I am trying to solve the following problem on Leetcode:
On a staircase, the i-th step has some non-negative cost cost[i] assigned (0 indexed).
Once you pay the cost, you can either climb one or two steps.
You need to find minimum cost to reach the top of the floor, and you can either start from the step with index 0, or the step with index 1.
This is my solution so far. I believe I'm not correctly taking into account the fact that I can start at stair 0, or stair 1, and I'm not sure how to do so.
class Solution {
public:
int minCostClimbingStairs(vector<int>& cost) {
return helper(cost, cost.size() - 1);
}
int helper(vector<int>& cost, int currStair) {
static vector<double> minCost(cost.size(), 0);
minCost[0] = cost[0];
minCost[1] = cost[1];
if (currStair < 0 || cost.size() <= 1) {
return 0;
}
if (minCost[currStair] > 0) {
return minCost[currStair];
}
return minCost[currStair] = min(helper(cost, currStair - 1), helper(cost, currStair - 2)) + cost[currStair];
}
};
This is very much the right idea, but I think it's sort of a conflation of top-down and bottom-up approaches.
Since the problem tells us we can start on steps 0 or 1, I think it's more intuitive to work through the cost array from front to back--you can still use a top-down recursive DP approach as you're doing. This makes it easier to distinguish between starting at the 0th or 1st step. The final solution that's returned by your code is always minCost[minCost.size()-1] which doesn't take this into account.
Using a static vector makes the function non-idempotent, so it'll persist stale values on a second run. This doesn't impact correctness as far as Leetcode is concerned because it seems to create a new instance of your class per test case. Nonetheless, it seems related to the above general misunderstanding; initializing 0 and 1 indices isn't setting a correct base case as you may think (this is how you'd set the base case in a bottom-up approach).
With this in mind, approach the problem from the first stair and walk forward to the last. Initialize the cache vector non-statically, then populate the cache recursively from index 0. The prohibitive 2n branching factor will be handled by the cache, reducing the complexity to linear, and the final results will be the min of the cost of starting at stair 0 or 1. The fact that the problem constrains the input cost vector to 2 <= cost.size() is a big hint; we know minCost[0] and minCost[1] will always be available to choose between without preconditions.
Another minor point is that using 0 as the empty cache flag could time out on huge vectors filled with zeroes. Since we need to distinguish between an unset index and a 0, we should use -1 as the flag to indicate an unset cache index.
class Solution {
public:
int minCostClimbingStairs(vector<int>& cost) {
vector<int> minCost(cost.size(), -1);
helper(cost, 0, minCost);
return min(minCost[0], minCost[1]);
}
int helper(vector<int>& cost, int currStair, vector<int>& minCost) {
if (currStair >= cost.size()) return 0;
else if (minCost[currStair] >= 0) {
return minCost[currStair];
}
return minCost[currStair] = cost[currStair] +
min(helper(cost, currStair + 1, minCost),
helper(cost, currStair + 2, minCost));
}
};
Related
I'll start by giving some context. I'm learning to write a raytracer, a very simple one. I don't have any acceleration structures yet, so the code in question is intended to find the closest object that the ray hits. Since I'm learning yet, I'd greatly appreciate if the answers concentrated on the seemingly strange problem that I'm observing - I know the RT logic is very wrong as it is right now. It produces correct results, anyway.
1. The first approach: for every hit, add a hit-result structure object to the list, then apply std::sort with a predicate that compares the distance form the hit point to the ray origin. Should be O(N log N) according to the textbook, and I think it is suboptimal, since I only need the first result, not the whole sorted list.
2. The second approach: whenever there is a hit, take the distance and compare it to the minimum, which is first initialized to std::numeric_limits<float>::max(). Well, your standard "find min in the array" algorithm. Should be O(N) and thus faster.
These pieces of code reside in a recursive function. Tested on the very same scene of 10 spheres, 1 is faster by an order of magnitude. The amount of calls to the distance function is a few times less than in 2. What am I missing?
I'm not sure if the context is required, in case there are "branches to be cut" off this question, tell me.
Code piece 1:
result rt_function(...) {
static int count{};
std::vector<result> hitList;
for(const auto& obj : objList) {
const result res = obj->testOuter(ray);
if ( res.hit ) {
hitList.push_back(res);
}
}
if (!hitList.empty()) {
sort(hitList.begin(), hitList.end(), [=](result& hit1, result& hit2) -> bool {
std::cerr << ++count << '\n';
return cv::norm(hit1.point - ray.origin) <
cv::norm(hit2.point - ray.origin);
});
const result res = hitList.front();
const SceneObject* near = res.obj;
// the raytracing continues...
count == 180771
Code piece 2:
result rt_function(...) {
static int count{};
float min_distance = std::numeric_limits<float>::max(), distance{};
result closest_res{}; bool have_hit{};
for(const auto& obj : objList) {
const result res = obj->testOuter(ray);
if ( res.hit ) {
have_hit = true;
std::cerr << ++count << '\n';
distance = cv::norm(res.point - ray.origin);
if (distance < min_distance) {
min_distance = distance; closest_res = res;
}
}
}
if (have_hit) {
const result res = closest_res;
const SceneObject* near = res.obj;
// the raytracing continues...
count == 349633
I want to (a) understand why there are less comparisons and (b) where the bottleneck is, since the run time is significantly higher, as I've noted above.
Statements like O(N²) are like a dimension; double the number of points and time taken quadruples. An O(log N) algorithm can be slow for small N , the point being if N doubles or is increased by a factor of 10 running time doesn't.
Compare with finding a specific word in a 1000 page dictionary and one in a 20 word sentence. Sorting a 20 word sentence before finding a specific word takes longer than reading it straight through once.
I developed a game in C++, and want to make sure everything is properly done.
Is it a good solution to use a QHashIterator to check which item in the list has the lowest value (F-cost for pathfinding).
Snippet from my code:
while(!pathFound){ //do while path is found
QHashIterator<int, PathFinding*> iterator(openList);
PathFinding* parent;
iterator.next();
parent = iterator.value();
while(iterator.hasNext()){ //we take the next tile, and we take the one with the lowest value
iterator.next();
//checking lowest f value
if((iterator.value()->getGcost() + iterator.value()->getHcost()) < (parent->getGcost() + parent->getHcost())){
parent = iterator.value();
}
}
if(!atDestionation(parent,endPoint)){ //here we check if we are at the destionation. if we are we return our pathcost.
clearLists(parent);
filllists(parent,endPoint);
}else{
pathFound = true;
while(parent->hasParent()){
mylist.append(parent);
parent = parent->getParent();
}
pathcost = calculatePathCost(mylist); //we calculate what the pathcost is and return it
}
}
If no? Are there better improvements?
I also found someting about the std::priority_queue. It this mutch better then a QHashIterator?
It's maybe not a problem with gameworld where there which are not big. But i'm looking for a suitable solution when the game worlds are big (like + 10000 calculations).Any marks?
Here you basically scan the whole map to find the element that is the minimum one according to some values:
while(iterator.hasNext()){ //we take the next tile, and we take the one with the lowest value
iterator.next();
//checking lowest f value
if((iterator.value()->getGcost() + iterator.value()->getHcost()) < (parent->getGcost() + parent->getHcost())){
parent = iterator.value();
}
}
All this code, if you had an stl container, for instance a map, could be reduced to:
auto parent = std::min_element(iterator.begin(), iterator.end(), [](auto& lhs, auto& rhs)
{ lhs.value()->getGcost() + lhs.value()->getHcost()) < (rhs.value()->getGcost() + rhs.value()->getHcost() }
Once you have something easier to understand you can play around with different containers, for instance it might be faster to hold a sorted vector in this case.
)
Your code does not present any obvious problems per se, often performance gains are not conquered by optimizing little loops, it's more on how you code is organized. For instance I see that you have a lot of indirections, those cost a lot in cache misses. Or if you have to always find the minimum element, you could cache it in another structure and you would have it at a constant time, all the time.
I'm trying to answer this problem as an exercise:
here are set of coins of {50,25,10,5,1} cents in a box.Write a program to find the number of ways a 1 dollar can be created by grouping the coins.
My solution involves making a tree with each edge having one of the values above. Each node would then hold a sum of the coins. I could then populate this tree and look for leaves that add up to 100. So here is my code
class TrieNode
{
public:
TrieNode(TrieNode* Parent=NULL,int sum=0,TrieNode* FirstChild=NULL,int children=0, bool key =false )
:pParent(Parent),pChild(FirstChild),isKey(key),Sum(sum),NoChildren(children)
{
if(Sum==100)
isKey=true;
}
void SetChildren(int children)
{
pChild = new TrieNode[children]();
NoChildren=children;
}
~TrieNode(void);
//pointers
TrieNode* pParent;
TrieNode* pChild;
int NoChildren;
bool isKey;
int Sum;
};
void Populate(TrieNode* Root, int coins[],int size)
{
//Set children
Root->SetChildren(size);
//add children
for(int i=0;i<size;i++)
{
TrieNode* child = &Root->pChild[0];
int c = Root->Sum+coins[i];
if(c<=100)
{
child = new TrieNode(Root,c);
if(!child->isKey) //recursively populate if not a key
Populate(child,coins,size);
}
else
child = NULL;
}
}
int getNumKeys(TrieNode* Root)
{
int keys=0;
if(Root == NULL)
return 0;
//increment keys if this is a key
if(Root->isKey)
keys++;
for(int i=0; i<Root->NoChildren;i++)
{
keys+= getNumKeys(&Root->pChild[i]);
}
return keys;
}
int _tmain(int argc, _TCHAR* argv[])
{
TrieNode* RootNode = new TrieNode(NULL,0);
int coins[] = {50,25,10,5,1};
int size = 5;
Populate(RootNode,coins,size);
int combos = getNumKeys(RootNode);
printf("%i",combos);
return 0;
}
The problem is that the tree is so huge that after a few seconds the program crashes. I'm running this on a windows 7, quad core, with 8gb ram. A rough calculation tells me I should have enough memory.
Are my calculations incorrect?
Does the OS limit how much memory I have access to?
Can I fix it while still using this solution?
All feedback is appreciated. Thanks.
Edit1:
I have verified that the above approach is wrong. By trying to build a tree with a set of only 1 coin.
coins[] = {1};
I found that the algorithm still failed.
After reading the post from Lenik and from João Menighin
I came up with this solution that ties both Ideas together to make a recursive solution
which takes any sized array
//N is the total the coins have to amount to
int getComobs(int coins[], int size,int N)
{
//write base cases
//if array empty | coin value is zero or N is zero
if(size==0 || coins[0]==0 ||N==0)
return 0;
int thisCoin = coins[0];
int atMost = N / thisCoin ;
//if only 1 coin denomination
if(size==1)
{
//if all coins fit in N
if(N%thisCoin==0)
return 1;
else
return 0;
}
int combos =0;
//write recursion
for(int denomination =0; denomination<atMost;denomination++)
{
coins++;//reduce array ptr
combos+= getComobs(coins, size-1,N-denomination*thisCoin);
coins--;//increment array ptr
}
return combos;
}
Thanks for all the feedback
Tree solution is totally wrong for this problem. It's like catching 10e6 tigers and then let go all of them but one, just because you need a single tiger. Very time and memory consuming -- 99.999% of your nodes are useless and should be ignored in the first place.
Here's another approach:
notice your cannot make a dollar to contain more than two 50 cents
notice again your cannot make a dollar to contain more than four 25 cent coins
notice... (you get the idea?)
Then your solution is simple:
for( int fifty=0; fifty<3; fifty++) {
for( int quarters=0; quarters<5; quarters++) {
for( int dimes=0; dimes<11; dimes++) {
for( int nickels=0; nickels<21; nickels++) {
int sum = fifty * 50 + quarters * 25 + dimes * 10 + nickels * 5;
if( sum <= 100 ) counter++; // here's a combination!!
}
}
}
}
You may ask, why did not I do anything about single cent coins? The answer is simple, as soon as the sum is less than 100, the rest is filled with 1 cents.
ps. hope this solution is not too simple =)
Ok, this is not a full answer but might help you.
You can try perform (what i call) a sanity check.
Put a static counter in TrieNode for every node created, and see how large it grows. If you did some calculations you should be able to tell if it goes to some insane values.
The system can limit the memory available, however it would be really bizarre. Usually the user/admin can set such limits for some purposes. This happens often in dedicated multi-user systems. Other thing could be having a 32bit app in 64bit windows environment. Then mem limit would be 4GB, however this would also be really strange. Any I don't think being limited by the OS is an issue here.
On a side note. I hope you do realize that you kinda defeated all object oriented programming concept with this code :).
I need more time to analyze your code, but for now I can tell that this is a classic Dynamic Programming problem. You may find some interesting texts here:
http://www.algorithmist.com/index.php/Coin_Change
and here
http://www.ccs.neu.edu/home/jaa/CSG713.04F/Information/Handouts/dyn_prog.pdf
There is a much easier way to find a solution:
#include <iostream>
#include <cstring>
using namespace std;
int main() {
int w[101];
memset(w, 0, sizeof(w));
w[0] = 1;
int d[] = {1, 5, 10, 25, 50};
for (int i = 0 ; i != 5 ; i++) {
for (int k = d[i] ; k <= 100 ; k++) {
w[k] += w[k-d[i]];
}
}
cout << w[100] << endl;
return 0;
}
(link to ideone)
The idea is to incrementally build the number of ways to make change by adding coins in progressively larger denomination. Each iteration of the outer loop goes through the results that we already have, and for each amount that can be constructed using the newly added coin adds the number of ways the combination that is smaller by the value of the current coin can be constructed. For example, if the current coin is 5 and the current amount is 7, the algorithm looks up the number of ways that 2 can be constructed, and adds it to the number of ways that 7 can be constructed. If the current coin is 25 and the current amount is 73, the algorithm looks up the number of ways to construct 48 (73-25) to the previously found number of ways to construct 73. In the end, the number in w[100] represents the number of ways to make one dollar (292 ways).
I really do believe someone has to put the most efficient and simple possible implementation, it is an improvement on lenik's answer:
Memory: Constant
Running time: Considering 100 as n, then running time is about O(n (lg(n))) <-I am unsure
for(int fifty=0; fifty <= 100; fifty+=50)
for(int quarters=0; quarters <= (100 - fifty); quarters+=25)
for(int dimes=0; dimes <= (100 - fifty - quarters); dimes+=10)
counter += 1 + (100 - fifty - quarters - dimes)/5;
I think this can be solved in constant time, because any sequence sum can be represented with a linear formula.
Problem might be infinite recursion. You are not incrementing c any where and loop runs with c<=100
Edit 1: I am not sure if
int c = Root->Sum+coins[i];
is actually taking it beyond 100. Please verify that
Edit 2: I missed the Sum being initialized correctly and it was corrected in the comments below.
Edit 3: Method to debug -
One more thing that you can do to help is, Write a print function for this tree or rather print on each level as it progresses deeper in the existing code. Add a counter which terminates loop after say total 10 iterations. The prints would tell you if you are getting garbage values or your c is gradually increasing in a right direction.
I finally determined that this function is responsible for the majority of my bottleneck issues. I think its because of the massively excessive random access that happens when most of the synapses are already active. Basically, as the title says, I need to somehow optimize the algorithm so that I'm not randomly checking a ton of active elements before landing on one of the few that are left.
Also, I included the whole function in case of other flaws that can be spotted.
void NetClass::Explore(vector <synapse> & synapses, int & n_syns) //add new synapses
{
int size = synapses.size();
assert(n_syns <= size );
//Increase the age of each active synapse by 1
Age_Increment(synapses);
//make sure there is at least one inactive vector left
if(n_syns == size)
return;
//stochastically decide whether a new connection is added
if((rand_r(seedp) %1000) < ( x / (1 +(n_syns * ( y / 100)))))
{
n_syns++; //a new synapse has been created
//main inefficiency here
while(1)
{
int syn = rand_r(seedp) % (size);
if (!synapses[syn].active)
{
synapses[syn].active = true;
synapses[syn].weight = .04 + (float (rand_r(seedp) % 17) / 100);
break;
}
}
}
}
void NetClass::Age_Increment(vector <synapse> & synapses)
{
for(int q=0, int size = synapses.size(); q < size; q++)
if(synapses[q].active)
synapses[q].age++;
}
Pass a random number, k, in the range [0, size-n_syns) to Age_Increment. Have Age_Increment return the kth empty slot.
Since you're already traversing the whole list in Age_Increment, update that function to return the list of the indexes of inactive synapses.
You can then pick a random item from that list directly.
This is similar to the problem of finding free blocks in memory management, so I would take a look at algorithms used in that domain, specifically free lists, which is a list of free positions. (These are usually implemented as linked lists to be able to pop elements off an end efficiently. Random access in a linked list would still be O(n) - with a smaller n, but still not the best choice for your use case.)
Premise
This problem has a known solution (shown below actually), I'm just wondering if anyone has a more elegant algorithm or any other ideas/suggestions on how to make this more readable, efficient, or robust.
Background
I have a list of sports competitions that I need to sort in an array. Due to the nature of this array's population, 95% of the time the list will be pre sorted, so I use an improved bubble sort algorithm to sort it (since it approaches O(n) with nearly sorted lists).
The bubble sort has a helper function called CompareCompetitions that compares two competitions and returns >0 if comp1 is greater, <0 if comp2 is greater, 0 if the two are equal. The competitions are compared first by a priority field, then by game start time, and then by Home Team Name.
The priority field is the trick to this problem. It is an int that holds a positve value or 0. They are sorted with 1 being first, 2 being second, and so on with the exception that 0 or invalid values are always last.
e.g. the list of priorities
0, 0, 0, 2, 3, 1, 3, 0
would be sorted as
1, 2, 3, 3, 0, 0, 0, 0
The other little quirk, and this is important to the question, is that 95% of the time, priority will be it's default 0, because it is only changed if the user wants to manually change the sort order, which is rarely. So the most frequent case in the compare function is that priorities are equal and 0.
The Code
This is my existing compare algorithm.
int CompareCompetitions(const SWI_COMPETITION &comp1,const SWI_COMPETITION &comp2)
{
if(comp1.nPriority == comp2.nPriority)
{
//Priorities equal
//Compare start time
int ret = comp1.sStartTime24Hrs.CompareNoCase(comp2.sStartTime24Hrs);
if(ret != 0)
{
return ret; //return compare result
}else
{
//Equal so far
//Compare Home team Name
ret = comp1.sHLongName.CompareNoCase(comp2.sHLongName);
return ret;//Home team name is last field to sort by, return that value
}
}
else if(comp1.nPriority > comp2.nPriority)
{
if(comp2.nPriority <= 0)
return -1;
else
return 1;//comp1 has lower priority
}else /*(comp1.nPriority < comp2.nPriority)*/
{
if(comp1.nPriority <= 0)
return 1;
else
return -1;//comp1 one has higher priority
}
}
Question
How can this algorithm be improved?
And more importantly...
Is there a better way to force 0 to the back of the sort order?
I want to emphasize that this code seems to work just fine, but I am wondering if there is a more elegant or efficient algorithm that anyone can suggest. Remember that nPriority will almost always be 0, and the competitions will usually sort by start time or home team name, but priority must always override the other two.
Isn't it just this?
if (a==b) return other_data_compare(a, b);
if (a==0) return 1;
if (b==0) return -1;
return a - b;
You can also reduce some of the code verbosity using the trinary operator like this:
int CompareCompetitions(const SWI_COMPETITION &comp1,const SWI_COMPETITION &comp2)
{
if(comp1.nPriority == comp2.nPriority)
{
//Priorities equal
//Compare start time
int ret = comp1.sStartTime24Hrs.CompareNoCase(comp2.sStartTime24Hrs);
return ret != 0 ? ret : comp1.sHLongName.CompareNoCase(comp2.sHLongName);
}
else if(comp1.nPriority > comp2.nPriority)
return comp2.nPriority <= 0 ? -1 : 1;
else /*(comp1.nPriority < comp2.nPriority)*/
return comp1.nPriority <= 0 ? 1 : -1;
}
See?
This is much shorter and in my opinion easily read.
I know it's not what you asked for but it's also important.
Is it intended that if the case nPriority1 < 0 and nPriority2 < 0 but nPriority1 != nPriority2 the other data aren't compared?
If it isn't, I'd use something like
int nPriority1 = comp1.nPriority <= 0 ? INT_MAX : comp1.nPriority;
int nPriority2 = comp2.nPriority <= 0 ? INT_MAX : comp2.nPriority;
if (nPriority1 == nPriority2) {
// current code
} else {
return nPriority1 - nPriority2;
}
which will consider values less or equal to 0 the same as the maximum possible value.
(Note that optimizing for performance is probably not worthwhile if you consider that there are insensitive comparisons in the most common path.)
If you can, it seems like modifying the priority scheme would be the most elegant, so that you could just sort normally. For example, instead of storing a default priority as 0, store it as 999, and cap user defined priorities at 998. Then you won't have to deal with the special case anymore, and your compare function can have a more straightforward structure, with no nesting of if's:
(pseudocode)
if (priority1 < priority2) return -1;
if (priority1 > priority2) return 1;
if (startTime1 < startTime2) return -1;
if (startTime1 > startTime2) return 1;
if (teamName1 < teamName2) return -1;
if (teamName1 > teamName2) return -1;
return 0; // exact match!
I think the inelegance you feel about your solution comes from duplicate code for the zero priority exception. The Pragmatic Programmer explains that each piece of information in your source should be defined in "one true" place. To the naive programmer reading your function, you want the exception to stand-out, separate from the other logic, in one place, so that it is readily understandable. How about this?
if(comp1.nPriority == comp2.nPriority)
{
// unchanged
}
else
{
int result, lowerPriority;
if(comp1.nPriority > comp2.nPriority)
{
result = 1;
lowerPriority = comp2.nPriority;
}
else
{
result = -1;
lowerPriority = comp1.nPriority;
}
// zero is an exception: always goes last
if(lowerPriority == 0)
result = -result;
return result;
}
I Java-ized it, but the approach will work fine in C++:
int CompareCompetitions(Competition comp1, Competition comp2) {
int n = comparePriorities(comp1.nPriority, comp2.nPriority);
if (n != 0)
return n;
n = comp1.sStartTime24Hrs.compareToIgnoreCase(comp2.sStartTime24Hrs);
if (n != 0)
return n;
n = comp1.sHLongName.compareToIgnoreCase(comp2.sHLongName);
return n;
}
private int comparePriorities(Integer a, Integer b) {
if (a == b)
return 0;
if (a <= 0)
return -1;
if (b <= 0)
return 1;
return a - b;
}
Basically, just extract the special-handling-for-zero behavior into its own function, and iterate along the fields in sort-priority order, returning as soon as you have a nonzero.
As long as the highest priority is not larger than INT_MAX/2, you could do
#include <climits>
const int bound = INT_MAX/2;
int pri1 = (comp1.nPriority + bound) % (bound + 1);
int pri2 = (comp2.nPriority + bound) % (bound + 1);
This will turn priority 0 into bound and shift all other priorities down by 1. The advantage is that you avoid comparisons and make the remainder of the code look more natural.
In response to your comment, here is a complete solution that avoids the translation in the 95% case where priorities are equal. Note, however, that your concern over this is misplaced since this tiny overhead is negligible with respect to the overall complexity of this case, since the equal-priorities case involves at the very least a function call to the time comparison method and at worst an additional call to the name comparator, which is surely at least an order of magnitude slower than whatever you do to compare the priorities. If you are really concerned about efficiency, go ahead and experiment. I predict that the difference between the worst-performing and best-performing suggestions made in this thread won't be more than 2%.
#include <climits>
int CompareCompetitions(const SWI_COMPETITION &comp1,const SWI_COMPETITION &comp2)
{
if(comp1.nPriority == comp2.nPriority)
if(int ret = comp1.sStartTime24Hrs.CompareNoCase(comp2.sStartTime24Hrs))
return ret;
else
return comp1.sHLongName.CompareNoCase(comp2.sHLongName);
const int bound = INT_MAX/2;
int pri1 = (comp1.nPriority + bound) % (bound + 1);
int pri2 = (comp2.nPriority + bound) % (bound + 1);
return pri1 > pri2 ? 1 : -1;
}
Depending on your compiler/hardware, you might be able to squeeze out a few more cycles by replacing the last line with
return (pri1 > pri2) * 2 - 1;
or
return (pri1-pri2 > 0) * 2 - 1;
or (assuming 2's complement)
return ((pri1-pri2) >> (CHAR_BIT*sizeof(int) - 1)) | 1;
Final comment: Do you really want CompareCompetitions to return 1,-1,0 ? If all you need it for is bubble sort, you would be better off with a function returning a bool (true if comp1 is ">=" comp2 and false otherwise). This would simplify (albeit slightly) the code of CompareCompetitions as well as the code of the bubble sorter. On the other hand, it would make CompareCompetitions less general-purpose.