Looking for help about a FFT template - c++

I am currently working on a problem that requires FFT for convolution, however when I brought in my FFT template from my archive I realize that there's something wrong with the output.
eg:
Input: (0, 0) (0, 0) (4166667, 0) (1, 0)
Correct output: (4166668, 0) (-4166667, 1) (4166666, 0) (-4166667, -1)
Template output: (4166668, 0) (-4166667, -1) (4166666, 0) (-4166667, 1)
The code:
#define MAXN
#define ld long double
#define op operator
struct base {
typedef ld T; T re, im;
base() :re(0), im(0) {}
base(T re) :re(re), im(0) {}
base(T re, T im) :re(re), im(im) {}
base op + (const base& o) const { return base(re + o.re, im + o.im); }
base op - (const base& o) const { return base(re - o.re, im - o.im); }
base op * (const base& o) const { return base(re * o.re - im * o.im, re * o.im + im * o.re); }
base op * (ld k) const { return base(re * k, im * k); }
base conj() const { return base(re, -im); }
};
base w[MAXN]; //omega lookup table
int rev[MAXN]; //reverse lookup table
void build_rev(int k) {
static int rk = -1;
if( k == rk )return ; rk = k;
for(int i = 1; i < (1<<k); i++) {
int j = rev[i-1], t = k-1;
while( t >= 0 && ((j>>t)&1) ) { j ^= 1 << t; --t; }
if( t >= 0 ) { j ^= 1 << t; --t; }
rev[i] = j;
}
}
void fft(base *a, int k) {
build_rev(k); int n = 1 << k;
for(int i = 0; i < n; i++) if( rev[i] > i ) swap(a[i], a[rev[i]]);
for(int l = 2, lll = 1; l <= n; l += l, lll += lll) {
if( w[lll].re == 0 && w[lll].im == 0 ) {
ld angle = PI / lll;
base ww( cosl(angle), sinl(angle) );
if( lll > 1 ) for(int j = 0; j < lll; ++j) {
if( j & 1 ) w[lll + j] = w[(lll+j)/2] * ww;
else w[lll + j] = w[(lll+j)/2];
} else w[lll] = base(1, 0);
}
for(int i = 0; i < n; i += l)
for(int j = 0; j < lll; j++){
base v = a[i + j], u = a[i + j + lll] * w[lll + j];
a[i + j] = v + u; a[i + j + lll] = v - u;
}
}
}
//ideone compiled example: http://ideone.com/8PTjW5
I tried to check the bit reverse and the root of unity table yet I didn't find any problems in those two parts. I also checked some online materials to verify the steps but there's nothing odd looking to me.
Would someone mind help me to find out what's the problem in this template?
Thanks in advance.
Edit: I decided to rely on another template at the end, thanks for all the reply from everyone.

It looks like you have the wrong sign for your weights (which means you're probably doing an inverse FFT instead of a forward FFT - remember that for the forward transform the weights are exp(-j * theta)). Try changing:
base ww( cosl(angle), sinl(angle) );
to:
base ww( cosl(angle), -sinl(angle) );
This seems to give the correct results for your simple test case. I haven't tried testing it with anything more demanding.
Coincidentally another user recently made exactly the same mistake in a MATLAB implementation. I guess that - sign is easy to miss.
Note also that your code is quite inefficient - you might want to consider using a simple, proven FFT library, like KissFFT instead.

Related

Triangle: Determine if an array includes a triangular triplet (Codility)

This is the Triangle problem from Codility:
A zero-indexed array A consisting of N integers is given.
A triplet (P, Q, R) is triangular if 0 ≤ P < Q < R < N and:
A[P] + A[Q] > A[R],
A[Q] + A[R] > A[P],
A[R] + A[P] > A[Q].
Write a function:
int solution(vector<int> &A);
that, given a zero-indexed array A consisting of N integers, returns 1
if there exists a triangular triplet for this array and returns 0
otherwise.
For example, given array A such that:
A[0] = 10, A[1] = 2, A[2] = 5, A[3] = 1, A[4] = 8, A[5] = 20
Triplet (0, 2, 4) is triangular, the function should return 1.
Given array A such that:
A[0] = 10, A[1] = 50, A[2] = 5, A[3] = 1
function should return 0.
Assume that:
N is an integer within the range [0..100,000];
each element of array A is an integer within the range
[−2,147,483,648..2,147,483,647].
And here is my solution in C++:
int solution(vector<int> &A) {
if(A.size()<3) return 0;
sort(A.begin(), A.end());
for(int i=0; i<A.size()-2; i++){
//if(A[i] = A[i+1] = A[i+2]) return 1;
if(A[i]+A[i+1]>A[i+2] && A[i+1]+A[i+2]>A[i] && A[i+2]+A[i]>A[i+1]){
return 1;
}
}
return 0;
}
I've checked the comments there and all the solutions seems similar to mine.
However, while others claimed to have gotten 100%, I only got a 93% score.
I got all the tests cases correct EXCEPT for one:
extreme_arith_overflow1
overflow test, 3 MAXINTs
I assume this case has some input like this:
[2147483647, 2147483647, 2147483647]
So I add this to the custom test case, and the answer turns out to be 0 when it clearly should be 1.
I also tried [1900000000, 1900000000, 1900000000], and the answer is still 0.
However, [1000000000, 1000000000, 1000000000] is correct with answer of 1.
Can anyone clue me in on why this result occured?
Greatly appreciated.
My solution in Java with 100/100 and time complexity of O(N*log(N))
With comments explaining the logic
// you can also use imports, for example:
// import java.util.*;
// you can write to stdout for debugging purposes, e.g.
// System.out.println("this is a debug message");
import java.util.Arrays;
class Solution {
public int solution(int[] A) {
int N = A.length;
if (N < 3) return 0;
Arrays.sort(A);
for (int i = 0; i < N - 2; i++) {
/**
* Since the array is sorted A[i + 2] is always greater or equal to previous values
* So A[i + 2] + A[i] > A[i + 1] ALWAYS
* As well ass A[i + 2] + A[i + 1] > A[i] ALWAYS
* Therefore no need to check those. We only need to check if A[i] + A[i + 1] > A[i + 2]?
* Since in case of A[i] + A[i + 1] > MAXINT the code would strike an overflow (ie the result will be greater than allowed integer limit)
* We'll modify the formula to an equivalent A[i] > A[i + 2] - A[i + 1]
* And inspect it there
*/
if (A[i] >= 0 && A[i] > A[i + 2] - A[i + 1]) {
return 1;
}
}
return 0;
}
Basically when you check X + Y value of integers, that is greater than integer limit the code will fail on overflow. so instead of checking if X + Y > Z, we can simply check the equivalent statement if X > Z - Y (simple math isn't it?). Alternatively you could always use long but it will be a worse solution memory wise.
Also make sure you skip the negatives as a triangle cannot have a negative side value.
Cheers
Java 100 %:
public int solution(int[] A){
Arrays.sort(A);
for(int i=0;i<A.length-2;i++){
if(
((long)A[i] + (long)A[i+1] > A[i+2]) &&
((long)A[i+1] + (long)A[i+2] > A[i]) &&
((long)A[i] + (long)A[i+2] > A[i+1])
)
return 1;
}
return 0;
}
Here's my clean solution in Python. I got a 100% in Codility.
This logic can be adapted to any other programming language.
Note: If the array is sorted, you only have to check that the sum of two consecutive elements is greater than the next element (A[i] + A[i+1] > A[i+2]), because in that case, the other two conditions (A[i+1]+A[i+2] > A[i], A[i]+A[i+2] > A[i+1]) will always be true.
I hope it helps.
def solution(A):
#edge case check
if len(A) < 3:
return 0
A.sort()
for i in range(len(A)-2):
if A[i]+A[i+1] > A[i+2]:
return 1
return 0
There are couple of issues here
Side of a triangle can't be 0, since it is a length. You have to add that check or you'll fail that corner case. i.e. Wouldn't get 100%.
Since you can have an input array of all INT_MAX or LONG_MAX (see http://www.cplusplus.com/reference/climits/), you need to store the sum in a double or long long.
You don't have to check all three conditions here i.e.
A[P] + A[Q] > A[R],
A[Q] + A[R] > A[P],
A[R] + A[P] > A[Q].
If you have sorted the array than
A[Q] + A[R] > A[P] &&
A[R] + A[P] > A[Q]
are always true because 0 ≤ P < Q < R i.e. R is greater than P and Q.
So you should only check for A[P] + A[Q] > A[R].
You have already placed a check for A.size() < 3 so that is good.
I have added a C implementation at https://github.com/naveedrasheed/Codility-Solutions/blob/master/Lesson6_Sorting/triangle.c.
You can compare it with solution.
I have used 3 for loop here( without sorting the array) to solve this problem.
public static int solution(int[] A) {
for (int p = 0; p < A.length; p++) {
for (int q = p + 1; q < A.length; q++) {
for (int r = q + 1; r < A.length; r++) {
if ((A[p] + A[q] > A[r]) && (A[q] + A[r] > A[p]) && (A[r] + A[p] > A[q])) {
System.out.println(A[p] + " " + A[q] + " " + A[r]);
return 1;
}
}
}
}
return 0;
}
the trick is to find a number on the array that is less the sum of the other two on the array so sorting the array then searching for that number will solve it. casting to long that on sometimes the value of summation wil exceed the allowed integer
public int solution(int[] A) {
int n = A.length;
if(n<3){
return 0;
}
Arrays.sort(A);
for(int i=2; i<n; i++){
if(A[i]<(long)A[i-1]+(long)A[i-2])
return 1;
}
return 0;
}
My solution in C# with 100 score.
using System;
class Solution {
public int solution(int[] A) {
// write your code in C# 6.0 with .NET 4.5 (Mono)
if(A.Length) <3)
return 0;
Array.Sort(A);
int p,q,r;
for(int i=A.Length-1;i>1; i--){
p = A[i];
q = A[i-1];
r = A[i-2];
if(p+q>r && q+r > p && r+p > q)
return 1;
}
return 0;
}
}
Straightforward solution in JavaScript.
Note: I excluded the options where any side could be 0 or less. The rest is the same.
function solution(A) {
if (A.length < 3) return 0;
A.sort((a, b) => (a - b));
for (i = A.length - 1; i >= 0; i--) {
if (A[i - 2] <= 0) return 0;
if (
A[i] + A[i - 1] > A[i - 2] &&
A[i] + A[i - 2] > A[i - 1] &&
A[i - 1] + A[i - 2] > A[i]
) return 1;
}
return 0;
}
javascript 100% on codility
function solution(a) {
if (a.length < 3) {
return 0;
}
a.sort((a, b) => a - b);
for (let i = 0; i < a.length - 2; i++) {
if (a[i] + a[i + 1] > a[i + 2]) {
return 1;
}
}
return 0;
}
My solution to this problem, written in Swift.
public func Triangle(_ A : inout [Int]) -> Int {
A.sort()
for i in 1..<A.count-1 {
if(A[i] + A[i-1] > A[i+1]) {
print("Triangle has edges: \(A[i-1]), \(A[i]), \(A[i+1])")
return 1
}
}
return 0
}
A = [10,2,5,1,8,20]
print("Triangle: ", Triangle(&A))
Or you can change the if clause, like below
if(A[i]>A[i+2]-A[i+1] && A[i+1]>A[i]-A[i+2] && A[i+2]>A[i+1]-A[i])
using subtraction instead of addition.
Works 100%, tested with different scenario's.
I think all the possibilities are not covered above solution
Combination with
P,Q,R
A[0] = 10, A[1] = 2, A[2] = 5, A[3] = 1, A[4] = 8, A[5] = 20
index combination
0+1>2, 1+2>0, 2+0>1
1+2>3, 2+3>1, 3+1>2
....
These are combinations needed to achieve this problem.
//Triangle
/**
* A[P] + A[Q] > A[R],
A[Q] + A[R] > A[P],
A[R] + A[P] > A[Q]
*/
public int triangleSolution(int[] A) {
int status = 0;
for(int i=0; i<A.length; i++) {
int[] B = removeTheElement(A, i);
for(int j=0; j<B.length; j++) {
int[] C = removeTheElement(B, j);
for(int k=0; k<C.length; k++) {
if((A[i] + B[j] > C[k]) &&
(B[j] + C[k] > A[i]) &&
(C[k] + A[i] > B[j])) {
return 1;
}
}
}
}
return status;
}
// Function to remove the element
public int[] removeTheElement(int[] arr, int index)
{
// Create another array of size one less
int[] anotherArray = new int[arr.length - 1];
// Copy the elements except the index
// from original array to the other array
for (int i = 0, k = 0; i < arr.length; i++) {
// if the index is
// the removal element index
if (i == index) {
continue;
}
// if the index is not
// the removal element index
anotherArray[k++] = arr[i];
}
//Java >8
//IntStream.range(0, arr.length).filter(i -> i != index).map(i -> arr[i]).toArray();
return anotherArray;
}
//My solution in C++ it avoid overflow
inline int Triangle(vector<int> &A) {
if(A.size() < 3) return 0;
sort(A.begin(), A.end());
for(int i = 0; i < (int)A.size() - 2; ++i){
int P = A[i], Q = A[i + 1], R =A[i + 2];
if(( R - P - Q < 0) && ( P - Q - R < 0) && (Q - R - P < 0))
return 1;
}
return 0;
}
Ruby 100% solution
def solution(a)
arr = a.select{|x| x >=0 }.sort
arr.each_with_index do |p, pi|
arr[(pi+1)..-1].each_with_index do |q, qi|
arr[(qi+pi+2)..-1].each do |r|
break if p+q <=r
break if p+r <=q
break if r+q <=p
return 1
end
end
end
0
end
It's javascript solution(TC: O(N*log(N)) though, in case you guys want :).
function solution(A) {
if(A.length<3) return 0;
A.sort((a,b)=>b - a);
for(let i = 0,j = i+1;j < A.length-1;j++){
let p = A[j],q = A[j+1],r = A[i]
if(r - p > q) i++;
else if(r - p < q) return 1;
}
return 0;
}
Sorting does not work now, It was a bug it was fixed by Codility. Now, I am using this piece of code to get 93%
You can see the results below:
Codility test Results
0 <= P < Q < R < N
public static int solution(int[] unfilteredArray) {
int[] array = filterLessThanOneElements(unfilteredArray);
for(int i = 0; i <= (array.length - 3) ; i++) {
long p = array[i];
for(int j = i+1; j <= (array.length - 2); j++) {
long q = array[j];
for(int k = j+1; k <= (array.length - 1); k++) {
long r = array[k];
if((p + q > r) && (q + r > p) && (r + p > q)) {
return 1;
}
}
}
}
return 0;
}
// The mose efficient way to remove duplicates
// TIME COMPLEXITY : O(N)
private static int[] filterLessThanOneElements(int[] unfilteredArray) {
int k = 0;
for(int i = 0; i < unfilteredArray.length; i++) {
if(unfilteredArray[i] > 0) {
unfilteredArray[k++] = unfilteredArray[i];
}
}
return Arrays.copyOfRange(unfilteredArray, 0, k);
}
Simple change: First, you observe that negative integers cannot be part of a triangular triplet. That means you can cast all ints to unsigned int, and there can’t be any overflow anymore.
100/100 JavaScript solution
function solution(A) {
let l = A.length;
if (l < 3) {
return 0;
}
A.sort((a, b) => a - b);
for (let i = 0; i < l - 2; i++) {
let [p, q, r] = [A[i], A[i + 1], A[i + 2]];
if (p + q > r && q + r > p && r + p > q) {
return 1;
}
}
return 0;
}
If you don't want to use Array.sort, the following works with 100% correctness and 100% performance with a complexity that codility detects at O(N*log(N)).
class Solution {
public int solution(int[] A) {
int ans = 0;
int p1 = -1;
int p2 = -1;
int p1Pos = 0;
int p2Pos = 1;
int cur = -1;
if(A.length > 2){
p1 = A[0];
p2 = A[1];
for(int i = p2Pos + 1; i < A.length; i++){
if(p1 > p2){
p2 = A[p1Pos];
p1 = A[p2Pos];
A[p2Pos] = p2;
A[p1Pos] = p1;
}
cur = A[i];
//System.out.println(p1 + " " + p2 + " " + cur);
if(p1 > -1 && p2 > -1){
//the test for a triangle
if (cur > -1 &&
((p1 == p2 && p2 == cur) ||
((p1 + p2 > cur) && (p1 + cur > p2) && ( cur + p2 > p1)))){
return 1;
//bubble sort...sort of
}else if (p2 > cur){
A[p2Pos] = cur;
A[i] = p2;
if(p1 < cur){
p1 = cur;
p1Pos = p2Pos;
}
p2Pos = i;
} else if(cur > -1
&&(p1 + p2 <= cur) ){
p2Pos++;
p1Pos++;
p1=p2;
p2=cur;
}
}else{
//find the first two positive numbers
if((p2 < 0 || p1 < 0) && cur > -1){
if(p1 < 0){
p1 = cur;
p1Pos = i;
}else{
p2 = A[i];
p2Pos = i;
}
}
}
}
}
return ans;
}
}
When I was making this I thought that maybe I could solve this while doing a modified Bubble sort. I chose two pivots (p1 and p2), while making sure p2 > p1.
As I iterated through the array, I made sure that p2 would bubble up if p2 > cur and that p1 would additionally bubble up if p1 > cur. I Furthermore, I noticed that any combination of three points that have a negative number cannot be a triangle. So I ignored negatives. I also realized that if the array happened to hold three and only maximal integers that I would have an issue. To solve this I tested for p1 == p2 == cur. Admittingly, it might be better to use BigInteger to solve it.
My 100% JavaScript solution with O(N*log(N)) time complexity:
function solution(A) {
A.sort((a, b) => a - b);
for (let i = 0, len = A.length - 2; i < len; i++) {
const [P, Q, R] = [A[i], A[i + 1], A[i + 2]];
if (P + Q > R && Q + R > P && R + P > Q) {
return 1;
}
}
return 0;
}
One would think that sorting the array first will violate the condition 0<=P<Q<R. But the question is does such a triple exist. For the example we find [10,2,5,1,8,20]. After sorting we still find the values 10, 5, and 8 as the triple, but in a different order.
A Python 3 solution with 100% score at Codility:
def triangle(A):
n = len(A)
if n < 3:
return 0
a = list(A)
if 0 not in a:
a.append(0)
a.sort()
#print(a)
n = len(a)
p_a = a[a.index(0)+1:n]
#print(p_a)
n = len(p_a)
for i in range(n-2):
p = p_a[i]
q = p_a[i+1]
r = p_a[i+2]
if (p+q>r):
return (1)
return 0
Better solutions for C++ is to change a little algorithm. Make subtraction instead of adding, here is an example:
int solution(vector<int> &A) {
if (A.size() < 3)
return 0;
sort(A.begin(), A.end());
for (int i = 0; i < A.size() - 2; i++) {
if (A[i] > 0 && (A[i] > A[i + 2] - A[i + 1]))
return 1;
}
return 0;
}
It's because of integer overflow.
Try out this one:
int a1 = 1900000000;
int a2 = 1900000000;
int sum = a1+a2; // sum will be -494967296
Edit: Use long long int.
long long int sum01 = A[i] + A[i+1];
long long int sum12 = A[i+1] + A[i+2];
long lont int sum02 = A[i] + A[i+2];
if (sum01 > A[i+2] && sum12 > A[i] && sum02 > A[i+1])
return 1;
My java Solution 100/100 Instead of comparing the Addition we compare the subtraction as we can have an Integer.MAX_VALUE an we will be getting corrupted data.
public static int solution(int[] A) {
int isATriangle = 0;
Arrays.sort(A);
if (A.length >= 3) {
for (int i = 0; i < A.length - 2; i++) {
if (A[i] > A[i + 2] - A[i + 1]
&& A[i + 2] > A[i] - A[i + 1]
&& A[i + 2] > A[i + 1] - A[i])
isATriangle = 1;
}
}
return isATriangle;
}

Optimization of C++ code - std::vector operations

I have this funcition (RotateSlownessTop) and it's called about 800 times computing the corresponding values. But the calculation is slow and is there a way I can make the computations faster.
The number of element in X/Y is 7202. (Fairly large set)
I did the performance analysis and the screenshot has been attached.
void RotateSlownessTop(vector <double> &XR1, vector <double> &YR1, float theta = 0.0)
{
Matrix2d a;
a(0,0) = cos(theta);
a(0,1) = -sin(theta);
a(1, 0) = sin(theta);
a(1, 1) = cos(theta);
vector <double> XR2(7202), YR2(7202);
for (size_t i = 0; i < X.size(); ++i)
{
XR2[i] = (a(0, 0)*X[i] + a(0, 1)*Y[i]);
YR2[i] = (a(1, 0)*X[i] + a(1, 1)*Y[i]);
}
size_t i = 0;
size_t j = 0;
while (i < YR2.size())
{
if (i > 0)
if ((XR2[i]>0) && (XR2[i-1]<0))
j = i;
if (YR2[i] > (-1e-10) && YR2[i]<0.0)
YR2[i] = 0.0;
if (YR2[i] < (1e-10) && YR2[i]>0.0)
YR2[i] = -YR2[i];
if ( YR2[i]<0.0)
{
YR2.erase(YR2.begin() + i);
XR2.erase(XR2.begin() + i);
--i;
}
++i;
}
size_t k = 0;
while (j < YR2.size())
{
YR1[k] = (YR2[j]);
XR1[k] = (XR2[j]);
YR2.erase(YR2.begin() + j);
XR2.erase(XR2.begin() + j);
++k;
}
size_t l = 0;
for (; k < XR1.size(); ++k)
{
XR1[k] = XR2[l];
YR1[k] = YR2[l];
l++;
}
}
Edit1: I have updated the code by replacing all push_back() with operator[], since I read somewhere that this is much faster.
However the whole program is still slow. Any suggestions are appreciated.
If the size is large, you can improve the push_back by pre-allocating the space needed. Add this before the loop:
XR2.reserve(X.size());
YR2.reserve(X.size());

Placing random numbers in a grid

I need to place numbers within a grid such that it doesn't collide with each other. This number placement should be random and can be horizontal or vertical. The numbers basically indicate the locations of the ships. So the points for the ships should be together and need to be random and should not collide.
I have tried it:
int main()
{
srand(time(NULL));
int Grid[64];
int battleShips;
bool battleShipFilled;
for(int i = 0; i < 64; i++)
Grid[i]=0;
for(int i = 1; i <= 5; i++)
{
battleShips = 1;
while(battleShips != 5)
{
int horizontal = rand()%2;
if(horizontal == 0)
{
battleShipFilled = false;
while(!battleShipFilled)
{
int row = rand()%8;
int column = rand()%8;
while(Grid[(row)*8+(column)] == 1)
{
row = rand()%8;
column = rand()%8;
}
int j = 0;
if(i == 1) j= (i+1);
else j= i;
for(int k = -j/2; k <= j/2; k++)
{
int numberOfCorrectLocation = 0;
while(numberOfCorrectLocation != j)
{
if(row+k> 0 && row+k<8)
{
if(Grid[(row+k)*8+(column)] == 1) break;
numberOfCorrectLocation++;
}
}
if(numberOfCorrectLocation !=i) break;
}
for(int k = -j/2; k <= j/2; k++)
Grid[(row+k)*8+(column)] = 1;
battleShipFilled = true;
}
battleShips++;
}
else
{
battleShipFilled = false;
while(!battleShipFilled)
{
int row = rand()%8;
int column = rand()%8;
while(Grid[(row)*8+(column)] == 1)
{
row = rand()%8;
column = rand()%8;
}
int j = 0;
if(i == 1) j= (i+1);
else j= i;
for(int k = -j/2; k <= j/2; k++)
{
int numberOfCorrectLocation = 0;
while(numberOfCorrectLocation != i)
{
if(row+k> 0 && row+k<8)
{
if(Grid[(row)*8+(column+k)] == 1) break;
numberOfCorrectLocation++;
}
}
if(numberOfCorrectLocation !=i) break;
}
for(int k = -j/2; k <= j/2; k++)
Grid[(row)*8+(column+k)] = 1;
battleShipFilled = true;
}
battleShips++;
}
}
}
}
But the code i have written is not able to generate the numbers randomly in the 8x8 grid.
Need some guidance on how to solve this. If there is any better way of doing it, please tell me...
How it should look:
What My code is doing:
Basically, I am placing 5 ships, each of different size on a grid. For each, I check whether I want to place it horizontally or vertically randomly. After that, I check whether the surrounding is filled up or not. If not, I place them there. Or I repeat the process.
Important Point: I need to use just while, for loops..
You are much better of using recursion for that problem. This will give your algorithm unwind possibility. What I mean is that you can deploy each ship and place next part at random end of the ship, then check the new placed ship part has adjacent tiles empty and progress to the next one. if it happens that its touches another ship it will due to recursive nature it will remove the placed tile and try on the other end. If the position of the ship is not valid it should place the ship in different place and start over.
I have used this solution in a word search game, where the board had to be populated with words to look for. Worked perfect.
This is a code from my word search game:
bool generate ( std::string word, BuzzLevel &level, CCPoint position, std::vector<CCPoint> &placed, CCSize lSize )
{
std::string cPiece;
if ( word.size() == 0 ) return true;
if ( !level.inBounds ( position ) ) return false;
cPiece += level.getPiece(position)->getLetter();
int l = cPiece.size();
if ( (cPiece != " ") && (word[0] != cPiece[0]) ) return false;
if ( pointInVec (position, placed) ) return false;
if ( position.x >= lSize.width || position.y >= lSize.height || position.x < 0 || position.y < 0 ) return false;
placed.push_back(position);
bool used[6];
for ( int t = 0; t < 6; t++ ) used[t] = false;
int adj;
while ( (adj = HexCoord::getRandomAdjacentUnique(used)) != -1 )
{
CCPoint nextPosition = HexCoord::getAdjacentGridPositionInDirection((eDirection) adj, position);
if ( generate ( word.substr(1, word.size()), level, nextPosition, placed, lSize ) ) return true;
}
placed.pop_back();
return false;
}
CCPoint getRandPoint ( CCSize size )
{
return CCPoint ( rand() % (int)size.width, rand() % (int)size.height);
}
void generateWholeLevel ( BuzzLevel &level,
blockInfo* info,
const CCSize &levelSize,
vector<CCLabelBMFont*> wordList
)
{
for ( vector<CCLabelBMFont*>::iterator iter = wordList.begin();
iter != wordList.end(); iter++ )
{
std::string cWord = (*iter)->getString();
// CCLog("Curront word %s", cWord.c_str() );
vector<CCPoint> wordPositions;
int iterations = 0;
while ( true )
{
iterations++;
//CCLog("iteration %i", iterations );
CCPoint cPoint = getRandPoint(levelSize);
if ( generate (cWord, level, cPoint, wordPositions, levelSize ) )
{
//Place pieces here
for ( int t = 0; t < cWord.size(); t++ )
{
level.getPiece(wordPositions[t])->addLetter(cWord[t]);
}
break;
}
if ( iterations > 1500 )
{
level.clear();
generateWholeLevel(level, info, levelSize, wordList);
return;
}
}
}
}
I might add that shaped used in the game was a honeycomb. Letter could wind in any direction, so the code above is way more complex then what you are looking for I guess, but will provide a starting point.
I will provide something more suitable when I get back home as I don't have enough time now.
I can see a potential infinite loop in your code
int j = 0;
if(i == 1) j= (i+1);
else j= i;
for(int k = -j/2; k <= j/2; k++)
{
int numberOfCorrectLocation = 0;
while(numberOfCorrectLocation != i)
{
if(row+k> 0 && row+k<8)
{
if(Grid[(row)*8+(column+k)] == 1) break;
numberOfCorrectLocation++;
}
}
if(numberOfCorrectLocation !=i) break;
}
Here, nothing prevents row from being 0, as it was assignd rand%8 earlier, and k can be assigned a negative value (since j can be positive). Once that happens nothing will end the while loop.
Also, I would recommend re-approaching this problem in a more object oriented way (or at the very least breaking up the code in main() into multiple, shorter functions). Personally I found the code a little difficult to follow.
A very quick and probably buggy example of how you could really clean your solution up and make it more flexible by using some OOP:
enum Orientation {
Horizontal,
Vertical
};
struct Ship {
Ship(unsigned l = 1, bool o = Horizontal) : length(l), orientation(o) {}
unsigned char length;
bool orientation;
};
class Grid {
public:
Grid(const unsigned w = 8, const unsigned h = 8) : _w(w), _h(h) {
grid.resize(w * h);
foreach (Ship * sp, grid) {
sp = nullptr;
}
}
bool addShip(Ship * s, unsigned x, unsigned y) {
if ((x <= _w) && (y <= _h)) { // if in valid range
if (s->orientation == Horizontal) {
if ((x + s->length) <= _w) { // if not too big
int p = 0; //check if occupied
for (int c1 = 0; c1 < s->length; ++c1) if (grid[y * _w + x + p++]) return false;
p = 0; // occupy if not
for (int c1 = 0; c1 < s->length; ++c1) grid[y * _w + x + p++] = s;
return true;
} else return false;
} else {
if ((y + s->length) <= _h) {
int p = 0; // check
for (int c1 = 0; c1 < s->length; ++c1) {
if (grid[y * _w + x + p]) return false;
p += _w;
}
p = 0; // occupy
for (int c1 = 0; c1 < s->length; ++c1) {
grid[y * _w + x + p] = s;
p += _w;
}
return true;
} else return false;
}
} else return false;
}
void drawGrid() {
for (int y = 0; y < _h; ++y) {
for (int x = 0; x < _w; ++x) {
if (grid.at(y * w + x)) cout << "|S";
else cout << "|_";
}
cout << "|" << endl;
}
cout << endl;
}
void hitXY(unsigned x, unsigned y) {
if ((x <= _w) && (y <= _h)) {
if (grid[y * _w + x]) cout << "You sunk my battleship" << endl;
else cout << "Nothing..." << endl;
}
}
private:
QVector<Ship *> grid;
unsigned _w, _h;
};
The basic idea is create a grid of arbitrary size and give it the ability to "load" ships of arbitrary length at arbitrary coordinates. You need to check if the size is not too much and if the tiles aren't already occupied, that's pretty much it, the other thing is orientation - if horizontal then increment is +1, if vertical increment is + width.
This gives flexibility to use the methods to quickly populate the grid with random data:
int main() {
Grid g(20, 20);
g.drawGrid();
unsigned shipCount = 20;
while (shipCount) {
Ship * s = new Ship(qrand() % 8 + 2, qrand() %2);
if (g.addShip(s, qrand() % 20, qrand() % 20)) --shipCount;
else delete s;
}
cout << endl;
g.drawGrid();
for (int i = 0; i < 20; ++i) g.hitXY(qrand() % 20, qrand() % 20);
}
Naturally, you can extend it further, make hit ships sink and disappear from the grid, make it possible to move ships around and flip their orientation. You can even use diagonal orientation. A lot of flexibility and potential to harness by refining an OOP based solution.
Obviously, you will put some limits in production code, as currently you can create grids of 0x0 and ships of length 0. It's just a quick example anyway. I am using Qt and therefore Qt containers, but its just the same with std containers.
I tried to rewrite your program in Java, it works as required. Feel free to ask anything that is not clearly coded. I didn't rechecked it so it may have errors of its own. It can be further optimized and cleaned but as it is past midnight around here, I would rather not do that at the moment :)
public static void main(String[] args) {
Random generator = new Random();
int Grid[][] = new int[8][8];
for (int battleShips = 0; battleShips < 5; battleShips++) {
boolean isHorizontal = generator.nextInt(2) == 0 ? true : false;
boolean battleShipFilled = false;
while (!battleShipFilled) {
// Select a random row and column for trial
int row = generator.nextInt(8);
int column = generator.nextInt(8);
while (Grid[row][column] == 1) {
row = generator.nextInt(8);
column = generator.nextInt(8);
}
int lengthOfBattleship = 0;
if (battleShips == 0) // Smallest ship should be of length 2
lengthOfBattleship = (battleShips + 2);
else // Other 4 ships has the length of 2, 3, 4 & 5
lengthOfBattleship = battleShips + 1;
int numberOfCorrectLocation = 0;
for (int k = 0; k < lengthOfBattleship; k++) {
if (isHorizontal && row + k > 0 && row + k < 8) {
if (Grid[row + k][column] == 1)
break;
} else if (!isHorizontal && column + k > 0 && column + k < 8) {
if (Grid[row][column + k] == 1)
break;
} else {
break;
}
numberOfCorrectLocation++;
}
if (numberOfCorrectLocation == lengthOfBattleship) {
for (int k = 0; k < lengthOfBattleship; k++) {
if (isHorizontal)
Grid[row + k][column] = 1;
else
Grid[row][column + k] = 1;
}
battleShipFilled = true;
}
}
}
}
Some important points.
As #Kindread said in an another answer, the code has an infinite loop condition which must be eliminated.
This algorithm will use too much resources to find a solution, it should be optimized.
Code duplications should be avoided as it will result in more maintenance cost (which might not be a problem for this specific case), and possible bugs.
Hope this answer helps...

Laguerre interpolation algorithm, something's wrong with my implementation

This is a problem I have been struggling for a week, coming back just to give up after wasted hours...
I am supposed to find coefficents for the following Laguerre polynomial:
P0(x) = 1
P1(x) = 1 - x
Pn(x) = ((2n - 1 - x) / n) * P(n-1) - ((n - 1) / n) * P(n-2)
I believe there is an error in my implementation, because for some reason the coefficents I get seem way too big. This is the output this program generates:
a1 = -190.234
a2 = -295.833
a3 = 378.283
a4 = -939.537
a5 = 774.861
a6 = -400.612
Description of code (given below):
If you scroll the code down a little to the part where I declare array, you'll find given x's and y's.
The function polynomial just fills an array with values of said polynomial for certain x. It's a recursive function. I believe it works well, because I have checked the output values.
The gauss function finds coefficents by performing Gaussian elimination on output array. I think this is where the problems begin. I am wondering, if there's a mistake in this code or perhaps my method of veryfying results is bad? I am trying to verify them like that:
-190.234 * 1.5 ^ 5 - 295.833 * 1.5 ^ 4 ... - 400.612 = -3017,817625 =/= 2
Code:
#include "stdafx.h"
#include <conio.h>
#include <iostream>
#include <iomanip>
#include <math.h>
using namespace std;
double polynomial(int i, int j, double **tab)
{
double n = i;
double **array = tab;
double x = array[j][0];
if (i == 0) {
return 1;
} else if (i == 1) {
return 1 - x;
} else {
double minusone = polynomial(i - 1, j, array);
double minustwo = polynomial(i - 2, j, array);
double result = (((2.0 * n) - 1 - x) / n) * minusone - ((n - 1.0) / n) * minustwo;
return result;
}
}
int gauss(int n, double tab[6][7], double results[7])
{
double multiplier, divider;
for (int m = 0; m <= n; m++)
{
for (int i = m + 1; i <= n; i++)
{
multiplier = tab[i][m];
divider = tab[m][m];
if (divider == 0) {
return 1;
}
for (int j = m; j <= n; j++)
{
if (i == n) {
break;
}
tab[i][j] = (tab[m][j] * multiplier / divider) - tab[i][j];
}
for (int j = m; j <= n; j++) {
tab[i - 1][j] = tab[i - 1][j] / divider;
}
}
}
double s = 0;
results[n - 1] = tab[n - 1][n];
int y = 0;
for (int i = n-2; i >= 0; i--)
{
s = 0;
y++;
for (int x = 0; x < n; x++)
{
s = s + (tab[i][n - 1 - x] * results[n-(x + 1)]);
if (y == x + 1) {
break;
}
}
results[i] = tab[i][n] - s;
}
}
int _tmain(int argc, _TCHAR* argv[])
{
int num;
double **array;
array = new double*[5];
for (int i = 0; i <= 5; i++)
{
array[i] = new double[2];
}
//i 0 1 2 3 4 5
array[0][0] = 1.5; //xi 1.5 2 2.5 3.5 3.8 4.1
array[0][1] = 2; //yi 2 5 -1 0.5 3 7
array[1][0] = 2;
array[1][1] = 5;
array[2][0] = 2.5;
array[2][1] = -1;
array[3][0] = 3.5;
array[3][1] = 0.5;
array[4][0] = 3.8;
array[4][1] = 3;
array[5][0] = 4.1;
array[5][1] = 7;
double W[6][7]; //n + 1
for (int i = 0; i <= 5; i++)
{
for (int j = 0; j <= 5; j++)
{
W[i][j] = polynomial(j, i, array);
}
W[i][6] = array[i][1];
}
for (int i = 0; i <= 5; i++)
{
for (int j = 0; j <= 6; j++)
{
cout << W[i][j] << "\t";
}
cout << endl;
}
double results[6];
gauss(6, W, results);
for (int i = 0; i < 6; i++) {
cout << "a" << i + 1 << " = " << results[i] << endl;
}
_getch();
return 0;
}
I believe your interpretation of the recursive polynomial generation either needs revising or is a bit too clever for me.
given P[0][5] = {1,0,0,0,0,...}; P[1][5]={1,-1,0,0,0,...};
then P[2] is a*P[0] + convolution(P[1], { c, d });
where a = -((n - 1) / n)
c = (2n - 1)/n and d= - 1/n
This can be generalized: P[n] == a*P[n-2] + conv(P[n-1], { c,d });
In every step there is involved a polynomial multiplication with (c + d*x), which increases the degree by one (just by one...) and adding to P[n-1] multiplied with a scalar a.
Then most likely the interpolation factor x is in range [0..1].
(convolution means, that you should implement polynomial multiplication, which luckily is easy...)
[a,b,c,d]
* [e,f]
------------------
af,bf,cf,df +
ae,be,ce,de, 0 +
--------------------------
(= coefficients of the final polynomial)
The definition of P1(x) = x - 1 is not implemented as stated. You have 1 - x in the computation.
I did not look any further.

fftshift/ifftshift C/C++ source code [closed]

Closed. This question does not meet Stack Overflow guidelines. It is not currently accepting answers.
We don’t allow questions seeking recommendations for books, tools, software libraries, and more. You can edit the question so it can be answered with facts and citations.
Closed 6 years ago.
Improve this question
Does anyone know if there is any free and open source library that has implemented these two functions the way they are defined in matlab?
Thanks
FFTHIFT / IFFTSHIFT is a fancy way of doing CIRCSHIFT.
You can verify that FFTSHIFT can be rewritten as CIRCSHIFT as following.
You can define macros in C/C++ to punt FFTSHIFT to CIRCSHIFT.
A = rand(m, n);
mm = floor(m / 2);
nn = floor(n / 2);
% All three of the following should provide zeros.
circshift(A,[mm, nn]) - fftshift(A)
circshift(A,[mm, 0]) - fftshift(A, 1)
circshift(A,[ 0, nn]) - fftshift(A, 2)
Similar equivalents can be found for IFFTSHIFT.
Circular shift can be implemented very simply with the following code (Can be improved with parallel versions ofcourse).
template<class ty>
void circshift(ty *out, const ty *in, int xdim, int ydim, int xshift, int yshift)
{
for (int i = 0; i < xdim; i++) {
int ii = (i + xshift) % xdim;
for (int j = 0; j < ydim; j++) {
int jj = (j + yshift) % ydim;
out[ii * ydim + jj] = in[i * ydim + j];
}
}
}
And then
#define fftshift(out, in, x, y) circshift(out, in, x, y, (x/2), (y/2))
#define ifftshift(out, in, x, y) circshift(out, in, x, y, ((x+1)/2), ((y+1)/2))
This was done a bit impromptu. Bear with me if there are any formatting / syntactical problems.
Possible this code may help. It perform fftshift/ifftshift only for 1D array within one buffer. Algorithm of forward and backward fftshift for even number of elements is fully identical.
void swap(complex *v1, complex *v2)
{
complex tmp = *v1;
*v1 = *v2;
*v2 = tmp;
}
void fftshift(complex *data, int count)
{
int k = 0;
int c = (int) floor((float)count/2);
// For odd and for even numbers of element use different algorithm
if (count % 2 == 0)
{
for (k = 0; k < c; k++)
swap(&data[k], &data[k+c]);
}
else
{
complex tmp = data[0];
for (k = 0; k < c; k++)
{
data[k] = data[c + k + 1];
data[c + k + 1] = data[k + 1];
}
data[c] = tmp;
}
}
void ifftshift(complex *data, int count)
{
int k = 0;
int c = (int) floor((float)count/2);
if (count % 2 == 0)
{
for (k = 0; k < c; k++)
swap(&data[k], &data[k+c]);
}
else
{
complex tmp = data[count - 1];
for (k = c-1; k >= 0; k--)
{
data[c + k + 1] = data[k];
data[k] = data[c + k];
}
data[c] = tmp;
}
}
UPDATED:
Also FFT library (including fftshift operations) for arbitrary points number could be found in Optolithium (under the OptolithiumC/libs/fourier)
Normally, centering the FFT is done with v(k)=v(k)*(-1)**k in
the time domain. Shifting in the frequency domain is a poor substitute, for
mathematical reasons and for computational efficiency.
See pp 27 of:
http://show.docjava.com/pub/document/jot/v8n6.pdf
I am not sure why Matlab documentation does it the way they do,
they give no technical reference.
Or you can do it yourself by typing type fftshift and recoding that in C++. It's not that complicated of Matlab code.
Edit: I've noticed that this answer has been down-voted a few times recently and commented on in a negative way. I recall a time when type fftshift was more revealing than the current implementation, but I could be wrong. If I could delete the answer, I would as it seems no longer relevant.
Here is a version (courtesy of Octave) that implements it without
circshift.
I tested the code provided here and made an example project to test them. For 1D code one can simply use std::rotate
template <typename _Real>
static inline
void rotshift(complex<_Real> * complexVector, const size_t count)
{
int center = (int) floor((float)count/2);
if (count % 2 != 0) {
center++;
}
// odd: 012 34 changes to 34 012
std::rotate(complexVector,complexVector + center,complexVector + count);
}
template <typename _Real>
static inline
void irotshift(complex<_Real> * complexVector, const size_t count)
{
int center = (int) floor((float)count/2);
// odd: 01 234 changes to 234 01
std::rotate(complexVector,complexVector +center,complexVector + count);
}
I prefer using std::rotate over the code from Alexei due to its simplicity.
For 2D it gets more complicated. For even numbers it is basically a flip left right and flip upside down. For odd it is the circshift algorithm:
// A =
// 1 2 3
// 4 5 6
// 7 8 9
// fftshift2D(A)
// 9 | 7 8
// --------------
// 3 | 1 2
// 6 | 4 5
// ifftshift2D(A)
// 5 6 | 4
// 8 9 | 7
// --------------
// 2 3 | 1
Here I implemented the circshift code with an interface using only one array for in and output. For even numbers only a single array is required, for odd numbers a second array is temporarily created and copied back to the input array. This causes a performance decrease because of the additional time for copying the array.
template<class _Real>
static inline
void fftshift2D(complex<_Real> *data, size_t xdim, size_t ydim)
{
size_t xshift = xdim / 2;
size_t yshift = ydim / 2;
if ((xdim*ydim) % 2 != 0) {
// temp output array
std::vector<complex<_Real> > out;
out.resize(xdim * ydim);
for (size_t x = 0; x < xdim; x++) {
size_t outX = (x + xshift) % xdim;
for (size_t y = 0; y < ydim; y++) {
size_t outY = (y + yshift) % ydim;
// row-major order
out[outX + xdim * outY] = data[x + xdim * y];
}
}
// copy out back to data
copy(out.begin(), out.end(), &data[0]);
}
else {
// in and output array are the same,
// values are exchanged using swap
for (size_t x = 0; x < xdim; x++) {
size_t outX = (x + xshift) % xdim;
for (size_t y = 0; y < yshift; y++) {
size_t outY = (y + yshift) % ydim;
// row-major order
swap(data[outX + xdim * outY], data[x + xdim * y]);
}
}
}
}
template<class _Real>
static inline
void ifftshift2D(complex<_Real> *data, size_t xdim, size_t ydim)
{
size_t xshift = xdim / 2;
if (xdim % 2 != 0) {
xshift++;
}
size_t yshift = ydim / 2;
if (ydim % 2 != 0) {
yshift++;
}
if ((xdim*ydim) % 2 != 0) {
// temp output array
std::vector<complex<_Real> > out;
out.resize(xdim * ydim);
for (size_t x = 0; x < xdim; x++) {
size_t outX = (x + xshift) % xdim;
for (size_t y = 0; y < ydim; y++) {
size_t outY = (y + yshift) % ydim;
// row-major order
out[outX + xdim * outY] = data[x + xdim * y];
}
}
// copy out back to data
copy(out.begin(), out.end(), &data[0]);
}
else {
// in and output array are the same,
// values are exchanged using swap
for (size_t x = 0; x < xdim; x++) {
size_t outX = (x + xshift) % xdim;
for (size_t y = 0; y < yshift; y++) {
size_t outY = (y + yshift) % ydim;
// row-major order
swap(data[outX + xdim * outY], data[x + xdim * y]);
}
}
}
}
Notice: There are better answers provided, I just keep this here for a while for... I do not know what.
Try this:
template<class T> void ifftShift(T *out, const T* in, size_t nx, size_t ny)
{
const size_t hlen1 = (ny+1)/2;
const size_t hlen2 = ny/2;
const size_t shft1 = ((nx+1)/2)*ny + hlen1;
const size_t shft2 = (nx/2)*ny + hlen2;
const T* src = in;
for(T* tgt = out; tgt < out + shft1 - hlen1; tgt += ny, src += ny) { // (nx+1)/2 times
copy(src, src+hlen1, tgt + shft2); //1->4
copy(src+hlen1, src+ny, tgt+shft2-hlen2); } //2->3
src = in;
for(T* tgt = out; tgt < out + shft2 - hlen2; tgt += ny, src += ny ){ // nx/2 times
copy(src+shft1, src+shft1+hlen2, tgt); //4->1
copy(src+shft1-hlen1, src+shft1, tgt+hlen2); } //3->2
};
For matrices with even dimensions you can do it in-place, just passing the same pointer into in and out parameters.
Also note that for 1D arrays fftshift is just std::rotate.
You could also use arrayfire's shift function as replacement for Matlab's circshift and re-implement the rest of the code. This could be useful if you are interested in any of the other features of AF anyway (such as portability to GPU by simply changing a linker flag).
However if all your code is meant to be run on the CPU and is quite sophisticated or you don't want to use any other data format (AF requires af::arrays) stick with one of the other options.
I ended up changing to AF because I would have had to re-implement fftshift as an OpenCL kernel otherwise back in the time.
It will give equivalent result to ifftshift in matlab
ifftshift(vector< vector <double> > Hlow,int RowLineSpace, int ColumnLineSpace)
{
int pivotRow=floor(RowLineSpace/2);
int pivotCol=floor(ColumnLineSpace/2);
for(int i=pivotRow;i<RowLineSpace;i++){
for(int j=0;j<ColumnLineSpace;j++){
double temp=Hlow.at(i).at(j);
second.push_back(temp);
}
ifftShiftRow.push_back(second);
second.clear();
}
for(int i=0;i<pivotRow;i++){
for(int j=0;j<ColumnLineSpace;j++){
double temp=Hlow.at(i).at(j);
first.push_back(temp);
}
ifftShiftRow.push_back(first);
first.clear();
}
double** arr = new double*[RowLineSpace];
for(int i = 0; i < RowLineSpace; ++i)
arr[i] = new double[ColumnLineSpace];
int i1=0,j1=0;
for(int j=pivotCol;j<ColumnLineSpace;j++){
for(int i=0;i<RowLineSpace;i++){
double temp2=ifftShiftRow.at(i).at(j);
arr[i1][j1]=temp2;
i1++;
}
j1++;
i1=0;
}
for(int j=0;j<pivotCol;j++){
for(int i=0;i<RowLineSpace;i++){
double temp1=ifftShiftRow.at(i).at(j);
arr[i1][j1]=temp1;
i1++;
}
j1++;
i1=0;
}
for(int i=0;i<RowLineSpace;i++){
for(int j=0;j<ColumnLineSpace;j++){
double value=arr[i][j];
temp.push_back(value);
}
ifftShiftLow.push_back(temp);
temp.clear();
}
return ifftShiftLow;
}
Octave uses fftw to implement (i)fftshift.
You can use kissfft. It's reasonable fast, extremely simple to use, and free. Arranging the output like you want it requires only to:
a) shift by (-dim_x/2, -dim_y/2, ...), with periodic boundary conditions
b) FFT or IFFT
c) shift back by (dim_x/2, dim_y/2, ...) , with periodic boundary conditions
d) scale ? (according to your needs IFFT*FFT will scale the function by dim_x*dim_y*... by default)