How to set data pointed to by argument using Critcl? - tcl

I would like to express something like this in Critcl:
void setter(int* grid, int value, int x, int y) {
grid[xy2addr(x,y)] = value;
}
I'm in particular stuck on how to deal with int* grid in Critcl. object? bytes? Custom type maybe?
Related to this question.

This case doesn't map very well onto Tcl's value model. The issue is that grid is (a pointer to) an updateable value collection. There are two ways of modelling this in Tcl in general:
As an opaque object.
As a variable containing a Tcl list (since in model terms, while Tcl values are thought of as immutable, Tcl variables are mutable).
I'll describe how to do both below, but I'm guessing that you're going to be thinking of these zOrder things as a distinct mutable type and that the additional modest one-time overhead of making the custom type will suit you far better.
Opaque (Mutable) Objects
When working with opaque objects, you pass handles to them (basically just a name) around and then you unpack them as a custom Critcl type. The trick is to create some helper functions in C to do the mapping (this can be in a critcl::ccode command) that does the mapping between names and pointers. This is slightly messy to do, but is just about building a couple of hash tables.
critcl::ccode {
static Tcl_HashTable *zOrderMap = NULL, *zOrderRevMap = NULL;
static Tcl_Obj *
MakeZOrderObj(int *zOrder) {
/* Initialize the two maps, if needed */
if (zOrderMap == NULL) {
zOrderMap = (Tcl_HashTable *) Tcl_Alloc(sizeof(Tcl_HashTable));
Tcl_InitObjHashTable(zOrderMap);
zOrderRevMap = (Tcl_HashTable *) Tcl_Alloc(sizeof(Tcl_HashTable));
Tcl_InitHashTable(zOrderRevMap, TCL_ONE_WORD_KEYS);
}
int isNew;
Tcl_HashEntry *hPtr = Tcl_FindHashEntry(zOrderRevMap, (char*) zOrder, &isNew);
if (!isNew) {
return Tcl_GetHashValue(hPtr);
}
/* make a handle! */
Tcl_Obj *handle = Tcl_ObjPrintf("zOrder%ld", (long) zOrder);
Tcl_SetHashValue(hPtr, handle);
Tcl_IncrRefCount(handle);
hPtr = Tcl_CreateHashEntry(zOrderMap, (char*) handle, &isNew);
Tcl_SetHashValue(hPtr, zOrder);
return handle;
}
static int
GetZOrderFromObj(Tcl_Interp *interp, Tcl_Obj *objPtr, int **zOrderPtr) {
Tcl_HashTable *hPtr;
if (!zOrderMap || (hPtr = Tcl_FindHashEntry(zOrderMap, (char *) objPtr)) == NULL) {
Tcl_SetObjResult(interp, Tcl_ObjPrintf("no such zOrder \"%s\"",
Tcl_GetString(objPtr)));
return TCL_ERROR;
}
*zOrderPtr = (int *) Tcl_GetHashValue(hPtr);
return TCL_OK;
}
}
With that helper code in place, you can then define a custom Critcl type like this:
critcl::argtype zOrder {
if (GetZOrderFromObj(interp, ##, #A) != TCL_OK) {
return TCL_ERROR;
}
} int*
critcl::resulttype zOrder {
if (rv == NULL) {
return TCL_ERROR;
}
Tcl_SetObjResult(interp, MakeZOrderObj(rv));
return TCL_OK;
} int*
That then lets you write your real code as something like this. Note that grid is defined as being of (custom) type zOrder, and that those can only be manufactured by some code that returns a zOrder as its result.
critcl::cproc setter {zOrder grid int value int x int y} void {
grid[xy2addr(x,y)] = value;
}
(The deletion function that removes the entries from the hash tables and deletes the C array is left as an exercise.)
Tcl List Variable
The other way of doing this is to make zOrder values be held in Tcl variables as lists of integers. This can be nice because it lets you look inside easily, but it can also be not so nice in other ways, as the code is not constrained to work with proper values and you expose your cprocs to more details of what's happening in Tcl.
critcl::cproc setter {Tcl_Interp* interp object varName int value int x int y} ok {
/* Unpack the list of ints from the variable */
Tcl_Obj *listObj = Tcl_ObjGetVar2(interp, varName, NULL, TCL_LEAVE_ERR_MSG);
if (listObj == NULL)
return TCL_ERROR;
Tcl_Obj **listv; int listc;
if (Tcl_ListObjGetElements(interp, listObj, &listc, &listv) != TCL_OK)
return TCL_ERROR;
int *grid = alloca(sizeof(int) * listc);
for (int i=0; i<listc; i++)
if (Tcl_GetIntFromObj(interp, listv[i], &grid[i]) != TCL_OK)
return TCL_ERROR;
/* The core of the functionality */
grid[xy2addr(x,y)] = value;
/* Repack the list of ints from the variable; this code could be optimized in this case! */
for (int i=0; i<listc; i++)
listv[i] = Tcl_NewIntObj(grid[i]);
listObj = Tcl_NewListObj(listc, listv);
Tcl_ObjSetVar2(interp, varName, NULL, listObj, 0);
return TCL_OK;
}

Related

Why recurse function update data? [duplicate]

I want to write a recursive function that builds up all possible solutions to a problem. I was thinking that I should pass an array and then, in each recursive step, set it to all values possible in that recursive step, but then I started wondering if this was possible, since C passes an array by passing a pointer. How do you typically deal with this?
I'm thinking something along these lines. The array will take many different values depending on what path is chosen. What we really would want is passing the array by value, I guess.
recFunc(int* array, int recursiveStep) {
for (int i = 0; i < a; i++) {
if (stopCondition) {
doSomething;
}
else if (condition) {
array[recursiveStep] = i;
recFunc(array, recursiveStep+1);
}
}
}
You can pass an array by value by sticking it into a struct:
struct foo { int a[10]; };
void recurse(struct foo f)
{
f.a[1] *= 2;
recurse(f); /* makes a copy */
}
If you need pass by value, you could always wrap your array into a structure and pass that. Keep in mind that your now struct contained array still needs to be big enough to handle all cases.
Wrap it in a struct.
typedef struct arr_wrp {
int arr[128]; // whatever
} arr_wrp;
void recFunc(arr_wrp arr, int step) {
// do stuff, then
arr.arr[step] = i;
recFunc(arr, step + 1);
}

How to adress elements of a recursive function?

Take a recursive function, say:
public static long rekurs(long n) {
if (n == 0) {
return 1;
} else if (n == 1) {
return 1;
} else {
return rekurs(n - 1)*(rekurs(n - 2)+4;
}
}
When n=20, the function has to find all the values S(n) for n=2,...,19 first.
When I let n go from 20 to 21, it does the same thing again (plus finding S(20)).
Now I want to create an array, in which the found values S(n) for n=2,...,19 are filled into, so that the function for n=21 does not have to do the same thing again, but how do I get those elements?
This is the solution I figured out, it's a little bit different from the lecture example.
The keyword that helped me is "dynamic programming".
import java.util.Arrays;
public class Bsp13 {
public static final int N = 0;
public static final int Ende = 20;
public static long[] schroe = new long[N + Ende + 1];
public static void main(String[] args) {
schroe[0] = 1;
schroe[1] = 1;
for (int n = 2; n <= Ende + N; n++) {
schroe[n] = ((6 * n - 3) * (schroe[n-1]) - (n - 2) * (schroe[n-2])) / (n + 1);
}
System.out.println(schroe[N]);
System.out.println(Arrays.toString(schroe));
System.out.println(schroe[N+Ende]);
}
}
What you are trying to do is called dynamic programming. Basically it is bookkeeping in order to not compute subsolutions more than once.
So basically, you need a mapping of n values to solution values. I would suggest you use a dictionary-like-datastructure for this task.
When a value for n needs to be computed, you first check whether the solution is in the dictionary, if yes you return the result. If not, you compute the result and put it into the dictionary.
Think about how you would initialize this dictionary and how you would pass it down to the recursive function calls.
Here's a lecture video on dynamic programming where the computation of Fibonnaci-numbers using dynamic programming is explained, which is very similar to what you are trying to do:
http://ocw.mit.edu/courses/electrical-engineering-and-computer-science/6-006-introduction-to-algorithms-fall-2011/lecture-videos/lecture-19-dynamic-programming-i-fibonacci-shortest-paths/

Double linked list delete back node function

/* There is something wrong with the function delete_back(); I think something wrong with the remove function 3 parts.
Also remove_ele() I do not how to do it, thanks.
why I use the same method to delete element does not work
*/
#include <iostream>
using namespace std;
template<class T>
class doulinked
{
private:
doulinked *head;
doulinked *tail;
doulinked *prev;
doulinked *next;
T data;
public:
doulinked()
{
head=tail=prev=next=NULL;
T data;
}
void Inlist (doulinked *head);
void add(T d);
void insert_node();
void remove(doulinked* v);
void push_tail(T d);
void delete_front();
void delete_back();
void remove_ele (T d);
template <class U>
friend ostream & operator<<(ostream & os, const doulinked<U> & dll);
};
template<class U>
ostream & operator<<(ostream & os,const doulinked<U> & dll)
{
doulinked<U> * tmp = dll.head;
while (tmp)
{
os << tmp->data << " ";
tmp = tmp->next;
}
return os;
}
template<class T>
void doulinked<T>::add(T d)
{
doulinked *n = new doulinked;
n->data=d;
if( head == NULL)
{
head = n;
tail = n;
}
else
{
head->prev = n;
n->next = head;
head = n;
}
}
template<class T>
void doulinked<T>::push_tail(T d)
{
doulinked *n = new doulinked;
n->data=d;
if( tail == NULL)
{
head = n;
tail = n;
}
else
{
tail->next = n;
n->prev = tail;
tail = n;
}
}
template <class T>
void doulinked<T>::delete_front()
{
remove(head);
}
template <class T>
void doulinked<T>::delete_back()
{
remove(tail);
}
template <class T>
void doulinked<T>::remove(doulinked* v)
{
if(v->prev!=NULL && v->next!=NULL)
{
doulinked* p = v->prev;
doulinked* n = v->next;
p->next = n;
n->prev = p;
delete v;
}
else if(v->prev==NULL && v->next!=NULL)
{
doulinked* n =v->next;
head->next = n;
n->prev = head;
delete head;
head=n;
}
else if(v->prev!=NULL && v->next==NULL) // have some wrong with this loop;
{
doulinked* p=v->prev;
p->next=tail;
tail->prev=p;
delete tail;
tail=p;
}
}
template <class T>
void doulinked<T>::remove_ele(T d) // have some wrong with this loop
{
if(head->data==d)
{
remove(head);
head=head->next;
}
else
head=head->next;
}
int main()
{
doulinked<int> dll;
dll.add(5123);
dll.add(1227);
dll.add(127);
dll.push_tail(1235);
dll.push_tail(834);
dll.push_tail(1595);
dll.delete_front();
//dll.delete_back();
//dll.remove_ele(834);
cout<<dll<<endl;
system("pause");
}
Your design is a little confused.
The traditional C++ way to design a linked list (like std::list) has separate node and list classes, instead of a single class that acts as both:
template <typename T> struct node {
node *prev, *next;
};
template <typename T> struct list {
node *head, *tail;
};
If you want to just pass around node pointers, that's fine—but then you have to pass around node pointers, not node objects. And the mutator functions have to return a pointer as well—if you call delete_front on the head node, you've now got a reference to a deleted node; you need its next or you've lost any reference to the list. Since the constructor has to return a pointer, you can't use a real public constructor; you want a static factory method instead. And so on.
You also have to be consistent about whether there's a "sentinel node" before the head (and after the tail) or not. If you're creating a sentinel in your constructor—as you are doing—new nodes inserted at the end(s) need to point at the sentinel(s)—which you aren't doing.
Also, the whole head/tail notion you're using is wrong for a node API. (Also, it's incredibly confusing to mix and match names from different styles—you've got add matching delete_front and push_tail matching delete_back…) To have a push_tail method, you either have to walk the entire list (making it O(N)), or you have to have every node hold the tail pointer (making any list change O(N)), or you have to make the head hold a tail pointer and the tail hold a head pointer.
The last one works (it wastes a couple of pointers for every node when only one node needs each, but that rarely matters). But it gets confusing to think about.
It's actually a lot simpler to just create a circular list, where the head's prev points at the tail (or sentinel) instead of 0, and the tail's next points at the head (or sentinel) instead of 0. This gets you all the advantages of a separate list class, without needing that class—if you have a pointer to the head, that's all you need to refer to the entire list (because node is the head and node->prev is the tail, or or similarly if you have a sentinel).
Also, your constructor doesn't make much sense:
doulinked()
{
head=tail=prev=next=NULL;
T data;
}
This creates a local default-constructed T variable named data, and then… does nothing with it. You probably wanted to set data to something. And you probably wanted to use initializers for this. And in that case, you don't need to do anything, because that's already the default.
And I'm not sure what Inlist is even supposed to do.
As for remove_ele(T d), presumably you want to remove the first element whose data == d, right? If you write a find method first, then it's trivial: remove(find(d)). (I'm assuming that find throws an exception; if you want find to return null or the sentinel or something else instead, and remove_ele to return true or false, obviously you need one more line to check whether the find worked.)
If you don't know how to write a find method… well, that's kind of the whole point of a linked list, there's a trivial recursive definition for all traversal functions, including find:
node *node::find(T d) {
if (data == d) { return this; }
if (next) { return next->find(d); }
return 0;
}
Anyway, I think rather than try to bang on your code until it works, you should look at existing implementations of the various designs until you understand the differences, then pick the design you want and try to implement that.

How to find permutation of k in a given length?

How can I find the permutations of k in a given length?
For example:
The word cat has 3 letters: How can I find all the permutations of 2 in the word cat.
Result should be: ac, at, ca, ac, etc...
This is not a homework problem.
Any language could be used but more preferable: C/C++ or C#.
I know how to create the recursion for size LENGTH but not for a custom size.
Here is one in C#, which should work even with repeated characters. For example on "banana" for permutations of length 2 it gives:
ba bn ab aa an nb na nn
The basic idea is to fix the first character, then form all permutations of length k-1, then prepend the character to those k-1 length permutations. To deal with duplicate characters, we keep track of the count left (i.e the ones which can be used for sub-permutations).
Not exemplary code, but should give you the idea. (If you find bugs, let me know and I can edit).
static List<string> Permutations(Dictionary<char, int> input, int length) {
List<string> permutations = new List<string>();
List<char> chars = new List<char>(input.Keys);
// Base case.
if (length == 0) {
permutations.Add(string.Empty);
return permutations;
}
foreach (char c in chars) {
// There are instances of this character left to use.
if (input[c] > 0) {
// Use one instance up.
input[c]--;
// Find sub-permutations of length length -1.
List<string> subpermutations = Permutations(input, length - 1);
// Give back the instance.
input[c]++;
foreach (string s in subpermutations) {
// Prepend the character to be the first character.
permutations.Add(s.Insert(0,new string(c,1)));
}
}
}
return permutations;
}
And here is the full program I have, to use it:
using System;
using System.Collections.Generic;
namespace StackOverflow {
class Program {
static void Main(string[] args) {
List<string> p = Permutations("abracadabra", 3);
foreach (string s in p) {
Console.WriteLine(s);
}
}
static List<string> Permutations(string s, int length) {
Dictionary<char, int> input = new Dictionary<char, int>();
foreach (char c in s) {
if (input.ContainsKey(c)) {
input[c]++;
} else {
input[c] = 1;
}
}
return Permutations(input, length);
}
static List<string> Permutations(Dictionary<char, int> input,
int length) {
List<string> permutations = new List<string>();
List<char> chars = new List<char>(input.Keys);
if (length == 0) {
permutations.Add(string.Empty);
return permutations;
}
foreach (char c in chars) {
if (input[c] > 0) {
input[c]--;
List<string> subpermutations = Permutations(input,
length - 1);
input[c]++;
foreach (string s in subpermutations) {
permutations.Add(s.Insert(0,new string(c,1)));
}
}
}
return permutations;
}
}
}
What's wrong with the recursive solution and passing an extra parameter (depth) so that the recursive function returns immediately for depth > n.
Not the most efficient, but it works:
public class permutation
{
public static List<string> getPermutations(int n, string word)
{
List<string> tmpPermutation = new List<string>();
if (string.IsNullOrEmpty(word) || n <= 0)
{
tmpPermutation.Add("");
}
else
{
for (int i = 0; i < word.Length; i++)
{
string tmpWord = word.Remove(i, 1);
foreach (var item in getPermutations(n - 1, tmpWord))
{
tmpPermutation.Add(word[i] + item);
}
}
}
return tmpPermutation;
}
}
void Prem (char *str, int k, int length) {
if (k == length-1){
printf("%s\n",str);
return;
} else {
for (int i = k ; i < length; ++i) {
char t = str[k];
str[k] = str[i];
str[i] = t;
Prem(str,k+1,length);
t = str[k];
str[k] = str[i];
str[i] = t;
}
}
}
If I'm not mistaken, this problem can be solved by combinadics too, as on http://en.wikipedia.org/wiki/Combinadic/, there are reference implementations there too.
I have used the Java solution (http://docs.google.com/Doc?id=ddd8c4hm_5fkdr3b/) myself for generating all possible triples from a sequence of numbers, this should be no different.
I lack the wherewithal to explain the math behind it, but as I understand this is the least complex way to iterate over all possible nCr (i.e. 3C2 for your cat example) choices within a collection.
First find the possible subsets of your array. You can do this in
a recursive way it was discussed in Iterating over subsets of any size
Second calculate the permutations of every subset with the STL-Algorithm
next_permutation
I haven't implemented it but i think it should work.

Custom STL Containers

I have written code that allows one to traverse mapped data in the order it was entered.
The solution I coded a couple of times was:
Given a keytype, K, and and data type, D,
std::map
std::vector
When one wanted to randomly find a data entry, use map.find(K). When one wanted to traverse the map in entry order, use std::vector::iterator (begin(), end()].
This was fine, but as an exercise, I wanted to write this 'OrderedMap' as an STL compliant container. I also have (stripped down to this discussion):
template <typename K, typename D>
class OrderedMapValue
{
private:
K first_ref;
std::map<K,size_t>& m;
std::vector<D>& v;
public:
const K& first
D& second
assignment operator=(const D& data)
{
std::map<K,size_t>::const_iterator iter = m.find(first_ref);
v[iter.second] = data; // error checking of iter stripped
}
};
Further assuming
template <typename K, typename D>
class OrderedMap
{
public:
typename OrderedMapValue<K,D>& OrderedMap<K,D>::operator[](const K&);
// snip...
};
class MyClass
{
public:
MyClass(std::string s) : _my_data(s) {}
private:
std::string _my_data;
};
The following code works:
OrderedMap<std::string,MyClass*> omap;
omap["MyKey"] = new MyClass("dummy");
However, this code does not:
OrderedMap::iterator iter = omap.find("MyKey");
MyClass * obj = iter->second;
delete obj;
iter->second = new MyClass("dummy");
Assuming I have done something
a) Structurally silly or
b) Unnecessarily complex, how should this be done?
I realize that I'm likely reinventing the wheel here, but again, this effort is mainly to increase my knowledge of STL containers, their design patterns and proper use.
Thanks in advance for any insights,
I don't have a compiler right now to test this, so there could be errors, but I think you want it more like:
template <typename K, typename D>
class OrderedMap
{
private:
std::map<K,size_t> &m;
std::vector<D> &v;
public:
typename pair<K,D> TYPE;
TYPE& operator[](const K &k)
{
return v[ m[ k ]];
}
TYPE& operator[](size_t idx)
{
return v[ idx ];
}
pair<iterator,bool> insert( const TYPE& pair )
{
map<K, size_t>::const_iterator iter;
iter = m.find( pair.first );
if( iter != m.end() )
return make_pair( v[ iter.second], false );
m.insert( make_pair( pair->first, v.size() ));
v.push_back( pair->second );
return make_pair( v.last() , inserted );
}
iterator &begin()
{
return v.begin();
}
// etc
};
In OrderedMapValue::operator=, you have:
std::map<K,size_t>::const_iterator iter = m.find(first_ref);
What is first_ref? The code doesn't reference it (no pun intended) elsewhere. It looks to me like it might be a vestige from an older implementation, replaced elsewhere by the public member
const K& first.
Could this be the problem?
EDIT from the comments: The code doesn't show that first_ref is initialized anywhere; so for all I can tell, the call to m.find(first_ref) is searching for an empty string, rather than the key for the OrderedMapValue.