• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 01:03
CET 07:03
KST 15:03
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies3ComeBackTV's documentary on Byun's Career !10Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2
StarCraft 2
General
What's the best tug of war? The Grack before Christmas Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies ComeBackTV's documentary on Byun's Career ! Micro Lags When Playing SC2?
Tourneys
$5,000+ WardiTV 2025 Championship $100 Prize Pool - Winter Warp Gate Masters Showdow Sparkling Tuna Cup - Weekly Open Tournament Winter Warp Gate Amateur Showdown #1 RSL Offline Finals Info - Dec 13 and 14!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Recommended FPV games (post-KeSPA) BW General Discussion FlaSh on: Biggest Problem With SnOw's Playstyle soO on: FanTaSy's Potential Return to StarCraft
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] LB QuarterFinals - Sunday 21:00 CET [BSL21] WB SEMIFINALS - Saturday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
decsec.net | Sell %100 Inbox Smtp - Unlimited Smtp Nintendo Switch Thread Stormgate/Frost Giant Megathread Beyond All Reason Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread How Does UI/UX Design Influence User Trust? Things Aren’t Peaceful in Palestine
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2240 users

The Big Programming Thread - Page 932

Forum Index > General Forum
Post a Reply
Prev 1 930 931 932 933 934 1032 Next
Thread Rules
1. This is not a "do my homework for me" thread. If you have specific questions, ask, but don't post an assignment or homework problem and expect an exact solution.
2. No recruiting for your cockamamie projects (you won't replace facebook with 3 dudes you found on the internet and $20)
3. If you can't articulate why a language is bad, don't start slinging shit about it. Just remember that nothing is worse than making CSS IE6 compatible.
4. Use [code] tags to format code blocks.
WarSame
Profile Blog Joined February 2010
Canada1950 Posts
December 24 2017 17:59 GMT
#18621
Thanks, that's exactly what I was looking for! I was having trouble finding that. It's also great that I can use YAML.
Can it be I stayed away too long? Did you miss these rhymes while I was gone?
Thaniri
Profile Blog Joined March 2011
1264 Posts
Last Edited: 2017-12-24 18:24:45
December 24 2017 18:24 GMT
#18622
I just need to rant a bit since you mentioned it...

Fuck YAML. Every new software these days uses YAML config files and I have to write puppet code to feed settings into templates that will eventually be translated into YAML format cause standardization. At least its not XML.

Meaningful whitespace makes me want to do hyperbolic things that I wouldn't actually do. YAML isn't human readable. JSON is. Give me braces. I don't care about your 2 space rule. I'll use 500 spaces if I want in JSON. Pro tip: I won't since JSON can be minified. But minified JSON is unreadable to humans? Then use jq to unminify it if you need to.

For large scale parsing, YAML is actually slower than JSON. If I'm pushing code out to a $LARGE_NUMBER of nodes it actually adds up.

What do I get in exchange? Comments? RTFM, YAML isn't meant for programming. Multi parent inheritance? I thought the big meme these days was that inheritance is Satan reincarnate.

edit: Merry Christmas everyone! Wish everyone the best on their projects in the new year.
TMG26
Profile Joined July 2012
Portugal2017 Posts
December 24 2017 21:59 GMT
#18623
Yaml should be only used in config files because it's pretty. But even that it's a strech because parsers can't give propper error messages.
Supporter of the situational Blink Dagger on Storm.
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
Last Edited: 2017-12-24 23:48:37
December 24 2017 23:46 GMT
#18624
Let's saying that I am making very long lists(possibly length of millions) from pairs of pseudo-random values, inserting each element one a time. In the end, I want lists without duplicates of the first value in the pairs. Which duplicate is removed is based on the value of the 2nd element. So, I can't use a set because it won't recognize that (8,31) and (8,224) are duplicates and that (8,31) should be removed because 224 > 31. I also don't think a hash is practical because, while I said the values are pseudo random, I actually will only ever get one duplicate for each respective pair. So... I would be making a huge hash table.. when memory is already becoming a problem. [quick side note, if anyone *did* know how to use a set or set like structure to accomplish this, I would be in love with them]

Anyways back to the question
Is it faster to:

a.) insert into the list in order(by element 1). So, for each inserted element, I can do a O(logk) insertion where k is the number of elements currently in the list, putting it into a sorted position. Then, if there is a duplicate, It will be very nearby, so I can check nearby positions for duplicates. I could make it even faster by doing something like maintaining minimum, maximum, mean of the list or w/e. But that's getting pretty fancy.

b.) just insert into the list with no regard for order and then sort it at the end(maybe radix sort).



So, speed is more of a concern than memory, but both are important. I know a) will be better for memory.. but I am unsure if it would be better for speed. Any thoughts/ideas?


edit: a final edit. I don't think bucket sort is feasible because I don't know about the distribution of the values.
tofucake
Profile Blog Joined October 2009
Hyrule19183 Posts
December 25 2017 01:36 GMT
#18625
JSON is for data transport, not human oriented configuration

YAML is good at what it does

Why do you have to write any code to interact with yaml? Use one of the bajillion standard implementations
Liquipediaasante sana squash banana
Manit0u
Profile Blog Joined August 2004
Poland17545 Posts
December 25 2017 03:15 GMT
#18626
On December 25 2017 10:36 tofucake wrote:
JSON is for data transport, not human oriented configuration

YAML is good at what it does

Why do you have to write any code to interact with yaml? Use one of the bajillion standard implementations


Seconded. YAML.parse (or whatever equivalent) will give you a hash, which makes it no different from the usual JSON.parse.

What I like about YAML for config files is that it's readable, concise and has some cool features (like anchors and aliases to dry up your config).


my_node: &default
some_key: 'some val'
some_other_key: 'some other var'

my_other_node:
<<: *default
some_different_key: 1


If your nodes share common subnodes you can easily alias and reference them. Very neat if you ask me,
Time is precious. Waste it wisely.
phar
Profile Joined August 2011
United States1080 Posts
Last Edited: 2017-12-25 07:57:15
December 25 2017 07:55 GMT
#18627
On December 25 2017 08:46 travis wrote:
Let's saying that I am making very long lists(possibly length of millions) from pairs of pseudo-random values, inserting each element one a time. In the end, I want lists without duplicates of the first value in the pairs. Which duplicate is removed is based on the value of the 2nd element. So, I can't use a set because it won't recognize that (8,31) and (8,224) are duplicates and that (8,31) should be removed because 224 > 31. I also don't think a hash is practical because, while I said the values are pseudo random, I actually will only ever get one duplicate for each respective pair. So... I would be making a huge hash table.. when memory is already becoming a problem. [quick side note, if anyone *did* know how to use a set or set like structure to accomplish this, I would be in love with them]

Anyways back to the question
Is it faster to:

a.) insert into the list in order(by element 1). So, for each inserted element, I can do a O(logk) insertion where k is the number of elements currently in the list, putting it into a sorted position. Then, if there is a duplicate, It will be very nearby, so I can check nearby positions for duplicates. I could make it even faster by doing something like maintaining minimum, maximum, mean of the list or w/e. But that's getting pretty fancy.

b.) just insert into the list with no regard for order and then sort it at the end(maybe radix sort).



So, speed is more of a concern than memory, but both are important. I know a) will be better for memory.. but I am unsure if it would be better for speed. Any thoughts/ideas?


edit: a final edit. I don't think bucket sort is feasible because I don't know about the distribution of the values.


Does input order have to affect output order, or can input be unstable? If input can be unstable this is trivially accomplished in linear space and constant time for insertion by using a list and map.

Your concerns on the size of the hash table sound unreasonable for input ~millions.
Who after all is today speaking about the destruction of the Armenians?
dekibeki
Profile Joined June 2011
Australia34 Posts
Last Edited: 2017-12-26 00:10:14
December 26 2017 00:04 GMT
#18628
On December 25 2017 16:55 phar wrote:
Show nested quote +
On December 25 2017 08:46 travis wrote:
Let's saying that I am making very long lists(possibly length of millions) from pairs of pseudo-random values, inserting each element one a time. In the end, I want lists without duplicates of the first value in the pairs. Which duplicate is removed is based on the value of the 2nd element. So, I can't use a set because it won't recognize that (8,31) and (8,224) are duplicates and that (8,31) should be removed because 224 > 31. I also don't think a hash is practical because, while I said the values are pseudo random, I actually will only ever get one duplicate for each respective pair. So... I would be making a huge hash table.. when memory is already becoming a problem. [quick side note, if anyone *did* know how to use a set or set like structure to accomplish this, I would be in love with them]

Anyways back to the question
Is it faster to:

a.) insert into the list in order(by element 1). So, for each inserted element, I can do a O(logk) insertion where k is the number of elements currently in the list, putting it into a sorted position. Then, if there is a duplicate, It will be very nearby, so I can check nearby positions for duplicates. I could make it even faster by doing something like maintaining minimum, maximum, mean of the list or w/e. But that's getting pretty fancy.

b.) just insert into the list with no regard for order and then sort it at the end(maybe radix sort).



So, speed is more of a concern than memory, but both are important. I know a) will be better for memory.. but I am unsure if it would be better for speed. Any thoughts/ideas?


edit: a final edit. I don't think bucket sort is feasible because I don't know about the distribution of the values.


Does input order have to affect output order, or can input be unstable? If input can be unstable this is trivially accomplished in linear space and constant time for insertion by using a list and map.

Your concerns on the size of the hash table sound unreasonable for input ~millions.


Even if input order has to be respected, you can do the same thing.

Each Pair becomes a node (<A,B>) in an intrusive doubly linked list.
The map maps A -> <A,B>.

For each pair x:
if x.a is in the map:
compare x.b with what is in the map
if x.b is greater:
unlink the existing node
add x to the end of the list
set the found record in the map to x
else /*x.a is not in the map*/
add x to the end of the list
add x to the map

C++ example code
+ Show Spoiler +


#include <unordered_set>

using NumberType = ?;

struct Node {
Node* prev = nullptr;
Nod* next = nullptr;
NumberType a;
NumberType b;

void remove() {
prev->next = next;
next->prev = prev;
}
};

struct IntrusiveList {
Node first;
Node last;

InstrusiveList() {
first.next = &last;
last.prev = &first;
}

void push_back(Node* n) {
n->prev = last.prev;
n->next = &last;
last.prev->next = n;
last.prev = n;
}
}

std::unordered_map<NumberType, Node*> nodeMap;
IntrusiveList list;

void add_node(Node* node) {
auto nodeEmplace = nodeMap.emplace(node->a,node);
if(!nodeEmplace.second) {
Node*& old = nodeEmplace.first.second;
if(old->b < node->b) {
old->remove();
list.push_back(node);
old = node;
}
} else {
list.push_back(node);
}
}



You can do some fancier stuff to save memory, but that's the basic idea.

Edit: For production, use the boost intrusive list, instead of the hand rolled one


TMG26
Profile Joined July 2012
Portugal2017 Posts
Last Edited: 2017-12-26 10:19:53
December 26 2017 10:05 GMT
#18629
Literally use a heap for your problem!
In order insert faster than a list! And when you detect the duplicate if it's the new value, don't save it. It it's the one already there, swap it.

You can also implement an heap/tree in an array instead of dynamic memory allocation . Especilly usefull for huge ammounts of data that you already know how much size you will need. No need to storing pointers if it is all continuous memory in an array.

Lists are terribly slow for your problem. Discard them.
You can also use a hash table! It's even faster than the heap, if you don't need them sorted at the end. On the jash table you can use the 1st value for the hash code.

Implementing the data structure for your poblem in C would be faster. But it's really simple using the generics collections in java by using you own comparator. But the overhead is bigger, and it seems that you are wrring shit around the promblem instead of actually solving he problem.

You can also use haskell for a really elegant solution, but I don't remember how it would be stored in memory, and since the size is huge you should just go with C so you understand the problem and the common data structures better with performance/space. Haskell will only give knowledge in the structures not performance. Using libs you will only be writing odd glue.

So: pick up C. Implement a specific Heap or Hash table depending if you need sorting or not. Use continuous memory because the size is huge, and you most likely know it first hand so you only need to allocte it once!
Supporter of the situational Blink Dagger on Storm.
TMG26
Profile Joined July 2012
Portugal2017 Posts
December 26 2017 10:28 GMT
#18630
Thinking about it again, you problem is trivial using an HashMap in java if you don't need sorting. First element is key. Operations are contants. You can just check if it exists before inserting/swaping/no-op. The problem is hash code values and the pseudo random generation might give collisions. It depends on implementation. But the algoritm woth hashmap (or equivelent in other langs) is so simple that you can quickly test it. Just remember to create the map with a big enough size. Because when it's full, expanding is a huge cost, and it's not aparent in the code.

But as I said, using a lib looks like writting shit arpund the problem rather than solving it.
Supporter of the situational Blink Dagger on Storm.
phar
Profile Joined August 2011
United States1080 Posts
Last Edited: 2017-12-26 17:43:06
December 26 2017 17:33 GMT
#18631
On December 26 2017 09:04 dekibeki wrote:
Show nested quote +
On December 25 2017 16:55 phar wrote:
On December 25 2017 08:46 travis wrote:
Let's saying that I am making very long lists(possibly length of millions) from pairs of pseudo-random values, inserting each element one a time. In the end, I want lists without duplicates of the first value in the pairs. Which duplicate is removed is based on the value of the 2nd element. So, I can't use a set because it won't recognize that (8,31) and (8,224) are duplicates and that (8,31) should be removed because 224 > 31. I also don't think a hash is practical because, while I said the values are pseudo random, I actually will only ever get one duplicate for each respective pair. So... I would be making a huge hash table.. when memory is already becoming a problem. [quick side note, if anyone *did* know how to use a set or set like structure to accomplish this, I would be in love with them]

Anyways back to the question
Is it faster to:

a.) insert into the list in order(by element 1). So, for each inserted element, I can do a O(logk) insertion where k is the number of elements currently in the list, putting it into a sorted position. Then, if there is a duplicate, It will be very nearby, so I can check nearby positions for duplicates. I could make it even faster by doing something like maintaining minimum, maximum, mean of the list or w/e. But that's getting pretty fancy.

b.) just insert into the list with no regard for order and then sort it at the end(maybe radix sort).



So, speed is more of a concern than memory, but both are important. I know a) will be better for memory.. but I am unsure if it would be better for speed. Any thoughts/ideas?


edit: a final edit. I don't think bucket sort is feasible because I don't know about the distribution of the values.


Does input order have to affect output order, or can input be unstable? If input can be unstable this is trivially accomplished in linear space and constant time for insertion by using a list and map.

Your concerns on the size of the hash table sound unreasonable for input ~millions.


Even if input order has to be respected, you can do the same thing.

Each Pair becomes a node (<A,B>) in an intrusive doubly linked list.
The map maps A -> <A,B>.

For each pair x:
if x.a is in the map:
compare x.b with what is in the map
if x.b is greater:
unlink the existing node
add x to the end of the list
set the found record in the map to x
else /*x.a is not in the map*/
add x to the end of the list
add x to the map

C++ example code
+ Show Spoiler +


#include <unordered_set>

using NumberType = ?;

struct Node {
Node* prev = nullptr;
Nod* next = nullptr;
NumberType a;
NumberType b;

void remove() {
prev->next = next;
next->prev = prev;
}
};

struct IntrusiveList {
Node first;
Node last;

InstrusiveList() {
first.next = &last;
last.prev = &first;
}

void push_back(Node* n) {
n->prev = last.prev;
n->next = &last;
last.prev->next = n;
last.prev = n;
}
}

std::unordered_map<NumberType, Node*> nodeMap;
IntrusiveList list;

void add_node(Node* node) {
auto nodeEmplace = nodeMap.emplace(node->a,node);
if(!nodeEmplace.second) {
Node*& old = nodeEmplace.first.second;
if(old->b < node->b) {
old->remove();
list.push_back(node);
old = node;
}
} else {
list.push_back(node);
}
}



You can do some fancier stuff to save memory, but that's the basic idea.

Edit: For production, use the boost intrusive list, instead of the hand rolled one




Yea it still works, I just put the caution up front because OP would have to be clear on what ordering. The replacement may need to go in the middle not the end... so that wasn't super clear from the question given.

There's also the usual caution about using a linked list: if you're passing that back to a caller who is expecting constant time random access, they're gonna have a bad time, so be explicit about it (or consider returning an iter instead).
Who after all is today speaking about the destruction of the Armenians?
graNite
Profile Blog Joined December 2010
Germany4434 Posts
December 27 2017 15:28 GMT
#18632
Please review my current try of creating a class for chess pieces. I not only want to be able to play a game of chess with this but also solve chess puzzles, thats why I want a flexible board size and pieces that can placed and created by hand.

I put many comments in the code and put the modules that were needed together so you can read it easier. It should still work, print the files of the `boardmatrix` after the initialization of all pieces and give some information of the black kingside rook.
Things that I want to change:

1) `reset` function gets a `start` option which initializes all pieces.

2) I dont know how to place the pieces while creating them, thats why the placement is in the `__init__` and as a seperate place function to move them.

3) I already have functions like `kingMove`, `queenMove`, ... . Where do I put them? In the `elif` parts where I decide which kind of piece the new one is?
I feel like this would make the class too big and hard to keep track of.

+ Show Spoiler +

# I put all modules in one file for the review and changed the variables from modulename.name to name
# board.py
# the board and game settings are supposed to be here
from string import ascii_uppercase

# I want the dimensions of the board to be able to be set up to 15*15
width = 8
height = 8

# the leading zeros are there to calculate more intuitive: files[2] = B, not C.
files = "0" + ascii_uppercase[:width]
ranks = range(0, height + 1)

# status.py
# contains the boardmatrix which holds the information of how the board currently looks

boardmatrix = [[" " for x in range(1, height + 1)]
for y in range(1, width + 1)]


def reset(setting):
# function to control the boardmatrix. i had to use the "global" to be able to change
# the matrix with the function
global boardmatrix
if setting == "empty":
boardmatrix = [[" " for x in range(1, height + 1)]
for x in range(1, width + 1)]
# elif setting == "start":
# initialize all pieces
else:
print("Something failed.")

# classpiece.py
# class that holds all information about a piece: color, piece, position, its short handle,
# whether rook or king can be used to castle etc.
#


class piece:
# Summons piece of given color and position
def __init__(self, color, piece, position):

# color
if color == "w":
self.color = "white"
elif color == "b":
self.color = "black"
else:
self.color = "none"

# piece
if piece == "p":
self.piece = "pawn"
self.short = color + "P"
elif piece == "n":
self.piece = "knight"
self.short = color + "N"
elif piece == "b":
self.piece = "bishop"
self.short = color + "B"
elif piece == "r":
self.piece = "rook"
self.short = color + "R"
self.canCastle = True
elif piece == "q":
self.piece = "queen"
self.short = color + "Q"
elif piece == "k":
self.piece = "king"
self.short = color + "K"
self.canCastle = True

# position and place
self.position = position.upper()
file = files.index(((self.position[0]).upper()))
rank = self.position[1:]
boardmatrix[int(file) - 1][int(rank) - 1] = self.short

def place(self, position=None):
# remove old
oldfile = files.index(((self.position[0]).upper()))
oldrank = self.position[1:]
boardmatrix[int(oldfile) - 1][int(oldrank) - 1] = " "
# place new
position = position or self.position
file = files.index(((position[0]).upper()))
rank = position[1:]
boardmatrix[int(file) - 1][int(rank) - 1] = self.short
# update position
self.position = position


# i gave each piece a unique name, i dont know how else to initialize and later do stuff with it
# w for white, b for black
wApawn = piece("w", "p", "a2")
wBpawn = piece("w", "p", "b2")
wCpawn = piece("w", "p", "c2")
wDpawn = piece("w", "p", "d2")
wEpawn = piece("w", "p", "e2")
wFpawn = piece("w", "p", "f2")
wGpawn = piece("w", "p", "g2")
wHpawn = piece("w", "p", "h2")

bApawn = piece("b", "p", "a7")
bBpawn = piece("b", "p", "b7")
bCpawn = piece("b", "p", "c7")
bDpawn = piece("b", "p", "d7")
bEpawn = piece("b", "p", "e7")
bFpawn = piece("b", "p", "f7")
bGpawn = piece("b", "p", "g7")
bHpawn = piece("b", "p", "h7")

# Q for queenside, K for Kingside, W for white square, B for black squre
wQrook = piece("w", "r", "a1")
wQknight = piece("w", "n", "b1")
wBbishop = piece("w", "b", "c1")
wQueen = piece("w", "q", "d1")
wKing = piece("w", "k", "e1")
wWbishop = piece("w", "b", "f1")
wKknight = piece("w", "n", "g1")
wKrook = piece("w", "r", "h1")

bQrook = piece("b", "r", "a8")
bQknight = piece("b", "n", "b8")
bBbishop = piece("b", "b", "c8")
bQueen = piece("b", "q", "d8")
bKing = piece("b", "k", "e8")
bWbishop = piece("b", "b", "f8")
bKknight = piece("b", "n", "g8")
bKrook = piece("b", "r", "h8")

for line in boardmatrix:
print(line)
print(bKrook.position)
print(bKrook.color)
print(bKrook.canCastle)


"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
WarSame
Profile Blog Joined February 2010
Canada1950 Posts
Last Edited: 2017-12-27 16:41:13
December 27 2017 16:36 GMT
#18633
I would recommend instead that you put the location of your pieces inside of a Board class instead of the piece itself. Then you can just call print on that Board to make it print out nicely and you can call print on certain positions, etc.

I would also recommend changing canCastle to hasMoved and making that a property for every piece.

Also, make the colour an enumeration(i.e. 0=white, 1=black, 2=purple...) so that you can mess around with colour properties if you want.

place() should be called movePiece() and should be a method of the Board. You could then decide where the piece can move based off of the type of piece.

Generally if you're feeding options into a function it's a sign that things are going wrong. Have an initializeBoard() that creates a new Board and calls a fillBoard() function that has creates new pieces and deploys them according to the default layout.

This should clear up your code a lot.

If you're interested read Clean Code to see how to write neater and more legible code. Some of your functions are not very clear and that could help it.
Can it be I stayed away too long? Did you miss these rhymes while I was gone?
WarSame
Profile Blog Joined February 2010
Canada1950 Posts
December 31 2017 00:19 GMT
#18634
I've just started doing automatic unit testing with JUnit on Android and my god is it ever nice to have that. I now know that my functions are correctly doing certain things, that updates broke some, that some didn't do what I thought or were throwing errors in certain situations, etc. I've had to refactor my code and it is so much nicer now.
Can it be I stayed away too long? Did you miss these rhymes while I was gone?
sc-darkness
Profile Joined August 2017
856 Posts
Last Edited: 2017-12-31 10:17:56
December 31 2017 00:35 GMT
#18635
It's late night, but I find this string matching algorithm hard to follow. I've got some of its core ideas but still no clue what each value from KMP table means. Maybe it's name of variables that make it hard to follow, but I find examples easier. Or maybe I'm not smart enough.

Still, I think I've implemented more or less the algorithm in C++ just by following steps but I still don't understand it enough.

Here is the algorithm: https://en.wikipedia.org/wiki/Knuth–Morris–Pratt_algorithm

Edit: It seems to be about prefixes. I've found this question: https://stackoverflow.com/questions/13792118/kmp-prefix-table
Still, not the most readable algorithm I've encountered.
emperorchampion
Profile Blog Joined December 2008
Canada9496 Posts
December 31 2017 23:06 GMT
#18636
Happy New Years you nerds
TRUEESPORTS || your days as a respected member of team liquid are over
WarSame
Profile Blog Joined February 2010
Canada1950 Posts
January 01 2018 00:42 GMT
#18637
There should be a nerd new years when Unix time hits all 0s except the leading digit.
Can it be I stayed away too long? Did you miss these rhymes while I was gone?
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
Last Edited: 2018-01-01 01:05:06
January 01 2018 01:03 GMT
#18638
On December 31 2017 09:35 sc-darkness wrote:
It's late night, but I find this string matching algorithm hard to follow. I've got some of its core ideas but still no clue what each value from KMP table means. Maybe it's name of variables that make it hard to follow, but I find examples easier. Or maybe I'm not smart enough.

Still, I think I've implemented more or less the algorithm in C++ just by following steps but I still don't understand it enough.

Here is the algorithm: https://en.wikipedia.org/wiki/Knuth–Morris–Pratt_algorithm

Edit: It seems to be about prefixes. I've found this question: https://stackoverflow.com/questions/13792118/kmp-prefix-table
Still, not the most readable algorithm I've encountered.


I usually google search for a bunch of sources until I find one with the language that makes sense. can be videos, blogs, coding challenges, anything. wiki's not my favourite source for algos, only algo i use wiki is mergesort.

knp is really straightforward. if you're looking for a pattern in a text, once you've seen some part of the pattern, how many characters can you skip?


no : 12345678901234567
text : AABAABAABAACAABAA
pattern : AABAACAABAA


text[0] -> pattern[0], good
text[1] -> pattern[1], good
text[2] -> pattern[2], good
text[3] -> pattern[3], good
text[4] -> pattern[4], good
text[5] -> pattern[5], bad

naively, we would go, text[1] -> pattern[0], text[2] -> pattern[1]. can we do better?

notice that we've seen a repeated AA pattern already. in fact, pattern[0..1] == pattern[3..4].

so instead of checking text[5] == pattern[5], we can retry with text[5] == pattern[2], because we know pattern[0..1] == pattern[3..4].

text[5] -> pattern[2], good
text[6] -> pattern[3], good
text[7] -> pattern[4], good
text[8] -> pattern[5], bad

etc.

to determine where we jump to, we build a table of the longest proper prefix which is also a suffix



no : 123456789012345
pattern : AABAACAABAA
table : 01012012345


table[0] -> pattern[0..0] -> A -> 0, 'proper prefix' excludes the entire word
table[1] -> pattern[0..1] -> AA -> 1, A is a prefix and a suffix
table[2] -> pattern[0..2] -> AAB -> 0
table[3] -> pattern[0..3] -> AABA -> 1, A is a prefix and a suffix
table[4] -> pattern[0..4] -> AABAA -> 2, AA is a prefix and a suffix
...

table[9] -> pattern[0..9] -> AABAACAABA -> 4, AABA is the longest prefix and suffix


happy new year!
There is no one like you in the universe.
sc-darkness
Profile Joined August 2017
856 Posts
Last Edited: 2018-01-02 01:14:21
January 02 2018 00:49 GMT
#18639
Thank you Blisse! I appreciate your help!

Does anyone know what happens to memory in the following scenario?

1. Check current memory usage of application (e.g. Task Manager)
2. Allocate an object.
3. Deallocate object.
4. Check if memory is the same as step 1.


In my case, memory wasn't the same as it was initially. Slightly higher (e.g. 0.5-1 MB but not the same).

Language I use is C++. Steps are as described above. The only thing I did for step 2 and 3 was to use std::list<std::string> with 1 million elements, then I cleared list.

Is Task Manager not reliable? Is OS doing something funny? I noticed the same effect when I used my own linked list implementation (it's only for learning purposes, I know std::list is better).

Edit: It turns out 'delete' doesn't really release memory immediately. Maybe it's up to the operating system.
Excludos
Profile Blog Joined April 2010
Norway8226 Posts
January 02 2018 07:42 GMT
#18640
On January 02 2018 09:49 sc-darkness wrote:
Thank you Blisse! I appreciate your help!

Does anyone know what happens to memory in the following scenario?

1. Check current memory usage of application (e.g. Task Manager)
2. Allocate an object.
3. Deallocate object.
4. Check if memory is the same as step 1.


In my case, memory wasn't the same as it was initially. Slightly higher (e.g. 0.5-1 MB but not the same).

Language I use is C++. Steps are as described above. The only thing I did for step 2 and 3 was to use std::list<std::string> with 1 million elements, then I cleared list.

Is Task Manager not reliable? Is OS doing something funny? I noticed the same effect when I used my own linked list implementation (it's only for learning purposes, I know std::list is better).

Edit: It turns out 'delete' doesn't really release memory immediately. Maybe it's up to the operating system.


That depends entirely on the language you're using. C and C++ should delete it immediately (unless you're using something like Qt which runs its own "delete later"). Meanwhile Java runs garbage collection, which means it deletes the objects whenever it feels like it.
Prev 1 930 931 932 933 934 1032 Next
Please log in or register to reply.
Live Events Refresh
Next event in 10h 57m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft534
RuFF_SC2 245
ProTech157
Nina 97
StarCraft: Brood War
Britney 26602
Horang2 1945
EffOrt 193
Leta 185
JulyZerg 87
Zeus 69
Shine 64
ZergMaN 58
Bale 25
Icarus 10
Dota 2
monkeys_forever402
LuMiX1
League of Legends
JimRising 859
C9.Mang0372
Other Games
XaKoH 130
KawaiiRice6
Organizations
Other Games
BasetradeTV90
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Diggity6
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21309
Upcoming Events
Big Brain Bouts
10h 57m
Elazer vs Nicoract
Reynor vs Scarlett
Replay Cast
17h 57m
Sparkling Tuna Cup
2 days
Krystianer vs TBD
TriGGeR vs SKillous
Percival vs TBD
ByuN vs Nicoract
Replay Cast
3 days
Wardi Open
3 days
Liquipedia Results

Completed

KCM Race Survival 2025 Season 4
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 2
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025

Upcoming

CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.