Why are my printed outputs different? - swift

I've been slowly building up skillsets in Swift. Drawing with loops is a great way I find, to understand the subtleties of the language.
Here is an interesting puzzle I can't quite figure out:
I've been trying to generate a truncated pyramid like this for a little while.
I finally got a rough one produced using a for loop. screenshot here BUT, as you can see, one of my earlier attempts generated a half truncated pyramid.
The only difference between the two is that on lines 19 and 33, the variable "negativeSpaceThree" is diminished by 2 and 1 respectively.
Can anyone explain why the outputs are so different? I'd really like to understand these nuances. It might simply be my math, but I'm wondering if its a bug.
Many thanks for any input offered.
Code added below:
let space = " "
var negativeSpaceTwo = 22
var xTwo = 3
for circumTwo in 1...11{
xTwo += 2
negativeSpaceTwo -= 2
print(String(repeating: "-", count: negativeSpaceTwo) , String(repeating:"*", count: xTwo ))
}
print(space)
print(space)
var negativeSpaceThree = 11
var xThree = 3
for circumTwo in 1...11{
xThree += 2
negativeSpaceThree -= 1
print(String(repeating: "-", count: negativeSpaceThree) , String(repeating:"*", count: xThree ))
}

It's because of the difference in how many * characters you are printing on each line. If your total line length is total = dashes + stars and you subtract 2 from dashes each time while adding 2 to stars each time, the total line length will remain the same.
In the second pyramid, you reduce the dashes by one, but add 2 to stars, so the total length increases by 1 each line, giving the pyramid effect on the right-hand side of the text.

Related

Array Performing XOR On Itself With Offset

Trying to implement an autocorrelation algorithm, meaning, for example:
let exampleData: [Float] = [1, 2, 3, 4, 5]
Trying to find the fastest way to evaluate 1 ^ 2 + 2 ^ 3 + 3 ^ 4 + 4 ^ 5.
Essentially, iterate through the array, and for every element, calculate the result of XOR between it and another element a set distance away.
Trouble is, this also has to be done for many different values of the offset.
Right now I just have a nested for loop, and I don't know how to make it faster...
var data: [Bool]
var result: [Int]
...
for offset in start..<end {
for index in 0..<(end - offset) {
if (data[index] ^ data[index + frequency]) {
result[offset] += 1
}
}
}
Sounds like you might want windows(ofCount:) from swift-algorithms:
https://github.com/apple/swift-algorithms/blob/main/Guides/Windows.md
That will give you a sliding window through any collection, and if your offset is relatively small (or you actually want the whole window, e.g. to do a moving average), that will be great.
The swift-algorithms stuff is nice since it's more optimized than whatever you'll do ad hoc, plus offers lazy eval.
You might also consider aligning and zipping up your sequence and then mapping over that, e.g.:
zip(data, data.dropFirst(offset))
.map { $0 ^ $1 }
...and so on

How do I fix Unbound Local Error in Python 3

im doing a homework assignment for one of my classes EMT 1111 and Im stuck on this situation at the moment. The question that im trying to answer ask me this question: Write an interactive console program that prompts the user to read in two input values: a number of feet, followed on a separate line by a number of inches. The program should convert this amount to centimeters. Here is a sample run of the program (user input is shown like this):
This program converts feet and inches to centimeters.
Enter number of feet: 5
Enter number of inches: 11
5 ft 11 in = 180.34 cm
Here the coding that I had done so far for this program assignment
centimeters = 2.54
feet_to_inches = feet * 12
print("This program converts feet and inches to centimeters.")
feet = int(input("Enter number of feet: "))
inches = int(input("Enter number of inches: "))
inches_to_centimeters = (feet_to_inches + inches) * centimeters
print = float(input(feet, "ft", inches, "in =",inches_to_centimeters, "cm"))
Every time I keep submitting the code I keep getting an unbound local error. Can someone point the mistake im making so I can fix it
I’m not sure if it’s the reason for the error, but in your last line you use print as a variable name. print is a keyword in python, so you can’t use it as a variable name.
You have a number of issues:
On your 2nd line, you are using feet before it is defined.
On your 9th line, you are using print as a variable instead of a function.
Also on your 9th line, you have what should be printed wrapped in an input function
It's minor, but I would suggest self-descriptive variable names.
So with this in mind, let's refactor your code:
#!/usr/bin/env python3.7
It's a good idea to include a shebang line to make sure you target the correct Python version.
feet_to_inches_multiplier = 12
inches_to_centimeters_multiplier = 2.54
As I said, use self descriptive variables. This way it is more obvious what their intended purpose is.
print("This program converts feet and inches to centimeters.")
This line is fine.
feet = int(input("Enter number of feet: "))
inches = int(input("Enter number of inches: "))
centimeters = (feet * feet_to_inches_multiplier) * inches_to_centimeters_multiplier
Hopefully, you can see the increase in readability here and how the centimeters calculation flows naturally.
print(feet, "ft", inches, "in =", centimeters, "cm")
And this, I assume, is supposed to be a simple print statement.
Here's the output:
This program converts feet and inches to centimeters.
Enter number of feet: 1
Enter number of inches: 1
1 ft 1 in = 30.48 cm
I don't really understand what you want to do but, print() doesn't support the way you're trying to pass those arguments.
For the piece of code provided, the following code may be what you're looking for:
centimeters = 2.54
print("This program converts feet and inches to centimeters.")
feet = int(input("Enter number of feet: "))
feet_to_inches = feet * 12
inches = int(input("Enter number of inches: "))
inches_to_centimeters = (feet_to_inches + inches) * centimeters
print(feet, "ft", inches, "in =", inches_to_centimeters, "cm")
Hope this help you.

"Appending" to an ArraySlice?

Say ...
you have about 20 Thing
very often, you do a complex calculation running through a loop of say 1000 items. The end result is a varying number around 20 each time
you don't know how many there will be until you run through the whole loop
you then want to quickly (and of course elegantly!) access the result set in many places
for performance reasons you don't want to just make a new array each time. note that unfortunately there's a differing amount so you can't just reuse the same array trivially.
What about ...
var thingsBacking = [Thing](repeating: Thing(), count: 100) // hard limit!
var things: ArraySlice<Thing> = []
func fatCalculation() {
var pin: Int = 0
// happily, no need to clean-out thingsBacking
for c in .. some huge loop {
... only some of the items (roughly 20 say) become the result
x = .. one of the result items
thingsBacking[pin] = Thing(... x, y, z )
pin += 1
}
// and then, magic of slices ...
things = thingsBacking[0..<pin]
(Then, you can do this anywhere... for t in things { .. } )
What I am wondering, is there a way you can call to an ArraySlice<Thing> to do that in one step - to "append to" an ArraySlice and avoid having to bother setting the length at the end?
So, something like this ..
things = ... set it to zero length
things.quasiAppend(x)
things.quasiAppend(x2)
things.quasiAppend(x3)
With no further effort, things now has a length of three and indeed the three items are already in the backing array.
I'm particularly interested in performance here (unusually!)
Another approach,
var thingsBacking = [Thing?](repeating: Thing(), count: 100) // hard limit!
and just set the first one after your data to nil as an end-marker. Again, you don't have to waste time zeroing. But the end marker is a nuisance.
Is there a more better way to solve this particular type of array-performance problem?
Based on MartinR's comments, it would seem that for the problem
the data points are incoming and
you don't know how many there will be until the last one (always less than a limit) and
you're having to redo the whole thing at high Hz
It would seem to be best to just:
(1) set up the array
var ra = [Thing](repeating: Thing(), count: 100) // hard limit!
(2) at the start of each run,
.removeAll(keepingCapacity: true)
(3) just go ahead and .append each one.
(4) you don't have to especially mark the end or set a length once finished.
It seems it will indeed then use the same array backing. And it of course "increases the length" as it were each time you append - and you can iterate happily at any time.
Slices - get lost!

How do I generate a random number not including one without using a while loop?

Let's say I want to generate a random number between 1 and 100, but I don't want to include 42. How would I do this without repeating the random method until it is not 42.
Updated for Swift 5.1
Excluding 1 value
var nums = [Int](1...100)
nums.remove(at: 42)
let random = Int(arc4random_uniform(UInt32(nums.count)))
print(nums[random])
Excluding multiple values
This extension of Range does provide a solution when you want to exclude more than 1 value.
extension ClosedRange where Element: Hashable {
func random(without excluded:[Element]) -> Element {
let valid = Set(self).subtracting(Set(excluded))
let random = Int(arc4random_uniform(UInt32(valid.count)))
return Array(valid)[random]
}
}
Example
(1...100).random(without: [40,50,60])
I believe the computation complexity of this second solution is O(n) where n is the number of elements included in the range.
The assumption here is the no more than n excluded values are provided by the caller.
appzYourLife has some great general purpose solutions, but I want to tackle the specific problem in a lightweight way.
Both of these approaches work roughly the same way: Narrow the range to the random number generator to remove the impossible answer (99 answers instead of 100), then map the result so it isn't the illegal value.
Neither approach increases the probability of an outcome relative to another outcome. That is, assuming your random number function is perfectly random the result will still be random (and no 2x chance of 43 relative to 5, for instance).
Approach 1: Addition.
Get a random number from 1 to 99. If it's greater than or equal to the number you want to avoid, add one to it.
func approach1()->Int {
var number = Int(arc4random_uniform(99)+1)
if number >= 42 {
number = number + 1
}
return number
}
As an example, trying to generate a random number from 1-5 that's not 3, take a random number from 1 to 4 and add one if it's greater than or equal to 3.
rand(1..4) produces 1, +0, = 1
rand(1..4) produces 2, +0, = 2
rand(1..4) produces 3, +1, = 4
rand(1..4) produces 4, +1, = 5
Approach 2: Avoidance.
Another simple way would be to get a number from 1 to 99. If it's exactly equal to the number you're trying to avoid, make it 100 instead.
func approach2()->Int {
var number = Int(arc4random_uniform(99)+1)
if number == 42 {
number = 100
}
return number
}
Using this algorithm and narrowing the range to 1-5 (while avoiding 3) again, we get these possible outcomes:
rand(1..4) produces 1; allowed, so Result = 1
rand(1..4) produces 2, allowed, so Result = 2
rand(1..4) produces 3; not allowed, so Result = 5
rand(1..4) produces 4, allowed, so Result = 4

arc4random() and arc4random_uniform() not really random?

I have been using arc4random() and arc4random_uniform() and I always had the feeling that they wasn't exactly random, for example, I was randomly choosing values from an Array but often the values that came out were the same when I generated them multiple times in a row, so today I thought that I would use an Xcode playground to see how these functions are behaving, so I first tests arc4random_uniform to generate a number between 0 and 4, so I used this algorithm :
import Cocoa
var number = 0
for i in 1...20 {
number = Int(arc4random_uniform(5))
}
And I ran it several times, and here is how to values are evolving most of the time :
So as you can see the values are increasing and decreasing repeatedly, and once the values are at the maximum/minimum, they often stay at it during a certain time (see the first screenshot at the 5th step, the value stays at 3 during 6 steps, the problem is that it isn't at all unusual, the function actually behaves in that way most of the time in my tests.
Now, if we look at arc4random(), it's basically the same :
So here are my questions :
Why is this function behaving in this way ?
How to make it more random ?
Thank you.
EDIT :
Finally, I made two experiments that were surprising, the first one with a real dice :
What surprised me is that I wouldn't have said that it was random, since I was seeing the same sort of pattern that as described as non-random for arc4random() & arc4random_uniform(), so as Jean-Baptiste Yunès pointed out, humans aren't good to see if a sequence of numbers is really random.
I also wanted to do a more "scientific" experiment, so I made this algorithm :
import Foundation
var appeared = [0,0,0,0,0,0,0,0,0,0,0]
var numberOfGenerations = 1000
for _ in 1...numberOfGenerations {
let randomNumber = Int(arc4random_uniform(11))
appeared[randomNumber]++
}
for (number,numberOfTimes) in enumerate(appeared) {
println("\(number) appeard \(numberOfTimes) times (\(Double(numberOfGenerations)/Double(numberOfTimes))%)")
}
To see how many times each number appeared, and effectively the numbers are randomly generated, for example, here is one output from the console :
0 appeared 99 times.
1 appeared 97 times.
2 appeared 78 times.
3 appeared 80 times.
4 appeared 87 times.
5 appeared 107 times.
6 appeared 86 times.
7 appeared 97 times.
8 appeared 100 times.
9 appeared 91 times.
10 appeared 78 times.
So it's definitely OK 😊
EDIT #2 : I made again the dice experiment with more rolls, and it's still as surprising to me :
A true random sequence of numbers cannot be generated by an algorithm. They can only produce pseudo-random sequence of numbers (something that looks like a random sequence). So depending on the algorithm chosen, the quality of the "randomness" may vary. The quality of arc4random() sequences is generally considered to have a good randomness.
You cannot analyze the randomness of a sequence visually... Humans are very bad to detect randomness! They tend to find some structure where there is no. Nothing really hurts in your diagrams (except the rare subsequence of 6 three in-a-row, but that is randomness, sometimes unusual things happens). You would be surprised if you had used a dice to generate a sequence and draw its graph. Beware that a sample of only 20 numbers cannot be seriously analyzed against its randomness, your need much bigger samples.
If you need some other kind of randomness, you can try to use /dev/random pseudo-file, which generate a random number each time you read in. The sequence is generated by a mix of algorithms and external physical events that ay happens in your computer.
It depends on what you mean when you say random.
As stated in the comments, true randomness is clumpy. Long strings of repeats or close values are expected.
If this doesn't fit your requirement, then you need to better define your requirement.
Other options could include using a shuffle algorithm to dis-order things in an array, or use an low-discrepancy sequence algorithm to give a equal distribution of values.
I don’t really agree with the idea of humans who are very bad to detect randomness.
Would you be satisfied if you obtain 1-1-2-2-3-3-4-4-5-5-6-6 after throwing 6 couples of dices ? however the dices frequencies are perfect…
This is exactly the problem i’m encountering with arc4random or arc4random_uniform functions.
I’m developing a backgammon application since many years which is based on a neural network trained by word champions players. I DO know that it plays much better than any one but many users think it is cheating. I also have doubts sometimes so I’ve decided to throw all dices by myself…
I’m not satisfied at all with arc4random, even if frequencies are OK.
I always throw a couple of dices and results lead to unacceptable situations, for example : getting five consecutive double dices for the same player, waiting 12 turns (24 dices) until the first 6 occurs.
It is easy to test (C code) :
void randomDices ( int * dice1, int * dice2, int player )
{
( * dice1 ) = arc4random_uniform ( 6 ) ;
( * dice2 ) = arc4random_uniform ( 6 ) ;
// Add to your statistics
[self didRandomDice1:( * dice1 ) dice2:( * dice2 ) forPlayer:player] ;
}
Maybe arc4random doesn’t like to be called twice during a short time…
So I’ve tried several solutions and finally choose this code which runs a second level of randomization after arc4random_uniform :
int CFRandomDice ()
{
int __result = -1 ;
BOOL __found = NO ;
while ( ! __found )
{
// random int big enough but not too big
int __bigint = arc4random_uniform ( 10000 ) ;
// Searching for the first character between '1' and '6'
// in the string version of bigint :
NSString * __bigString = #( __bigint ).stringValue ;
NSInteger __nbcar = __bigString.length ;
NSInteger __i = 0 ;
while ( ( __i < __nbcar ) && ( ! __found ) )
{
unichar __ch = [__bigString characterAtIndex:__i] ;
if ( ( __ch >= '1' ) && ( __ch <= '6' ) )
{
__found = YES ;
__result = __ch - '1' + 1 ;
}
else
{
__i++ ;
}
}
}
return ( __result ) ;
}
This code create a random number with arc4random_uniform ( 10000 ), convert it to string and then searches for the first digit between ‘1’ and ‘6’ in the string.
This appeared to me as a very good way to randomize the dices because :
1/ frequencies are OK (see the statistics hereunder) ;
2/ Exceptional dice sequences occur at exceptional times.
10000 dices test:
----------
Game Stats
----------
HIM :
Total 1 = 3297
Total 2 = 3378
Total 3 = 3303
Total 4 = 3365
Total 5 = 3386
Total 6 = 3271
----------
ME :
Total 1 = 3316
Total 2 = 3289
Total 3 = 3282
Total 4 = 3467
Total 5 = 3236
Total 6 = 3410
----------
HIM doubles = 1623
ME doubles = 1648
Now I’m sure that players won’t complain…