java.math.BigInteger pow(exponent) question - java

I did some tests on pow(exponent) method. Unfortunately, my math skills are not strong enough to handle the following problem.
I'm using this code:
BigInteger.valueOf(2).pow(var);
Results:
var | time in ms
2000000 | 11450
2500000 | 12471
3000000 | 22379
3500000 | 32147
4000000 | 46270
4500000 | 31459
5000000 | 49922
See? 2,500,000 exponent is calculated almost as fast as 2,000,000. 4,500,000 is calculated much faster then 4,000,000.
Why is that?
To give you some help, here's the original implementation of BigInteger.pow(exponent):
public BigInteger pow(int exponent) {
if (exponent < 0)
throw new ArithmeticException("Negative exponent");
if (signum==0)
return (exponent==0 ? ONE : this);
// Perform exponentiation using repeated squaring trick
int newSign = (signum<0 && (exponent&1)==1 ? -1 : 1);
int[] baseToPow2 = this.mag;
int[] result = {1};
while (exponent != 0) {
if ((exponent & 1)==1) {
result = multiplyToLen(result, result.length,
baseToPow2, baseToPow2.length, null);
result = trustedStripLeadingZeroInts(result);
}
if ((exponent >>>= 1) != 0) {
baseToPow2 = squareToLen(baseToPow2, baseToPow2.length, null);
baseToPow2 = trustedStripLeadingZeroInts(baseToPow2);
}
}
return new BigInteger(result, newSign);
}

The algorithm uses repeated squaring (squareToLen) and multiplication (multiplyToLen). The time for these operations to run depends on the size of the numbers involved. The multiplications of the large numbers near the end of the calculation are much more expensive than those at the start.
The multiplication is only done when this condition is true: ((exponent & 1)==1). The number of square operations depends on the number of bits in the number (excluding leading zeros), but a multiplication is only required for the bits that are set to 1. It is easier to see the operations that are required by looking at the binary representation of the number:
2000000: 0000111101000010010000000
2500000: 0001001100010010110100000
3000000: 0001011011100011011000000
3500000: 0001101010110011111100000
4000000: 0001111010000100100000000
4500000: 0010001001010101000100000
5000000: 0010011000100101101000000
Note that 2.5M and 4.5M are lucky in that they have fewer high bits set than the numbers surrounding them. The next time this happens is at 8.5M:
8000000: 0011110100001001000000000
8500000: 0100000011011001100100000
9000000: 0100010010101010001000000
The sweet spots are exact powers of 2.
1048575: 0001111111111111111111111 // 16408 ms
1048576: 0010000000000000000000000 // 6209 ms

Just a guess:
the exponent is handled bit by bit, and if the least significant bit is 1 additional work is done.
If L is the number of bits in the exponent
and A the number of bits which are 1
and t1 the time to process the common part
and t2 the additional time processing when the LSbit is 1
then the run time would be
Lt1 + At2
or the time is dependent on the number of 1's in the binary representation.
now writing a little program to verify my theory...

I'm not sure how many times you've run your timings. As some of the commenters have pointed out, you need to time operations many, many times to get good results (and they can still be wrong).
Assuming you have timed things well, remember that there are a lot of shortcuts that can be taken in math. You don't have to do the operations 5*5*5*5*5*5 to calculate 5^6.
Here is one way to do it much more quickly. http://en.wikipedia.org/wiki/Exponentiation_by_squaring

Related

Generating random doubles in Java between 0 and 1 inclusively or [0..1] [duplicate]

We can easily get random floating point numbers within a desired range [X,Y) (note that X is inclusive and Y is exclusive) with the function listed below since Math.random() (and most pseudorandom number generators, AFAIK) produce numbers in [0,1):
function randomInRange(min, max) {
return Math.random() * (max-min) + min;
}
// Notice that we can get "min" exactly but never "max".
How can we get a random number in a desired range inclusive to both bounds, i.e. [X,Y]?
I suppose we could "increment" our value from Math.random() (or equivalent) by "rolling" the bits of an IEE-754 floating point double precision to put the maximum possible value at 1.0 exactly but that seems like a pain to get right, especially in languages poorly suited for bit manipulation. Is there an easier way?
(As an aside, why do random number generators produce numbers in [0,1) instead of [0,1]?)
[Edit] Please note that I have no need for this and I am fully aware that the distinction is pedantic. Just being curious and hoping for some interesting answers. Feel free to vote to close if this question is inappropriate.
I believe there is much better decision but this one should work :)
function randomInRange(min, max) {
return Math.random() < 0.5 ? ((1-Math.random()) * (max-min) + min) : (Math.random() * (max-min) + min);
}
First off, there's a problem in your code: Try randomInRange(0,5e-324) or just enter Math.random()*5e-324 in your browser's JavaScript console.
Even without overflow/underflow/denorms, it's difficult to reason reliably about floating point ops. After a bit of digging, I can find a counterexample:
>>> a=1.0
>>> b=2**-54
>>> rand=a-2*b
>>> a
1.0
>>> b
5.551115123125783e-17
>>> rand
0.9999999999999999
>>> (a-b)*rand+b
1.0
It's easier to explain why this happens with a=253 and b=0.5: 253-1 is the next representable number down. The default rounding mode ("round to nearest even") rounds 253-0.5 up (because 253 is "even" [LSB = 0] and 253-1 is "odd" [LSB = 1]), so you subtract b and get 253, multiply to get 253-1, and add b to get 253 again.
To answer your second question: Because the underlying PRNG almost always generates a random number in the interval [0,2n-1], i.e. it generates random bits. It's very easy to pick a suitable n (the bits of precision in your floating point representation) and divide by 2n and get a predictable distribution. Note that there are some numbers in [0,1) that you will will never generate using this method (anything in (0,2-53) with IEEE doubles).
It also means that you can do a[Math.floor(Math.random()*a.length)] and not worry about overflow (homework: In IEEE binary floating point, prove that b < 1 implies a*b < a for positive integer a).
The other nice thing is that you can think of each random output x as representing an interval [x,x+2-53) (the not-so-nice thing is that the average value returned is slightly less than 0.5). If you return in [0,1], do you return the endpoints with the same probability as everything else, or should they only have half the probability because they only represent half the interval as everything else?
To answer the simpler question of returning a number in [0,1], the method below effectively generates an integer [0,2n] (by generating an integer in [0,2n+1-1] and throwing it away if it's too big) and dividing by 2n:
function randominclusive() {
// Generate a random "top bit". Is it set?
while (Math.random() >= 0.5) {
// Generate the rest of the random bits. Are they zero?
// If so, then we've generated 2^n, and dividing by 2^n gives us 1.
if (Math.random() == 0) { return 1.0; }
// If not, generate a new random number.
}
// If the top bits are not set, just divide by 2^n.
return Math.random();
}
The comments imply base 2, but I think the assumptions are thus:
0 and 1 should be returned equiprobably (i.e. the Math.random() doesn't make use of the closer spacing of floating point numbers near 0).
Math.random() >= 0.5 with probability 1/2 (should be true for even bases)
The underlying PRNG is good enough that we can do this.
Note that random numbers are always generated in pairs: the one in the while (a) is always followed by either the one in the if or the one at the end (b). It's fairly easy to verify that it's sensible by considering a PRNG that returns either 0 or 0.5:
a=0   b=0  : return 0
a=0   b=0.5: return 0.5
a=0.5 b=0  : return 1
a=0.5 b=0.5: loop
Problems:
The assumptions might not be true. In particular, a common PRNG is to take the top 32 bits of a 48-bit LCG (Firefox and Java do this). To generate a double, you take 53 bits from two consecutive outputs and divide by 253, but some outputs are impossible (you can't generate 253 outputs with 48 bits of state!). I suspect some of them never return 0 (assuming single-threaded access), but I don't feel like checking Java's implementation right now.
Math.random() is twice for every potential output as a consequence of needing to get the extra bit, but this places more constraints on the PRNG (requiring us to reason about four consecutive outputs of the above LCG).
Math.random() is called on average about four times per output. A bit slow.
It throws away results deterministically (assuming single-threaded access), so is pretty much guaranteed to reduce the output space.
My solution to this problem has always been to use the following in place of your upper bound.
Math.nextAfter(upperBound,upperBound+1)
or
upperBound + Double.MIN_VALUE
So your code would look like this:
double myRandomNum = Math.random() * Math.nextAfter(upperBound,upperBound+1) + lowerBound;
or
double myRandomNum = Math.random() * (upperBound + Double.MIN_VALUE) + lowerBound;
This simply increments your upper bound by the smallest double (Double.MIN_VALUE) so that your upper bound will be included as a possibility in the random calculation.
This is a good way to go about it because it does not skew the probabilities in favor of any one number.
The only case this wouldn't work is where your upper bound is equal to Double.MAX_VALUE
Just pick your half-open interval slightly bigger, so that your chosen closed interval is a subset. Then, keep generating the random variable until it lands in said closed interval.
Example: If you want something uniform in [3,8], then repeatedly regenerate a uniform random variable in [3,9) until it happens to land in [3,8].
function randomInRangeInclusive(min,max) {
var ret;
for (;;) {
ret = min + ( Math.random() * (max-min) * 1.1 );
if ( ret <= max ) { break; }
}
return ret;
}
Note: The amount of times you generate the half-open R.V. is random and potentially infinite, but you can make the expected number of calls otherwise as close to 1 as you like, and I don't think there exists a solution that doesn't potentially call infinitely many times.
Given the "extremely large" number of values between 0 and 1, does it really matter? The chances of actually hitting 1 are tiny, so it's very unlikely to make a significant difference to anything you're doing.
What would be a situation where you would NEED a floating point value to be inclusive of the upper bound? For integers I understand, but for a float, the difference between between inclusive and exclusive is what like 1.0e-32.
Think of it this way. If you imagine that floating-point numbers have arbitrary precision, the chances of getting exactly min are zero. So are the chances of getting max. I'll let you draw your own conclusion on that.
This 'problem' is equivalent to getting a random point on the real line between 0 and 1. There is no 'inclusive' and 'exclusive'.
The question is akin to asking, what is the floating point number right before 1.0? There is such a floating point number, but it is one in 2^24 (for an IEEE float) or one in 2^53 (for a double).
The difference is negligible in practice.
private static double random(double min, double max) {
final double r = Math.random();
return (r >= 0.5d ? 1.5d - r : r) * (max - min) + min;
}
Math.round() will help to include the bound value. If you have 0 <= value < 1 (1 is exclusive), then Math.round(value * 100) / 100 returns 0 <= value <= 1 (1 is inclusive). A note here is that the value now has only 2 digits in its decimal place. If you want 3 digits, try Math.round(value * 1000) / 1000 and so on. The following function has one more parameter, that is the number of digits in decimal place - I called as precision:
function randomInRange(min, max, precision) {
return Math.round(Math.random() * Math.pow(10, precision)) /
Math.pow(10, precision) * (max - min) + min;
}
How about this?
function randomInRange(min, max){
var n = Math.random() * (max - min + 0.1) + min;
return n > max ? randomInRange(min, max) : n;
}
If you get stack overflow on this I'll buy you a present.
--
EDIT: never mind about the present. I got wild with:
randomInRange(0, 0.0000000000000000001)
and got stack overflow.
I am fairly less experienced, So I am also looking for solutions as well.
This is my rough thought:
Random number generators produce numbers in [0,1) instead of [0,1],
Because [0,1) is an unit length that can be followed by [1,2) and so on without overlapping.
For random[x, y],
You can do this:
float randomInclusive(x, y){
float MIN = smallest_value_above_zero;
float result;
do{
result = random(x, (y + MIN));
} while(result > y);
return result;
}
Where all values in [x, y] has the same possibility to be picked, and you can reach y now.
Generating a "uniform" floating-point number in a range is non-trivial. For example, the common practice of multiplying or dividing a random integer by a constant, or by scaling a "uniform" floating-point number to the desired range, have the disadvantage that not all numbers a floating-point format can represent in the range can be covered this way, and may have subtle bias problems. These problems are discussed in detail in "Generating Random Floating-Point Numbers by Dividing Integers: a Case Study" by F. Goualard.
Just to show how non-trivial the problem is, the following pseudocode generates a random "uniform-behaving" floating-point number in the closed interval [lo, hi], where the number is of the form FPSign * FPSignificand * FPRADIX^FPExponent. The pseudocode below was reproduced from my section on floating-point number generation. Note that it works for any precision and any base (including binary and decimal) of floating-point numbers.
METHOD RNDRANGE(lo, hi)
losgn = FPSign(lo)
hisgn = FPSign(hi)
loexp = FPExponent(lo)
hiexp = FPExponent(hi)
losig = FPSignificand(lo)
hisig = FPSignificand(hi)
if lo > hi: return error
if losgn == 1 and hisgn == -1: return error
if losgn == -1 and hisgn == 1
// Straddles negative and positive ranges
// NOTE: Changes negative zero to positive
mabs = max(abs(lo),abs(hi))
while true
ret=RNDRANGE(0, mabs)
neg=RNDINT(1)
if neg==0: ret=-ret
if ret>=lo and ret<=hi: return ret
end
end
if lo == hi: return lo
if losgn == -1
// Negative range
return -RNDRANGE(abs(lo), abs(hi))
end
// Positive range
expdiff=hiexp-loexp
if loexp==hiexp
// Exponents are the same
// NOTE: Automatically handles
// subnormals
s=RNDINTRANGE(losig, hisig)
return s*1.0*pow(FPRADIX, loexp)
end
while true
ex=hiexp
while ex>MINEXP
v=RNDINTEXC(FPRADIX)
if v==0: ex=ex-1
else: break
end
s=0
if ex==MINEXP
// Has FPPRECISION or fewer digits
// and so can be normal or subnormal
s=RNDINTEXC(pow(FPRADIX,FPPRECISION))
else if FPRADIX != 2
// Has FPPRECISION digits
s=RNDINTEXCRANGE(
pow(FPRADIX,FPPRECISION-1),
pow(FPRADIX,FPPRECISION))
else
// Has FPPRECISION digits (bits), the highest
// of which is always 1 because it's the
// only nonzero bit
sm=pow(FPRADIX,FPPRECISION-1)
s=RNDINTEXC(sm)+sm
end
ret=s*1.0*pow(FPRADIX, ex)
if ret>=lo and ret<=hi: return ret
end
END METHOD

reverse bits in Java - O(n)

I'm trying to understand this code which reverses bits in O(n) time. I understand the time complexity, but I'm not able to understand the logic behind this code.
public static long reverse(long a) {
long result = 0;
int i = 31;
while(a > 0){
result += (a % 2) * Math.pow(2, i);
i--;
a = a/2;
}
return result;
}
To keep it simple, for example, if I take 12 (1100) and only 4 bits (set i = 3), my output will be 3 (0011). I get that and I'm able to derive the answer as well.
But can someone explain the logic behind this code? Thanks!
That code is
broken for half the possible bit patterns (all the negative numbers), and
O(n), not O(log n), where n is the number of bits in a
Very inefficient
Confusingly written
The algorithm works only for positive numbers and does:
extract the rightmost bit from a
set the corresponding bit from the left end
shift a one position to the right
It repeats as long as a > 0. If the value of a has some leading zero bits then this algorithm will be a little better than O(n).
Inefficiency results from remainder and division for bit extraction when masking and shifting would be much faster, although a modern compiler should be able to convert a/2 to a >> 1 and a%2 to a & 0x00000001. However I don't know if it would recognize Math.pow(2, i) as 0x00000001 << i;
Here's the explanation
i = 31 //number of bits in integer
Following has two parts
result += (a % 2) * Math.pow(2, i);
(a % 2) calculates last bit.
Multiplying anything with a positive power of 2 has the effect of left shifting the bits. (Math.pow(2, i) shifts to left i times.
so we are calculating unit place bit and placing it at ith position from the unit place, which is (31 - i) from the right, which effectively reverses the bit's position from left to right.
and finally
i--; //move to next bit
a = a/2; //chop the unit place bit to proceed to next.
That's it.

Algorithm to efficiently determine the [n][n] element in a matrix

This is a question regarding a piece of coursework so would rather you didn't fully answer the question but rather give tips to improve the run time complexity of my current algorithm.
I have been given the following information:
A function g(n) is given by g(n) = f(n,n) where f may be defined recursively by
I have implemented this algorithm recursively with the following code:
public static double f(int i, int j)
{
if (i == 0 && j == 0) {
return 0;
}
if (i ==0 || j == 0) {
return 1;
}
return ((f(i-1, j)) + (f(i-1, j-1)) + (f(i, j-1)))/3;
}
This algorithm gives the results I am looking for, but it is extremely inefficient and I am now tasked to improve the run time complexity.
I wrote an algorithm to create an n*n matrix and it then computes every element up to the [n][n] element in which it then returns the [n][n] element, for example f(1,1) would return 0.6 recurring. The [n][n] element is 0.6 recurring because it is the result of (1+0+1)/3.
I have also created a spreadsheet of the result from f(0,0) to f(7,7) which can be seen below:
Now although this is much faster than my recursive algorithm, it has a huge overhead of creating a n*n matrix.
Any suggestions to how I can improve this algorithm will be greatly appreciated!
I can now see that is it possible to make the algorithm O(n) complexity, but is it possible to work out the result without creating a [n][n] 2D array?
I have created a solution in Java that runs in O(n) time and O(n) space and will post the solution after I have handed in my coursework to stop any plagiarism.
This is another one of those questions where it's better to examine it, before diving in and writing code.
The first thing i'd say you should do is look at a grid of the numbers, and to not represent them as decimals, but fractions instead.
The first thing that should be obvious is that the total number of you have is just a measure of the distance from the origin, .
If you look at a grid in this way, you can get all of the denominators:
Note that the first row and column are not all 1s - they've been chosen to follow the pattern, and the general formula which works for all of the other squares.
The numerators are a little bit more tricky, but still doable. As with most problems like this, the answer is related to combinations, factorials, and then some more complicated things. Typical entries here include Catalan numbers, Stirling's numbers, Pascal's triangle, and you will nearly always see Hypergeometric functions used.
Unless you do a lot of maths, it's unlikely you're familiar with all of these, and there is a hell of a lot of literature. So I have an easier way to find out the relations you need, which nearly always works. It goes like this:
Write a naive, inefficient algorithm to get the sequence you want.
Copy a reasonably large amount of the numbers into google.
Hope that a result from the Online Encyclopedia of Integer Sequences pops up.
3.b. If one doesn't, then look at some differences in your sequence, or some other sequence related to your data.
Use the information you find to implement said sequence.
So, following this logic, here are the numerators:
Now, unfortunately, googling those yielded nothing. However, there are a few things you can notice about them, the main being that the first row/column are just powers of 3, and that the second row/column are one less than powers of three. This kind boundary is exactly the same as Pascal's triangle, and a lot of related sequences.
Here is the matrix of differences between the numerators and denominators:
Where we've decided that the f(0,0) element shall just follow the same pattern. These numbers already look much simpler. Also note though - rather interestingly, that these numbers follow the same rules as the initial numbers - except the that the first number is one (and they are offset by a column and a row). T(i,j) = T(i-1,j) + T(i,j-1) + 3*T(i-1,j-1):
1
1 1
1 5 1
1 9 9 1
1 13 33 13 1
1 17 73 73 17 1
1 21 129 245 192 21 1
1 25 201 593 593 201 25 1
This looks more like the sequences you see a lot in combinatorics.
If you google numbers from this matrix, you do get a hit.
And then if you cut off the link to the raw data, you get sequence A081578, which is described as a "Pascal-(1,3,1) array", which exactly makes sense - if you rotate the matrix, so that the 0,0 element is at the top, and the elements form a triangle, then you take 1* the left element, 3* the above element, and 1* the right element.
The question now is implementing the formulae used to generate the numbers.
Unfortunately, this is often easier said than done. For example, the formula given on the page:
T(n,k)=sum{j=0..n, C(k,j-k)*C(n+k-j,k)*3^(j-k)}
is wrong, and it takes a fair bit of reading the paper (linked on the page) to work out the correct formula. The sections you want are proposition 26, corollary 28. The sequence is mentioned in Table 2 after proposition 13. Note that r=4
The correct formula is given in proposition 26, but there is also a typo there :/. The k=0 in the sum should be a j=0:
Where T is the triangular matrix containing the coefficients.
The OEIS page does give a couple of implementations to calculate the numbers, but neither of them are in java, and neither of them can be easily transcribed to java:
There is a mathematica example:
Table[ Hypergeometric2F1[-k, k-n, 1, 4], {n, 0, 10}, {k, 0, n}] // Flatten
which, as always, is ridiculously succinct. And there is also a Haskell version, which is equally terse:
a081578 n k = a081578_tabl !! n !! k
a081578_row n = a081578_tabl !! n
a081578_tabl = map fst $ iterate
(\(us, vs) -> (vs, zipWith (+) (map (* 3) ([0] ++ us ++ [0])) $
zipWith (+) ([0] ++ vs) (vs ++ [0]))) ([1], [1, 1])
I know you're doing this in java, but i could not be bothered to transcribe my answer to java (sorry). Here's a python implementation:
from __future__ import division
import math
#
# Helper functions
#
def cache(function):
cachedResults = {}
def wrapper(*args):
if args in cachedResults:
return cachedResults[args]
else:
result = function(*args)
cachedResults[args] = result
return result
return wrapper
#cache
def fact(n):
return math.factorial(n)
#cache
def binomial(n,k):
if n < k: return 0
return fact(n) / ( fact(k) * fact(n-k) )
def numerator(i,j):
"""
Naive way to calculate numerator
"""
if i == j == 0:
return 0
elif i == 0 or j == 0:
return 3**(max(i,j)-1)
else:
return numerator(i-1,j) + numerator(i,j-1) + 3*numerator(i-1,j-1)
def denominator(i,j):
return 3**(i+j-1)
def A081578(n,k):
"""
http://oeis.org/A081578
"""
total = 0
for j in range(n-k+1):
total += binomial(k, j) * binomial(n-k, j) * 4**(j)
return int(total)
def diff(i,j):
"""
Difference between the numerator, and the denominator.
Answer will then be 1-diff/denom.
"""
if i == j == 0:
return 1/3
elif i==0 or j==0:
return 0
else:
return A081578(j+i-2,i-1)
def answer(i,j):
return 1 - diff(i,j) / denominator(i,j)
# And a little bit at the end to demonstrate it works.
N, M = 10,10
for i in range(N):
row = "%10.5f"*M % tuple([numerator(i,j)/denominator(i,j) for j in range(M)])
print row
print ""
for i in range(N):
row = "%10.5f"*M % tuple([answer(i,j) for j in range(M)])
print row
So, for a closed form:
Where the are just binomial coefficients.
Here's the result:
One final addition, if you are looking to do this for large numbers, then you're going to need to compute the binomial coefficients a different way, as you'll overflow the integers. Your answers are lal floating point though, and since you're apparently interested in large f(n) = T(n,n) then I guess you could use Stirling's approximation or something.
Well for starters here are some things to keep in mind:
This condition can only occur once, yet you test it every time through every loop.
if (x == 0 && y == 0) {
matrix[x][y] = 0;
}
You should instead: matrix[0][0] = 0; right before you enter your first loop and set x to 1. Since you know x will never be 0 you can remove the first part of your second condition x == 0 :
for(int x = 1; x <= i; x++)
{
for(int y = 0; y <= j; y++)
{
if (y == 0) {
matrix[x][y] = 1;
}
else
matrix[x][y] = (matrix[x-1][y] + matrix[x-1][y-1] + matrix[x][y-1])/3;
}
}
No point in declaring row and column since you only use it once. double[][] matrix = new double[i+1][j+1];
This algorithm has a minimum complexity of Ω(n) because you just need to multiply the values in the first column and row of the matrix with some factors and then add them up. The factors stem from unwinding the recursion n times.
However you therefore need to do the unwinding of the recursion. That itself has a complexity of O(n^2). But by balancing unwinding and evaluation of recursion, you should be able to reduce complexity to O(n^x) where 1 <= x <= 2. This is some kind of similiar to algorithms for matrix-matrix multiplication, where the naive case has a complexity of O(n^3) but Strassens's algorithm is for example O(n^2.807).
Another point is the fact that the original formula uses a factor of 1/3. Since this is not accurately representable by fixed point numbers or ieee 754 floating points, the error increases when evaluating the recursion successively. Therefore unwinding the recursion could give you higher accuracy as a nice side effect.
For example when you unwind the recursion sqr(n) times then you have complexity O((sqr(n))^2+(n/sqr(n))^2). The first part is for unwinding and the second part is for evaluating a new matrix of size n/sqr(n). That new complexity actually can be simplified to O(n).
To describe time complexity we usually use a big O notation. It is important to remember that it only describes the growth given the input. O(n) is linear time complexity, but it doesn't say how quickly (or slowly) the time grows when we increase input. For example:
n=3 -> 30 seconds
n=4 -> 40 seconds
n=5 -> 50 seconds
This is O(n), we can clearly see that every increase of n increases the time by 10 seconds.
n=3 -> 60 seconds
n=4 -> 80 seconds
n=5 -> 100 seconds
This is also O(n), even though for every n we need twice that much time, and the raise is 20 seconds for every increase of n, the time complexity grows linearly.
So if you have O(n*n) time complexity and you will half the number of operations you perform, you will get O(0.5*n*n) which is equal to O(n*n) - i.e. your time complexity won't change.
This is theory, in practice the number of operations sometimes makes a difference. Because you have a grid n by n, you need to fill n*n cells, so the best time complexity you can achieve is O(n*n), but there are a few optimizations you can do:
Cells on the edges of the grid could be filled in separate loops. Currently in majority of the cases you have two unnecessary conditions for i and j equal to 0.
You grid has a line of symmetry, you could utilize it to calculate only half of it and then copy the results onto the other half. For every i and j grid[i][j] = grid[j][i]
On final note, the clarity and readability of the code is much more important than performance - if you can read and understand the code, you can change it, but if the code is so ugly that you cannot understand it, you cannot optimize it. That's why I would do only first optimization (it also increases readability), but wouldn't do the second one - it would make the code much more difficult to understand.
As a rule of thumb, don't optimize the code, unless the performance is really causing problems. As William Wulf said:
More computing sins are committed in the name of efficiency (without necessarily achieving it) than for any other single reason - including blind stupidity.
EDIT:
I think it may be possible to implement this function with O(1) complexity. Although it gives no benefits when you need to fill entire grid, with O(1) time complexity you can instantly get any value without having a grid at all.
A few observations:
denominator is equal to 3 ^ (i + j - 1)
if i = 2 or j = 2, numerator is one less than denominator
EDIT 2:
The numerator can be expressed with the following function:
public static int n(int i, int j) {
if (i == 1 || j == 1) {
return 1;
} else {
return 3 * n(i - 1, j - 1) + n(i - 1, j) + n(i, j - 1);
}
}
Very similar to original problem, but no division and all numbers are integers.
If the question is about how to output all values of the function for 0<=i<N, 0<=j<N, here is a solution in time O(N²) and space O(N). The time behavior is optimal.
Use a temporary array T of N numbers and set it to all ones, except for the first element.
Then row by row,
use a temporary element TT and set it to 1,
then column by column, assign simultaneously T[I-1], TT = TT, (TT + T[I-1] + T[I])/3.
Thanks to will's (first) answer, I had this idea:
Consider that any positive solution comes only from the 1's along the x and y axes. Each of the recursive calls to f divides each component of the solution by 3, which means we can sum, combinatorially, how many ways each 1 features as a component of the solution, and consider it's "distance" (measured as how many calls of f it is from the target) as a negative power of 3.
JavaScript code:
function f(n){
var result = 0;
for (var d=n; d<2*n; d++){
var temp = 0;
for (var NE=0; NE<2*n-d; NE++){
temp += choose(n,NE);
}
result += choose(d - 1,d - n) * temp / Math.pow(3,d);
}
return 2 * result;
}
function choose(n,k){
if (k == 0 || n == k){
return 1;
}
var product = n;
for (var i=2; i<=k; i++){
product *= (n + 1 - i) / i
}
return product;
}
Output:
for (var i=1; i<8; i++){
console.log("F(" + i + "," + i + ") = " + f(i));
}
F(1,1) = 0.6666666666666666
F(2,2) = 0.8148148148148148
F(3,3) = 0.8641975308641975
F(4,4) = 0.8879743941472337
F(5,5) = 0.9024030889600163
F(6,6) = 0.9123609205913732
F(7,7) = 0.9197747256986194

Please explain the logic behind Kernighan's bit counting algorithm

This question directly follows after reading through Bits counting algorithm (Brian Kernighan) in an integer time complexity . The Java code in question is
int count_set_bits(int n) {
int count = 0;
while(n != 0) {
n &= (n-1);
count++;
}
}
I want to understand what n &= (n-1) is achieving here ? I have seen a similar kind of construct in another nifty algorithm for detecting whether a number is a power of 2 like:
if(n & (n-1) == 0) {
System.out.println("The number is a power of 2");
}
Stepping through the code in a debugger helped me.
If you start with
n = 1010101 & n-1=1010100 => 1010100
n = 1010100 & n-1=1010011 => 1010000
n = 1010000 & n-1=1001111 => 1000000
n = 1000000 & n-1=0111111 => 0000000
So this iterates 4 times. Each iteration decrements the value in such a way that the least significant bit that is set to 1 disappears.
Decrementing by one flips the lowest bit and every bit up to the first one. e.g. if you have 1000....0000 -1 = 0111....1111 not matter how many bits it has to flip and it stops there leaving any other bits set untouched. When you and this with n the lowest bit set and only the lowest bit becomes 0
Subtraction of 1 from a number toggles all the bits (from right to left) till the rightmost set bit(including the righmost set bit).
So if we subtract a number by 1 and do bitwise & with itself (n & (n-1)), we unset the righmost set bit. In this way we can unset 1s one by one from right to left in loop.
The number of times the loop iterates is equal to the number of set
bits.
Source : Brian Kernighan's Algorithm

generate ill-conditioned data for testing floating point summation

I have implemented a Kahan floating point summation algorithm in Java. I want to compare it against the built-in floating point addition in Java and infinite precision addition in Mathematica. However the data set I have is not good for testing, because the numbers are close to each other. (Condition number ~= 1)
Running Kahan on my data set gives all most the same result as the built-in +.
Could anyone suggest how to generate a large amount of data that can potentially cause serious rounding off error?
However the data set I have is not good for testing, because the numbers are close to each other.
It sounds like you already know what the problem is. Get to it =)
There are a few things that you will want:
Numbers of wildly different magnitudes, so that most of the precision of the smaller number is lost with naive summation.
Numbers with different signs and nearly equal (or equal) magnitudes, such that catastrophic cancellation occurs.
Numbers that have some low-order bits set, to increase the effects of rounding.
To get you started, you could try some simple three-term sums, which should show the effect clearly:
1.0 + 1.0e-20 - 1.0
Evaluated with simple summation, this will give 0.0; clearly incorrect. You might also look at sums of the form:
a0 + a1 + a2 + ... + an - b
Where b is the sum a0 + ... + an evaluated naively.
You want a heap of high precision numbers? Try this:
double[] nums = new double[SIZE];
for (int i = 0; i < SIZE; i++)
nums[i] = Math.rand();
Are we talking about number pairs or sequences?
If pairs, start with 1 for both numbers, then in every iteration divide one by 3, multiply the other by 3. It's easy to calculate the theoretical sums of those pairs and you'll get a whole host of rounding errors. (Some from the division and some from the addition. If you don't want division errors, then use 2 instead of 3.)
By experiment, I found following pattern:
public static void main(String[] args) {
System.out.println(1.0 / 3 - 0.01 / 3);
System.out.println(1.0 / 7 - 0.01 / 7);
System.out.println(1.0 / 9 - 0.001 / 9);
}
I've subtracted close negative powers of prime numbers (which should not have exact representation in binary form). However, there are cases then such expression evaluates correctly, for example
System.out.println(1.0 / 9 - 0.01 / 9);
You can automate this approach by iterating power of subtrahend and stopping when multiplication by appropriate value doesn't yield integer number, for example:
System.out.println((1.0 / 9 - 0.001 / 9) * 9000);
if (1000 - (1.0 / 9 - 0.001 / 9) * 9000 > 1.0)
System.out.println("Found it!");
Scalacheck might be something for you. Here is a short sample:
cat DoubleSpecification.scala
import org.scalacheck._
object DoubleSpecification extends Properties ("Doubles") {
/*
(a/1000 + b/1000) = (a+b) / 1000
(a/x + b/x ) = (a+b) / x
*/
property ("distributive") = Prop.forAll { (a: Int, b: Int, c: Int) =>
(c == 0 || a*1.0/c + b*1.0/c == (a+b) * 1.0 / c) }
}
object Runner {
def main (args: Array[String]) {
DoubleSpecification.check
println ("...done")
}
}
To run it, you need scala, and the schalacheck-jar. I used version 2.8 (I don't have to say, that your c-path will vary):
scalac -cp /opt/scala/lib/scalacheck.jar:. DoubleSpecification.scala
scala -cp /opt/scala/lib/scalacheck.jar:. DoubleSpecification
! Doubles.distributive: Falsified after 6 passed tests.
> ARG_0: 28 (orig arg: 1030341)
> ARG_1: 9 (orig arg: 2147483647)
> ARG_2: 5
Scalacheck takes some random values (orig args) and tries to simplify these, if the test fails, in order to find simple examples.

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