Java program hangs at same random spot consistently - java

I had to do a program that would generate 30 graphs in total, with 5 having 10 unique edges, 5 having 20 unique edges, etc up to 60. I then had to take the average amount of components across in each of the 5 graphs. However, my program is hanging consistently in the same spot. It is when it is trying to do the 16th graph and the 11th edge that it fails, all the time. I left out the connected components static method since that is irrelevant to the problem, I believe. Note this is a rough draft of an earlier optimized copy, both get hung at the same place.
First, I make one graph with the 26 vertices required and then put that same graph into each of the 30 spots in the array and then I put the unique edges into each graph.
The edgeIs method and the indexIs method are in the graph ADT I am using.
Here is the code:
import ch05.queues.LinkedUnbndQueue;
import ch05.queues.UnboundedQueueInterface;
import java.util.Random;
public class UniqueEdgeGraph2 {
public static void main (String[] args) {
final int numGraphs2 = 5;
int numEdges = 10;
double sum = 0;
int index = 0;
Random rand = new Random();
int randomNum1 = 0, randomNum2 = 0, flag = 0;
UnweightedGraph<Integer>[] graphArray = (UnweightedGraph<Integer>[]) new UnweightedGraph[30];
UnweightedGraph<Integer> graph;
for (int i = 0; i < 30; i++)
graphArray[i] = new UnweightedGraph<Integer>();
for (int i = 0; i < 30; i++)
for (int j = 0; j < 26; j++)
graphArray[i].addVertex(j);
for (int i = 0; i < 6; i++) { // it is done 6 times because 30 graphs are needed in total and numGraphs is 5
for (int j = 0; j < numGraphs2; j++) {
for (int k = 0; k < numEdges; k++) {
while (flag == 0) {
randomNum1 = rand.nextInt(26);
randomNum2 = rand.nextInt(26);
if (graphArray[index].edgeIs(randomNum1, randomNum2) == false) {
graphArray[index].addEdge(randomNum1, randomNum2);
flag = 1;
}
}
flag = 0;
}
sum += CountConnectedComponents(graphArray[index]);
index++;
}
System.out.println("Average # of Connected Components for five graphs with " + numEdges + " unique edges is: "
+ sum/5.0);
sum = 0;
numEdges += 10;
}
}
public boolean edgeIs(T fromVertex, T toVertex)
// If edge from fromVertex to toVertex exists, returns true
// otherwise, returns false.
{
int row;
int column;
row = indexIs(fromVertex);
column = indexIs(toVertex);
return (edges[row][column]);
}
private int indexIs(T vertex)
// Returns the index of vertex in vertices.
{
int index = 0;
while (!vertex.equals(vertices[index]))
index++;
return index;
}

I figured out what the error was. I was pointing to the same graph for all 30 array indices. So instead of making 30 different graphs, I pointed the entire array to one graph. This made it impossible to eventually find a unique edge to put in, which caused an infinite loop instead of it just hanging like I thought it was.
I edited the code to reflect the changes I made to make it work. It is still in rough shape but it just needs to be cleaned up.
Thanks to everybody who commented.

Related

How to reduce the number of for loops

How I can improve this code,I am getting accurate output but it seems little long and unnecessary operations. Any Suggestion.
public class Test {
public static void main(String[] args) {
List<Integer> a = new ArrayList<Integer>();
a.add(1);
a.add(2);
List<Integer> b = new ArrayList<Integer>();
b.add(3);
b.add(5);
System.out.println(test(5, a, b));
}
public static long test(int n, List<Integer> a, List<Integer> b) {
// Write your code here
long retCnt = 0;
List<String> enemy = new ArrayList<String>();
for (int i = 0; i < a.size(); i++) {
enemy.add(a.get(i) + "" + b.get(i));
}
String tempstr = "";
int tempj = 1;
for (int m = 1; m <= n; m++) {
int temp = 1;
for (int i = 1; i <= n; i++) {
tempstr = "";
for (int j = tempj; j <= temp; j++) {
tempstr += j;
}
temp++;
if (!"".equalsIgnoreCase(tempstr)) {
if (isValidGroup(enemy, tempstr)) {
retCnt++;
} else {
break;
}
}
}
tempj++;
}
return retCnt;
}
public static boolean isValidGroup(List<String> enemy, String group) {
for (int i = 0; i < enemy.size(); i++) {
if (group.trim().toUpperCase().contains(String.valueOf(enemy.get(i).charAt(0)).toUpperCase())&& group.trim().contains(String.valueOf(enemy.get(i).charAt(1)).toUpperCase())) {
return false;
}
}
return true;
}
}
Short description of the problem statement.
I have a enemy list , That is contains pair such as 13 and 25 from the input array list and b respectively.
I have a number n call 5 , I have to generate possible permutations which should be not part of the enemy list.
Please comment if further clarifications needed.
Your code is slow. If n was 100, your code would require more than 100 million computations to execute.
The whole test function can however be executed in O(N) with some binomial math and if you directly jump above the indices where invalid numbers are. It can also be done in O(N^2) with the very simple algorithm below.
First thing I would do to save memory and code is to delete the variables tempj and temp, because you can use variables m and i for doing the same work and those have always the same values associated and they have to be created anyways for doing the right amount of iterations.
Also another useful thing to notice is that tempj will sometimes (in around half of all iterations to be more exact) be bigger than temp. In all those occasions, you won't be finding any valid permutations, because j iterates only from temp to tempj in increasing order. In other words, half of the computations are useless.
Tempstr can be precomputed.
Imagine tempj was 1 and temp was 3. J will then do 2 iterations from 1 to 2 and from 2 to 3. J has reached temp, so you add one to temp. Temp is now 4 and Tempj is still 1.
Now J has to do the exact previous 2 steps to get from 1 to 3, and then an additional one to get to 4, where temp is. You can skip those previous 2 steps because you already know what tempstr will look like after them. Instead of resetting j, keep increasing it as temp increases.
Here is a snippet of the O(N^2) (without taking into account isValidGroup()'s complexity, which can be easily optimized using an array of booleans, where you mark the invalid positions in N^2)
String tempstr = "";
for(int start = 1; start <= n; start++) {
tempstr = "";
for(int end = start; end <= n; end++) {
tempstr += end;
if(isValidGroup(enemy, tempstr)) {
retCnt++;
} else {
break;
}
}
}

Solve sudoku by backtracking (java)

public static int[][] solve(int[][] input){
for (int i = 0; i < 9*9; i++){
if(input[i / 9][i % 9] != 0){
continue;
}
for (int j = 1; j <= 9; j++){
if(validNumber(input, i / 9, i % 9, j)){
input[i / 9][i % 9] = j;
solve(input);
}
}
}
return input;
}
This method should solve a (solvable) sudoku puzzle via backtracking regardless of the initial situation. It works like this:
Given a sudoku puzzle it iterates from the upper left corner over each row to the lower right corner of the 2D array. When there is already a number, it gets skipped. When there is a zero (empty field) it calculates possible values via the validNumber method. The first valid number (from 1 to 9) is put in the field and the method goes to the next field.
In this algorithm the method does not now whether or not a valid number will eventually render the puzzle unsolvable.
I want to alter it like this:
At the end, when the method finishes iterating through the whole 2d array, every entry of the array gets tested if it is a zero or not.
If there is even one zero the whole algorithm must go to the place where the very first "valid" number was put in. Now, the next "valid" number is put in and so on until there are no zeroes at the end of the algorithm.
I have some troubles implementing this thought. It seems to me there must be an other for loop somewhere, or something like a goto statement, but I don't know where to put it.
Any advice?
I implemented a Sudoku solver once before. It was a bit more complicated than what you had, but solved the game in a blink. :)
What you are attempting to do is solve Sudoku by "Brute Force" and using (tail) recursion. That means you are attempting to solve the board by iterating over all 981 possible combinations. 9 to the power of 81 is... well it's a big number. And so your approach will take eternity, but you'll run out of stack space from the tail recursion much sooner.
When I implemented Sudoko, it was more straight up. It kept a 9x9 array of "items", where each item was the value in the square, and an array of 9 booleans representing candidates (true == viable, false == eliminated). And then it just did a non-recursive loop of solving the board.
The main loop would start with the simple process of finding squares with only 1 remaining candidate. Then the next step would do simple candidate elimination based on values already assigned. Then it would work its way into more complicated elimination techniques such as X-Wing.
Your algorithm does not actually backtrack. It moves forward if it can, but it never moves backwards when it realizes it's stuck in a corner. This is because it never returns any knowledge up the stack, and it never resets squares. Unless you get really lucky, your code will get the game board into a cornered state, and then print out that cornered state. To backtrack, you need to reset the last square you set (the one that got you cornered) to zero, so your algorithm will know to keep trying other things.
For understanding backtracking, I highly recommend a book called The Algorithm Design Manual by Steven Skiena. I read it when I was preparing for SWE interviews, and it really improved my knowledge of backtracking, complexity, and graph search. The second half of the book is a catalog of 75 classic algorithmic problems, and Sudoku is one of them! He has an interesting analysis of optimizations you can make to prune the search tree and solve very hard puzzle boards. Below is some code I wrote a long time ago after reading this chapter (probably not that high quality by my current standards, but it works). I just read through it really quickly and added the solveSmart boolean in the solve method which allows you to turn one of those optimizations on or off, which results in a pretty big time savings when solving a "hard" class Sudoku board (one with only 17 squares filled in to start with).
public class Sudoku {
static class RowCol {
int row;
int col;
RowCol(int r, int c) {
row = r;
col = c;
}
}
static int numSquaresFilled;
static int[][] board = new int[9][9];
static void printBoard() {
for (int i = 0; i < 9; i++) {
for (int j = 0; j < 9; j++) {
System.out.print(" " + (board[i][j] == 0 ? " " : board[i][j]) + " ");
if (j % 3 == 2 && j < 8)
System.out.print("|");
}
System.out.println();
if (i % 3 == 2 && i < 8)
System.out.println("---------|---------|---------");
}
System.out.println();
}
static boolean isEntireBoardValid() {
for (int i = 0; i < 9; i++) {
for (int j = 0; j < 9; j++) {
if (!isBoardValid(i, j)) {
return false;
}
}
}
return true;
}
static boolean isRowValid(int row) {
int[] count = new int[9];
for (int col = 0; col < 9; col++) {
int n = board[row][col] - 1;
if (n == -1)
continue;
count[n]++;
if (count[n] > 1)
return false;
}
return true;
}
static boolean isColValid(int col) {
int[] count = new int[9];
for (int row = 0; row < 9; row++) {
int n = board[row][col] - 1;
if (n == -1)
continue;
count[n]++;
if (count[n] > 1)
return false;
}
return true;
}
static boolean isSquareValid(int row, int col) {
int r = (row / 3) * 3;
int c = (col / 3) * 3;
int[] count = new int[9];
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
int n = board[r + i][c + j] - 1;
if (n == -1)
continue;
count[n]++;
if (count[n] > 1)
return false;
}
}
return true;
}
static boolean isBoardValid(int row, int col) {
return (isRowValid(row) && isColValid(col) && isSquareValid(row, col));
}
static RowCol getOpenSpaceFirstFound() {
for (int i = 0; i < 9; i++) {
for (int j = 0; j < 9; j++) {
if (board[i][j] == 0) {
return new RowCol(i, j);
}
}
}
return new RowCol(0, 0);
}
static RowCol getOpenSpaceMostConstrained() {
int r = 0, c = 0, max = 0;
int[] rowCounts = new int[9];
int[] colCounts = new int[9];
for (int i = 0; i < 9; i++) {
for (int j = 0; j < 9; j++) {
if (board[i][j] != 0)
rowCounts[i]++;
if (board[j][i] != 0)
colCounts[i]++;
}
}
int[][] squareCounts = new int[3][3];
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
int count = 0;
for (int m = 0; m < 3; m++) {
for (int n = 0; n < 3; n++) {
if (board[(i * 3) + m][(j * 3) + n] != 0)
count++;
}
}
squareCounts[i][j] = count;
}
}
for (int i = 0; i < 9; i++) {
for (int j = 0; j < 9; j++) {
if (board[i][j] == 0) {
if (rowCounts[i] > max) {
max = rowCounts[i];
r = i;
c = j;
}
if (colCounts[j] > max) {
max = rowCounts[j];
r = i;
c = j;
}
}
}
}
return new RowCol(r, c);
}
static boolean solve() {
if (81 == numSquaresFilled) {
return true;
}
boolean solveSmart = true;
RowCol rc = solveSmart ? getOpenSpaceMostConstrained() : getOpenSpaceFirstFound();
int r = rc.row;
int c = rc.col;
for (int i = 1; i <= 9; i++) {
numSquaresFilled++;
board[r][c] = i;
if (isBoardValid(r, c)) {
if (solve()) {
return true;
}
}
board[r][c] = 0;
numSquaresFilled--;
}
return false;
}
public static void main(String[] args) {
// initialize board to a HARD puzzle
board[0][7] = 1;
board[0][8] = 2;
board[1][4] = 3;
board[1][5] = 5;
board[2][3] = 6;
board[2][7] = 7;
board[3][0] = 7;
board[3][6] = 3;
board[4][3] = 4;
board[4][6] = 8;
board[5][0] = 1;
board[6][3] = 1;
board[6][4] = 2;
board[7][1] = 8;
board[7][7] = 4;
board[8][1] = 5;
board[8][6] = 6;
numSquaresFilled = 17;
printBoard();
long start = System.currentTimeMillis();
solve();
long end = System.currentTimeMillis();
System.out.println("Solving took " + (end - start) + "ms.\n");
printBoard();
}
}
Eventually validNumber() method will not return any number because there is no possibilities left that means one of the previous choices was incorrect. Just imagine that the algorithm is started with the empty grid (obviously this puzzle is solvable1).
The solution is to keep tree of possible choices and if some choices are incorrect, then just remove them from the tree and use the next available choice (or step back on a higher level of the tree, if there is no choice left in this branch). This method should find a solution if any. (Actually this is how I implemented my sudoku solver some time ago.)
1 IMHO there are 3 different kinds of sudoku:
"true" correct sudoku that has a single unique complete solution;
ambiguous sudoku that has multiple distinct complete solutions, e.g. a puzzle with only 7 different numbers, so it has at least two distinct solutions that differ by swapping 8th and 9th numbers;
incorrect sudoku that has no complete solution, e.g. with a row with two or more occurrences of the same number.
With this definition, a solver algorithm should either:
prove that there is no solution;
return complete solution that satisfies the initial grid.
In the case of a "true" sudoku the result is a "true" solution by definition. In the case of an ambiguous sudoku the result can be different depending on the algorithm. An empty grid is the ultimate example of ambiguous sudoku.

Get a Matrix from another Matrix

So guys, I'm developping a program for Structural Analysis and I came across a problem that I'm having some problem to solve. Basically, I have a system of equations, of which I only need to solve some of them.
The ones I need to solve depend on a boolean array, true if I do, false if I don't. This way, having a true value in the nth element of the array means I'll have to solve the nth equation, therefore meaning that I have to get the nxn element of the matrix of the system of equations.
Do you guys have any insight on it?
So, this is what I've come up with:
//Firstly, define the size of the subsystem:
int size = 0;
for(int i = 0; i < TrueorFalseMatrix.m; i++) {
if(TrueorFalseMatrix.data[i][0] != 0)
size+= 1;
}
//Then we can assign the size values to the Matrix of the subsystem
System_A = Matrix.matrizEmpty(size,size);
System_B = Matriz.matrizEmpty(size, 1);
//This array will store the coordinates of the coefficients that
//will be used
int[] Coordinates = new int[size];
//We store these coordinates in the array
int count = 0;
for(int i = 0; i < TrueorFalseMatrix.m; i++) {
if(TrueorFalseMatrix.data[i][0] != 0) {
Dtrue[count] = i;
count++;
}
}
//We can now assign values to our system Matrix
for(int i = 0; i < size; i++) {
for(int j = 0; j < size; j++) {
System_A.data[i][j] = SourceMatrix.data[Dtrue[i]][Dtrue[j]];
}
System_B.data[i][0] = SourceResultVector.data[Dtrue[i]][0]
}
//Results
double[] Results = System.solve(System_A,System_B);

Putting random numbers randomly into 2d array

I have a 2d array, and I've set all the cells to a enum type State.SAFE. Now I want to place, lets say 5, of those cells, randomly to State.HIT. So I have:
Random objrandom = new Random();
State[][] playField = new State[5][5];
int w;
for (w = 0; w < 5; w++) { // set all states to SAFE first
int h = 0;
playField[w][h] = State.SAFE;
for (h = 0; h < 5; h++) {
playField[w][h] = State.SAFE;
}
}
for (int i = 0; i < 5; i++) { // try and set 5 states, randomly, to HIT
playField[objrandom.nextInt(5)][objrandom.nextInt(5)] = State.HIT;
}
The problem is every time I run it, all the cells are either still in SAFE state or the Hit states are distributed non randomly, i.e the first row of every column or there are more than 5 HIT states.
If you need exactly 5 cells to be set to HIT you can't use random like that because you may get the same number more than once. This is how I would do it:
public static void main(String[] args) {
State[][] playField = new State[5][5];
setStateToSafe(playField);
List<Integer> hits = getRandomIndices(5);
applyHitStateToIndices(hits, playField);
System.out.println(Arrays.deepToString(playField));
}
private static void setStateToSafe(State[][] playField) {
for (int w = 0; w < playField.length; w++) {
Arrays.fill(playField[w], State.SAFE);
}
}
private static List<Integer> getRandomIndices(int n) {
List<Integer> hits = new ArrayList<>();
for (int i = 0; i < n * n; i++) hits.add(i);
Collections.shuffle(hits);
return hits.subList(0, n);
}
private static void applyHitStateToIndices(List<Integer> hits, State[][] playField) {
for (int i = 0; i < hits.size(); i++) {
int hitIndex = hits.get(i);
int row = hitIndex / playField.length;
int column = hitIndex % playField.length;
playField[row][column] = State.HIT;
}
}
There's a problem with your solution, since the line playField[objrandom.nextInt(5)][objrandom.nextInt(5)]=... might result in the same cell being references twice. I can't be sure if this is the cause of your problem, but it might be at least part of it.
If you wanted to fix that, you'd have to check each random number against the history of already changed cells, and request for a different random in case of double hits.
What I suggest is a completely different approach. Instead of requesting the indices of the row and column of the cell in which to change the value, the random should represent the probability that the values will change.
In other words:
Go over all the cells in the array, generate a random value between 0 and 1 (using nextDouble())
If the value is below the probability that this cell should change (5 cells out of 25 means 5/25 = 0.2 probability = 20%), if so, set the value to State.HIT, otherwise set it to State.SAFE
The code should look something like this:
Random objrandom = new Random();
State[][] playField = new State[5][5];
for (int w = 0; w < 5; w++) {
for (int h = 0; h < 5; h++) {
playField[w][h] = (objrandom.nextDouble() < 0.2d) ? State.HIT : State.SAFE;
}
}
If the small overhead doesn't cause much trouble, then you could do something like this:
Create a class for representing a point on your field.
final class Point {
public final int x;
public final int y;
public Point(final int x, final int y) {
this.x = x;
this.y = y;
}
}
Fill a list with all the possible points, and shuffle it.
List<Point> points = new ArrayList<>();
for (int x = 0; x < 5; x++) {
for (int y = 0; y < 5; y++) {
points.add(new Point(x, y));
}
}
Collections.shuffle(points);
Now the first N (5 in your case) points will be randomized, and 100% not the same.
for (int i = 0; i < 5; i++) {
Point p = points.get(i);
playField[p.x][p.y] = State.HIT;
}

Java Sudoku Squares 3x3 Checking Validity

I'm working on a Java program that checks if a sudoku puzzle is solved or not. I have finished the horizontal and vertical number check part. But when trying to check squares, I can't do anything. Here is how my check system works.
This is what I want to make. Hope someone helps because I'm on a hard situation with square check.
int[][] SudokuBoard = new int[9][9];
// I didn't wrote the sudoku board completely hope you understood how sudoku table looks like.
public static boolean checkSquares(int[][] SquareBoard) {
int retr = false;
int loop = 0;
int[] extraboard = new int[9];
int[] truelist ={1,2,3,4,5,6,7,8,9};
for(int i = 1; i <=9 ; I++) {
//here , extraboard will have the numbers in " i " numbered sudoku square.( i is like first //,second)
Arrays.sort(extraboard);
for(int j = 0; j < 9; j++) {
if(extraboard[j] == truelist[j])
loop += 1;
}
extraboard = new int[9];
}
if(loop == 81)
retr == true;
return retr;
}
You could do
int count = 0;
for(int k = 0; k < 9; k++) {
for(int i = 0; i < 3; i++) {
for(int j = 0; j < 3; j++) {
extraboard[count++] = SquareBoard[i+3*k/3][j+k%3*3];
}
}
Arrays.sort(extraboard);
for(int j = 0; j < 9; j++) {
if(extraboard[j] == truelist[j])
loop += 1;
}
extraboard = new int[9];
count = 0;
}
The actual formula to calculate the location in the box is quite simple. As the board is split into rows and column, getting the location of the row and column needs to get offset based on the location of the box in the full area.
i here counts the index within the box of the row. As each row of boxes has a length of 3 in a 9x9 sudoku we need to increase the row number by 3 each time we get 3 boxes in. To figure out and only add 3 we can use some integer division.
For example:
i+i.length*k/i.length
This is obviously an syntax error as i doesn't have length but can consider it as the limit of i in the loop (in this case 3).
This would then get the current row in the box (the first i) and add that to the offset of boxes in the sudoki. That is for every 3 boxes k/i.length becomes 1 more, and we then multiply that with 3 to get the offset of 3.
In the column part we have a bit of an bigger issue as we need to offset it for every 3 we move left in the array and reset it when we get back to boxes on the far left.
So the forumla would become
j + (k%i.length)*j.length
This would give us the column in the box we are in, then we offset by the box location with k%i.length. The reason we use the i.length and not the j.length is that we need to calculate the offset by rows and then offset it by the length of the box column wise.
With this you can then apply to this to any size board. 2x2, 2x3, 3x2, 3x3 or bigger even.
public static boolean checkSquares(int[][] SquareBoard) {
int i=0, extraboard=0;
for (;i<9;i++,extraboard=0) {
for (int j=0;j<9;j++)
extraboard+=1<<(SquareBoard[i/3*3+j/3][i%3*3+j%3]-1);
if (extraboard!=(1<<9)-1) // 511, binary(511) = 111111111
break;
}
return i==9;
}
This is a solution i came up with. it uses 4 nested loops but the time complexity is still O(n^2). Basically i check the first 3 boxes on top, then the 3 boxes in the middle, then the last 3 boxes.
for (int l = 0; l < 9; l+= 3){
for (int i = 0; i < 9; i += 3){
HashSet<Character> set = new HashSet<>();
for (int j = l; j < l+3; j++){
for (int k = i; k < i+3; k++){
if (!set.contains(board[j][k])){
if (board[j][k] != '.')
set.add(board[j][k]);
}
else
return false;
}
}
}
}
return true;
and note that the sudoku might not be complete, and the missing numbers are replaced by ' . '

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