Having a hard time figuring out logic behind array manipulation - c++

I am given a filled array of size WxH and need to create a new array by scaling both the width and the height by a power of 2. For example, 2x3 becomes 8x12 when scaled by 4, 2^2. My goal is to make sure all the old values in the array are placed in the new array such that 1 value in the old array fills up multiple new corresponding parts in the scaled array. For example:
old_array = [[1,2],
[3,4]]
becomes
new_array = [[1,1,2,2],
[1,1,2,2],
[3,3,4,4],
[3,3,4,4]]
when scaled by a factor of 2. Could someone explain to me the logic on how I would go about programming this?

It's actually very simple. I use a vector of vectors for simplicity noting that 2D matrixes are not efficient. However, any 2D matrix class using [] indexing syntax can, and should be for efficiency, substituted.
#include <vector>
using std::vector;
int main()
{
vector<vector<int>> vin{ {1,2},{3,4},{5,6} };
size_t scaleW = 2;
size_t scaleH = 3;
vector<vector<int>> vout(scaleH * vin.size(), vector<int>(scaleW * vin[0].size()));
for (size_t i = 0; i < vout.size(); i++)
for (size_t ii = 0; ii < vout[0].size(); ii++)
vout[i][ii] = vin[i / scaleH][ii / scaleW];
auto x = vout[8][3]; // last element s/b 6
}

Here is my take. It is very similar to #Tudor's but I figure between our two, you can pick what you like or understand best.
First, let's define a suitable 2D array type because C++'s standard library is very lacking in this regard. I've limited myself to a rather simple struct, in case you don't feel comfortable with object oriented programming.
#include <vector>
// using std::vector
struct Array2d
{
unsigned rows, cols;
std::vector<int> data;
};
This print function should give you an idea how the indexing works:
#include <cstdio>
// using std::putchar, std::printf, std::fputs
void print(const Array2d& arr)
{
std::putchar('[');
for(std::size_t row = 0; row < arr.rows; ++row) {
std::putchar('[');
for(std::size_t col = 0; col < arr.cols; ++col)
std::printf("%d, ", arr.data[row * arr.cols + col]);
std::fputs("]\n ", stdout);
}
std::fputs("]\n", stdout);
}
Now to the heart, the array scaling. The amount of nesting is … bothersome.
Array2d scale(const Array2d& in, unsigned rowfactor, unsigned colfactor)
{
Array2d out;
out.rows = in.rows * rowfactor;
out.cols = in.cols * colfactor;
out.data.resize(std::size_t(out.rows) * out.cols);
for(std::size_t inrow = 0; inrow < in.rows; ++inrow) {
for(unsigned rowoff = 0; rowoff < rowfactor; ++rowoff) {
std::size_t outrow = inrow * rowfactor + rowoff;
for(std::size_t incol = 0; incol < in.cols; ++incol) {
std::size_t in_idx = inrow * in.cols + incol;
int inval = in.data[in_idx];
for(unsigned coloff = 0; coloff < colfactor; ++coloff) {
std::size_t outcol = incol * colfactor + coloff;
std::size_t out_idx = outrow * out.cols + outcol;
out.data[out_idx] = inval;
}
}
}
}
return out;
}
Let's pull it all together for a little demonstration:
int main()
{
Array2d in;
in.rows = 2;
in.cols = 3;
in.data.resize(in.rows * in.cols);
for(std::size_t i = 0; i < in.rows * in.cols; ++i)
in.data[i] = static_cast<int>(i);
print(in);
print(scale(in, 3, 2));
}
This prints
[[0, 1, 2, ]
[3, 4, 5, ]
]
[[0, 0, 1, 1, 2, 2, ]
[0, 0, 1, 1, 2, 2, ]
[0, 0, 1, 1, 2, 2, ]
[3, 3, 4, 4, 5, 5, ]
[3, 3, 4, 4, 5, 5, ]
[3, 3, 4, 4, 5, 5, ]
]

To be honest, i'm incredibly bad at algorithms but i gave it a shot.
I am not sure if this can be done using only one matrix, or if it can be done in less time complexity.
Edit: You can estimate the number of operations this will make with W*H*S*S where Sis the scale factor, W is width and H is height of input matrix.
I used 2 matrixes m and r, where m is your input and r is your result/output. All that needs to be done is to copy each element from m at positions [i][j] and turn it into a square of elements with the same value of size scale_factor inside r.
Simply put:
int main()
{
Matrix<int> m(2, 2);
// initial values in your example
m[0][0] = 1;
m[0][1] = 2;
m[1][0] = 3;
m[1][1] = 4;
m.Print();
// pick some scale factor and create the new matrix
unsigned long scale = 2;
Matrix<int> r(m.rows*scale, m.columns*scale);
// i know this is bad but it is the most
// straightforward way of doing this
// it is also the only way i can think of :(
for(unsigned long i1 = 0; i1 < m.rows; i1++)
for(unsigned long j1 = 0; j1 < m.columns; j1++)
for(unsigned long i2 = i1*scale; i2 < (i1+1)*scale; i2++)
for(unsigned long j2 = j1*scale; j2 < (j1+1)*scale; j2++)
r[i2][j2] = m[i1][j1];
// the output in your example
std::cout << "\n\n";
r.Print();
return 0;
}
I do not think it is relevant for the question, but i used a class Matrix to store all the elements of the extended matrix. I know it is a distraction but this is still C++ and we have to manage memory. And what you are trying to achieve with this algorithm needs a lot of memory if the scale_factor is big so i wrapped it up using this:
template <typename type_t>
class Matrix
{
private:
type_t** Data;
public:
// should be private and have Getters but
// that would make the code larger...
unsigned long rows;
unsigned long columns;
// 2d Arrays get big pretty fast with what you are
// trying to do.
Matrix(unsigned long rows, unsigned long columns)
{
this->rows = rows;
this->columns = columns;
Data = new type_t*[rows];
for(unsigned long i = 0; i < rows; i++)
Data[i] = new type_t[columns];
}
// It is true, a copy constructor is needed
// as HolyBlackCat pointed out
Matrix(const Matrix& m)
{
rows = m.rows;
columns = m.columns;
Data = new type_t*[rows];
for(unsigned long i = 0; i < rows; i++)
{
Data[i] = new type_t[columns];
for(unsigned long j = 0; j < columns; j++)
Data[i][j] = m[i][j];
}
}
~Matrix()
{
for(unsigned long i = 0; i < rows; i++)
delete [] Data[i];
delete [] Data;
}
void Print()
{
for(unsigned long i = 0; i < rows; i++)
{
for(unsigned long j = 0; j < columns; j++)
std::cout << Data[i][j] << " ";
std::cout << "\n";
}
}
type_t* operator [] (unsigned long row)
{
return Data[row];
}
};

First of all, having a suitable 2D matrix class is presumed but not the question. But I don't know the API of yours, so I'll illustrate with something typical:
struct coord {
size_t x; // x position or column count
size_t y; // y position or row count
};
template <typename T>
class Matrix2D {
⋮ // implementation details
public:
⋮ // all needed special members (ctors dtor, assignment)
Matrix2D (coord dimensions);
coord dimensions() const; // return height and width
const T& cell (coord position) const; // read-only access
T& cell (coord position); // read-write access
// handy synonym:
const T& operator[](coord position) const { return cell(position); }
T& operator[](coord position) { return cell(position); }
};
I just showed the public members I need: create a matrix with a given size, query the size, and indexed access to the individual elements.
So, given that, your problem description is:
template<typename T>
Matrix2D<T> scale_pow2 (const Matrix2D& input, size_t pow)
{
const auto scale_factor= 1 << pow;
const auto size_in = input.dimensions();
Matrix2D<T> result ({size_in.x*scale_factor,size_in.y*scale_factor});
⋮
⋮ // fill up result
⋮
return result;
}
OK, so now the problem is precisely defined: what code goes in the big blank immediately above?
Each cell in the input gets put into a bunch of cells in the output. So you can either iterate over the input and write a clump of cells in the output all having the same value, or you can iterate over the output and each cell you need the value for is looked up in the input.
The latter is simpler since you don't need a nested loop (or pair of loops) to write a clump.
for (coord outpos : /* ?? every cell of the output ?? */) {
coord frompos {
outpos.x >> pow,
outpos.y >> pow };
result[outpos] = input[frompos];
}
Now that's simple!
Calculating the from position for a given output must match the way the scale was defined: you will have pow bits giving the position relative to this clump, and the higher bits will be the index of where that clump came from
Now, we want to set outpos to every legal position in the output matrix indexes. That's what I need. How to actually do that is another sub-problem and can be pushed off with top-down decomposition.
a bit more advanced
Maybe nested loops is the easiest way to get that done, but I won't put those directly into this code, pushing my nesting level even deeper. And looping 0..max is not the simplest thing to write in bare C++ without libraries, so that would just be distracting. And, if you're working with matrices, this is something you'll have a general need for, including (say) printing out the answer!
So here's the double-loop, put into its own code:
struct all_positions {
coord current {0,0};
coord end;
all_positions (coord end) : end{end} {}
bool next() {
if (++current.x < end.x) return true; // not reached the end yet
current.x = 0; // reset to the start of the row
if (++current.y < end.y) return true;
return false; // I don't have a valid position now.
}
};
This does not follow the iterator/collection API that you could use in a range-based for loop. For information on how to do that, see my article on Code Project or use the Ranges stuff in the C++20 standard library.
Given this "old fashioned" iteration helper, I can write the loop as:
all_positions scanner {output.dimensions}; // starts at {0,0}
const auto& outpos= scanner.current;
do {
⋮
} while (scanner.next());
Because of the simple implementation, it starts at {0,0} and advancing it also tests at the same time, and it returns false when it can't advance any more. Thus, you have to declare it (gives the first cell), use it, then advance&test. That is, a test-at-the-end loop. A for loop in C++ checks the condition before each use, and advances at the end, using different functions. So, making it compatible with the for loop is more work, and surprisingly making it work with the ranged-for is not much more work. Separating out the test and advance the right way is the real work; the rest is just naming conventions.
As long as this is "custom", you can further modify it for your needs. For example, add a flag inside to tell you when the row changed, or that it's the first or last of a row, to make it handy for pretty-printing.
summary
You need a bunch of things working in addition to the little piece of code you actually want to write. Here, it's a usable Matrix class. Very often, it's prompting for input, opening files, handling command-line options, and that kind of stuff. It distracts from the real problem, so get that out of the way first.
Write your code (the real code you came for) in its own function, separate from any other stuff you also need in order to house it. Get it elsewhere if you can; it's not part of the lesson and just serves as a distraction. Worse, it may be "hard" in ways you are not prepared for (or to do well) as it's unrelated to the actual lesson being worked on.
Figure out the algorithm (flowchart, pseudocode, whatever) in a general way before translating that to legal syntax and API on the objects you are using. If you're just learning C++, don't get bogged down in the formal syntax when you are trying to figure out the logic. Until you naturally start to think in C++ when doing that kind of planning, don't force it. Use whiteboard doodles, tinkertoys, whatever works for you.
Get feedback and review of the idea, the logic of how to make it happen, from your peers and mentors if available, before you spend time coding. Why write up an idea that doesn't work? Fix the logic, not the code.
Finally, sketch the needed control flow, functions and data structures you need. Use pseudocode and placeholder notes.
Then fill in the placeholders and replace the pseudo with the legal syntax. You already planned it out, so now you can concentrate on learning the syntax and library details of the programming language. You can concentrate on "how do I express (some tiny detail) in C++" rather than keeping the entire program in your head. More generally, isolate a part that you will be learning; be learning/practicing one thing without worrying about the entire edifice.
To a large extent, some of those ideas translate to the code as well. Top-Down Design means you state things at a high level and then implement that elsewhere, separately. It makes code readable and maintainable, as well as easier to write in the first place. Functions should be written this way: the function explains how to do (what it does) as a list of details that are just one level of detail further down. Each of those steps then becomes a new function. Functions should be short and expressed at one semantic level of abstraction. Don't dive down into the most primitive details inside the function that explains the task as a set of simpler steps.
Good luck, and keep it up!

Related

C++ Avoiding Triple Pointers

I am trying to create an array of X pointers referencing matrices of dimensions Y by 16. Is there any way to accomplish this in C++ without the use of triple pointers?
Edit: Adding some context for the problem.
There are a number of geometries on the screen, each with a transform that has been flattened to a 1x16 array. Each snapshot represents the transforms for each of number of components. So the matrix dimensions are 16 by num_components by num_snapshots , where the latter two dimensions are known at run-time. In the end, we have many geometries with motion applied.
I'm creating a function that takes a triple pointer argument, though I cannot use triple pointers in my situation. What other ways can I pass this data (possibly via multiple arguments)? Worst case, I thought about flattening this entire 3D matrix to an array, though it seems like a sloppy thing to do. Any better suggestions?
What I have now:
function(..., double ***snapshot_transforms, ...)
What I want to accomplish:
function (..., <1+ non-triple pointer parameters>, ...)
Below isn't the function I'm creating that takes the triple pointer, but shows what the data is all about.
static double ***snapshot_transforms_function (int num_snapshots, int num_geometries)
{
double component_transform[16];
double ***snapshot_transforms = new double**[num_snapshots];
for (int i = 0; i < num_snapshots; i++)
{
snapshot_transforms[i] = new double*[num_geometries];
for (int j = 0; j < num_geometries; j++)
{
snapshot_transforms[i][j] = new double[16];
// 4x4 transform put into a 1x16 array with dummy values for each component for each snapshot
for (int k = 0; k < 16; k++)
snapshot_transforms[i][j][k] = k;
}
}
return snapshot_transforms;
}
Edit2: I cannot create new classes, nor use C++ features like std, as the exposed function prototype in the header file is getting put into a wrapper (that doesn't know how to interpret triple pointers) for translation to other languages.
Edit3: After everyone's input in the comments, I think going with a flattened array is probably the best solution. I was hoping there would be some way to split this triple pointer and organize this complex data across multiple data pieces neatly using simple data types including single pointers. Though I don't think there is a pretty way of doing this given my caveats here. I appreciate everyone's help =)
It is easier, better, and less error prone to use an std::vector. You are using C++ and not C after all. I replaced all of the C-style array pointers with vectors. The typedef doublecube makes it so that you don't have to type vector<vector<vector<double>>> over and over again. Other than that the code basically stays the same as what you had.
If you don't actually need dummy values I would remove that innermost k loop completely. reserve will reserve the memory space that you need for the real data.
#include <vector>
using std::vector; // so we can just call it "vector"
typedef vector<vector<vector<double>>> doublecube;
static doublecube snapshot_transforms_function (int num_snapshots, int num_geometries)
{
// I deleted component_transform. It was never used
doublecube snapshot_transforms;
snapshot_transforms.reserve(num_snapshots);
for (int i = 0; i < num_snapshots; i++)
{
snapshot_transforms.at(i).reserve(num_geometries);
for (int j = 0; j < num_geometries; j++)
{
snapshot_transforms.at(i).at(j).reserve(16);
// 4x4 transform put into a 1x16 array with dummy values for each component for each snapshot
for (int k = 0; k < 16; k++)
snapshot_transforms.at(i).at(j).at(k) = k;
}
}
return snapshot_transforms;
}
Adding a little bit of object-orientation usually makes the code easier to manage -- for example, here's some code that creates an array of 100 Matrix objects with varying numbers of rows per Matrix. (You could vary the number of columns in each Matrix too if you wanted to, but I left them at 16):
#include <vector>
#include <memory> // for shared_ptr (not strictly necessary, but used in main() to avoid unnecessarily copying of Matrix objects)
/** Represents a (numRows x numCols) 2D matrix of doubles */
class Matrix
{
public:
// constructor
Matrix(int numRows = 0, int numCols = 0)
: _numRows(numRows)
, _numCols(numCols)
{
_values.resize(_numRows*_numCols);
std::fill(_values.begin(), _values.end(), 0.0f);
}
// copy constructor
Matrix(const Matrix & rhs)
: _numRows(rhs._numRows)
, _numCols(rhs._numCols)
{
_values.resize(_numRows*_numCols);
std::fill(_values.begin(), _values.end(), 0.0f);
}
/** Returns the value at (row/col) */
double get(int row, int col) const {return _values[(row*_numCols)+col];}
/** Sets the value at (row/col) to the specified value */
double set(int row, int col, double val) {return _values[(row*_numCols)+col] = val;}
/** Assignment operator */
Matrix & operator = (const Matrix & rhs)
{
_numRows = rhs._numRows;
_numCols = rhs._numCols;
_values = rhs._values;
return *this;
}
private:
int _numRows;
int _numCols;
std::vector<double> _values;
};
int main(int, char **)
{
const int numCols = 16;
std::vector< std::shared_ptr<Matrix> > matrixList;
for (int i=0; i<100; i++) matrixList.push_back(std::make_shared<Matrix>(i, numCols));
return 0;
}

Orthogonalization in QR Factorization outputting slightly innaccurate orthogonalized matrix

I am writing code for QR Factorization and for some reason my orthogonal method does not work as intended. Basically, my proj() method is outputting random projections. Here is the code:
apmatrix<double> proj(apmatrix<double> v, apmatrix<double> u)
//Projection of u onto v
{
//proj(v,u) = [(u dot v)/(v dot v)]*v
double a = mult(transpose(u,u),v)[0][0], b = mult(transpose(v,v),v)[0][0], c = (a/b);
apmatrix<double>k;
k.resize(v.numrows(),v.numcols());
for(int i = 0; i<v.numrows(); i++)
{
for(int j = 0; j<v.numcols(); j++)
{
k[i][j]=v[i][j]*c;
}
}
return k;
}
I tested the method by itself with manual matrix inputs, and it seems to work fine. Here is my orthogonal method:
apmatrix<double> orthogonal(apmatrix<double> A) //Orthogonal
{
/*
n = (number of columns of A)-1
x = columns of A
v0 = x0
v1 = x1 - proj(v0,x1)
vn = xn - proj(v0,xn) - proj(v1,xn) - ... - proj(v(n-1),xn)
V = {v1, v2, ..., vn} or [v0 v1 ... vn]
*/
apmatrix<double> V, x, v;
int n = A.numcols();
V.resize(A.numrows(),n);
x.resize(A.numrows(), 1);
v.resize(A.numrows(),1);
for(int i = 0; i<A.numrows(); i++)
{
x[i][0]=A[i][1];
v[i][0]=A[i][0];
V[i][0]=A[i][0];
}
for (int c = 1; c<n; c++) //Iterates through each col of A as if each was its own matrix
{
apmatrix<double>vn,vc; //vn = Orthogonalized v (avoiding matrix overwriting of v); vc = previously orthogonalized v
vn=x;
vc.resize(v.numrows(), 1);
for(int i=0; i<c; i++) //Vn = an-(sigma(t=1, n-1, proj(vt, xn))
{
for(int k = 0; k<V.numrows(); k++)
vc[k][0] = V[k][i]; //Sets vc to designated v matrix
apmatrix<double>temp = proj(vc, x);
for(int j = 0; j<A.numrows(); j++)
{
vn[j][0]-=temp[j][0]; //orthogonalize matrix
}
}
for(int k = 0; k<V.numrows(); k++)
{
V[k][c]=vn[k][0]; //Subtracts orthogonalized col to V
v[k][0]=V[k][c]; //v is redundant. more of a placeholder
}
if((c+1)<A.numcols()) //Matrix Out of Bounds Checker
{
for(int k = 0; k<A.numrows(); k++)
{
vn[k][0]=0;
vc[k][0]=0;
x[k][0]=A[k][c+1]; //Moves x onto next v
}
}
}
system("PAUSE");
return V;
}
For testing purposes, I have been using the 2D Array: [[1,1,4],[1,4,2],[1,4,2],[1,1,0]]. Each column is its own 4x1 matrix. The matrices should be outputted as: [1,1,1,1]T, [-1.5,1.5,1.5,-1.5]T, and [2,0,0,-2]T respectively. What's happening now is that the first column comes out correctly (it's the same matrix), but the second and third come out to something that is potentially similar but not equal to their intended values.
Again, each time I call on the orthogonal method, it outputs something different. I think it's due to the numbers inputted in the proj() method, but I am not fully sure.
The apmatrix is from the AP college board, back when they taught cpp. It is similar to vectors or ArrayLists in Java.
Here is a link to apmatrix.cpp and to the documentation or conditions (probably more useful), apmatrix.h.
Here is a link to the full code (I added visual markers to see what the computer is doing).
It's fair to assume that all custom methods work as intended (except maybe Matrix Regressions, but that's irrelevant). And be sure to enter the matrix using the enter method before trying to factorize. The code might be inefficient partly because I self-taught myself cpp not too long ago and I've been trying different ways to fix my code. Thank you for the help!
As said in comments:
#AhmedFasih After doing more tests today, I have found that it is in-fact some >memory issue. I found that for some reason, if a variable or an apmatrix object >is declared within a loop, initialized, then that loop is reiterated, the >memory does not entirely wipe the value stored in that variable or object. This >is noted in two places in my code. For whatever reason, I had to set the >doubles a,b, and c to 0 in the proj method and apmatrixdh to 0 in the >mult method or they would store some value in the next iteration. Thank you so >much for you help!

MO's Algorithm to find number of elements present in both array

I have 2 arrays, before[N+1](1 indexed) and after[] (subarray of before[]). Now for M Queries, I need to find how many elements of after[] are present in before[] for the given range l,r.
For example:
N = 5
Before: (2, 1, 3, 4, 5)
After: (1, 3, 4, 5)
M = 2
L = 1, R = 5 → 4 elements (1, 3, 4, 5) of after[] are present in between before[1] and before[5]
L = 2, R = 4 → 3 elements (1, 3, 4) of after[] are present in between before[2] and before[4]
I am trying to use MO's algorithm to find this.Following is my code :
using namespace std;
int N, Q;
// Variables, that hold current "state" of computation
long long current_answer;
long long cnt[100500];
// Array to store answers (because the order we achieve them is messed up)
long long answers[100500];
int BLOCK_SIZE;
// We will represent each query as three numbers: L, R, idx. Idx is
// the position (in original order) of this query.
pair< pair<int, int>, int> queries[100500];
// Essential part of Mo's algorithm: comparator, which we will
// use with std::sort. It is a function, which must return True
// if query x must come earlier than query y, and False otherwise.
inline bool mo_cmp(const pair< pair<int, int>, int> &x,
const pair< pair<int, int>, int> &y)
{
int block_x = x.first.first / BLOCK_SIZE;
int block_y = y.first.first / BLOCK_SIZE;
if(block_x != block_y)
return block_x < block_y;
return x.first.second < y.first.second;
}
// When adding a number, we first nullify it's effect on current
// answer, then update cnt array, then account for it's effect again.
inline void add(int x)
{
current_answer -= cnt[x] * cnt[x] * x;
cnt[x]++;
current_answer += cnt[x] * cnt[x] * x;
}
// Removing is much like adding.
inline void remove(int x)
{
current_answer -= cnt[x] * cnt[x] * x;
cnt[x]--;
current_answer += cnt[x] * cnt[x] * x;
}
int main()
{
cin.sync_with_stdio(false);
cin >> N >> Q; // Q- number of queries
BLOCK_SIZE = static_cast<int>(sqrt(N));
long long int before[N+1]; // 1 indexed
long long int after[] // subarray
// Read input queries, which are 0-indexed. Store each query's
// original position. We will use it when printing answer.
for(long long int i = 0; i < Q; i++) {
cin >> queries[i].first.first >> queries[i].first.second;
queries[i].second = i;
}
// Sort queries using Mo's special comparator we defined.
sort(queries, queries + Q, mo_cmp);
// Set up current segment [mo_left, mo_right].
int mo_left = 0, mo_right = -1;
for(long long int i = 0; i < Q; i++) {
// [left, right] is what query we must answer now.
int left = queries[i].first.first;
int right = queries[i].first.second;
// Usual part of applying Mo's algorithm: moving mo_left
// and mo_right.
while(mo_right < right) {
mo_right++;
add(after[mo_right]);
}
while(mo_right > right) {
remove(after[mo_right]);
mo_right--;
}
while(mo_left < left) {
remove(after[mo_left]);
mo_left++;
}
while(mo_left > left) {
mo_left--;
add(after[mo_left]);
}
// Store the answer into required position.
answers[queries[i].second] = current_answer;
}
// We output answers *after* we process all queries.
for(long long int i = 0; i < Q; i++)
cout << answers[i] << "\n";
Now the problem is I can't figure out how to define add function and remove function.
Can someone help me out with these functions ?
Note: I'll denote the given arrays as a and b.
Let's learn how to add a new position (move right by one). If a[r] is already there, you can just ignore it. Otherwise, we need to add a[r] and add the number of occurrences of b[r] in a so far to the answer. Finally, if b[r] is already in a, we need to add one to the answer. Note that we need two count to arrays to do that: one for the first array and one for the second.
We know how to add one position in O(1), so we're almost there. How do we handle deletions?
Let's assume that we want to remove a subsegment. We can easily modify the count arrays. But how do we restore the answer? Well, we don't. Your solution goes like this:
save the current answer
add a subsegment
answer the query
remove it (we take care about the count arrays and ignore the answer)
restore the saved answer
That's it. It would require rebuilding the structure when we move the left pointer to the next block, but it still requires O(N sqrt(N)) time in the worst case.
Note: it might be possible to recompute the answer directly using count arrays when we remove one position, but the way I showed above looks easier too me.

passing several boost multi_array from function

I have a bunch of 3d arrays generated using boost::multi_array in a function. I would not want to use all these arrays in another code of mine is there any way to do this?
When I had a 2d case what I did was
typedef boost::numeric::ublas::matrix<double> fils;
boost::array<fils,5> filter1(unsigned width, unsigned height)
{
matrix<double>l,m,n,o,p;
//perform other steps//
boost::array<fils,5> t={l,m,n,o,p};
return t;
}
main.cpp
int main()
{
boost::array<fils,5> z;
z= t(w,h);
}
for the 2d case this method works fine. I now want to do the same with a 3D case where
typedef boost::multi_array<double,3>x;
boost::array<x,12>x1(unsigned w,unsigned h,unsigned s)
{
typedef boost::multi_array<double,3>M;
typedef M::index Mi;
m l(boost::extents[w][h][s]),m(boost::extents[w][h][s]),n(boost::extents[w][h][s]),o(boost::extents[w][h][s]);
//perform steps//
}
how do I get the matrices l,m,n,o,p so that I can use them as source in other bits of code.
In my opinion the most elegant solution is to declare a 4-D multi_array like so :
typedef boost::multi_array<double,4> FloatArray4D;
typedef M::index Mi;
function create4dArray()
{
FloatArray4D returnValue(boost::extents[w][h][s][4]);
// Populate the array as you please here is an example.
for (int i = 0; i < 4; i++) {
for (int j = 0; j < w; j++) {
for (int k = 0; k < h; k++) {
for (int x = 0; x < s; x++) {
returnValue[j][k][x][i] = i+j*10+k*100+x*1000;
}
}
}
}
return returnValue;
}
Then you can access the subarray by indexing on the last coordinate. It might be more efficient to index them by the first coordinate (in terms of localization of the data) but I don't know the implementation details of boost::multi_array (can someone weight in on this in comments ?)
To extract a view (no-copy) of your 3-D data from the 4-D multi_array created you can use this :
typedef boost::multi_array_types::index_range range;
FloatArray4D::index_gen indices;
FloatArray4D my4DArray = create4dArray();
// Create a new view with 3 dimentions (corresponding to your l) fixing the 4th dimention to 0
FloatArray4D::array_view<3>::type l = [indices[range()][range()][range()][0];
then you can use l as if it was your 3-D array.
PS: NEVER name something x or M, especially not a type. Yes long names are a pain to type, but get a decent text editor with auto-completion and it won't be a problem.
Knowing what an object is by its name however, will always be great. It improves readability, for you and for anyone else who has to read your code.
Also do not typedef inside a function. If you want to define a custom type do it in a header file that is shared.
You don't want to have to declare that type everywhere.
And actually don't overuse typedef, only use it if it improves readability.

Trying to make an array of DirectX vertex with out knowing until run time what type they will be

Bit of background for those who don't know DirectX. A vertex is not just an XYZ position, it can have other data in it as well. DirectX uses a system known as Flexible Vertex Format, FVF, to let you define what format you want your vertexs to be in. You define these by passing a number to DirectX that use bitwise or to build it up, eg (D3DFVF_XYZ | D3DFVF_DIFFUSE)means you are going to start using (from when you tell DirectX) vertexs that have an XYZ (three floats) and a RGB components (DWORD / unsigned long).
In order to pass your vertexs to the graphics card, you basicaly lock the memory in the graphics card where your buffer is, and use memcpy to transfer your array over.
Your array is an array of a struct you deffine your self, so in this case you would have made a struct like...
struct CUSTOMVERTEX {
FLOAT X, Y, Z;
DWORD COLOR;
};
You then make an array of type CUSTOMVERTEX and fill in the data fields.
I think my best appraoch is let my class build up an array of each component type, so an array of struct pos{ flaot x,y,z;}; an array of struct colour{ DWROD colour;}; etc.
But I will then need to merge these together so that I have an array structs like CUSTOMVERTEX.
Now, I think I have made a function that will merge to arrays together, but I am not sure if it is going to work as intended, here it is (currently missing the abilaty to actually return this 'interlaced' array)
void Utils::MergeArrays(char *ArrayA, char *ArrayB, int elementSizeA, int elementSizeB, int numElements)
{
char *packedElements = (char*)malloc(numElements* (elementSizeA, elementSizeB));
char *nextElement = packedElements;
for(int i = 0; i < numElements; ++i)
{
memcpy(nextElement, (void*)ArrayA[i], elementSizeA);
nextElement += elementSizeA;
memcpy(nextElement, (void*)ArrayB[i], elementSizeB);
nextElement += elementSizeB;
}
}
when calling this function, you will pass in the two arrays you want merged, and size of the elements in each array and the number of elements in your array.
I was asking about this in chat for a while whilst SO was down. A few things to say.
I am dealing with fairly small data sets, like 100 tops, and this (in theory) is more of an initialisation task, so should only get done once, so a bit of time is ok by me.
My final array that I want to be able to use memcpy on to transfer into the graphics card needs to have no padding, it has to be contiguous data.
EDIT The combined array of vertex data will be transfered to the GPU, this is first done by requesting the GPU to set a void* to the start of the memory I have access to and requesting space the size of my customVertex * NumOfVertex. So if my mergeArray function does loose what the types are within it, that is ok, just a long as I get my single combined array to transfer in one block /EDIT
Finally, their is a dam good chance I am barking up the wrong tree with this, so their may well be a much simpler way to just not have this problem in the first place, but part of me has dug my heals in and wants to get this system working, so I would appreciate knowing how to get such a system to work (the interlacing arrays thing)
Thank you so much... I need to sooth my head now, so I look forward to hearing any ideas on the problem.
No, no, no. The FVF system has been deprecated for years and isn't even available in D3D10 or later. D3D9 uses the VertexElement system. Sample code:
D3DVERTEXELEMENT9 VertexColElements[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
D3DDECL_END(),
};
The FVF system has a number of fundamental flaws - for example, which order the bytes go in.
On top of that, if you want to make a runtime-variant vertex data format, then you will need to write a shader for every possible variant that you may want to have, and compile them all, and spend your life swapping them around. And, the effects on the final product would be insane - for example, how could you possibly write a competitive rendering engine if you decide to take out the lighting data you need to Phong shade?
The reality is that a runtime-variant vertex format is more than a tad insane.
However, I guess I'd better lend a hand. What you really need is a polymorphic function object and some plain memory- D3D takes void*s or somesuch so that's not a big deal. When you call the function object, it adds to the FVF declaration and copies data into the memory.
class FunctionBase {
public:
virtual ~FunctionBase() {}
virtual void Call(std::vector<std::vector<char>>& vertices, std::vector<D3DVERTEXELEMENT9>& vertexdecl, int& offset) = 0;
};
// Example implementation
class Position : public FunctionBase {
virtual void Call(std::vector<std::vector<char>>& vertices, std::vector<D3DVERTEXELEMENT9>& vertexdecl, int& offset) {
std::for_each(vertices.begin(), vertices.end(), [&](std::vector<char>& data) {
float x[3] = {0};
char* ptr = (char*)x;
for(int i = 0; i < sizeof(x); i++) {
data.push_back(ptr[i]);
}
}
vertexdecl.push_back({0, offset, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0});
offset += sizeof(x);
}
};
std::vector<std::vector<char>> vertices;
std::vector<D3DVERTEXELEMENT9> vertexdecl;
vertices.resize(vertex_count);
std::vector<std::shared_ptr<FunctionBase>> functions;
// add to functions here
int offset = 0;
std::for_each(functions.begin(), functions.end(), [&](std::shared_ptr<FunctionBase>& ref) {
ref->Call(vertices, vertexdecl, offset);
});
vertexdecl.push_back(D3DDECL_END());
Excuse my use of lambdas, I use a C++0x compiler.
Your solution looks fine. But if you want something a bit more C++ish, you could try something like this:
Edit My previous solution basically recreated something that already existed, std::pair. I don't know what I was thinking, here's the even more C++ish solution:
template<typename InIt_A, typename InIt_B, typename OutIt>
void MergeArrays(InIt_A ia, InIt_B ib, OutIt out, std::size_t size)
{
for(std::size_t i=0; i<size; i++)
{
*out = make_pair(*ia,*ib);
++out;
++ia;
++ib;
}
}
int main()
{
pos p[100];
color c[100];
typedef pair<pos,color> CustomVertex;
CustomVertex cv[100];
MergeArrays(p,c,cv,100);
}
You shouldn't have to worry about padding, because all elements in a D3D vertex are either 32 bit floats, or 32 bit integers.
Edit
Here's a solution that might work. It will do all your mergings at once, and you don't need to worry about passing around the size:
// declare a different struct for each possible vertex element
struct Position { FLOAT x,y,z; };
struct Normal { FLOAT x,y,z; };
struct Diffuse { BYTE a,r,g,b; };
struct TextureCoordinates { FLOAT u,v; };
// etc...
// I'm not all too sure about all the different elements you can have in a vertex
// But you would want a parameter for each one in this function. Any element that
// you didn't use, you would just pass in a null pointer. Since it's properly
// typed, you won't be able to pass in an array of the wrong type without casting.
std::vector<char> MergeArrays(Position * ppos, Normal * pnorm, Diffuse * pdif, TextureCoordinates * ptex, int size)
{
int element_size = 0;
if(ppos) element_size += sizeof(Position);
if(pnorm) element_size += sizeof(Normal);
if(pdif) element_size += sizeof(Diffuse);
if(ptex) element_size += sizeof(TextureCoordinates);
vector<char> packed(element_size * size);
vector<char>::iterator it = packed.begin();
while(it != packed.end())
{
if(ppos)
{
it = std::copy_n(reinterpret_cast<char*>(ppos), sizeof(Position), it);
ppos++;
}
if(pnorm)
{
it = std::copy_n(reinterpret_cast<char*>(pnorm), sizeof(Normal), it);
pnorm++;
}
if(pdif)
{
it = std::copy_n(reinterpret_cast<char*>(pdif), sizeof(Diffuse), it);
pdif++;
}
if(ptex)
{
it = std::copy_n(reinterpret_cast<char*>(ptex), sizeof(TextureCoordinates), it);
ptex++;
}
}
return packed;
}
// Testing it out. We'll create an array of 10 each of some of the elements.
// We'll use Position, Normal, and Texture Coordinates. We'll pass in a NULL
// for Diffuse.
int main()
{
Position p[10];
Normal n[10];
TextureCoordinates tc[10];
// Fill in the arrays with dummy data that we can easily read. In this
// case, what we'll do is cast each array to a char*, and fill in each
// successive element with an incrementing value.
for(int i=0; i<10*sizeof(Position); i++)
{
reinterpret_cast<char*>(p)[i] = i;
}
for(int i=0; i<10*sizeof(Normal); i++)
{
reinterpret_cast<char*>(n)[i] = i;
}
for(int i=0; i<10*sizeof(TextureCoordinates); i++)
{
reinterpret_cast<char*>(tc)[i] = i;
}
vector<char> v = MergeArrays(p,n,NULL,tc,10);
// Output the vector. It should be interlaced:
// Position-Normal-TexCoordinates-Position-Normal-TexCoordinates-etc...
for_each(v.begin(), v.end(),
[](const char & c) { cout << (int)c << endl; });
cout << endl;
}
Altering your code, this should do it:
void* Utils::MergeArrays(char *ArrayA, char *ArrayB, int elementSizeA, int elementSizeB, int numElements)
{
char *packedElements = (char*)malloc(numElements* (elementSizeA + elementSizeB));
char *nextElement = packedElements;
for(int i = 0; i < numElements; ++i)
{
memcpy(nextElement, ArrayA + i*elementSizeA, elementSizeA);
nextElement += elementSizeA;
memcpy(nextElement, ArrayB + i*elementSizeB, elementSizeB);
nextElement += elementSizeB;
}
return packedElements;
}
Note that you probably want some code that merges all the attributes at once, rather than 2 at a time (think position+normal+texture coordinate+color+...). Also note that you can do that merging at the time you fill out your vertex buffer, so that you don't ever need to allocate packedElements.
Something like:
//pass the Locked buffer in as destArray
void Utils::MergeArrays(char* destArray, char **Arrays, int* elementSizes, int numArrays, int numElements)
{
char* nextElement = destArray;
for(int i = 0; i < numElements; ++i)
{
for (int array=0; array<numArrays; ++array)
{
int elementSize = elementSizes[array];
memcpy(nextElement, Arrays[array] + i*elementSize, elementSize);
nextElement += elementSize;
}
}
}
I don't know DirectX, but the exact same sort of concept exists in OpenGL, and in OpenGL you can specify the location and stride of each vertex attribute. You can have alternating attributes (like your first struct) or you scan store them in different blocks. In OpenGL you use glVertexPointer to set these things up. Considering that DirectX is ultimately running on the same hardware underneath, I suspect there's some way to do the same thing in DirectX, but I don't know what it is.
Some Googling with DirectX and glVertexPointer as keywords turns up SetFVF and SetVertexDeclaration
MSDN on SetFVF, gamedev discussion comparing them