I'm trying to make it so that after every say 200 of a value, it will increase a global variable by 1. As you can see below the problem I have is that one, it isn't in any way shape or form efficient and really doesn't work well.
An overall of how I'd like this to work would be so that when GV.TotalNumberValue hits past a certain number, let's say 200, GV.TotalLevel will increase by one and update the text and this will happen every time that GV.TotalNumberValue increases by 200.
Finally, if this is going to be checking what the number is on constantly, should I have this bound to an event such as a button click or a timer? Your help's greatly appreciated, thanks.
void LevelMod()
{
if (GV.TotalNumberValue >= 200)
{
GV.TotalLevel = GV.TotalLevel + 1;
lblLevel.Text = string.Format("{0}{1}", GV.LevelPrefix, GV.TotalLevel);
}
else if (GV.TotalNumberValue >= 400)
{
GV.TotalLevel = GV.TotalLevel + 1;
lblLevel.Text = string.Format("{0}{1}", GV.LevelPrefix, GV.TotalLevel);
}
else
{
return;
}
}
Well, you can use simple math:
Either deduce the level from the value, like this:
int totalLevel = value / 200;
This works because an integer division is always rounded down.
Or, if you know that value has just been incremented, you can detect a level boundary like this:
bool shouldLevelUp = (value % 200) == 0;
if (shouldLevelUp)
++totalLevel;
Perhaps use integer division similar to:
void LevelMod()
{
// I assume the level variables are integrals, so perform an integer division
if (GV.TotalNumberValue / 200 > GV.TotalLevel)
{
GV.TotalLevel = GV.TotalNumberValue / 200;
lblLevel.Text = string.Format("{0}{1}", GV.LevelPrefix, GV.TotalLevel);
}
}
Essentially, your TotalLevel is always TotalNumberValue / 200. This assumes that that GV.TotalNumberValue is an integral type which always rounds the result towards zero.
Related
I'm receiving some inconsistent behavior from the Random.NextDouble().
Regularly, the console would freeze and the cpu usage would increase dramatically until I closed it down. I ran the debugger and found that the cause of the freezing was Random.NextDouble(). I added some lines for debugging purposes, but the code is as follows:
double generateCatenationRate()
{
double catenation = 999.999; //random value to see if it pops up down there
double uniformValue;
double int_covalence = covalence.original;
double dist = int_covalence - 4;
int counter = 0;
while (true)
{
counter++;
uniformValue = utils.getRandomDouble(); //goes bad here!
if (uniformValue <= 0.15)
{
catenation = Math.Abs(utils.normalize(dist, 0, 4)) + uniformValue;
if (catenation < 0 || catenation > 1)
{
if (counter > 10000)
{
Console.WriteLine("Went nuclear!");
break; //break so console doesn't stall out
}
continue;
}
else
{
break;
}
}
}
Console.WriteLine("Took "+counter+" iterations.");
return 1 - catenation;
}
And:
public static double getRandomDouble()
{
Init();
return random.NextDouble();
}
Lastly:
private static void Init()
{
if (random == null) random = new Random();
}
It typically does not stall out, but running it several times successively produces output such as:
Took 4 iterations.
Took 3 iterations
Took 3 iterations.
Took 23 iterations.
Took 12 iterations.
Took 4 iterations.
Went nuclear!
Took 10007 iterations.
Can anyone explain why Random.NextDouble() occasionally seems to create an infinite loop? Looking around, I suspect it has something to do with how the values are seeded, but any insight would be appreciated; would love to fix this issue.
Thank you!
EDIT: covalence.original is always an integer between 1 and 8 (inclusive). normalize() performs min-max normalization, producing a number from 0-1 based on an input and a range. Neither of these seem to contribute to the problem, however.
If I understand correctly then the value of dist and utils.normalize(dist, 0, 4) never changes.
So if int_covalence = 8 then dist = 4 and utils.normalize(dist, 0, 4) = 1, correct?
Since the chance of generating 0.0 is pretty small, that will make catenation virtually always greater than 1 and the check if (catenation < 0 || catenation > 1) always true.
why not just generate the samples directly rather than using rejection sampling?
public static double generateCatenationRate(Random rng, double coval_norm) {
double low = Math.abs(coval_norm) + 0.15;
double delta = 1. - low;
if (delta < 0) {
throw new IllegalArgumentException("impossible given covalence");
}
return low + delta * rng.nextDouble();
}
where coval_norm is whatever you get back from utils.normalize. if we write it this way we get visibility of the "impossible" condition and can do something about it, rather than just looping.
I am doing some Codility coding practices and in the results, I got this "Detected time complexity: O(Y-X)". I do not understand what it actually means. It is because of my lousy and constant looping? How to enhance or improve the performance to get rid of this poor performance?
public static int Solution(int startPoint, int endPoint, int frogJumpPowerDistance)
{
int jumpCount = 0;
// AIM: return the number of jumps to reach endPoint
// CHECK: no jump needed.
if (startPoint == endPoint) return jumpCount;
int distanceReach = startPoint + frogJumpPowerDistance;
jumpCount++;
if (distanceReach < endPoint)
{
//enter checking loop
do
{
distanceReach += frogJumpPowerDistance;
jumpCount++;
}
while (distanceReach < endPoint);
}
return jumpCount;
}
I expect not to get a Timeout error. But I got it.
I am not sure how to improve my codes to solve the Timeout error.
For the input (5, 1000000000, 2) the solution exceeded the time limit.
For your information,
All inputs are within range [1 ... 1,000,000,000].
startPoint less than or equal to endPoint.
I think what "Detected time complexity: O(Y-X)" means is that it is saying your code takes longer to run when the start and end is farther apart. Specifically, the time it takes to run your code increases linearly with respect to the difference between start and end. Note that I am assuming Y is the end and X is the start.
You don't actually need a loop here. You can just do some maths to figure out how many jumps you need, and do this in constant time O(1).
First, you calculate the distance you have to jump by calculating the difference between start and end:
int distance = endPoint - startPoint;
Then, divide the distance by the jump power:
int jumps = distance / frogJumpPowerDistance;
If distance is divisible by frogJumpPowerDistance, then we can just return jumps. Otherwise, we still have some distance left, after we have jumped jumps times (this is integer division!). So we need one more jump to finish it off.
if (distance % frogJumpPowerDistance == 0) {
return jumps;
} else {
return jumps + 1;
}
EDIT:
As iakobski suggested in the comments, this can also be done with just one division, like so:
return (distance - 1) / frogJumpPowerDistance + 1;
As an exercise, One of our student in apprenticeship is supposed to implement a recursive Sine function. (Using the generalized continued fraction)
I tried to help him, having done a fair share of coding in comparison, and am now stuck with a problem I don't understand.
I have a function that works.
What I don't understand is why my first three or four attempt failed.
I tried to debug this thing step-by-step but I can't pinpoint my error. I really would like to know what I'm missing.
Beware, for the code is not as beautiful as it could be. It's a quick and dirty proof of concept I wrote (many times) in 5 minutes.
Here's the code that doesn't work:
// number = the angle in radian
static double sinus(double number, double exp = 1, bool mustAdd = false, double precision = 0.000001)
{
if (number < 0) throw new ArgumentException("sinus");
if (number == 0) return 0;
double result = ((Math.Pow(number, exp)) / factorial(exp));
Console.WriteLine(result);
if (result > precision)
{
if (mustAdd)
return result += sinus(number, exp + 2, !mustAdd);
else
return result -= sinus(number, exp + 2, !mustAdd);
}
else
return result;
}
I'm printing every iteration with the intermediate values, in order to verify that everything is working accordingly. The values are correct.
Here's the working code I came up with (Yes it's dirty too):
static double Altersinus(double number, double exp = 1, bool mustAdd = true, double precision = 0.000001, double result = 0)
{
if (number < 0) throw new ArgumentException("altersinus");
if (number == 0) return 0;
double tmp = ((Math.Pow(number, exp)) / factorial(exp));
Console.WriteLine(tmp);
if (tmp > precision)
{
if (mustAdd)
result += tmp;
else
result -= tmp;
result = Altersinus(number, exp + 2, !mustAdd, precision, result);
}
return result;
}
I'm also writing the intermediate values, and they are exactly the same as the function that doesn't work.
Again, I'm really not searching for a solution, there is no rush. I'm merely trying to understand why it's not working. I would like to know what's technically different between my two methods.
Any idea would be much appreciated.
Cheers.
EDIT
I tried both function with the value 3.14159265358979 (roughly 180 degree)
Both function are printing theses intermediate values :
3.14159265358979
5.16771278004997
2.55016403987735
0.599264529320792
0.0821458866111282
0.00737043094571435
0.000466302805767612
2.19153534478302E-05
7.95205400147551E-07
The method that doesn't works returns -3.90268777359824 as a result, which is completely false.
The one that does works returns -7.72785889430639E-07. Which roughly corresponds to a zero.
I figured it out.
Let's replace the calculus by 'nx' where x is the exposant and n the number.
In the function that does work, I am effectively this:
Sine(n)=n1/1! - n3/3! + n5/5! - nx/x!...
But the one that doesn't work is slightly different. It's doing something else:
Sine(n)=n1/1! - (n3/3! + (n5/5! - (nx/x!...)))
The key here are the parenthesis.
It's affecting the calculus big time, because of the substraction.
If there was only addition it would not have caused any problem.
This is a formula to approximate arcsine(x) using Taylor series from this blog
This is my implementation in C#, I don't know where is the wrong place, the code give wrong result when running:
When i = 0, the division will be 1/x. So I assign temp = 1/x at startup. For each iteration, I change "temp" after "i".
I use a continual loop until the two next value is very "near" together. When the delta of two next number is very small, I will return the value.
My test case:
Input is x =1, so excected arcsin(X) will be arcsin (1) = PI/2 = 1.57079633 rad.
class Arc{
static double abs(double x)
{
return x >= 0 ? x : -x;
}
static double pow(double mu, long n)
{
double kq = mu;
for(long i = 2; i<= n; i++)
{
kq *= mu;
}
return kq;
}
static long fact(long n)
{
long gt = 1;
for (long i = 2; i <= n; i++) {
gt *= i;
}
return gt;
}
#region arcsin
static double arcsinX(double x) {
int i = 0;
double temp = 0;
while (true)
{
//i++;
var iFactSquare = fact(i) * fact(i);
var tempNew = (double)fact(2 * i) / (pow(4, i) * iFactSquare * (2*i+1)) * pow(x, 2 * i + 1) ;
if (abs(tempNew - temp) < 0.00000001)
{
return tempNew;
}
temp = tempNew;
i++;
}
}
public static void Main(){
Console.WriteLine(arcsin());
Console.ReadLine();
}
}
In many series evaluations, it is often convenient to use the quotient between terms to update the term. The quotient here is
(2n)!*x^(2n+1) 4^(n-1)*((n-1)!)^2*(2n-1)
a[n]/a[n-1] = ------------------- * --------------------- -------
(4^n*(n!)^2*(2n+1)) (2n-2)!*x^(2n-1)
=(2n(2n-1)²x²)/(4n²(2n+1))
= ((2n-1)²x²)/(2n(2n+1))
Thus a loop to compute the series value is
sum = 1;
term = 1;
n=1;
while(1 != 1+term) {
term *= (n-0.5)*(n-0.5)*x*x/(n*(n+0.5));
sum += term;
n += 1;
}
return x*sum;
The convergence is only guaranteed for abs(x)<1, for the evaluation at x=1 you have to employ angle halving, which in general is a good idea to speed up convergence.
You are saving two different temp values (temp and tempNew) to check whether or not continuing computation is irrelevant. This is good, except that you are not saving the sum of these two values.
This is a summation. You need to add every new calculated value to the total. You are only keeping track of the most recently calculated value. You can only ever return the last calculated value of the series. So you will always get an extremely small number as your result. Turn this into a summation and the problem should go away.
NOTE: I've made this a community wiki answer because I was hardly the first person to think of this (just the first to put it down in a comment). If you feel that more needs to be added to make the answer complete, just edit it in!
The general suspicion is that this is down to Integer Overflow, namely one of your values (probably the return of fact() or iFactSquare()) is getting too big for the type you have chosen. It's going to negative because you are using signed types — when it gets to too large a positive number, it loops back into the negative.
Try tracking how large n gets during your calculation, and figure out how big a number it would give you if you ran that number through your fact, pow and iFactSquare functions. If it's bigger than the Maximum long value in 64-bit like we think (assuming you're using 64-bit, it'll be a lot smaller for 32-bit), then try using a double instead.
I'm having a problem generating the Terras number sequence.
Here is my unsuccessful attempt:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Terras
{
class Program
{
public static int Terras(int n)
{
if (n <= 1)
{
int return_value = 1;
Console.WriteLine("Terras generated : " + return_value);
return return_value;
}
else
{
if ((n % 2) == 0)
{
// Even number
int return_value = 1 / 2 * Terras(n - 1);
Console.WriteLine("Terras generated : " + return_value);
return return_value;
}
else
{
// Odd number
int return_value = 1 / 2 * (3 * Terras(n - 1) + 1);
Console.WriteLine("Terras generated : " + return_value);
return return_value;
}
}
}
static void Main(string[] args)
{
Console.WriteLine("TERRAS1");
Terras(1); // should generate 1
Console.WriteLine("TERRAS2");
Terras(2); // should generate 2 1 ... instead of 1 and 0
Console.WriteLine("TERRAS5");
Terras(5); // should generate 5,8,4,2,1 not 1 0 0 0 0
Console.Read();
}
}
}
What am I doing wrong?
I know the basics of recursion, but I don’t understand why this doesn’t work.
I observe that the first number of the sequence is actually the number that you pass in, and subsequent numbers are zero.
Change 1 / 2 * Terros(n - 1); to Terros(n - 1)/2;
Also 1 / 2 * (3 * Terros(n - 1) + 1); to (3 * Terros(n - 1) + 1)/2;
1/2 * ... is simply 0 * ... with int math.
[Edit]
Recursion is wrong and formula is mis-guided. Simple iterate
public static void Terros(int n) {
Console.Write("Terros generated :");
int t = n;
Console.Write(" " + t);
while (t > 1) {
int t_previous = t;
if (t_previous%2 == 0) {
t = t_previous/2;
}
else {
t = (3*t_previous+1)/2;
}
Console.Write(", " + t);
}
Console.WriteLine("");
}
The "n is even" should be "t(subscript n-1) is even" - same for "n is odd".
int return_value = 1 / 2 * Terros(n - 1);
int return_value = 1 / 2 * (3 * Terros(n - 1) + 1);
Unfortunately you've hit a common mistake people make with ints.
(int)1 / (int)2 will always be 0.
Since 1/2 is an integer divison it's always 0; in order to correct the math, just
swap the terms: not 1/2*n but n/2; instead of 1/2* (3 * n + 1) put (3 * n + 1) / 2.
Another issue: do not put computation (Terros) and output (Console.WriteLine) in the
same function
public static String TerrosSequence(int n) {
StringBuilder Sb = new StringBuilder();
// Again: dynamic programming is far better here than recursion
while (n > 1) {
if (Sb.Length > 0)
Sb.Append(",");
Sb.Append(n);
n = (n % 2 == 0) ? n / 2 : (3 * n + 1) / 2;
}
if (Sb.Length > 0)
Sb.Append(",");
Sb.Append(n);
return Sb.ToString();
}
// Output: "Terros generated : 5,8,4,2,1"
Console.WriteLine("Terros generated : " + TerrosSequence(5));
The existing answers guide you in the correct direction, but there is no ultimate one. I thought that summing up and adding detail would help you and future visitors.
The problem name
The original name of this question was “Conjuncture of Terros”. First, it is conjecture, second, the modification to the original Collatz sequence you used comes from Riho Terras* (not Terros!) who proved the Terras Theorem saying that for almost all t₀ holds that ∃n ∈ ℕ: tₙ < t₀. You can read more about it on MathWorld and chux’s question on Math.SE.
* While searching for who is that R. Terras mentioned on MathWorld, I found not only the record on Geni.com, but also probable author of that record, his niece Astrid Terras, and her family’s genealogy. Just for the really curious ones. ☺
The formula
You got the formula wrong in your question. As the table of sequences for different t₀ shows, you should be testing for parity of tₙ₋₁ instead of n.
Formula taken from MathWorld.
Also the second table column heading is wrong, it should read t₀, t₁, t₂, … as t₀ is listed too.
You repeat the mistake with testing n instead of tₙ₋₁ in your code, too. If output of your program is precisely specified (e.g. when checked by an automatic judge), think once more whether you should output t₀ or not.
Integer vs float arithmetic
When making an operation with two integers, you get an integer. If a float is involved, the result is float. In both branches of your condition, you compute an expression of this form:
1 / 2 * …
1 and 2 are integers, therefore the division is integer division. Integer division always rounds down, so the expression is in fact
0 * …
which is (almost*) always zero. Mystery solved. But how to fix it?
Instead of multiplying by one half, you can divide by two. In even branch, division by 2 gives no remainder. In odd branch, tₙ₋₁ is odd, so 3 · tₙ₋₁ is odd too. Odd plus 1 is even, so division by two always produces remainder equal to zero in both branches. Integer division is enough, the result is precise.
Also, you could use float division, just replace 1 with 1.0. But this will probably not give correct results. You see, all members of the sequence are integers and you’re getting float results! So rounding with Math.Round() and casting to integer? Nah… If you can, always evade using floats. There are very few use cases for them, I think, most having something to do with graphics or numerical algorithms. Most of the time you don’t really need them and they just introduce round-off errors.
* Zero times whatever could produce NaN too, but let’s ignore the possibility of “whatever” being from special float values. I’m just pedantic.
Recursive solution
Apart from the problems mentioned above, your whole recursive approach is flawed. Obviously you intended Terras(n) to be tₙ. That’s not utterly bad. But then you forgot that you supply t₀ and search for n instead of the other way round.
To fix your approach, you would need to set up a “global” variable int t0 that would be set to given t₀ and returned from Terras(0). Then Terras(n) would really return tₙ. But you wouldn’t still know the value of n when the sequence stops. You could only repeat for bigger and bigger n, ruining time complexity.
Wait. What about caching the results of intermediate Terras() calls in an ArrayList<int> t? t[i] will contain result for Terras(i) or zero if not initialized. At the top of Terras() you would add if (n < t.Count() && t[n] != 0) return t[n]; for returning the value immediately if cached and not repeating the computation. Otherwise the computation is really made and just before returning, the result is cached:
if (n < t.Count()) {
t[n] = return_value;
} else {
for (int i = t.Count(); i < n; i++) {
t.Add(0);
}
t.Add(return_value);
}
Still not good enough. Time complexity saved, but having the ArrayList increases space complexity. Try tracing (preferably manually, pencil & paper) the computation for t0 = 3; t.Add(t0);. You don’t know the final n beforehand, so you must go from 1 up, till Terras(n) returns 1.
Noticed anything? First, each time you increment n and make a new Terras() call, you add the computed value at the end of cache (t). Second, you’re always looking just one item back. You’re computing the whole sequence from the bottom up and you don’t need that big stupid ArrayList but always just its last item!
Iterative solution
OK, let’s forget that complicated recursive solution trying to follow the top-down definition and move to the bottom-up approach that popped up from gradual improvement of the original solution. Recursion is not needed anymore, it just clutters the whole thing and slows it down.
End of sequence is still found by incrementing n and computing tₙ, halting when tₙ = 1. Variable t stores tₙ, t_previous stores previous tₙ (now tₙ₋₁). The rest should be obvious.
public static void Terras(int t) {
Console.Write("Terras generated:");
Console.Write(" " + t);
while (t > 1) {
int t_previous = t;
if (t_previous % 2 == 0) {
t = t_previous / 2;
} else {
t = (3 * t_previous + 1) / 2;
}
Console.Write(", " + t);
}
Console.WriteLine("");
}
Variable names taken from chux’s answer, just for the sake of comparability.
This can be deemed a primitive instance of dynamic-programming technique. The evolution of this solution is common to the whole class of such problems. Slow recursion, call result caching, dynamic “bottom-up” approach. When you are more experienced with dynamic programming, you’ll start seeing it directly even in more complicated problems, not even thinking about recursion.