next pnt = [ a, -( a-1 ) ]
return new Pnt( a, -( a-1 ));
}
static int offSetRow1( Pnt pStart, Pnt p )
{
return ( p.y - pStart.y ) + 1;
}
static int solve( Pnt curr )
{
// check location of curr
// It may lie on 1st row, 2nd row, 3rd or 4th row
int a = Math.max( Math.abs( curr.x ), Math.abs( curr.y ));
int off=0;
int interiorCnt = interior( curr );
Pnt start = startPnt( curr );
if( ( curr.x == a ) && ( curr.y >= start.y ) ) // row 1
{
off = offSetRow1( start, curr );
return off+interiorCnt;
}
if( curr.y == a ) // row 2
{
Pnt start2 = new Pnt( a, a );
int off1 = offSetRow1( start, start2 );
// now add diff in x-coordinates
int off2 = start2.x - curr.x;
off = off1 + off2;
return off+interiorCnt;
}
if( curr.x == -a ) // row 3
{
Pnt start2 = new Pnt( a, a );
int off1 = offSetRow1( start, start2 );
// now add diff in x-coordinates
Pnt start3 = new Pnt( -a, a );
int off2 = start2.x - start3.x;
// now add diff in y co-ordinates
int off3 = start3.y - curr.y;
off = off1 + off2 + off3;
return off+interiorCnt;
}
else // row 4
{
Pnt start2 = new Pnt( a, a );
int off1 = offSetRow1( start, start2 );
// now add diff in x-coordinates
Pnt start3 = new Pnt( -a, a );
int off2 = start2.x - start3.x;
// now add diff in y co-ordinates
int off3 = start3.y - curr.y;
Pnt start4 = new Pnt( -a, -a );
// add diff in x co-ordinates
int off4 = curr.x - start4.x;
off = off1 + off2 + off3 + off4;
return interiorCnt + off;
}
}
public static void main( String[] args ) throws IOException
{
Scanner s = new Scanner( System.in );
while( true )
{
int x = s.nextInt();
int y = s.nextInt();
Pnt curr = new Pnt( x, y );
System.out.println( solve( curr ));
}
}
}
I want to throw in my function since it's a bit more concise than the last solution but more complex than the first.
rather than have the indexes adjacent to each-other, my code opts for loops/layers where the first index of the next loop is always on the same axis.
like so:
23 24 9 10 11 +y
22 8 1 2 12
21 7 0 3 13
20 6 5 4 14
19 18 17 16 15 -y
-x +x
it has set directions and uses the smaller vec2 value as the offset from these NSEW axes
func translate_vector2_to_spiral_index(vec2):
#layer is the ring level the position is on
var layer = max(abs(vec2.x),abs(vec2.y))
if layer == 0:
return 0
#the total interior positions before the edge
var base_index = 0
var i = 0
while i < layer:
base_index += 8 * i
i+=1
var current_layer_total = 8 * i
#non_axis spaces at each corner (not directly any nesw axis)
var non_axis_spaces = (current_layer_total - 4)/4
#direct axes spaces on this layer
var N = 1
var E = N + non_axis_spaces + 1
var S = E + non_axis_spaces + 1
var W = S + non_axis_spaces + 1
var spiral_index = base_index
if abs(vec2.x) > abs(vec2.y):
if vec2.x < 0:
spiral_index+=W
spiral_index += vec2.y
elif vec2.x > 0:
spiral_index+=E
spiral_index -= vec2.y
else:
if vec2.y < 0:
spiral_index+=S
elif vec2.y > 0:
spiral_index+=N
#abs(y) must be equivalent to layers if x is 0
else:
if vec2.y < 0:
spiral_index+=S
spiral_index -= vec2.x
elif vec2.y > 0:
spiral_index
var x = N
x += vec2.x
#if x goes into the negative on the iteration axis (N) it's a subtraction from the layer total
if vec2.x < 0:
x = current_layer_total + 1 + vec2.x
spiral_index += x
else:
if vec2.x < 0:
spiral_index+=W
elif vec2.x > 0:
spiral_index+=E
#abs(x) must be equivalent to layers if y is 0
return spiral_index
there's probably a way to shorten this but i thought to throw this out there.

For integers A>0, B>0, N>0, find integers x>0,y>0 such that N-(Ax+By) is smallest non-negative

Example :
A=5, B=2, N=12
Then let x=2, y=1, so 12 - (5(2) + 2(1)) = 0.
Another example:
A=5, B=4, N=12
Here x=1, y=1 is the best possible. Note x=2, y=0 would be better except that x=0 is not allowed.
I'm looking for something fast.
Note it's sufficient to find the value of Ax+By. It's not necessary to give x or y explicitly.
If gcd(A,B)|N, then N is your maximal value. Otherwise, it's the greatest multiple of gcd(A,B) that's smaller than N. Using 4x+2y=13 as an example, that value is gcd(4,2)*6=12 realized by 4(2)+2(2)=12 (among many solutions).
As a formula, your maximal value is Floor(N/gcd(A,B))*gcd(A,B).
Edit: If both x and y must be positive, this may not work. However, won't even be a solution if A+B>N. Here's an algorithm for you...
from math import floor, ceil
def euclid_wallis(m, n):
col1 = [1, 0, m]
col2 = [0, 1, n]
while col2[-1] != 0:
f = -1 * (col1[-1] // col2[-1])
col2, col1 = [x2 * f + x1 for x1, x2 in zip(col1, col2)], col2
return col1, col2
def positive_solutions(A, B, N):
(x, y, gcf), (cx, cy, _) = euclid_wallis(A, B)
f = N // gcf
while f > 0:
fx, fy, n = f*x, f*y, f*gcf
k_min = (-fx + 0.) / cx
k_max = (-fy + 0.) / cy
if cx < 0:
k_min, k_max = k_max, k_min
if floor(k_min) + 1 <= ceil(k_max) - 1:
example_k = int(floor(k_min) + 1)
return fx + cx * example_k, fy + cy * example_k, n
if k_max <= 1:
raise Exception('No solution - A: {}, B: {}, N: {}'.format(A, B, N))
f -= 1
print positive_solutions(5, 4, 12) # (1, 1, 9)
print positive_solutions(2, 3, 6) # (1, 1, 5)
print positive_solutions(23, 37, 238) # (7, 2, 235)
A brute-force O(N^2 / A / B) algorithm, implemented in plain Python3:
import math
def axby(A, B, N):
return [A * x + B * y
for x in range(1, 1 + math.ceil(N / A))
for y in range(1, 1 + math.ceil(N / B))
if (N - A * x - B * y) >= 0]
def bestAxBy(A, B, N):
return min(axby(A, B, N), key=lambda x: N - x)
This matched your examples:
In [2]: bestAxBy(5, 2, 12)
Out[2]: 12 # 5 * (2) + 2 * (1)
In [3]: bestAxBy(5, 4, 12)
Out[3]: 9 # 5 * (1) + 4 * (1)
Have no idea what algorithm that might be, but I think you need something like that (C#)
static class Program
{
static int solve( int a, int b, int N )
{
if( a <= 0 || b <= 0 || N <= 0 )
throw new ArgumentOutOfRangeException();
if( a + b > N )
return -1; // Even x=1, y=1 still more then N
int x = 1;
int y = ( N - ( x * a ) ) / b;
int zInitial = a * x + b * y;
int zMax = zInitial;
while( true )
{
x++;
y = ( N - ( x * a ) ) / b;
if( y <= 0 )
return zMax; // With that x, no positive y possible
int z = a * x + b * y;
if( z > zMax )
zMax = z; // Nice, found better
if( z == zInitial )
return zMax; // x/y/z are periodical, returned where started, meaning no new values are expected
}
}
static void Main( string[] args )
{
int r = solve( 5, 4, 12 );
Console.WriteLine( "{0}", r );
}
}

How to find ith item in zigzag ordering?

A question last week defined the zig zag ordering on an n by m matrix and asked how to list the elements in that order.
My question is how to quickly find the ith item in the zigzag ordering? That is, without traversing the matrix (for large n and m that's much too slow).
For example with n=m=8 as in the picture and (x, y) describing (row, column)
f(0) = (0, 0)
f(1) = (0, 1)
f(2) = (1, 0)
f(3) = (2, 0)
f(4) = (1, 1)
...
f(63) = (7, 7)
Specific question: what is the ten billionth (1e10) item in the zigzag ordering of a million by million matrix?
Let's assume that the desired element is located in the upper half of the matrix. The length of the diagonals are 1, 2, 3 ..., n.
Let's find the desired diagonal. It satisfies the following property:
sum(1, 2 ..., k) >= pos but sum(1, 2, ..., k - 1) < pos. The sum of 1, 2, ..., k is k * (k + 1) / 2. So we just need to find the smallest integer k such that k * (k + 1) / 2 >= pos. We can either use a binary search or solve this quadratic inequality explicitly.
When we know the k, we just need to find the pos - (k - 1) * k / 2 element of this diagonal. We know where it starts and where we should move(up or down, depending on the parity of k), so we can find the desired cell using a simple formula.
This solution has an O(1) or an O(log n) time complexity(it depends on whether we use a binary search or solve the inequation explicitly in step 2).
If the desired element is located in the lower half of the matrix, we can solve this problem for a pos' = n * n - pos + 1 and then use symmetry to get the solution to the original problem.
I used 1-based indexing in this solution, using 0-based indexing might require adding +1 or -1 somewhere, but the idea of the solution is the same.
If the matrix is rectangular, not square, we need to consider the fact the length of diagonals look this way: 1, 2, 3, ..., m, m, m, .., m, m - 1, ..., 1(if m <= n) when we search for the k, so the sum becomes something like k * (k + 1) / 2 if k <= m and k * (k + 1) / 2 + m * (k - m) otherwise.
import math, random
def naive(n, m, ord, swap = False):
dx = 1
dy = -1
if swap:
dx, dy = dy, dx
cur = [0, 0]
for i in range(ord):
cur[0] += dy
cur[1] += dx
if cur[0] < 0 or cur[1] < 0 or cur[0] >= n or cur[1] >= m:
dx, dy = dy, dx
if cur[0] >= n:
cur[0] = n - 1
cur[1] += 2
if cur[1] >= m:
cur[1] = m - 1
cur[0] += 2
if cur[0] < 0: cur[0] = 0
if cur[1] < 0: cur[1] = 0
return cur
def fast(n, m, ord, swap = False):
if n < m:
x, y = fast(m, n, ord, not swap)
return [y, x]
alt = n * m - ord - 1
if alt < ord:
x, y = fast(n, m, alt, swap if (n + m) % 2 == 0 else not swap)
return [n - x - 1, m - y - 1]
if ord < (m * (m + 1) / 2):
diag = int((-1 + math.sqrt(1 + 8 * ord)) / 2)
parity = (diag + (0 if swap else 1)) % 2
within = ord - (diag * (diag + 1) / 2)
if parity: return [diag - within, within]
else: return [within, diag - within]
else:
ord -= (m * (m + 1) / 2)
diag = int(ord / m)
within = ord - diag * m
diag += m
parity = (diag + (0 if swap else 1)) % 2
if not parity:
within = m - within - 1
return [diag - within, within]
if __name__ == "__main__":
for i in range(1000):
n = random.randint(3, 100)
m = random.randint(3, 100)
ord = random.randint(0, n * m - 1)
swap = random.randint(0, 99) < 50
na = naive(n, m, ord, swap)
fa = fast(n, m, ord, swap)
assert na == fa, "(%d, %d, %d, %s) ==> (%s), (%s)" % (n, m, ord, swap, na, fa)
print fast(1000000, 1000000, 9999999999, False)
print fast(1000000, 1000000, 10000000000, False)
So the 10-billionth element (the one with ordinal 9999999999), and the 10-billion-first element (the one with ordinal 10^10) are:
[20331, 121089]
[20330, 121090]
An analytical solution
In the general case, your matrix will be divided in 3 areas:
an initial triangle t1
a skewed part mid where diagonals have a constant length
a final triangle t2
Let's call p the index of your diagonal run.
We want to define two functions x(p) and y(p) that give you the column and row of the pth cell.
Initial triangle
Let's look at the initial triangular part t1, where each new diagonal is one unit longer than the preceding.
Now let's call d the index of the diagonal that holds the cell, and
Sp = sum(di) for i in [0..p-1]
We have p = Sp + k, with 0 <=k <= d and
Sp = d(d+1)/2
if we solve for d, it brings
d²+d-2p = 0, a quadratic equation where we retain only the positive root:
d = (-1+sqrt(1+8*p))/2
Now we want the highest integer value closest to d, which is floor(d).
In the end, we have
p = d + k with d = floor((-1+sqrt(1+8*p))/2) and k = p - d(d+1)/2
Let's call
o(d) the function that equals 1 if d is odd and 0 otherwise, and
e(d) the function that equals 1 if d is even and 0 otherwise.
We can compute x(p) and y(p) like so:
d = floor((-1+sqrt(1+8*p))/2)
k = p - d(d+1)/2
o = d % 2
e = 1 - o
x = e*d + (o-e)*k
y = o*d + (e-o)*k
even and odd functions are used to try to salvage some clarity, but you can replace
e(p) with 1 - o(p) and have slightly more efficient but less symetric formulaes for x and y.
Middle part
let's consider the smallest matrix dimension s, i.e. s = min (m,n).
The previous formulaes hold until x or y (whichever comes first) reaches the value s.
The upper bound of p such as x(i) <= s and y(i) <= s for all i in [0..p]
(i.e. the cell indexed by p is inside the initial triangle t1) is given by
pt1 = s(s+1)/2.
For p >= pt1, diagonal length remains equal to s until we reach the second triangle t2.
when inside mid, we have:
p = s(s+1)/2 + ds + k with k in [0..s[.
which yields:
d = floor ((p - s(s+1)/2)/s)
k = p - ds
We can then use the same even/odd trick to compute x(p) and y(p):
p -= s(s+1)/2
d = floor (p / s)
k = p - d*s
o = (d+s) % 2
e = 1 - o
x = o*s + (e-o)*k
y = e*s + (o-e)*k
if (n > m)
x += d+e
y -= e
else
y += d+o
x -= o
Final triangle
Using symetry, we can calculate pt2 = m*n - s(s+1)/2
We now face nearly the same problem as for t1, except that the diagonal may run in the same direction as for t1 or in the reverse direction (if n+m is odd).
Using symetry tricks, we can compute x(p) and y(p) like so:
p = n*m -1 - p
d = floor((-1+sqrt(1+8*p))/2)
k = p - d*(d+1)/2
o = (d+m+n) % 2
e = 1 - $o;
x = n-1 - (o*d + (e-o)*k)
y = m-1 - (e*d + (o-e)*k)
Putting all together
Here is a sample c++ implementation.
I used 64 bits integers out of sheer lazyness. Most could be replaced by 32 bits values.
The computations could be made more effective by precomputing a few more coefficients.
A good part of the code could be factorized, but I doubt it is worth the effort.
Since this is just a quick and dirty proof of concept, I did not optimize it.
#include <cstdio> // printf
#include <algorithm> // min
using namespace std;
typedef long long tCoord;
void panic(const char * msg)
{
printf("PANIC: %s\n", msg);
exit(-1);
}
struct tPoint {
tCoord x, y;
tPoint(tCoord x = 0, tCoord y = 0) : x(x), y(y) {}
tPoint operator+(const tPoint & p) const { return{ x + p.x, y + p.y }; }
bool operator!=(const tPoint & p) const { return x != p.x || y != p.y; }
};
class tMatrix {
tCoord n, m; // dimensions
tCoord s; // smallest dimension
tCoord pt1, pt2; // t1 / mid / t2 limits for p
public:
tMatrix(tCoord n, tCoord m) : n(n), m(m)
{
s = min(n, m);
pt1 = (s*(s + 1)) / 2;
pt2 = n*m - pt1;
}
tPoint diagonal_cell(tCoord p)
{
tCoord x, y;
if (p < pt1) // inside t1
{
tCoord d = (tCoord)floor((-1 + sqrt(1 + 8 * p)) / 2);
tCoord k = p - (d*(d + 1)) / 2;
tCoord o = d % 2;
tCoord e = 1 - o;
x = o*d + (e - o)*k;
y = e*d + (o - e)*k;
}
else if (p < pt2) // inside mid
{
p -= pt1;
tCoord d = (tCoord)floor(p / s);
tCoord k = p - d*s;
tCoord o = (d + s) % 2;
tCoord e = 1 - o;
x = o*s + (e - o)*k;
y = e*s + (o - e)*k;
if (m > n) // vertical matrix
{
x -= o;
y += d + o;
}
else // horizontal matrix
{
x += d + e;
y -= e;
}
}
else // inside t2
{
p = n * m - 1 - p;
tCoord d = (tCoord)floor((-1 + sqrt(1 + 8 * p)) / 2);
tCoord k = p - (d*(d + 1)) / 2;
tCoord o = (d + m + n) % 2;
tCoord e = 1 - o;
x = n - 1 - (o*d + (e - o)*k);
y = m - 1 - (e*d + (o - e)*k);
}
return{ x, y };
}
void check(void)
{
tPoint move[4] = { { 1, 0 }, { -1, 1 }, { 1, -1 }, { 0, 1 } };
tPoint pos;
tCoord dir = 0;
for (tCoord p = 0; p != n * m ; p++)
{
tPoint dc = diagonal_cell(p);
if (pos != dc) panic("zot!");
pos = pos + move[dir];
if (dir == 0)
{
if (pos.y == m - 1) dir = 2;
else dir = 1;
}
else if (dir == 3)
{
if (pos.x == n - 1) dir = 1;
else dir = 2;
}
else if (dir == 1)
{
if (pos.y == m - 1) dir = 0;
else if (pos.x == 0) dir = 3;
}
else
{
if (pos.x == n - 1) dir = 3;
else if (pos.y == 0) dir = 0;
}
}
}
};
void main(void)
{
const tPoint dim[] = { { 10, 10 }, { 11, 11 }, { 10, 30 }, { 30, 10 }, { 10, 31 }, { 31, 10 }, { 11, 31 }, { 31, 11 } };
for (tPoint d : dim)
{
printf("Checking a %lldx%lld matrix...", d.x, d.y);
tMatrix(d.x, d.y).check();
printf("done\n");
}
tCoord p = 10000000000;
tMatrix matrix(1000000, 1000000);
tPoint cell = matrix.diagonal_cell(p);
printf("Coordinates of %lldth cell: (%lld,%lld)\n", p, cell.x, cell.y);
}
Results are checked against "manual" sweep of the matrix.
This "manual" sweep is a ugly hack that won't work for a one-row or one-column matrix, though diagonal_cell() does work on any matrix (the "diagonal" sweep becomes linear in that case).
The coordinates found for the 10.000.000.000th cell of a 1.000.000x1.000.000 matrix seem consistent, since the diagonal d on which the cell stands is about sqrt(2*1e10), approx. 141421, and the sum of cell coordinates is about equal to d (121090+20330 = 141420). Besides, it is also what the two other posters report.
I would say there is a good chance this lump of obfuscated code actually produces an O(1) solution to your problem.

How to Quantise an indicator in MQL4?

I am failing over and over trying to get this indicator to run quantised with 2 buffers in mql4. After a long time reading I have put 2 extra buffers in to squish it :/ because:
the indicator is sitting between 0.1430-0.1427 at present but doesn't have a fixed top and bottom.
I can't seem to suss it; cool indicator but won't play fair!
#property indicator_separate_window
#property indicator_buffers 4
#property indicator_color1 Lime
#property indicator_color2 Red
#property indicator_color3 CLR_NONE
#property indicator_color4 CLR_NONE
//#property indicator_minimum 0
//#property indicator_maximum 100
extern int P = 13;
extern int T = 3000;
extern double P2 = 0.001;
//int MIN = 0;
//int MAX = 100;
double G[];
double R[];
double B3[];
double B4[];
int init(){
IndicatorBuffers(4);
SetIndexBuffer( 0, G );SetIndexStyle( 0, DRAW_LINE, STYLE_SOLID, 1, Lime );
SetIndexBuffer( 1, R );SetIndexStyle( 1, DRAW_LINE, STYLE_SOLID, 1, Red );
SetIndexBuffer( 2, B3 );SetIndexStyle( 2, DRAW_NONE );
SetIndexBuffer( 3, B4 );SetIndexStyle( 3, DRAW_NONE );
return(0);
}
int start(){
if ( T >= Bars ) T = Bars;
SetIndexDrawBegin( 0, Bars - T + P + 1 );
SetIndexDrawBegin( 1, Bars - T + P + 1 );
SetIndexDrawBegin( 2, Bars - T + P + 1 );
SetIndexDrawBegin( 3, Bars - T + P + 1 );
int Z, C, Opt = IndicatorCounted();
if ( Bars <= 38 ) return(0);
if ( Opt < P ){
for ( Z = 1; Z <= 0; Z++ ) G[T-Z] = 0.0;
for ( Z = 1; Z <= 0; Z++ ) R[T-Z] = 0.0;
}
Z = T - P - 1;
while( Z >= 0 ){
double A, S1, S2;
S1 = 0.0; for ( C = 0; C <= P - 1; C++ ){ S1 = S1 + ( High[Z+C] + Low[Z+C] ) / 2;}
S2 = 0.0; for ( C = 0; C <= P - 1; C++ ){ S2 = S2 + ( ( High[Z+C] + Low[Z+C] ) * ( C+1 ) / 2 );}
A = S1 / S2;
// if ( A < MIN ){ MIN = A;}
// if ( A > MAX ){ MAX = A;}
// A = ( MIN / MAX ) * 100;
G[Z] = A;
if ( Z > 0 ){ R[Z-1] = A;}
Z--;
}
for ( int N = T-P-2; N >= 0; N-- ){
if ( N > 0 ){
if ( G[N-1] > G[N] ){ R[N] = EMPTY_VALUE; continue;}
if ( G[N-1] < G[N] ){ G[N] = R[N]; continue;}
}
B3[0] = G[0] + P2;
B4[0] = G[0] - P2; //forced quantise using 2 extra buffers
}
return(0);
}
Let´s split the task first
0) indicator logic
1) indicator quantisation step
2) indicator performance
MQL4 Custom Indicator programming relies on deeper understanding of underlying MetaTrader4 Terminal platform. Each external Market Event, changing a traded instrument price, is signalled to a lcoalhost by a network delivery of a QUOTE ... message from MetaTrader4 Server. This is aka Tick and it triggers a call to a function originally called start(), in newer New-MQL4.56789 renamed to OnTick().
The below modified MQL4 listing contains remarks for core-logic disambiguation, which must precede all the below listed steps.
1) indicator quantisation step
While the code is still very inefficient ( as per [2] below ) the logic does not include any straight hurdle form having the output quantised to any form thereof { binary | ternary | arbitrary-number-of-states }-quantised system. Whence the indicator core-logic is cleared, the quantisation step is just a trivial conversion from R(1) to I(1).
2) indicator performance
Any Tick arrival may, but need not modify either High[0] or Low[0], which are the only variable parts of the proposed Custom Indicator calculus.
This is the core idea on how to reduce the scope of re-calculations, that the MQL4 code has to realise per tick. In recent versions of MT4, all Custom Indicators share a single thread, the more stress has been put on efficient algorithmisation of Custom Indicators, at these may block the platform's trading decisions on poor, inefficient code-loops and convolution/recursion re-executions.
#property indicator_separate_window
#property indicator_buffers 4
#property indicator_color1 Lime
#property indicator_color2 Red
#property indicator_color3 CLR_NONE
#property indicator_color4 CLR_NONE
extern int P = 13;
extern int T = 3000;
extern double P2 = 0.001;
double G[]; // 0: LINE
double R[]; // 1: LINE
double B3[]; // 2: BUT NEVER PAINTED, NEVER CONSUMED _?_
double B4[]; // 3: BUT NEVER PAINTED, NEVER CONSUMED _?_
int init(){
IndicatorBuffers(4);
SetIndexBuffer( 0, G );SetIndexStyle( 0, DRAW_LINE, STYLE_SOLID, 1, Lime );
SetIndexBuffer( 1, R );SetIndexStyle( 1, DRAW_LINE, STYLE_SOLID, 1, Red );
SetIndexBuffer( 2, B3 );SetIndexStyle( 2, DRAW_NONE );
SetIndexBuffer( 3, B4 );SetIndexStyle( 3, DRAW_NONE );
return(0);
}
int start(){
if ( Bars <= 38 ) return(0); // JIT/RET in case Bars < 39 --^ --^ --^ --^
if ( T >= Bars ) T = Bars; // (TRIM´d) T < Bars .OR. = Bars
int aDrawBegins = Bars - T + P + 1; // ( extern P = 13 ) + 1 + ( Bars - ( extern T = 3000 if T < Bars else Bars ) )
//tIndexDrawBegin( 0, Bars - T + P + 1 ); // PREF: ( reused 4x )
SetIndexDrawBegin( 0, aDrawBegins ); // Draw 14+ last candles -- PREF: why a per tick hard-coded SHIFTING / enforced re-draw?
SetIndexDrawBegin( 1, aDrawBegins ); // Draw 14+ last candles -- PREF: why a per tick hard-coded SHIFTING / enforced re-draw?
SetIndexDrawBegin( 2, aDrawBegins ); // Draw 14+ last candles -- PREF: why a per tick hard-coded SHIFTING / enforced re-draw?
SetIndexDrawBegin( 3, aDrawBegins ); // Draw 14+ last candles -- PREF: why a per tick hard-coded SHIFTING / enforced re-draw?
double A, S1, S2; // auxiliary var for bar-mid-price calculi
int Z; // auxiliary stepper
int Opt = IndicatorCounted(); // Opt ( NEVER RE-USED )
if ( Opt < P ){ // if ( ( extern P = 13 ) > IndicatorCounted() )
// ----------------------- ??? ----------------------------------------------------- NEVER EXEC´d: for( Z = 1++ v/s Z <= 0 )
for ( Z = 1; Z <= 0; Z++ ) G[T-Z] = 0.0; // .STO G[T-Z], 0., BUT NEVER EXEC´d: for( Z = 1++ v/s Z <= 0 )
for ( Z = 1; Z <= 0; Z++ ) R[T-Z] = 0.0; // .STO R[T-Z], 0., BUT NEVER EXEC´d: for( Z = 1++ v/s Z <= 0 )
// ----------------------- ??? ----------------------------------------------------- NEVER EXEC´d: for( Z = 1++ v/s Z <= 0 )
}
Z = T - P - 1; // .STO Z, ( T = Bars (TRIM´d) ) - ( extern P = 13 ) - 1
while( Z >= 0 ){ // .DEC Z
// !!! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // PERF: very inefficient to RE-calc STATIC ( ( extern P = 13 ) - 1 )-DEEP CONVOLUTIONS per tick !!
S1 = 0.0; for ( int C = 0; C <= P - 1; C++ ){ S1 = S1 + ( High[Z+C] + Low[Z+C] ) / 2; }
S2 = 0.0; for ( int C = 0; C <= P - 1; C++ ){ S2 = S2 + ( ( High[Z+C] + Low[Z+C] ) * ( C+1 ) / 2 );}
// !!! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // PERF: very inefficient to RE-calc STATIC ( ( extern P = 13 ) - 1 )-DEEP CONVOLUTIONS per tick !!
A = S1 / S2;
G[Z] = A; // .STO G[Z], A if Z >= 0
if ( Z > 0 ){ R[Z-1] = A;} // .STO R[Z-1], A if Z > 0
Z--;
}
for ( int N = T - P - 2; N >= 0; N-- ){ // .STO N, ( T = Bars (TRIM´d) ) - ( extern P = 13 ) - 2
if ( N > 0 ){ // N > 0:
if ( G[N-1] > G[N] ){ R[N] = EMPTY_VALUE; continue;} // .BLNK R[N], EMPTY if G[N-1] > G[N]
if ( G[N-1] < G[N] ){ G[N] = R[N]; continue;} // .SET G[N], R[N] if G[N-1] < G[N]
}
// ?? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // WHY MANY-TIMES RE-ASSIGNED A CONST. VALUE HERE, INSIDE A FOR(){...}-loop body? -------------- ??
B3[0] = G[0] + P2; // .STO B3[0], G[0] + ( extern P2 = 0.001 )
B4[0] = G[0] - P2; // .STO B4[0], G[0] - ( extern P2 = 0.001 )
// forced quantise using 2 extra buffers
// ?? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // WHY MANY-TIMES RE-ASSIGNED A CONST. VALUE HERE, INSIDE A FOR(){...}-loop body? -------------- ??
}
return(0);
}
New-MQL4.56789 syntax
The OnCalculate() function is called only in custom indicators when it's necessary to calculate the indicator values by the Calculate event. This usually happens when a new tick is received for the symbol, for which the indicator is calculated. This indicator is not required to be attached to any price chart of this symbol.
The first rates_total parameter contains the number of bars, available to the indicator for calculation, and corresponds to the number of bars available in the chart.
We should note the connection between the return value of OnCalculate() and the second input parameter prev_calculated. During the OnCalculate() function call, the prev_calculated parameter contains a value returned by OnCalculate() during previous call. This allows for economical algorithms for calculating the custom indicator in order to avoid repeated calculations for those bars that haven't changed since the previous run of this function.
For this, it is usually enough to return the value of the rates_total parameter, which contains the number of bars in the current function call. If since the last call of OnCalculate() the price data has changed (a deeper history downloaded or history blanks filled), the value of the input parameter prev_calculated will be set to zero by the terminal.
//+------------------------------------------------------------------+
//| Custom indicator iteration function |
//+------------------------------------------------------------------+
int OnCalculate( const int rates_total,
const int prev_calculated,
const datetime &time[],
const double &open[],
const double &high[],
const double &low[],
const double &close[],
const long &tick_volume[],
const long &volume[],
const int &spread[]
)
{
// Get the number of bars available now for the current Symbol and chart period
int barsNow = Bars( _Symbol, PERIOD_CURRENT );
// .RET value of prev_calculated for a next call
return( rates_total );
}

Algorithm for iterating over an outward spiral on a discrete 2D grid from the origin

For example, here is the shape of intended spiral (and each step of the iteration)
y
|
|
16 15 14 13 12
17 4 3 2 11
-- 18 5 0 1 10 --- x
19 6 7 8 9
20 21 22 23 24
|
|
Where the lines are the x and y axes.
Here would be the actual values the algorithm would "return" with each iteration (the coordinates of the points):
[0,0],
[1,0], [1,1], [0,1], [-1,1], [-1,0], [-1,-1], [0,-1], [1,-1],
[2,-1], [2,0], [2,1], [2,2], [1,2], [0,2], [-1,2], [-2,2], [-2,1], [-2,0]..
etc.
I've tried searching, but I'm not exactly sure what to search for exactly, and what searches I've tried have come up with dead ends.
I'm not even sure where to start, other than something messy and inelegant and ad-hoc, like creating/coding a new spiral for each layer.
Can anyone help me get started?
Also, is there a way that can easily switch between clockwise and counter-clockwise (the orientation), and which direction to "start" the spiral from? (the rotation)
Also, is there a way to do this recursively?
My application
I have a sparse grid filled with data points, and I want to add a new data point to the grid, and have it be "as close as possible" to a given other point.
To do that, I'll call grid.find_closest_available_point_to(point), which will iterate over the spiral given above and return the first position that is empty and available.
So first, it'll check point+[0,0] (just for completeness's sake). Then it'll check point+[1,0]. Then it'll check point+[1,1]. Then point+[0,1], etc. And return the first one for which the position in the grid is empty (or not occupied already by a data point).
There is no upper bound to grid size.
There's nothing wrong with direct, "ad-hoc" solution. It can be clean enough too.
Just notice that spiral is built from segments. And you can get next segment from current one rotating it by 90 degrees. And each two rotations, length of segment grows by 1.
edit Illustration, those segments numbered
... 11 10
7 7 7 7 6 10
8 3 3 2 6 10
8 4 . 1 6 10
8 4 5 5 5 10
8 9 9 9 9 9
// (di, dj) is a vector - direction in which we move right now
int di = 1;
int dj = 0;
// length of current segment
int segment_length = 1;
// current position (i, j) and how much of current segment we passed
int i = 0;
int j = 0;
int segment_passed = 0;
for (int k = 0; k < NUMBER_OF_POINTS; ++k) {
// make a step, add 'direction' vector (di, dj) to current position (i, j)
i += di;
j += dj;
++segment_passed;
System.out.println(i + " " + j);
if (segment_passed == segment_length) {
// done with current segment
segment_passed = 0;
// 'rotate' directions
int buffer = di;
di = -dj;
dj = buffer;
// increase segment length if necessary
if (dj == 0) {
++segment_length;
}
}
}
To change original direction, look at original values of di and dj. To switch rotation to clockwise, see how those values are modified.
Here's a stab at it in C++, a stateful iterator.
class SpiralOut{
protected:
unsigned layer;
unsigned leg;
public:
int x, y; //read these as output from next, do not modify.
SpiralOut():layer(1),leg(0),x(0),y(0){}
void goNext(){
switch(leg){
case 0: ++x; if(x == layer) ++leg; break;
case 1: ++y; if(y == layer) ++leg; break;
case 2: --x; if(-x == layer) ++leg; break;
case 3: --y; if(-y == layer){ leg = 0; ++layer; } break;
}
}
};
Should be about as efficient as it gets.
This is the javascript solution based on the answer at
Looping in a spiral
var x = 0,
y = 0,
delta = [0, -1],
// spiral width
width = 6,
// spiral height
height = 6;
for (i = Math.pow(Math.max(width, height), 2); i>0; i--) {
if ((-width/2 < x && x <= width/2)
&& (-height/2 < y && y <= height/2)) {
console.debug('POINT', x, y);
}
if (x === y
|| (x < 0 && x === -y)
|| (x > 0 && x === 1-y)){
// change direction
delta = [-delta[1], delta[0]]
}
x += delta[0];
y += delta[1];
}
fiddle: http://jsfiddle.net/N9gEC/18/
This problem is best understood by analyzing how changes coordinates of spiral corners. Consider this table of first 8 spiral corners (excluding origin):
x,y | dx,dy | k-th corner | N | Sign |
___________________________________________
1,0 | 1,0 | 1 | 1 | +
1,1 | 0,1 | 2 | 1 | +
-1,1 | -2,0 | 3 | 2 | -
-1,-1 | 0,-2 | 4 | 2 | -
2,-1 | 3,0 | 5 | 3 | +
2,2 | 0,3 | 6 | 3 | +
-2,2 | -4,0 | 7 | 4 | -
-2,-2 | 0,-4 | 8 | 4 | -
By looking at this table we can calculate X,Y of k-th corner given X,Y of (k-1) corner:
N = INT((1+k)/2)
Sign = | +1 when N is Odd
| -1 when N is Even
[dx,dy] = | [N*Sign,0] when k is Odd
| [0,N*Sign] when k is Even
[X(k),Y(k)] = [X(k-1)+dx,Y(k-1)+dy]
Now when you know coordinates of k and k+1 spiral corner you can get all data points in between k and k+1 by simply adding 1 or -1 to x or y of last point.
Thats it.
good luck.
I would solve it using some math. Here is Ruby code (with input and output):
(0..($*.pop.to_i)).each do |i|
j = Math.sqrt(i).round
k = (j ** 2 - i).abs - j
p = [k, -k].map {|l| (l + j ** 2 - i - (j % 2)) * 0.5 * (-1) ** j}.map(&:to_i)
puts "p => #{p[0]}, #{p[1]}"
end
E.g.
$ ruby spiral.rb 10
p => 0, 0
p => 1, 0
p => 1, 1
p => 0, 1
p => -1, 1
p => -1, 0
p => -1, -1
p => 0, -1
p => 1, -1
p => 2, -1
p => 2, 0
And golfed version:
p (0..$*.pop.to_i).map{|i|j=Math.sqrt(i).round;k=(j**2-i).abs-j;[k,-k].map{|l|(l+j**2-i-j%2)*0.5*(-1)**j}.map(&:to_i)}
Edit
First try to approach the problem functionally. What do you need to know, at each step, to get to the next step?
Focus on plane's first diagonal x = y. k tells you how many steps you must take before touching it: negative values mean you have to move abs(k) steps vertically, while positive mean you have to move k steps horizontally.
Now focus on the length of the segment you're currently in (spiral's vertices - when the inclination of segments change - are considered as part of the "next" segment). It's 0 the first time, then 1 for the next two segments (= 2 points), then 2 for the next two segments (= 4 points), etc. It changes every two segments and each time the number of points part of that segments increase. That's what j is used for.
Accidentally, this can be used for getting another bit of information: (-1)**j is just a shorthand to "1 if you're decreasing some coordinate to get to this step; -1 if you're increasing" (Note that only one coordinate is changed at each step). Same holds for j%2, just replace 1 with 0 and -1 with 1 in this case. This mean they swap between two values: one for segments "heading" up or right and one for those going down or left.
This is a familiar reasoning, if you're used to functional programming: the rest is just a little bit of simple math.
It can be done in a fairly straightforward way using recursion. We just need some basic 2D vector math and tools for generating and mapping over (possibly infinite) sequences:
// 2D vectors
const add = ([x0, y0]) => ([x1, y1]) => [x0 + x1, y0 + y1];
const rotate = θ => ([x, y]) => [
Math.round(x * Math.cos(θ) - y * Math.sin(θ)),
Math.round(x * Math.sin(θ) + y * Math.cos(θ))
];
// Iterables
const fromGen = g => ({ [Symbol.iterator]: g });
const range = n => [...Array(n).keys()];
const map = f => it =>
fromGen(function*() {
for (const v of it) {
yield f(v);
}
});
And now we can express a spiral recursively by generating a flat line, plus a rotated (flat line, plus a rotated (flat line, plus a rotated ...)):
const spiralOut = i => {
const n = Math.floor(i / 2) + 1;
const leg = range(n).map(x => [x, 0]);
const transform = p => add([n, 0])(rotate(Math.PI / 2)(p));
return fromGen(function*() {
yield* leg;
yield* map(transform)(spiralOut(i + 1));
});
};
Which produces an infinite list of the coordinates you're interested in. Here's a sample of the contents:
const take = n => it =>
fromGen(function*() {
for (let v of it) {
if (--n < 0) break;
yield v;
}
});
const points = [...take(5)(spiralOut(0))];
console.log(points);
// => [[0,0],[1,0],[1,1],[0,1],[-1,1]]
You can also negate the rotation angle to go in the other direction, or play around with the transform and leg length to get more complex shapes.
For example, the same technique works for inward spirals as well. It's just a slightly different transform, and a slightly different scheme for changing the length of the leg:
const empty = [];
const append = it1 => it2 =>
fromGen(function*() {
yield* it1;
yield* it2;
});
const spiralIn = ([w, h]) => {
const leg = range(w).map(x => [x, 0]);
const transform = p => add([w - 1, 1])(rotate(Math.PI / 2)(p));
return w * h === 0
? empty
: append(leg)(
fromGen(function*() {
yield* map(transform)(spiralIn([h - 1, w]));
})
);
};
Which produces (this spiral is finite, so we don't need to take some arbitrary number):
const points = [...spiralIn([3, 3])];
console.log(points);
// => [[0,0],[1,0],[2,0],[2,1],[2,2],[1,2],[0,2],[0,1],[1,1]]
Here's the whole thing together as a live snippet if you want play around with it:
// 2D vectors
const add = ([x0, y0]) => ([x1, y1]) => [x0 + x1, y0 + y1];
const rotate = θ => ([x, y]) => [
Math.round(x * Math.cos(θ) - y * Math.sin(θ)),
Math.round(x * Math.sin(θ) + y * Math.cos(θ))
];
// Iterables
const fromGen = g => ({ [Symbol.iterator]: g });
const range = n => [...Array(n).keys()];
const map = f => it =>
fromGen(function*() {
for (const v of it) {
yield f(v);
}
});
const take = n => it =>
fromGen(function*() {
for (let v of it) {
if (--n < 0) break;
yield v;
}
});
const empty = [];
const append = it1 => it2 =>
fromGen(function*() {
yield* it1;
yield* it2;
});
// Outward spiral
const spiralOut = i => {
const n = Math.floor(i / 2) + 1;
const leg = range(n).map(x => [x, 0]);
const transform = p => add([n, 0])(rotate(Math.PI / 2)(p));
return fromGen(function*() {
yield* leg;
yield* map(transform)(spiralOut(i + 1));
});
};
// Test
{
const points = [...take(5)(spiralOut(0))];
console.log(JSON.stringify(points));
}
// Inward spiral
const spiralIn = ([w, h]) => {
const leg = range(w).map(x => [x, 0]);
const transform = p => add([w - 1, 1])(rotate(Math.PI / 2)(p));
return w * h === 0
? empty
: append(leg)(
fromGen(function*() {
yield* map(transform)(spiralIn([h - 1, w]));
})
);
};
// Test
{
const points = [...spiralIn([3, 3])];
console.log(JSON.stringify(points));
}
Here is a Python implementation based on the answer by #mako.
def spiral_iterator(iteration_limit=999):
x = 0
y = 0
layer = 1
leg = 0
iteration = 0
yield 0, 0
while iteration < iteration_limit:
iteration += 1
if leg == 0:
x += 1
if (x == layer):
leg += 1
elif leg == 1:
y += 1
if (y == layer):
leg += 1
elif leg == 2:
x -= 1
if -x == layer:
leg += 1
elif leg == 3:
y -= 1
if -y == layer:
leg = 0
layer += 1
yield x, y
Running this code:
for x, y in spiral_iterator(10):
print(x, y)
Yields:
0 0
1 0
1 1
0 1
-1 1
-1 0
-1 -1
0 -1
1 -1
2 -1
2 0
Try searching for either parametric or polar equations. Both are suitable to plotting spirally things. Here's a page that has plenty of examples, with pictures (and equations). It should give you some more ideas of what to look for.
I've done pretty much the same thin as a training exercise, with some differences in the output and the spiral orientation, and with an extra requirement, that the functions spatial complexity has to be O(1).
After think for a while I came to the idea that by knowing where does the spiral start and the position I was calculating the value for, I could simplify the problem by subtracting all the complete "circles" of the spiral, and then just calculate a simpler value.
Here is my implementation of that algorithm in ruby:
def print_spiral(n)
(0...n).each do |y|
(0...n).each do |x|
printf("%02d ", get_value(x, y, n))
end
print "\n"
end
end
def distance_to_border(x, y, n)
[x, y, n - 1 - x, n - 1 - y].min
end
def get_value(x, y, n)
dist = distance_to_border(x, y, n)
initial = n * n - 1
(0...dist).each do |i|
initial -= 2 * (n - 2 * i) + 2 * (n - 2 * i - 2)
end
x -= dist
y -= dist
n -= dist * 2
if y == 0 then
initial - x # If we are in the upper row
elsif y == n - 1 then
initial - n - (n - 2) - ((n - 1) - x) # If we are in the lower row
elsif x == n - 1 then
initial - n - y + 1# If we are in the right column
else
initial - 2 * n - (n - 2) - ((n - 1) - y - 1) # If we are in the left column
end
end
print_spiral 5
This is not exactly the thing you asked for, but I believe it'll help you to think your problem
I had a similar problem, but I didn't want to loop over the entire spiral each time to find the next new coordinate. The requirement is that you know your last coordinate.
Here is what I came up with with a lot of reading up on the other solutions:
function getNextCoord(coord) {
// required info
var x = coord.x,
y = coord.y,
level = Math.max(Math.abs(x), Math.abs(y));
delta = {x:0, y:0};
// calculate current direction (start up)
if (-x === level)
delta.y = 1; // going up
else if (y === level)
delta.x = 1; // going right
else if (x === level)
delta.y = -1; // going down
else if (-y === level)
delta.x = -1; // going left
// check if we need to turn down or left
if (x > 0 && (x === y || x === -y)) {
// change direction (clockwise)
delta = {x: delta.y,
y: -delta.x};
}
// move to next coordinate
x += delta.x;
y += delta.y;
return {x: x,
y: y};
}
coord = {x: 0, y: 0}
for (i = 0; i < 40; i++) {
console.log('['+ coord.x +', ' + coord.y + ']');
coord = getNextCoord(coord);
}
Still not sure if it is the most elegant solution. Perhaps some elegant maths could remove some of the if statements. Some limitations would be needing some modification to change spiral direction, doesn't take into account non-square spirals and can't spiral around a fixed coordinate.
I have an algorithm in java that outputs a similar output to yours, except that it prioritizes the number on the right, then the number on the left.
public static String[] rationals(int amount){
String[] numberList=new String[amount];
int currentNumberLeft=0;
int newNumberLeft=0;
int currentNumberRight=0;
int newNumberRight=0;
int state=1;
numberList[0]="("+newNumberLeft+","+newNumberRight+")";
boolean direction=false;
for(int count=1;count<amount;count++){
if(direction==true&&newNumberLeft==state){direction=false;state=(state<=0?(-state)+1:-state);}
else if(direction==false&&newNumberRight==state){direction=true;}
if(direction){newNumberLeft=currentNumberLeft+sign(state);}else{newNumberRight=currentNumberRight+sign(state);}
currentNumberLeft=newNumberLeft;
currentNumberRight=newNumberRight;
numberList[count]="("+newNumberLeft+","+newNumberRight+")";
}
return numberList;
}
Here's the algorithm. It rotates clockwise, but could easily rotate anticlockwise, with a few alterations. I made it in just under an hour.
// spiral_get_value(x,y);
sx = argument0;
sy = argument1;
a = max(sqrt(sqr(sx)),sqrt(sqr(sy)));
c = -b;
d = (b*2)+1;
us = (sy==c and sx !=c);
rs = (sx==b and sy !=c);
bs = (sy==b and sx !=b);
ls = (sx==c and sy !=b);
ra = rs*((b)*2);
ba = bs*((b)*4);
la = ls*((b)*6);
ax = (us*sx)+(bs*-sx);
ay = (rs*sy)+(ls*-sy);
add = ra+ba+la+ax+ay;
value = add+sqr(d-2)+b;
return(value);`
It will handle any x / y values (infinite).
It's written in GML (Game Maker Language), but the actual logic is sound in any programming language.
The single line algorithm only has 2 variables (sx and sy) for the x and y inputs. I basically expanded brackets, a lot. It makes it easier for you to paste it into notepad and change 'sx' for your x argument / variable name and 'sy' to your y argument / variable name.
`// spiral_get_value(x,y);
sx = argument0;
sy = argument1;
value = ((((sx==max(sqrt(sqr(sx)),sqrt(sqr(sy))) and sy !=(-1*max(sqrt(sqr(sx)),sqrt(sqr(sy))))))*((max(sqrt(sqr(sx)),sqrt(sqr(sy))))*2))+(((sy==max(sqrt(sqr(sx)),sqrt(sqr(sy))) and sx !=max(sqrt(sqr(sx)),sqrt(sqr(sy)))))*((max(sqrt(sqr(sx)),sqrt(sqr(sy))))*4))+(((sx==(-1*max(sqrt(sqr(sx)),sqrt(sqr(sy)))) and sy !=max(sqrt(sqr(sx)),sqrt(sqr(sy)))))*((max(sqrt(sqr(sx)),sqrt(sqr(sy))))*6))+((((sy==(-1*max(sqrt(sqr(sx)),sqrt(sqr(sy)))) and sx !=(-1*max(sqrt(sqr(sx)),sqrt(sqr(sy))))))*sx)+(((sy==max(sqrt(sqr(sx)),sqrt(sqr(sy))) and sx !=max(sqrt(sqr(sx)),sqrt(sqr(sy)))))*-sx))+(((sx==max(sqrt(sqr(sx)),sqrt(sqr(sy))) and sy !=(-1*max(sqrt(sqr(sx)),sqrt(sqr(sy))))))*sy)+(((sx==(-1*max(sqrt(sqr(sx)),sqrt(sqr(sy)))) and sy !=max(sqrt(sqr(sx)),sqrt(sqr(sy)))))*-sy))+sqr(((max(sqrt(sqr(sx)),sqrt(sqr(sy)))*2)+1)-2)+max(sqrt(sqr(sx)),sqrt(sqr(sy)));
return(value);`
I know the reply is awfully late :D but i hope it helps future visitors.

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