use of goto versus runtime code evaluation - algorithm

Recently for a programming class, we were given the assignment to write a program in any language that, given n, will produce all the possible derangements for an array p of size n such that p[i] != i for all i: 0 <= i < n. We had to use iterators, e.g. yield.
Example: n=3, [0, 1, 2] is not a derangement, but [2, 0, 1] is as well as [1, 2, 0].
I came up with a pseudocode solution that would work, but the problem was that it required power loops (that is, n nested loops where n is only known at runtime). To do this, I generated n nested loops in Ruby code in a string, then eval-ed the string. My solution worked, however my professor thought that using a few gotos would have been better solution (easier to read, at least) than dynamic code generation.
I was under the impression that goto was always a bad choice. Why might runtime evaluation of dynamically generated code be a worse choice than goto? The generated code is clean and simple, and seems fairly efficient for the given problem. The only user input upon which the code generation depends is n, which is checked to ensure it's an integer value beforehand. It yields only unique derangements, as it should.
I'm not asking for a solution to my programming assignment, I just want to know reasons behind the use of goto over dynamic code evaluation, or vice versa.
Edit: to clarify, the assignment included writing a program using iterators and another using recursion, so the iterative version wasn't necessarily meant to be efficient.

Both GOTO and code generation are inelegant solutions to this problem IMO. There is a recursive algorithm that is probably the right answer here.

That's a really interesting question - I'm not sure that there's a definitive answer.
The problem with goto is its use in an unstructured fashion - a goto is a "massive random leap" so in the general instance, after the jump, you don't know where you came from which causes all kinds of issues both in terms of debugging and maintainability and - in a more formal sense with proving "correctness" of the code. Of course there are languages (I've been around a while) where you don't have an option at which point you impose structure on the code. The bottom line is that its not that GOTO is bad so much as the way that goto is used (and abused) that is bad and that makes its a dangerous construct to have available.
Using code generation and then evaluating the result is clever :) However "clever" is not always a good thing and I suspect that in part the issue with using that as a solution is that its not actually addressing the problem as intended. That may be "cheating" in a sense - at least so far as your professor is concerned - doesn't invalidate your solution but may render it "inelegant". The debugging and maintainance issues also arise in respect of the code.
A recursive solution - especially as I vaguely remember being taught (some 25 years ago) that one can usually unwind recursion into loops - would probably be the most elegant.
Definitely an interesting question!

Without seeing your code, I would tend to side with the prof. If it's a choice between GoTo and dynamic code, I would lean towards the former. GoTo are not always a bad choice.

You can solve almost all problems without the use of GoTos. Specifically with loops you can use the break and continue statements to implitly use gotos while code standard are still maintained.
n nested loops sound like a bad plan, and I suggest that you instead look into a recursive functions. Every single time you need to do a n-loops you should always be thinking recursion.

Dynamic code is not compile time checkable, which means any errors will go undetected until run time. Potentially making them harder to find. For ruby, this would mean that syntax errors would not be found by the IDE or editor, whichever you happen to be using. That is a plus for choosing goto.
I think I would have to see both to make a decision in this case. I haven't seen the code, but I'm willing to bet there is a good solution that doesn't use dynamic code, or goto's. goto is not always bad, but if you are thinking of using it you probably have not made the best design decisions up to this point and probably want to revisit your solution.

In one of my assignement in college, I once had to do something that was relatively similar
My solution was to use a recursive function, passing the array, the size of the array and the nesting level as argument. The function then call itself with nesting level +1, until the nesting level is equal to the size of the array. No Goto, no code evaluation, only clean code!
Example
function computeDerangement(yourArray, loopLevel, arraySize)
{
//We check to see if the loop level is the same as the array size
//if true, then we have executed exactly n loop
if (loopLevel == arraySize) {
display(yourArray); //Display being some kind of function that show the array,
//you get the idea
} else {
while(something) {
//Here you put the logic that you execute at one level of the loop
//Then you call yourself with one more level of nesting
computeDerangement(yourArray, loopLevel + 1, arraySize);
}
}
}
Hope that help!
I have never used goto in my life, so I'm pretty sure there is always a way to avoid them

The main reason people avoid goto statements is that they can make your program more difficult to understand.
Without having seen your code, I'd guess it's more difficult to understand than the equivalent program using goto...

GOTO Solution -- a goto is convenient when simulating a function call. Here's a non-recurisve solution that simply simulates the recursive solution using a stack and a goto label to return to the point where the function call would have occurred.
See the recursive procedure (I have posted this as a separate answer) for comparison.
Option Strict On
Option Explicit On
Module Module1
Dim x As Stack
Private Sub printGeneratedList(ByVal generatedList As List(Of Integer))
For Each el In generatedList
Console.Write(el & " ")
Next
Console.WriteLine()
End Sub
Private Sub generateAux(ByVal i As Integer, ByVal n As Integer, _
ByVal generatedList As List(Of Integer))
Dim stackI As Stack(Of Integer) = New Stack(Of Integer)
Dim stackJ As Stack(Of Integer) = New Stack(Of Integer)
Dim j As Integer
StartLabel:
j = 0
If i >= n Then
printGeneratedList(generatedList)
If stackI.Count = 0 Then
Return
Else
GoTo ReturnLabel
End If
End If
While j < n
If Not j = i Then
If Not generatedList.Contains(j) Then
generatedList.Add(j)
stackI.Push(i)
stackJ.Push(j)
i = i + 1
GoTo StartLabel
ReturnLabel:
i = stackI.Pop()
j = stackJ.Pop()
generatedList.Remove(j)
End If
End If
j = j + 1
End While
If stackI.Count = 0 Then
Return
Else
GoTo ReturnLabel
End If
End Sub
Private Sub generate(ByVal n As Integer)
Console.WriteLine("Generating for n = " & n.ToString())
Dim l As List(Of Integer) = New List(Of Integer)
If n < 0 Then
Throw New Exception("n must be >= 0")
End If
generateAux(0, n, l)
End Sub
Sub Main()
generate(0)
Console.ReadLine()
generate(1)
Console.ReadLine()
generate(2)
Console.ReadLine()
generate(3)
Console.ReadLine()
generate(4)
Console.ReadLine()
End Sub
End Module

goto's are not clean. but if high performance is required, you need to break some of those coding rules sometimes...
if speed is really an important matter, for example if you want to write a library or code you have big exigeance on, you might consider using goto. for sure you have to pay attention that everything goes well.
Comment: At the end, the executing CPU does nothing else than simple jumps. Just only that the programming language / the compiler creates them. use with caution and don't mess with it.

Both the goto solution and dynamic code generation ideas are bad. This is easily solved with a recursive solution as mentioned by others. You simply recursively generate all permutations (standard recursive solution) and when generation is complete (ie at the leaf of the recursion) simply skip returning permutations that are not derangements.

Recursive solution -- here's a solution with early pruning. My only question is regarding enumerations: did he want you to create an enumerator that on each successful call would generate the next item in the list? This would probably be easiest implemented by creating a lambda version of this program - I used to do this in lisp all the time when writing query generators that would generate the next answer to a question when doing prolog-interpreter style queries.
Option Strict On
Option Explicit On
Module Module1
Private Sub printGeneratedList(ByVal generatedList As List(Of Integer))
For Each el In generatedList
Console.Write(el & " ")
Next
Console.WriteLine()
End Sub
Private Sub generateAux(ByVal i As Integer, ByVal n As Integer, _
ByVal generatedList As List(Of Integer))
If i >= n Then
printGeneratedList(generatedList)
Return
End If
For j As Integer = 0 To n - 1
If Not j = i Then
If Not generatedList.Contains(j) Then
generatedList.Add(j)
generateAux(i + 1, n, generatedList)
generatedList.Remove(j)
End If
End If
Next
End Sub
Private Sub generate(ByVal n As Integer)
Console.WriteLine("Generating for n = " & n.ToString())
Dim l As List(Of Integer) = New List(Of Integer)
If n < 0 Then
Throw New Exception("n must be >= 0")
End If
generateAux(0, n, l)
End Sub
Sub Main()
generate(0)
Console.ReadLine()
generate(1)
Console.ReadLine()
generate(2)
Console.ReadLine()
generate(3)
Console.ReadLine()
generate(4)
Console.ReadLine()
End Sub
End Module

Related

Invalid Control loop error with array

I have a fairly complex look of code where I am looking through multiple control variables.
I am getting an error 'Invalid 'for' loop control variable
the line in questions is
for w(1) = 32 to 127
I am more familiar with VBA where I would have zero problem with this statement.
I'm guessing it has something to do with the fact that i will be looping through w(1),w(2),w(3) etc. in the same tree. I initialize the variable as dim x(10) but have also tried dim w() , dim w() redim w(10)
Any thoughts? its a fairly critical aspect of the script; as such I am unwilling to swap out all my w 1,2... for individual variables
Thoughts?
EDIT:
As per comments I should clarify a Few things:
Essentially there is a alpha numeric association with an ID in a system that I am working with which I was not handed down the key too. So I have a multi-dimensional array of rates that are used for multiplying out costs.
What I am doing is working backwards through invoices and matching a material with very subtle differences that have different pricings.
For simplicity sake, say theres a 2 dimensional material where AA, AB, ... A9 are all priced through several multiplication factors in what would just be a 2x2 grid. So maintaining a pivot point based on the position in string is very important. For this code you could take tier to mean how many characters in the string (aka how complex the composition of the material):
dim x(), w()
for tier = 1 to 2
for w(1) = 32 to 127
x(1)= chr(w(1))
If tier = 2 then
for w(2)= 32 to 127
X(2)=chr(w(2))
next
end if
str = ""
for y = 1 to (tier)
str = trim(str & x(y))
next
'''msgbox str 'debug
next
end if
str = ""
for y = 1 to (tier)
str = trim(str & x(y))
next
'' msgbox str ' debug
next 'tier
This is just an excerpt i pulled to get a basic idea of the structure w/o any calculations. this is in essence what is not working
The error is quite clear, you cannot use an Array as the control variable. The definition in For...Next Statement is even clearer;
Numeric variable used as a loop counter. The variable cannot be an array element or an element of a user-defined type.
This is one of the key differences between VBA and VBScript.
You won't loop through x(1),x(2)...on what you write it's going like this 32(1),33(1)....what type it's your w(1) and how you define him?

Lua pathfinding code needs optimization

After working on my code for a while, optimizing the most obvious things, I've resulted in this:
function FindPath(start, finish, path)
--Define a table to hold the paths
local paths = {}
--Make a default argument
path = path or {start}
--Loop through connected nodes
for i,v in ipairs(start:GetConnectedParts()) do
--Determine if backtracking
local loop = false
for i,vv in ipairs(path) do
if v == vv then
loop = true
end
end
if not loop then
--Make a path clone
local npath = {unpack(path)}
npath[#npath+1] = v
if v == finish then
--If we reach the end add the path
return npath
else
--Otherwise add the shortest part extending from this node
paths[#paths+1] = FindPath(v, finish, npath) --NOTED HERE
end
end
end
--Find and return the shortest path
if #paths > 0 then
local lengths = {}
for i,v in ipairs(paths) do
lengths[#lengths+1] = #v
end
local least = math.min(unpack(lengths))
for i,v in ipairs(paths) do
if #v == least then
return v
end
end
end
end
The problem being, the line noted gets some sort of game script timeout error (which I believe is a because of mass recursion with no yielding). I also feel like once that problem is fixed, it'll probably be rather slow even on the scale of a pacman board. Is there a way I can further optimize it, or perhaps a better method I can look into similar to this?
UPDATE: I finally decided to trash my algorithm due to inefficiency, and implemented a Dijkstra algorithm for pathfinding. For anybody interested in the source code it can be found here: http://pastebin.com/Xivf9mwv
You know that Roblox provides you with the PathfindingService? It uses C-side A* pathing to calculate quite quickly. I'd recommend using it
http://wiki.roblox.com/index.php?title=API:Class/PathfindingService
Try to remodel your algorithm to make use of tail calls. This is a great mechanism available in Lua.
A tail call is a type of recursion where your function returns a function call as the last thing it does. Lua has proper tail calls implementation and it will dress this recursion as a 'goto' under the scenes, so your stack will never blow.
Passing 'paths' as one of the arguments of FindPath might help with that.
I saw your edit about ditching the code, but just to help others stumbling on this question:
ipairs is slower than pairs, which is slower than a numeric for-loop.
If performance matters, never use ipairs, but use a for i=1,#tab loop
If you want to clone a table, use a for-loop. Sometimes, you have to use unpack (returning dynamic amount of trailing nils), but this is not such a case. Unpack is also a slow function.
Replacing ipairs with pairs or numeric for-loops and using loops instead of unpack will increase the performance a lot.
If you want to get the lowest value in a table, use this code snippet:
local lowestValue = values[1]
for k,v in pairs(values) do
if v < lowestValue then
lowestValue = k,v
end
end
This could be rewritten for your path example as so:
local least = #path[1]
for k,v in pairs(path) do
if #v < least then
least = v
end
end
I have to admit, you're very inventive. Not a lot of people would use math.min(unpack(tab)) (not counting the fact it's bad)

Sorting data by groups in Excel

So, I've looked around and tried to solve this on my own. This isn't an absolutely crucial question currently, I just want to know if it could be done.
So let's say I've got a list with some data that looks like
Date Location
01/24/14 H-12
01/25/14 BB-44
01/30/14 G-12
01/29/14 7A-55
01/28/14 NN-15
01/24/14 GG-47
What I want is to be able to sort the data by Location, but I don't want it to be the general way, otherwise I'll end up with 7A-55, BB-44, G-12, H-12, NN-15. I want the data to be sorted so that double letters and single letters are sorted together. E.G. it should be G-12, H-12, BB-44, NN-15, 7A-55 once everything has been sorted.
I've tried creating a custom list sort, but it doesn't work. the way intended. The custom list I tried was A-Z, AA-ZZ, 7A (items were listed out, but for saving space I wrote them like that).
Like I said, this isn't a particularly huge deal if it can't be done, it just would have made it a little easier.
Edit 1 Here is what I would like to be the output
Date Location
01/30/12 G-12
01/24/14 H-12
01/25/14 BB-44
01/24/14 GG-47
01/28/14 NN-15
01/29/14 7A-55
Edit
All of these worked in the regards i wanted to, although if I had to choose a favorite it would be the base 36 number conversion one. That was some real out-of-the-box thinking and the math geek in me appreciated it. Thanks everyone!
Well it works, but is a bit complex, so rather just for fun:
This UDF returns a value that can be used as sort key. It transforms the code into a four-digit base 36-number, i.e. using A-Z and 0-9 as symbols (like hex uses 0-9 and A-F). To get at your desired output, I literally put the symbols in this order, letters first (so "A" = 0 and "0" = 26).
(The missing 'digits' are filled up with zeros, which are in this case "A"s)
It works ;)
Public Function Base36Transform(r As Range) As Long
Dim s As String, c As String
Dim v
Dim i As Integer
Dim rv As Long
v = Split(r.Text, "-")
s1 = v(0)
s2 = v(1)
s = Right("A" & s1, 2) & Right("A" & s2, 2)
rv = 0
For i = 1 To Len(s)
c = Mid(s, Len(s) - i + 1, 1)
If c Like "#" Then
rv = rv + (Val(c) + 26) * (36 ^ (i - 1))
Else
' c is like "[A-Z]"
rv = rv + (Asc(c) - Asc("A")) * (36 ^ (i - 1))
End If
Next
Base36Transform = rv
End Function
Sorting is often a very creative process. VBA can ease up the process, but a little extension of the data will work just as well.
See my results:
The way I did it is by getting the length of each string, just to be safe. This is gotten by simply going =LEN(B2), dragged down.
Then I check if it starts with 7. If it does, assign 1, otherwise keep at 0. I used this formula: =(LEFT(B2,1)="7")*1, dragged down.
Now, my custom sort is this:
Now I might have gotten some things wrong here, or I might even have done overkill by going the Length column. However, the logic is pretty much what you're aiming for.
Hope this helps in a way! Let us know. :)
I am a little lazy here and assuming your data sits in Column A,B. You mightneed to adjust your range or the starting point of your list. But here's the code:
Sub sortttttt()
Dim rng As Range
Dim i As Integer
Range("B2").Activate
Do While Not IsEmpty(ActiveCell)
ActiveCell.Value = Len(ActiveCell.Value) & ActiveCell.Value
ActiveCell.Offset(1, 0).Activate
Loop
Set rng = Range("A1:B6")
rng.Sort Key1:=Range("B2"), Order1:=xlAscending, Header:=xlYes
Range("B2").Activate
Do While Not IsEmpty(ActiveCell)
ActiveCell.Value = Right(ActiveCell.Value, Len(ActiveCell.Value) - 1)
ActiveCell.Offset(1, 0).Activate
Loop
End Sub
Assuming your data is in columns B:C with labels in Row1 and no intervening blank rows, add a column with:
=IF(ISNUMBER(VALUE(LEFT(C2))),3,IF(FIND("-",C2)>2,2,1))
in D1 copied down to suit and sort ascending Location within sort ascending of the added column.

Unexpected $end after while loop and nested if

I have this program that I am working on that is supposed to find the sum of the first 1000 prime numbers. Currently all I am concerned with is making sure that the program is finding the first 1000 prime numbers, I will add the functionality for adding them later. Here is what I have:
#!/usr/bin/ruby
def prime(num)
is_prime = true
for i in 2..Math.sqrt(num)
if (num % i) == 0
is_prime = false
else
is_prime = true
end
end
return is_prime
end
i = 2
number_of_primes = 0
while number_of_primes < 1000
prime = prime(i)
if prime == true
number_of_primes++
end
i++
end
When i try to run the program I get the following feedback:
sumOfPrimes.rb:32: syntax error, unexpected keyword_end
sumOfPrimes.rb:34: syntax error, unexpected keyword_end
what gives? Any direction is appreciated.
Ruby doesn't have ++ operator, you need to do += 1
number_of_primes += 1
Unasked for, but a few pieces of advice if you're interested:
One of the cool things about Ruby is that question marks are legal in method names. As such you'll often find that 'predicate' methods (methods that test something and return true or false) end with a question mark, like this: odd?. Your prime method is a perfect candidate for this, so we can rename it prime?.
You use a local variable, is_prime, to hold whether you have found a factor of the number you're testing yet - this is the kind of thing you'd expect to do in an imperative language such as java or C - but Ruby has all sorts of cool features from functional programming that you will gain great power and expressiveness by learning. If you haven't come across them before, you may need to google what a block is and how the syntax works, but for this purpose you can just think of it as a way to get some code run on every item of a collection. It can be used with a variety of cool methods, and one of them is perfectly suited to your purpose: none?, which returns true if no items in the collection it is called on, when passed to the code block you give, return true. So your prime? method can be rewritten like this:
def prime? num
(2..Math.sqrt(num)).none? { |x| num % x == 0 }
end
Apart from being shorter, the advantage of not needing to use local variables like is_prime is that you give yourself fewer opportunities to introduce bugs - if for example you think the contents of is_prime is one thing but it's actually another. It's also, if you look carefully, a lot closer to the actual mathematical definition of a prime number. So by cutting out the unnecessary code you can get closer to exposing the 'meaning' of what you're writing.
As far as getting the first 1000 primes goes, infinite streams are a really cool way to do this but are probably a bit complex to explain here - definitely google if you're interested as they really are amazing! But just out of interest, here's a simple way you could do it using just recursion and no local variables (remember local variables are the devil!):
def first_n_primes(i = 2, primes = [], n)
if primes.count == n then primes
elsif prime? i then first_n_primes(i + 1, primes + [i], n)
else first_n_primes(i + 1, primes, n)
end
end
And as far as summing them up goes all I'll say is have a search for a ruby method called inject - also called reduce. It might be a bit brain-bending at first if you haven't come across the concept before but it's well worth learning! Very cool and very powerful.
Have fun!

Can someone describe through code a practical example of backtracking with iteration instead of recursion?

Recursion makes backtracking easy as it guarantees that you won't go through the same path again. So all ramifications of your path are visited just once. I am trying to convert a backtracking tail-recursive (with accumulators) algorithm to iteration. I heard it is supposed to be easy to convert a perfectly tail-recursive algorithm to iteration. But I am stuck in the backtracking part.
Can anyone provide a example through code so myself and others can visualize how backtracking is done? I would think that a STACK is not needed here because I have a perfectly tail-recursive algorithm using accumulators, but I can be wrong here.
If the function is actually recursive, then the transformation is as follows (and this is what a compiler which understand TCO will do for you, so you shouldn't have to do it yourself):
Original:
function func(a1, a2, a3...)
... doesn't contain either return or call
return val
...
return func(x1, x2, x3...)
...
... etc.
Converted to:
function func(a1, a2, a3...)
func: // label for goto (yuk!)
...
return val // No change
...
a1 = x1; a2 = x2; a3 = x3...; goto func;
...
... etc.
In order to make this transformation work with mutually co-recursive functions, you need to combine them into a single function, each of which comes with a label. As above, simple return statements are not altered, and return foo(...) turn into assignment to parameter variables followed by goto foo.
Of course, when combining the functions, you may need to rename local variables to avoid conflicts. And you will also lose the ability to use more than one top-level function, unless you add something like a switch statement (with gotos) at the top entry point, before any label. (In fact, in a language in which allowed goto case foo, you could just use the case labels as labels.)
The use of goto is, of course, ugly. If you use a language which preferably guarantees tail-call optimization, or failing that, at least makes a reasonable attempt to do it and reports when it fails, then there is absolutely no motivation to replace the recursive solution, which (in my opinion) is almost always more readable.
In some cases, it's possible to replace the goto and label with something like while (1) { ... }or other such loops, but that involves replacing thegotos withcontinue` (or equivalent), and that won't work if they're nested inside of other loops. So you can actually waste quite a lot of time making the ugly transformation slightly less ugly, and still not end up with a program as readable as the original.
I'll stop proselytizing recursion now. :)
Edited (I couldn't help it, sorry)
Here's a back-tracking n-queens solution in Lua (which does do TCO), consisting of a tail-recursive solver and a tail-recursive verifier:
function solve(legal, n, first, ...)
if first == nil -- Failure
then return nil
elseif first >= n -- Back-track
then return solve(legal, n, ...)
elseif not legal(first + 1, ...) -- Continue search
then return solve(legal, n, first + 1, ...)
elseif n == 1 + select("#", ...) -- Success
then return first + 1, ...
else -- Forward
return solve(legal, n, 0, first + 1, ...)
end
end
function queens_helper(dist, first, second, ...)
if second == nil
then return true
elseif first == second or first - dist == second or first + dist == second
then return false
else
return queens_helper(dist + 1, first, ...)
end
end
function queens_legal(...) return queens_helper(1, ...) end
-- in case you want to try n-rooks, although the solution is trivial.
function rooks_legal(first, second, ...)
if second == nil then return true
elseif first == second then return false
else return rooks_legal(first, ...)
end
end
function queens(n) return solve(queens_legal, n, 0) end

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