Excluding value from array & Counting it - c#

How do I exclude and count values which are bigger than 4095 from this array:
EDIT: so this is the final code I have, it basically works on some mousepoints, however there are some exceptions where the difference between depth and neighbouring values are too big (see green marked box on http://s7.directupload.net/images/131007/uitb86ho.jpg). In the screenshot there is a red box, which contains 441 Pixels, and the average value of those 441 Pixels is 1198 mm, where the depth on x;y 15;463 is only about 614 mm. Have no idea where the bigger average values come from, since it should have been excluded with the if-condition (d < 4095).
protected void imageIR_MouseClick(object sender, System.Windows.Input.MouseEventArgs e)
{
// Get the x and y coordinates of the mouse pointer.
System.Windows.Point mousePoint = e.GetPosition(imageIR);
double xpos_IR = mousePoint.X;
double ypos_IR = mousePoint.Y;
int x = (int)xpos_IR;
int y = (int)ypos_IR;
lbCoord.Content = "x- & y- Koordinate [pixel]: " + x + " ; " + y;
int d = (ushort)pixelData[x + y * this.depthFrame.Width];
d = d >> 3;
int xpos_Content = (int)((x - 320) * 0.03501 / 2 * d/10);
int ypos_Content = (int)((240 - y) * 0.03501 / 2 * d/10);
xpos.Content = "x- Koordinate [mm]: " + xpos_Content;
ypos.Content = "y- Koordinate [mm]: " + ypos_Content;
zpos.Content = "z- Koordinate [mm]: " + (d);
// Calculate the average value of array element
int sum = 0;
int i;
i = Convert.ToInt32(gr_ordnung.Text);
i = int.Parse(gr_ordnung.Text);
int m;
int n;
int d_mw = 0;
int count = 0;
for (m = x - i; m <= x + i; m++)
{
for (n = y - i; n <= y + i; n++)
{
int d_array = (ushort)pixelData[m + n * this.depthFrame.Width];
d_array = d_array >> 3;
// With condition that if one of those values is more than 4095:
if (d_array <= 4095)
{
sum += d_array;
count++;
d_mw = sum / count;
}
tiefen_mw.Content = "Tiefen-MW [mm]: " + d_mw;
}
}
}
So, the 'if' condition means if I have d_array (in my case 100 Pixels) from m = x-i to m = x+i and n = y-i to n = y+i which is less than 4095 then just do the 'normal' calculation where the average is the sum of all values divided by the number of total elements.
Now the 'else' condition means: if I have d_array value which is more than 4095, then it should be declared as 0 and it doesn't count in the average. Did I write the Syntax correctly?

You could use LinQ to do this quite easily:
using System.Linq;
...
int[] values = new int[10];
// Fill array
...
int[] usefulValues = values.Where(i => i <= 4095).ToArray();
int numberOfUselessValues = values.Length - usefulValues.Length;
UPDATE >>>
Try this instead:
int count_useful = 0; // <<< Important to initialise this here
for (m = x - i; m <= x + i; m++)
{
for (n = y - i; n <= y + i; n++)
{
int d_array = (ushort)pixelData[m + n * this.depthFrame.Width];
d_array = d_array >> 3;
if (d_array <= 4095)
{
sum += d_array;
count_useful++;
}
}
}
d_mw = sum / count_useful; // <<< Perform these sums outside of the loop
tiefen_mw.Content = "Tiefen-MW [mm]: " + d_mw;

Just check before you do anything:
int d_array = (ushort)pixelData[m + n * this.depthFrame.Width];
d_array = d_array >> 3;
if (d_array > 4095) continue; // <-- this
Without knowing more.. its hard to give you a nicer answer.

Related

Calculating the correct length of string per line with Page X/Y

I got asked a question and now I am kicking myself for not being able to come up with the exact/correct result.
Imagine we have a function that splits a string into multiple lines but each line has to have x number of characters before we "split" to the new line:
private string[] GetPagedMessages(string input, int maxCharsPerLine) { ... }
For each line, we need to incorporate, at the end of the line "x/y" which is basically 1/4, 2/4 etc...
Now, the paging mechanism must also be part of the length restriction per line.
I have been overworked and overthinking and tripping up on things and this seems pretty straight forward but for the life of me, I cannot figure it out! What am I not "getting"?
What am I interested in? The calculation and some part of the logic but mainly the calculation of how many lines are required to split the input based on the max chars per line which also needs to include the x/y.
Remember: we can have more than a single digit for the x/y (i.e: not just 1/4 but also 10/17 or 99/200)
Samples:
input = "This is a long message"
maxCharsPerLine = 10
output:
This i 1/4 // << Max 10 chars
s a lo 2/4 // << Max 10 chars
ng mes 3/4 // << Max 10 chars
sage 4/4 // << Max 10 chars
Overall the logic is simple but its just the calculation that is throwing me off.
The idea: First, find how many digits is the number of lines:
(n = input.Length, maxCharsPerLine = 10)
if n <= 9*(10-4) ==> 1 digit
if n <= 9*(10-5) + 90*(10-6) ==> 2 digits
if n <= 9*(10-6) + 90*(10-7) + 900*(10-8) ==> 3 digits
if n <= 9*(10-7) + 90*(10-8) + 900*(10-9) + 9000*(10-10) ==> No solution
Then, subtract the spare number of lines. The solution:
private static int GetNumberOfLines(string input, int maxCharsPerLine)
{
int n = input.Length;
int x = maxCharsPerLine;
for (int i = 4; i < x; i++)
{
int j, sum = 0, d = 9, numberOfLines = 0;
for (j = i; j <= i + i - 4; j++)
{
if (x - j <= 0)
return -1; // No solution
sum += d * (x - j);
numberOfLines += d;
d *= 10;
}
if (n <= sum)
return numberOfLines - (sum - n) / (x - j + 1);
}
return -2; // Invalid
}
Usage:
private static string[] GetPagedMessages(string input, int maxCharsPerLine)
{
int numberOfLines = GetNumberOfLines(input, maxCharsPerLine);
if (numberOfLines < 0)
return null;
string[] result = new string[numberOfLines];
int spaceLeftForLine = maxCharsPerLine - numberOfLines.ToString().Length - 2; // Remove the chars of " x/y" except the incremental 'x'
int inputPosition = 0;
for (int line = 1; line < numberOfLines; line++)
{
int charsInLine = spaceLeftForLine - line.ToString().Length;
result[line - 1] = input.Substring(inputPosition, charsInLine) + $" {line}/{numberOfLines}";
inputPosition += charsInLine;
}
result[numberOfLines-1] = input.Substring(inputPosition) + $" {numberOfLines}/{numberOfLines}";
return result;
}
A naive approach is to start counting the line lengths minus the "pager"'s size, until the line count changes in size ("1/9" is shorter than "1/10", which is shorter than "11/20", and so on):
private static int[] GetLineLengths(string input, int maxCharsPerLine)
{
/* The "pager" (x/y) is at least 4 characters (including the preceding space) and at most ... 8?
* 7/9 (4)
* 1/10 (5)
* 42/69 (6)
* 3/123 (6)
* 42/420 (7)
* 999/999 (8)
*/
int charsRemaining = input.Length;
var lineLengths = new List<int>();
// Start with " 1/2", (1 + 1 + 2) = 4 length
var highestLineNumberLength = 1;
var lineNumber = 0;
do
{
lineNumber++;
var currentLineNumberLength = lineNumber.ToString().Length; // 1 = 1, 99 = 2, ...
if (currentLineNumberLength > highestLineNumberLength)
{
// Pager size changed, reset
highestLineNumberLength = currentLineNumberLength;
lineLengths.Clear();
lineNumber = 0;
charsRemaining = input.Length;
continue;
}
var pagerSize = currentLineNumberLength + highestLineNumberLength + 2;
var lineLength = maxCharsPerLine - pagerSize;
if (lineLength <= 0)
{
throw new ArgumentException($"Can't split input of size {input.Length} into chunks of size {maxCharsPerLine}");
}
lineLengths.Add(lineLength);
charsRemaining -= lineLength;
}
while (charsRemaining > 0);
return lineLengths.ToArray();
}
Usage:
private static string[] GetPagedMessages(string input, int maxCharsPerLine)
{
if (input.Length <= maxCharsPerLine)
{
// Assumption: no pager required for a message that takes one line
return new[] { input };
}
var lineLengths = GetLineLengths(input, maxCharsPerLine);
var result = new string[lineLengths.Length];
// Cut the input and append the pager
var previousIndex = 0;
for (var i = 0; i < lineLengths.Length; i++)
{
var lineLength = Math.Min(lineLengths[i], input.Length - previousIndex); // To cater for final line being shorter
result[i] = input.Substring(previousIndex, lineLength) + " " + (i + 1) + "/" + lineLengths.Length;
previousIndex += lineLength;
}
return result;
}
Prints, for example:
This 1/20
is a 2/20
long 3/20
strin 4/20
g tha 5/20
t wil 6/20
l spa 7/20
n mor 8/20
e tha 9/20
n te 10/20
n li 11/20
nes 12/20
beca 13/20
use 14/20
of i 15/20
ts e 16/20
norm 17/20
ous 18/20
leng 19/20
th 20/20

What is the Output of a fftLeft array after applying FFTDb function to a waveLeft array C# .Frequencies, or something else?

I am a newcomer to the sound programming. I have a real-time sound visualizer(http://www.codeproject.com/Articles/20025/Sound-visualizer-in-C). I downloaded it from codeproject.com.
In AudioFrame.cs class there is an array as below:
_fftLeft = FourierTransform.FFTDb(ref _waveLeft);
_fftLeft is a double array. _waveLeft is also a double array. As above they applied
FouriorTransform.cs class's FFTDb function to a _waveLeft array.
Here is FFTDb function:
static public double[] FFTDb(ref double[] x)
{
n = x.Length;
nu = (int)(Math.Log(n) / Math.Log(2));
int n2 = n / 2;
int nu1 = nu - 1;
double[] xre = new double[n];
double[] xim = new double[n];
double[] decibel = new double[n2];
double tr, ti, p, arg, c, s;
for (int i = 0; i < n; i++)
{
xre[i] = x[i];
xim[i] = 0.0f;
}
int k = 0;
for (int l = 1; l <= nu; l++)
{
while (k < n)
{
for (int i = 1; i <= n2; i++)
{
p = BitReverse(k >> nu1);
arg = 2 * (double)Math.PI * p / n;
c = (double)Math.Cos(arg);
s = (double)Math.Sin(arg);
tr = xre[k + n2] * c + xim[k + n2] * s;
ti = xim[k + n2] * c - xre[k + n2] * s;
xre[k + n2] = xre[k] - tr;
xim[k + n2] = xim[k] - ti;
xre[k] += tr;
xim[k] += ti;
k++;
}
k += n2;
}
k = 0;
nu1--;
n2 = n2 / 2;
}
k = 0;
int r;
while (k < n)
{
r = BitReverse(k);
if (r > k)
{
tr = xre[k];
ti = xim[k];
xre[k] = xre[r];
xim[k] = xim[r];
xre[r] = tr;
xim[r] = ti;
}
k++;
}
for (int i = 0; i < n / 2; i++)
decibel[i] = 10.0 * Math.Log10((float)(Math.Sqrt((xre[i] * xre[i]) + (xim[i] * xim[i]))));
return decibel;
}
When I play a music note in a guitar i wanted to know it's frequency in a numerical format. I wrote a foreach loop to know what is the output of a _fftLeft array as below,
foreach (double myarray in _fftLeft)
{
Console.WriteLine(myarray );
}
This output's contain lots of real-time values as below .
41.3672743963389
,43.0176034462662,
35.3677383746087,
42.5968946936404,
42.0600935794783,
36.7521669642071,
41.6356709559342,
41.7189032845742,
41.1002451261724,
40.8035583510188,
45.604366914128,
39.645552593115
I want to know what are those values (frequencies or not)? if the answer is frequencies then why it contains low frequency values? And when I play a guitar note I want to detect a frequency of that particular guitar note.
Based on the posted code, FFTDb first computes the FFT then computes and returns the magnitudes of the frequency spectrum in the logarithmic decibels scale. In other words, the _fftLeft then contains magnitudes for a discreet set of frequencies. The actual values of those frequencies can be computed using the array index and sampling frequency according to this answer.
As an example, if you were plotting the _fftLeft output for a pure sinusoidal tone input you should be able to see a clear spike in the index corresponding to the sinusoidal frequency. For a guitar note however you are likely going to see multiple spikes in magnitude corresponding to the harmonics. To detect the note's frequency aka pitch is a more complicated topic and typically requires the use of one of several pitch detection algorithms.

Average of 3 long integers

I have 3 very large signed integers.
long x = long.MaxValue;
long y = long.MaxValue - 1;
long z = long.MaxValue - 2;
I want to calculate their truncated average. Expected average value is long.MaxValue - 1, which is 9223372036854775806.
It is impossible to calculate it as:
long avg = (x + y + z) / 3; // 3074457345618258600
Note: I read all those questions about average of 2 numbers, but I don't see how that technique can be applied to average of 3 numbers.
It would be very easy with the usage of BigInteger, but let's assume I cannot use it.
BigInteger bx = new BigInteger(x);
BigInteger by = new BigInteger(y);
BigInteger bz = new BigInteger(z);
BigInteger bavg = (bx + by + bz) / 3; // 9223372036854775806
If I convert to double, then, of course, I lose precision:
double dx = x;
double dy = y;
double dz = z;
double davg = (dx + dy + dz) / 3; // 9223372036854780000
If I convert to decimal, it works, but also let's assume that I cannot use it.
decimal mx = x;
decimal my = y;
decimal mz = z;
decimal mavg = (mx + my + mz) / 3; // 9223372036854775806
Question: Is there a way to calculate the truncated average of 3 very large integers only with the usage of long type? Don't consider that question as C#-specific, just it is easier for me to provide samples in C#.
This code will work, but isn't that pretty.
It first divides all three values (it floors the values, so you 'lose' the remainder), and then divides the remainder:
long n = x / 3
+ y / 3
+ z / 3
+ ( x % 3
+ y % 3
+ z % 3
) / 3
Note that the above sample does not always work properly when having one or more negative values.
As discussed with Ulugbek, since the number of comments are exploding below, here is the current BEST solution for both positive and negative values.
Thanks to answers and comments of Ulugbek Umirov, James S, KevinZ, Marc van Leeuwen, gnasher729 this is the current solution:
static long CalculateAverage(long x, long y, long z)
{
return (x % 3 + y % 3 + z % 3 + 6) / 3 - 2
+ x / 3 + y / 3 + z / 3;
}
static long CalculateAverage(params long[] arr)
{
int count = arr.Length;
return (arr.Sum(n => n % count) + count * (count - 1)) / count - (count - 1)
+ arr.Sum(n => n / count);
}
NB - Patrick has already given a great answer. Expanding on this you could do a generic version for any number of integers like so:
long x = long.MaxValue;
long y = long.MaxValue - 1;
long z = long.MaxValue - 2;
long[] arr = { x, y, z };
var avg = arr.Select(i => i / arr.Length).Sum()
+ arr.Select(i => i % arr.Length).Sum() / arr.Length;
Patrick Hofman has posted a great solution. But if needed it can still be implemented in several other ways. Using the algorithm here I have another solution. If implemented carefully it may be faster than the multiple divisions in systems with slow hardware divisors. It can be further optimized by using divide by constants technique from hacker's delight
public class int128_t {
private int H;
private long L;
public int128_t(int h, long l)
{
H = h;
L = l;
}
public int128_t add(int128_t a)
{
int128_t s;
s.L = L + a.L;
s.H = H + a.H + (s.L < a.L);
return b;
}
private int128_t rshift2() // right shift 2
{
int128_t r;
r.H = H >> 2;
r.L = (L >> 2) | ((H & 0x03) << 62);
return r;
}
public int128_t divideby3()
{
int128_t sum = {0, 0}, num = new int128_t(H, L);
while (num.H || num.L > 3)
{
int128_t n_sar2 = num.rshift2();
sum = add(n_sar2, sum);
num = add(n_sar2, new int128_t(0, num.L & 3));
}
if (num.H == 0 && num.L == 3)
{
// sum = add(sum, 1);
sum.L++;
if (sum.L == 0) sum.H++;
}
return sum;
}
};
int128_t t = new int128_t(0, x);
t = t.add(new int128_t(0, y));
t = t.add(new int128_t(0, z));
t = t.divideby3();
long average = t.L;
In C/C++ on 64-bit platforms it's much easier with __int128
int64_t average = ((__int128)x + y + z)/3;
You can calculate the mean of numbers based on the differences between the numbers rather than using the sum.
Let's say x is the max, y is the median, z is the min (as you have). We will call them max, median and min.
Conditional checker added as per #UlugbekUmirov's comment:
long tmp = median + ((min - median) / 2); //Average of min 2 values
if (median > 0) tmp = median + ((max - median) / 2); //Average of max 2 values
long mean;
if (min > 0) {
mean = min + ((tmp - min) * (2.0 / 3)); //Average of all 3 values
} else if (median > 0) {
mean = min;
while (mean != tmp) {
mean += 2;
tmp--;
}
} else if (max > 0) {
mean = max;
while (mean != tmp) {
mean--;
tmp += 2;
}
} else {
mean = max + ((tmp - max) * (2.0 / 3));
}
Patching Patrick Hofman's solution with supercat's correction, I give you the following:
static Int64 Avg3 ( Int64 x, Int64 y, Int64 z )
{
UInt64 flag = 1ul << 63;
UInt64 x_ = flag ^ (UInt64) x;
UInt64 y_ = flag ^ (UInt64) y;
UInt64 z_ = flag ^ (UInt64) z;
UInt64 quotient = x_ / 3ul + y_ / 3ul + z_ / 3ul
+ ( x_ % 3ul + y_ % 3ul + z_ % 3ul ) / 3ul;
return (Int64) (quotient ^ flag);
}
And the N element case:
static Int64 AvgN ( params Int64 [ ] args )
{
UInt64 length = (UInt64) args.Length;
UInt64 flag = 1ul << 63;
UInt64 quotient_sum = 0;
UInt64 remainder_sum = 0;
foreach ( Int64 item in args )
{
UInt64 uitem = flag ^ (UInt64) item;
quotient_sum += uitem / length;
remainder_sum += uitem % length;
}
return (Int64) ( flag ^ ( quotient_sum + remainder_sum / length ) );
}
This always gives the floor() of the mean, and eliminates every possible edge case.
Because C uses floored division rather than Euclidian division, it may easier to compute a properly-rounded average of three unsigned values than three signed ones. Simply add 0x8000000000000000UL to each number before taking the unsigned average, subtract it after taking the result, and use an unchecked cast back to Int64 to get a signed average.
To compute the unsigned average, compute the sum of the top 32 bits of the three values. Then compute the sum of the bottom 32 bits of the three values, plus the sum from above, plus one [the plus one is to yield a rounded result]. The average will be 0x55555555 times the first sum, plus one third of the second.
Performance on 32-bit processors might be enhanced by producing three "sum" values each of which is 32 bits long, so that the final result is ((0x55555555UL * sumX)<<32) + 0x55555555UL * sumH + sumL/3; it might possibly be further enhanced by replacing sumL/3 with ((sumL * 0x55555556UL) >> 32), though the latter would depend upon the JIT optimizer [it might know how to replace a division by 3 with a multiply, and its code might actually be more efficient than an explicit multiply operation].
If you know you have N values, can you just divide each value by N and sum them together?
long GetAverage(long* arrayVals, int n)
{
long avg = 0;
long rem = 0;
for(int i=0; i<n; ++i)
{
avg += arrayVals[i] / n;
rem += arrayVals[i] % n;
}
return avg + (rem / n);
}
You could use the fact that you can write each of the numbers as y = ax + b, where x is a constant. Each a would be y / x (the integer part of that division). Each b would be y % x (the rest/modulo of that division). If you choose this constant in an intelligent way, for example by choosing the square root of the maximum number as a constant, you can get the average of x numbers without having problems with overflow.
The average of an arbitrary list of numbers can be found by finding:
( ( sum( all A's ) / length ) * constant ) +
( ( sum( all A's ) % length ) * constant / length) +
( ( sum( all B's ) / length )
where % denotes modulo and / denotes the 'whole' part of division.
The program would look something like:
class Program
{
static void Main()
{
List<long> list = new List<long>();
list.Add( long.MaxValue );
list.Add( long.MaxValue - 1 );
list.Add( long.MaxValue - 2 );
long sumA = 0, sumB = 0;
long res1, res2, res3;
//You should calculate the following dynamically
long constant = 1753413056;
foreach (long num in list)
{
sumA += num / constant;
sumB += num % constant;
}
res1 = (sumA / list.Count) * constant;
res2 = ((sumA % list.Count) * constant) / list.Count;
res3 = sumB / list.Count;
Console.WriteLine( res1 + res2 + res3 );
}
}
I also tried it and come up with a faster solution (although only by a factor about 3/4). It uses a single division
public static long avg(long a, long b, long c) {
final long quarterSum = (a>>2) + (b>>2) + (c>>2);
final long lowSum = (a&3) + (b&3) + (c&3);
final long twelfth = quarterSum / 3;
final long quarterRemainder = quarterSum - 3*twelfth;
final long adjustment = smallDiv3(lowSum + 4*quarterRemainder);
return 4*twelfth + adjustment;
}
where smallDiv3 is division by 3 using multipliation and working only for small arguments
private static long smallDiv3(long n) {
assert -30 <= n && n <= 30;
// Constants found rather experimentally.
return (64/3*n + 10) >> 6;
}
Here is the whole code including a test and a benchmark, the results are not that impressive.
This function computes the result in two divisions. It should generalize nicely to other divisors and word sizes.
It works by computing the double-word addition result, then working out the division.
Int64 average(Int64 a, Int64 b, Int64 c) {
// constants: 0x10000000000000000 div/mod 3
const Int64 hdiv3 = UInt64(-3) / 3 + 1;
const Int64 hmod3 = UInt64(-3) % 3;
// compute the signed double-word addition result in hi:lo
UInt64 lo = a; Int64 hi = a>=0 ? 0 : -1;
lo += b; hi += b>=0 ? lo<b : -(lo>=UInt64(b));
lo += c; hi += c>=0 ? lo<c : -(lo>=UInt64(c));
// divide, do a correction when high/low modulos add up
return hi>=0 ? lo/3 + hi*hdiv3 + (lo%3 + hi*hmod3)/3
: lo/3+1 + hi*hdiv3 + Int64(lo%3-3 + hi*hmod3)/3;
}
Math
(x + y + z) / 3 = x/3 + y/3 + z/3
(a[1] + a[2] + .. + a[k]) / k = a[1]/k + a[2]/k + .. + a[k]/k
Code
long calculateAverage (long a [])
{
double average = 0;
foreach (long x in a)
average += (Convert.ToDouble(x)/Convert.ToDouble(a.Length));
return Convert.ToInt64(Math.Round(average));
}
long calculateAverage_Safe (long a [])
{
double average = 0;
double b = 0;
foreach (long x in a)
{
b = (Convert.ToDouble(x)/Convert.ToDouble(a.Length));
if (b >= (Convert.ToDouble(long.MaxValue)-average))
throw new OverflowException ();
average += b;
}
return Convert.ToInt64(Math.Round(average));
}
Try this:
long n = Array.ConvertAll(new[]{x,y,z},v=>v/3).Sum()
+ (Array.ConvertAll(new[]{x,y,z},v=>v%3).Sum() / 3);

Midpoint displacement algorithm - weird results

I am writing my own midpoint displacement algorithm for learning purposes and I decided to implement it in my own way to see if I was 1) able to understand the algorithm and 2) see if i could modify it to my liking.
here is the code to generate the fractal:
public void Generate(Double rg, int size)
{
Random rand = new Random();
int min = -127;
int max = 128;
// Starting points of the rectangle
MDP_Point s1 = new MDP_Point(0, 0, rand.Next(min, max));
MDP_Point s2 = new MDP_Point(size, 0, rand.Next(min, max));
MDP_Point s3 = new MDP_Point(size, size, rand.Next(min, max));
MDP_Point s4 = new MDP_Point(0, size, rand.Next(min, max));
// Lists containing the rectangles
List<MDP_Rect> newRect = new List<MDP_Rect>(); // Newly created rectangles
List<MDP_Rect> oldRect = new List<MDP_Rect>(); // Rectangles being divided
// Starting rectangle is added to the list
oldRect.Add(new MDP_Rect(s1, s2, s3, s4));
// Distance between 2 points in a rectangle
int h = size;
while (h > 1)
{
foreach (MDP_Rect r in oldRect)
{
// Middle points of rectangle segments
MDP_Point m1 = new MDP_Point();
MDP_Point m2 = new MDP_Point();
MDP_Point m3 = new MDP_Point();
MDP_Point m4 = new MDP_Point();
// Middle point of rectangle
MDP_Point mm = new MDP_Point();
m1.x = (r.C1.x + r.C2.x) / 2;
m1.y = (r.C1.y + r.C2.y) / 2;
m1.z = ((r.C1.z + r.C2.z) / 2) +(rand.Next(min, max) * rg);
m2.x = (r.C2.x + r.C3.x) / 2;
m2.y = (r.C2.y + r.C3.y) / 2;
m2.z = ((r.C2.z + r.C3.z) / 2) +(rand.Next(min, max) * rg);
m3.x = (r.C3.x + r.C4.x) / 2;
m3.y = (r.C3.y + r.C4.y) / 2;
m3.z = ((r.C3.z + r.C4.z) / 2) +(rand.Next(min, max) * rg);
m4.x = (r.C1.x + r.C4.x) / 2;
m4.y = (r.C1.y + r.C4.y) / 2;
m4.z = ((r.C1.z + r.C4.z) / 2) + (rand.Next(min, max) * rg);
mm.x = (r.C1.x + r.C2.x + r.C3.x + r.C4.x) / 4;
mm.y = (r.C1.y + r.C2.y + r.C3.y + r.C4.y) / 4;
mm.z = ((r.C1.z + r.C2.z + r.C3.z + r.C4.z) / 4) + (rand.Next(min, max) * rg);
newRect.Add(new MDP_Rect(r.C1, m1, mm, m4));
newRect.Add(new MDP_Rect(m1, r.C2, m2, mm));
newRect.Add(new MDP_Rect(mm, m2, r.C3, m3));
newRect.Add(new MDP_Rect(m4, mm, m3, r.C4));
}
oldRect.Clear();
oldRect = new List<MDP_Rect>(newRect);
newRect.Clear();
h /= 2;
}
List<MDP_Rect> sorted = new List<MDP_Rect>();
sorted = oldRect.OrderBy(y => y.C1.y).ThenBy(x => x.C1.x).ToList();
List<MDP_Point> mapArray = new List<MDP_Point>();
mapArray.AddRange(CreateArray(sorted));
CreateImage(size, mapArray, rg);
}
MDP_Point only contains x, y and z values
MDP_Rectangle contains 4 points, creating a rectangle
The CreateArray() method only takes the ordered rectangle list and outputs and list of points in the correct order to create an image.
CreateArray():
private List<MDP_Point> CreateArray(List<MDP_Rect> lRect)
{
List<MDP_Point> p = new List<MDP_Point>();
int size = (int)Math.Sqrt(lRect.Count);
int i = 0;
foreach (MDP_Rect r in lRect)
{
p.Add(new MDP_Point((int)r.C1.x, (int)r.C1.y, (int)r.C1.z));
if (i > 0 && i % size == size - 1)
{
p.Add(new MDP_Point((int)r.C2.x, (int)r.C2.y, (int)r.C2.z));
}
i++;
}
for (int a = 0; a < size; a++)
{
p.Add(new MDP_Point((int)lRect[(size * size - size) + a].C4.x,
(int)lRect[(size * size - size) + a].C4.y,
(int)lRect[(size * size - size) + a].C4.z));
if (a > 0 && a % size == size - 1)
{
p.Add(new MDP_Point((int)lRect[(size * size - size) + a].C3.x,
(int)lRect[(size * size - size) + a].C3.y,
(int)lRect[(size * size - size) + a].C3.z));
}
}
return p;
}
This is the method to create the image:
private void CreateImage(int size, List<MDP_Point> arr, double roughness)
{
Bitmap map = new Bitmap(size, size);
int ver = 0;
for (int i = 0; i < map.Height; i++)
{
for (int n = 0; n < map.Width; n++ )
{
int h = (int)arr[ver].z + 127;
if (h < 0)
{
h = 0;
}
else if (h > 255)
{
h = 255 ;
}
Color c = Color.FromArgb(h, h, h);
//map.SetPixel(n, i, c);
map.SetPixel(i, n, c);
ver++;
}
}
Bitmap m = new Bitmap(map);
bool saved = true;
int num = 0;
while (saved)
{
if (File.Exists("map_S" + size + "_R" + roughness + "_" + num + ".png"))
{
num++;
}
else
{
m.Save("map_S" + size + "_R" + roughness + "_" + num + ".png", System.Drawing.Imaging.ImageFormat.Png);
saved = false;
}
}
map.Dispose();
m.Dispose();
}
The fact that any value below 0 is set to 0 and any value above 255 is set to 255 is probably a big issue.... not sure what to do about it.
Here's an image generated by the code:
Size: 1024
Roughness: 0.5
The most obvious issues are the diagonal "ridge lines" and the tiled look there is.
At this point, i'm not sure what to do to fix this to make it look more natural.
Any ideas?
Here, I think part of the problem is your hacking of the h variable with 255 and 0. I tried the code using:
int h = (int) arr[ver].z;
if (h < 0)
{
h = Math.Abs(h);
}
while(h > 255)
{
h -= 255;
}
On my PC the result was:
and when I used:
int h = (int) arr[ver].z + 127;
Note that I just had to create a testing MDP_Point class and MDP_Rect to test this...
To avoid these artifacts, you should use the two-stage method proposed by Peitgen et al. in "The Science of Fractal Images". They also suggest adding additional random displacements to all vertices after each subdivision step. I found a scanned excerpt here (page 45):
http://cs455.cs.byu.edu/lectureslides/FractalsPart2.pdf

How to improve the performance of Leetcode 4sum-ii challenge

It is a leet code contest question which I am trying to attempt after contest is over but my code always exceeds time limit.
Question is
Given four lists A, B, C, D of integer values, compute how many tuples
(i, j, k, l) there are such that A[i] + B[j] + C[k] + D[l] is zero.
To make problem a bit easier, all A, B, C, D
have same length of N where 0 ≤ N ≤ 500.
All integers are in the range of -228 to 228 - 1
and the result is guaranteed to be at most 231 - 1.
Example:
Input:
A = [ 1, 2]
B = [-2,-1]
C = [-1, 2]
D = [ 0, 2]
Output:
2
Explanation:
The two tuples are:
1. (0, 0, 0, 1) -> A[0] + B[0] + C[0] + D[1] = 1 + (-2) + (-1) + 2 = 0
2. (1, 1, 0, 0) -> A[1] + B[1] + C[0] + D[0] = 2 + (-1) + (-1) + 0 = 0
My code is
public static int FourSumCount(int[] A, int[] B, int[] C, int[] D)
{
int count = 0;
List<int> map1 = new List<int>();
List<int> map2 = new List<int>();
for (int i = 0; i < A.Length; i++)
for (int y = 0; y < B.Length; y++)
{
map1.Add(A[i] + B[y]);
map2.Add(C[i] + D[y]);
}
for (int i = 0; i < map2.Count(); i++)
{
for (int j = 0; j < map2.Count(); j++)
//if (map1.Contains(map2[i]*-1))
//{
// var newList = map1.FindAll(s => s.Equals(map2[i] * -1));
// count = count + newList.Count();
//}
if (map1[i] + map2[j] == 0)
{
count++;
}
}
return count;
}
is there any better way? Thanks in anticipation.
I suggest kind of meet in the middle algorithm:
A[i] + B[j] + C[k] + D[l] = 0
actually means to find out A[i] + B[j] and C[k] + D[l] such that
(A[i] + B[j]) == (-C[k] - D[l])
We can put all possible A[i] + B[j] sums into a dictionary and then, in the loop over -C[k] - D[l], try to look up in this dictionary. You can implement it like this:
private static int FourSumCount(int[] A, int[] B, int[] C, int[] D) {
// left part: all A[i] + B[j] combinations
Dictionary<int, int> left = new Dictionary<int, int>();
// loop over A[i] + B[j] combinations
foreach (var a in A)
foreach (var b in B) {
int k = a + b;
int v;
if (left.TryGetValue(k, out v))
left[k] = v + 1; // we have such a combination (v of them)
else
left.Add(k, 1); // we don't have such a combination
}
int result = 0;
// loop over -C[k] - D[l] combinations
foreach (var c in C)
foreach (var d in D) {
int v;
if (left.TryGetValue(-c - d, out v))
result += v;
}
return result;
}
As you can see, we have O(|A| * |B| + |C| * |D|) complexity; in case A, B, C and D arrays have the approximately equal sizes N the complexity is O(N**2).
Your first step is okay. But use Dictionary instead of List which will ensure constant time lookup and reduce the complexity of second part.
This was my C++ O(n^2) solution:
int fourSumCount(vector<int>& A, vector<int>& B, vector<int>& C, vector<int>& D) {
int n = A.size();
int result = 0;
unordered_map<int,int> sumMap1;
unordered_map<int,int> sumMap2;
for(int i = 0; i < n; ++i) {
for(int j = 0; j < n; ++j) {
int sum1 = A[i] + B[j];
int sum2 = C[i] + D[j];
sumMap1[sum1]++;
sumMap2[sum2]++;
}
}
for(auto num1 : sumMap1) {
int number = num1.first;
if(sumMap2.find(-1 * number) != sumMap2.end()) {
result += num1.second * sumMap2[-1 * number];
}
}
return result;
}
The core observation is - if W + X + Y + Z = 0 then W + X = -(Y + Z).
Here I used two hash-tables for each of possible sums in both (A, B) and (C, D) find number of occurrences of this sum.
Then, for each sum(A, B) we can find if sum(C, D) contains complimentary sum which will ensure sum(A, B) + sum(C, D) = 0. Add (the number of occurrences of sum(a, b)) * (number of occurrences of complimentary sum(c,d)) to the result.
Creating sum(A, B) and sum(C, D) will take O(n^2) time. And counting the number of tuples is O(n^2) as there are n^2 sum for each pairs(A-B, C-D). Other operation like insertion and search on hashtable is amortized O(1). So, the overall time complexity is O(n^2).

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