Can't read Exif info for some photos - actionscript-3

I'm making photo renaming tool on Adobe AIR and has encountered a problem with reading EXIF info for some pictures. Those pictures do not vary from many others whose EXIF i can read and have been taken at the same time on the same camera.
I tried to use both exif reading libs: Exif Extractor and ExifInfo by shichiseki. And both of them can't read it.
I anylized the code of ExifInfo lib and found out that it returns null because those particluar photos don't have some unsigned byte (returned by ByteArray.readUnsignedByte() method).
The oddity is that Windows' Explorer shows exif info as in general like for other pictures.
UPDATE:
i've just found the reason of losing those unsigned bytes. These are the photos to which i added keywords in Windows Explorer. So they still have exif info but lose those damn bytes.
UPDATE 2:
Further research showed that normal picture (without tags) has unsigned bytes as follows:
b = 255
b = 216
b = 255
b = 224
b = 255
b = 225
b = 69
b = 120
b = 105
b = 102
b = 0
b = 0
And tagged one:
b = 255
b = 216
b = 255
b = 224
b = 255
b = 238
So it return false on that last "238" byte, which i guess, doesn't equal to one of [0xff, 0xe1].
Some pictures that Exif can't be read do not comply to other byte rules, stated as constants in ExifInfo class:
private const SOI_MAKER:Array = [0xff, 0xd8];
private const JFIF_MAKER:Array = [0xff, 0xe0];
private const APP1_MAKER:Array = [0xff, 0xe1];
private const EXIF_HEADER:Array = [0x45, 0x78, 0x69, 0x66, 0x00, 0x00];
UPDATE 3:
My next try was shifting position of picture ByteArray's stream for 14 bytes (the place where needed 255 and 225 unsigned bytes reside) and it solved the problem.

So i edited a bit of the main class ExifInfo.as (shichiseki's lib) from
if ( !hasAPP1Maker(stream)) {
return false;
}
to:
if ( !hasAPP1Maker(stream)) {
stream.position += 14;
if ( !hasAPP1Maker(stream)) {
stream.position -= 14;
return false;
}
}
I don't actually understand why and what i really did. Just traced unsigned bytes for such pictures from 0 to 255 and found those bytes for APP1_MAKER constant a little further in a stream. So it works. Hope may help someone.

Related

Libgdx Box2D fixtures that are both sensors and non sensors?

Let's say I have Bodies A, B, and C each with one fixture. It is possible to have fixtures A and B interact with each other with one or both being a sensor so no physics interaction occurs, but have both A and B have physics interactions with fixture C? So, A-B = no interaction, A-C = interaction, B-C = interaction
You should look into collision filtering (masking)
By setting up categories and masks for different objects you can control which ones are allowed to interact with each other.
// create categories
final short A = 0x0001; // 0000000000000001 in binary
final short B = 0x0002; // 0000000000000010 in binary
final short C = 0x0004; // 0000000000000100 in binary
// create masks
final short AM = 0x0006 // 0000000000000110 in binary
final short BM = 0x0006 // 0000000000000110 in binary
final short CM = 0x0001 // 0000000000000001 in binary
// apply masks and categories to fixtures
FixtureDef ADef = new FixtureDef();
ADef.filter.categoryBits = A;
ADef.filter.maskBits = AM;
Yes, this is possible using mask bits and category bits. These allow fixtures to only interact with certain other fixtures defined using these bits.
Category bits define the fixtures type, the default being 0.
Mask bits define which categories of fixtures the fixture can interact with.
So, for A and B to interact with C but not with each other, we need to apply the following category bits:
A.filter.categoryBits = 0x0001; //binary: 01
B.filter.categoryBits = 0x0001; //binary: 01
C.filter.categoryBits = 0x0002; //binary: 10
And the following mask bits:
A.filter.maskBits = 0x0002; //binary: 10
B.filter.maskBits = 0x0002; //binary: 10
C.filter.maskBits = 0x0001; //binary: 01
Since A and B are category 0x0001 and C has mask 0x0001, C can interact with A and B. A and B do not contain 0x0001 in their mask so cannot interact with each other.
A more in-depth explanation and example can be found here.

When I send 127+ characters from chrome websocket, my golang server cannot see more than 126

I'm having a blast reinventing the wheel and playing with bits to implement a simple server. It's almost functional, but I'm not sure if this issue is my client or my server. Here is the function where I pass the resulting byte array from net.Conn Read
func readWsFrame(p []byte) {
// process first byte
b := p[0]
fmt.Printf("first byte: %b\n", b)
fin := b & 128 // hopefully 128, for fin
op := b & 15 // hopefully 1, for text
fmt.Printf("fin: %d\nop: %d\n", fin, op)
// process second byte
b = p[1]
fmt.Printf("second byte: %b\n", b)
masked := b & 128 // whether or not the payload is masked
length := b & 127 // payload length
fmt.Printf("masked: %d\nlength: %d\n", masked, length)
// process bytes 3-7 (masking key)
key := p[2:6]
// payload
d := p[6:]
if length == 126 {
key = p[4:8]
d = p[8:]
fmt.Println("med key")
} else if length == 127 {
key = p[10:14]
d = p[14:]
fmt.Println("big key")
} else {
fmt.Println("lil key")
}
fmt.Printf("masking key: %b\n", key)
fmt.Printf("masked data: %b\n", d)
var decoded []byte
for index := 0; index < int(length); index++ {
decoded = append(decoded, d[index]^key[index%4])
}
fmt.Printf("unmasked data: %b\n", decoded)
payload := string(decoded)
fmt.Println("payload: ", payload)
}
The client code is me having the dev console open right off this web page and running
var ws = new WebSocket("ws://localhost:16163");
ws.send("a".repeat(125))
ws.send("a".repeat(126))
ws.send("a".repeat(127))
ws.send("a".repeat(400))
My server is doing what I expect until I reach 127 characters. At that point, and every amount over 126, my 2nd byte is 11111110 and the length is 126. I can see the unmasked/encoded/magic message doesn't go beyond 126 a's.
I'm sure my go code is sub-par and there might be something obvious here, but I'm looking at the bits themselves, and I can see a 0 where I am expecting a 1, please help me, thank you!
I saw a similar question about writing messages larger than 126 bytes and how I'll need extra bytes for payload size, but in this case my client is the chrome web browser.
--edit:
I realize that I will never see more than 126 characters based on the loop I have there, but I should still see a 1 in the final bit in the second byte for these larger messages, right?
--edit:
Came across this how to work out payload size from html5 websocket
I guess I misunderstood everything else I was searching for. Can someone confirm this? If the length is <126, the length is byte & 127. If the length is 126, the length is the value of the next 2 bytes. If the length is 127, the length is the next 4 bytes.
I thought initially that the length would be 127 if it payload length was 127+ hah, oops. So when the length is 126 or 127, the 2nd byte is not part of the actual length? I'll probably confirm all of this with testing, but I thank you all for resolving this issue before the weekend so I can finish this side project.
The code should update the length property after realizing it's 127 or 126 by reading the length data in the bytes that follow the initial length indicator.
I would consider those 7 "length" bits slightly differently. They don't really indicate length as much as they indicate encoding.
If the length is encoded using 64bits (8 bytes), than the length indicator == 127.
If the length is encoded in 2 bytes, than the indicator == 126.
Otherwise, the length is encoded in the 7 bits of the indicator itself.
For example, the length 60 can be encoded in all three ways (albeit, some use more space).
There's a C Websocket implementation here if you want to read an example decoding of the length.
Good Luck!

Can someone explain this code for me? Base-Conversion Code

So for a homework assignment we had to make a program that converted a number from one base to another (i.e. 110 in base 2 to 6 in base 10). I asked my friend how he did his because I was having trouble and he just sent me his code and nothing else. Can someone explain the logic of this code so that I can make my own program and actually understand how to do this problem. Thanks!
import java.util.*;
public class Base_Converter {
public static final String value = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ";
public static void main(String args[]){
int x, y;
String num, base10 = "";
Scanner scan = new Scanner(System.in);
System.out.println("Enter a number you want to convert.");
num = scan.nextLine();
num = num.toUpperCase();
System.out.println("What base is it in?");
x = scan.nextInt();
System.out.println("What base do you want to convert it to?");
y = scan.nextInt();
if(x <= 36 && y <= 36 && x > 1 && y > 1){
base10 = toBase10(num,x);
num = newBase(base10,y);
System.out.println(num);
}
}
public static String toBase10(String num, int from){
long total = 0;
int counter = num.length();
char[] stringArray = num.toCharArray();
for(char w : stringArray){
counter--;
total += value.indexOf(w)*Math.pow(from,counter);
}
return String.valueOf(total);
}
public static String newBase(String num, int to){
String total = "";
int current = 0;
while(Integer.valueOf(num) > 0){
current = Integer.valueOf(num)%to;
total = value.charAt(current)+total;
num = String.valueOf(Integer.valueOf(num)/to);
}
return total;
}
}
I think you should be focusing not on what your friend's code does, but instead with how to do the assignment yourself, because I think your problems lie with a lack of understanding on your part. Instead of leaving you high and dry though I'll walk you through some of the specifics of base-conversion.
First, read user input. It looks like you're using Java, so just use a scanner to do this. At minimum you'll want to read the number you're converting, what base it is in, and what base the output will be in.
Next, we want to convert the number. You could directly convert numbers to each other (i.e. converting base 2 to base 8) but that requires more brainpower than I am willing to offer right now. Instead, I would suggest always first converting the user-inputted number to base 10 (much like your friend did). So how do we convert a number of an unknown base to base 10?
So let's break down how a number is represented: lets say we have the number 234 in base ten. This is equivalent to 4*10^0 + 3*10^1 + 2*10^2 or 4 + 30 + 200 = 234. You can use this same conversion for any other numbers. I.E. if the number is 1763 in base 8, the value in base 10 will be 3*8^0 + 6*8^1 + 7*8^2 + 1*8^3 or 3 + 48 + 448 + 512 = 1011 base 10(try entering 1763 here for proof. So to convert to decimal, you just need to see to multiply each individual number time your base to the power of its place minus 1. For example, since 1 is the fourth number in the 1763 you multiply it times 8^(4-1). Since, you are reading a string from the user. You'll need to convert each character of the string to an integer using the ascii chart.
Now to convert from base ten to anything. Instead of multiplying, you just divide each value and write the remainder! I'll let someone else describe this procedure.
Now just store this new value as a string doing somethings like
String output = "";
output += newValue;
In computer science, just copying someone else's code is way more harmful than helpful. Hope this helps!

Number type and bitwise operations

I want to pack epoch milliseconds into 6 bytes but i have problem. Let me introduce it:
trace(t);
for (var i:int = 6; i > 0; i--) {
dataBuffer.writeByte(((t >>> 8*(i-1)) & 255));
trace(dataBuffer[dataBuffer.length - 1]);
}
Output:
1330454496254
131
254
197
68
131
254
What i'm doing wrong?
I'm just guessing but I think your t variable is getting automatically converted to an int before the bit operation takes effect. This, of course, destroys the value.
I don't think it's possible to use Number in bit operations - AS3 only supports those with int-s.
Depending on how you acquire the value in t, you may want to start with 2 int-s and then extrat the bytes from those.
The Number type is an IEEE 754 64-bit double-precision number, which is quite a different format to your normal int. The bits aren't lined up quite the same way. What you're looking for is a ByteArray representation of a normal 64-bit int type, which of course doesn't exist in ActionScript 3.
Here's a function that converts a Number object into its "int64" equivalent:
private function numberToInt64Bytes(n:Number):ByteArray
{
// Write your IEEE 754 64-bit double-precision number to a byte array.
var b:ByteArray = new ByteArray();
b.writeDouble(n);
// Get the exponent.
var e:int = ((b[0] & 0x7F) << 4) | (b[1] >> 4);
// Significant bits.
var s:int = e - 1023;
// Number of bits to shift towards the right.
var x:int = (52 - s) % 8;
// Read and write positions in the byte array.
var r:int = 8 - int((52 - s) / 8);
var w:int = 8;
// Clear the first two bytes of the sign bit and the exponent.
b[0] &= 0x80;
b[1] &= 0xF;
// Add the "hidden" fraction bit.
b[1] |= 0x10;
// Shift everything.
while (w > 1) {
if (--r > 0) {
if (w < 8)
b[w] |= b[r] << (8 - x);
b[--w] = b[r] >> x;
} else {
b[--w] = 0;
}
}
// Now you've got your 64-bit signed two's complement integer.
return b;
}
Note that it works only with integers within a certain range, and it doesn't handle values like "not a number" and infinity. It probably also fails in other cases.
Here's a usage example:
var n:Number = 1330454496254;
var bytes:ByteArray = numberToInt64Bytes(n);
trace("bytes:",
bytes[0].toString(16),
bytes[1].toString(16),
bytes[2].toString(16),
bytes[3].toString(16),
bytes[4].toString(16),
bytes[5].toString(16),
bytes[6].toString(16),
bytes[7].toString(16)
);
Output:
bytes: 0 0 1 35 c5 44 83 fe
It should be useful for serializing data in AS3 later to be read by a Java program.
Homework assignment: Write int64BytesToNumber()

How to implement three stacks using a single array

I came across this problem in an interview website. The problem asks for efficiently implement three stacks in a single array, such that no stack overflows until there is no space left in the entire array space.
For implementing 2 stacks in an array, it's pretty obvious: 1st stack grows from LEFT to RIGHT, and 2nd stack grows from RIGHT to LEFT; and when the stackTopIndex crosses, it signals an overflow.
Thanks in advance for your insightful answer.
You can implement three stacks with a linked list:
You need a pointer pointing to the next free element. Three more pointers return the last element of each stack (or null, if the stack is empty).
When a stack gets another element added, it has to use the first free element and set the free pointer to the next free element (or an overflow error will be raised). Its own pointer has to point to the new element, from there back to the next element in the stack.
When a stack gets an element removed it will hand it back into the list of free elements. The own pointer of the stack will be redirected to the next element in the stack.
A linked list can be implemented within an array.
How (space) efficent is this?
It is no problem to build a linked list by using two cells of an array for each list element (value + pointer). Depending on the specification you could even get pointer and value into one array element (e.g. the array is long, value and pointer are only int).
Compare this to the solution of kgiannakakis ... where you lose up to 50% (only in the worst case). But I think that my solution is a bit cleaner (and maybe more academic, which should be no disadvantage for an interview question ^^).
See Knuth, The Art of Computer Programming, Volume 1, Section 2.2.2. titled "Sequential allocation". Discusses allocating multiple queues/stacks in a single array, with algorithms dealing with overflows, etc.
We can use long bit array representing to which stack the i-th array cell belongs to.
We can take values by modulo 3 (00 - empty, 01 - A, 10 - B, 11 - C). It would take N/2 bits or N/4 bytes of additional memory for N sized array.
For example for 1024 long int elements (4096 bytes) it would take only 256 bytes or 6%.
This bit array map can be placed in the same array at the beginning or at the end, just shrinking the size of the given array by constant 6%!
First stack grows from left to right.
Second stack grows from right to left.
Third stack starts from the middle. Suppose odd sized array for simplicity. Then third stack grows like this:
* * * * * * * * * * *
5 3 1 2 4
First and second stacks are allowed to grow maximum at the half size of array. The third stack can grow to fill in the whole array at a maximum.
Worst case scenario is when one of the first two arrays grows at 50% of the array. Then there is a 50% waste of the array. To optimise the efficiency the third array must be selected to be the one that grows quicker than the other two.
This is an interesting conundrum, and I don't have a real answer but thinking slightly outside the box...
it could depend on what each element in the stack consists of. If it's three stacks of true/false flags, then you could use the first three bits of integer elements. Ie. bit 0 is the value for the first stack, bit 1 is the value for the second stack, bit 2 is the value for the third stack. Then each stack can grow independently until the whole array is full for that stack. This is even better as the other stacks can also continue to grow even when the first stack is full.
I know this is cheating a bit and doesn't really answer the question but it does work for a very specific case and no entries in the stack are wasted. I am watching with interest to see whether anyone can come up with a proper answer that works for more generic elements.
Split array in any 3 parts (no matter if you'll split it sequentially or interleaved). If one stack grows greater than 1/3 of array you start filling ends of rest two stacks from the end.
aaa bbb ccc
1 2 3
145 2 3
145 2 6 3
145 2 6 3 7
145 286 3 7
145 286 397
The worse case is when two stacks grows up to 1/3 boundary and then you have 30% of space waste.
Assuming that all array positions should be used to store values - I guess it depends on your definition of efficiency.
If you do the two stack solution, place the third stack somewhere in the middle, and track both its bottom and top, then most operations will continue to be efficient, at a penalty of an expensive Move operation (of the third stack towards wherever free space remains, moving to the half way point of free space) whenever a collision occurs.
It's certainly going to be quick to code and understand. What are our efficiency targets?
A rather silly but effective solution could be:
Store the first stack elements at i*3 positions: 0,3,6,...
Store the second stack elements at i*3+1 positions: 1,4,7...
And third stack elements at i*3+2 positions.
The problem with this solution is that the used memory will be always three times the size of the deepest stack and that you can overflow even when there are available positions at the array.
Make a HashMap with keys to the begin and end positions e.g. < "B1" , 0 >, <"E1" , n/3 >
for each Push(value) add a condition to check if position of Bx is previous to Ex or there is some other "By" in between. -- lets call it condition (2)
with above condition in mind,
if above (2) is true // if B1 and E1 are in order
{ if ( S1.Push()), then E1 ++ ;
else // condition of overflow ,
{ start pushing at end of E2 or E3 (whichever has a space) and update E1 to be E2-- or E3-- ; }
}
if above (2) is false
{ if ( S1.Push()), then E1 -- ;
else // condition of overflow ,
{ start pushing at end of E2 or E3 (whichever has a space) and update E1 to be E2-- or E3-- ; }
}
Assume you only has integer index. if it's treated using FILO (First In Last Out) and not referencing individual, and only using an array as data. Using it's 6 space as stack reference should help:
[head-1, last-1, head-2, last-2, head-3, last-3, data, data, ... ,data]
you can simply using 4 space, because head-1 = 0 and last-3 = array length. If using FIFO (First In First Out) you need to re-indexing.
nb: I’m working on improving my English.
first stack grows at 3n,
second stack grows at 3n+1,
third grows at 3n+2
for n={0...N}
Yet another approach (as additional to linked-list) is to use map of stacks. In that case you'll have to use additional log(3^n)/log(2) bits for building map of data distribution in your n-length array. Each of 3-value part of map says which stack is owns next element.
Ex. a.push(1); b.push(2); c.push(3); a.push(4); a.push(5); will give you image
aacba
54321
appropriate value of map is calculated while elements is pushed onto stack (with shifting contents of array)
map0 = any
map1 = map0*3 + 0
map2 = map1*3 + 1
map3 = map2*3 + 2
map4 = map3*3 + 0
map5 = map4*3 + 0 = any*3^5 + 45
and length of stacks 3,1,1
Once you'll want to do c.pop() you'll have to reorganize your elements by finding actual position of c.top() in original array through walking in cell-map (i.e. divide by 3 while mod by 3 isn't 2) and then shift all contents in array back to cover that hole. While walking through cell-map you'll have to store all position you have passed (mapX) and after passing that one which points to stack "c" you'll have to divide by 3 yet another time and multiply it by 3^(amount positions passed-1) and add mapX to get new value of cells-map.
Overhead for that fixed and depends on size of stack element (bits_per_value):
(log(3n)/log(2)) / (nlog(bits_per_value)/log(2)) = log(3n) / (nlog(bits_per_value)) = log(3) / log(bits_per_value)
So for bits_per_value = 32 it will be 31.7% space overhead and with growing bits_per_value it will decay (i.e. for 64 bits it will be 26.4%).
In this approach, any stack can grow as long as there is any free space in the array.
We sequentially allocate space to the stacks and we link new blocks to the previous block. This means any new element in a stack keeps a pointer to the previous top element of that particular stack.
int stackSize = 300;
int indexUsed = 0;
int[] stackPointer = {-1,-1,-1};
StackNode[] buffer = new StackNode[stackSize * 3];
void push(int stackNum, int value) {
int lastIndex = stackPointer[stackNum];
stackPointer[stackNum] = indexUsed;
indexUsed++;
buffer[stackPointer[stackNum]]=new StackNode(lastIndex,value);
}
int pop(int stackNum) {
int value = buffer[stackPointer[stackNum]].value;
int lastIndex = stackPointer[stackNum];
stackPointer[stackNum] = buffer[stackPointer[stackNum]].previous;
buffer[lastIndex] = null;
indexUsed--;
return value;
}
int peek(int stack) { return buffer[stackPointer[stack]].value; }
boolean isEmpty(int stackNum) { return stackPointer[stackNum] == -1; }
class StackNode {
public int previous;
public int value;
public StackNode(int p, int v){
value = v;
previous = p;
}
}
This code implements 3 stacks in single array. It takes care of empty spaces and fills the empty spaces in between the data.
#include <stdio.h>
struct stacknode {
int value;
int prev;
};
struct stacknode stacklist[50];
int top[3] = {-1, -1, -1};
int freelist[50];
int stackindex=0;
int freeindex=-1;
void push(int stackno, int value) {
int index;
if(freeindex >= 0) {
index = freelist[freeindex];
freeindex--;
} else {
index = stackindex;
stackindex++;
}
stacklist[index].value = value;
if(top[stackno-1] != -1) {
stacklist[index].prev = top[stackno-1];
} else {
stacklist[index].prev = -1;
}
top[stackno-1] = index;
printf("%d is pushed in stack %d at %d\n", value, stackno, index);
}
int pop(int stackno) {
int index, value;
if(top[stackno-1] == -1) {
printf("No elements in the stack %d\n", value, stackno);
return -1;
}
index = top[stackno-1];
freeindex++;
freelist[freeindex] = index;
value = stacklist[index].value;
top[stackno-1] = stacklist[index].prev;
printf("%d is popped put from stack %d at %d\n", value, stackno, index);
return value;
}
int main() {
push(1,1);
push(1,2);
push(3,3);
push(2,4);
pop(3);
pop(3);
push(3,3);
push(2,3);
}
Another solution in PYTHON, please let me know if that works as what you think.
class Stack(object):
def __init__(self):
self.stack = list()
self.first_length = 0
self.second_length = 0
self.third_length = 0
self.first_pointer = 0
self.second_pointer = 1
def push(self, stack_num, item):
if stack_num == 1:
self.first_pointer += 1
self.second_pointer += 1
self.first_length += 1
self.stack.insert(0, item)
elif stack_num == 2:
self.second_length += 1
self.second_pointer += 1
self.stack.insert(self.first_pointer, item)
elif stack_num == 3:
self.third_length += 1
self.stack.insert(self.second_pointer - 1, item)
else:
raise Exception('Push failed, stack number %d is not allowd' % stack_num)
def pop(self, stack_num):
if stack_num == 1:
if self.first_length == 0:
raise Exception('No more element in first stack')
self.first_pointer -= 1
self.first_length -= 1
self.second_pointer -= 1
return self.stack.pop(0)
elif stack_num == 2:
if self.second_length == 0:
raise Exception('No more element in second stack')
self.second_length -= 1
self.second_pointer -= 1
return self.stack.pop(self.first_pointer)
elif stack_num == 3:
if self.third_length == 0:
raise Exception('No more element in third stack')
self.third_length -= 1
return self.stack.pop(self.second_pointer - 1)
def peek(self, stack_num):
if stack_num == 1:
return self.stack[0]
elif stack_num == 2:
return self.stack[self.first_pointer]
elif stack_num == 3:
return self.stack[self.second_pointer]
else:
raise Exception('Peek failed, stack number %d is not allowd' % stack_num)
def size(self):
return len(self.items)
s = Stack()
# push item into stack 1
s.push(1, '1st_stack_1')
s.push(1, '2nd_stack_1')
s.push(1, '3rd_stack_1')
#
## push item into stack 2
s.push(2, 'first_stack_2')
s.push(2, 'second_stack_2')
s.push(2, 'third_stack_2')
#
## push item into stack 3
s.push(3, 'FIRST_stack_3')
s.push(3, 'SECOND_stack_3')
s.push(3, 'THIRD_stack_3')
#
print 'Before pop out: '
for i, elm in enumerate(s.stack):
print '\t\t%d)' % i, elm
#
s.pop(1)
s.pop(1)
#s.pop(1)
s.pop(2)
s.pop(2)
#s.pop(2)
#s.pop(3)
s.pop(3)
s.pop(3)
#s.pop(3)
#
print 'After pop out: '
#
for i, elm in enumerate(s.stack):
print '\t\t%d)' % i, elm
May be this can help you a bit...i wrote it by myself
:)
// by ashakiran bhatter
// compile: g++ -std=c++11 test.cpp
// run : ./a.out
// sample output as below
// adding: 1 2 3 4 5 6 7 8 9
// array contents: 9 8 7 6 5 4 3 2 1
// popping now...
// array contents: 8 7 6 5 4 3 2 1
#include <iostream>
#include <cstdint>
#define MAX_LEN 9
#define LOWER 0
#define UPPER 1
#define FULL -1
#define NOT_SET -1
class CStack
{
private:
int8_t array[MAX_LEN];
int8_t stack1_range[2];
int8_t stack2_range[2];
int8_t stack3_range[2];
int8_t stack1_size;
int8_t stack2_size;
int8_t stack3_size;
int8_t stack1_cursize;
int8_t stack2_cursize;
int8_t stack3_cursize;
int8_t stack1_curpos;
int8_t stack2_curpos;
int8_t stack3_curpos;
public:
CStack();
~CStack();
void push(int8_t data);
void pop();
void print();
};
CStack::CStack()
{
stack1_range[LOWER] = 0;
stack1_range[UPPER] = MAX_LEN/3 - 1;
stack2_range[LOWER] = MAX_LEN/3;
stack2_range[UPPER] = (2 * (MAX_LEN/3)) - 1;
stack3_range[LOWER] = 2 * (MAX_LEN/3);
stack3_range[UPPER] = MAX_LEN - 1;
stack1_size = stack1_range[UPPER] - stack1_range[LOWER];
stack2_size = stack2_range[UPPER] - stack2_range[LOWER];
stack3_size = stack3_range[UPPER] - stack3_range[LOWER];
stack1_cursize = stack1_size;
stack2_cursize = stack2_size;
stack3_cursize = stack3_size;
stack1_curpos = stack1_cursize;
stack2_curpos = stack2_cursize;
stack3_curpos = stack3_cursize;
}
CStack::~CStack()
{
}
void CStack::push(int8_t data)
{
if(stack3_cursize != FULL)
{
array[stack3_range[LOWER] + stack3_curpos--] = data;
stack3_cursize--;
} else if(stack2_cursize != FULL) {
array[stack2_range[LOWER] + stack2_curpos--] = data;
stack2_cursize--;
} else if(stack1_cursize != FULL) {
array[stack1_range[LOWER] + stack1_curpos--] = data;
stack1_cursize--;
} else {
std::cout<<"\tstack is full...!"<<std::endl;
}
}
void CStack::pop()
{
std::cout<<"popping now..."<<std::endl;
if(stack1_cursize < stack1_size)
{
array[stack1_range[LOWER] + ++stack1_curpos] = 0;
stack1_cursize++;
} else if(stack2_cursize < stack2_size) {
array[stack2_range[LOWER] + ++stack2_curpos] = 0;
stack2_cursize++;
} else if(stack3_cursize < stack3_size) {
array[stack3_range[LOWER] + ++stack3_curpos] = 0;
stack3_cursize++;
} else {
std::cout<<"\tstack is empty...!"<<std::endl;
}
}
void CStack::print()
{
std::cout<<"array contents: ";
for(int8_t i = stack1_range[LOWER] + stack1_curpos + 1; i <= stack1_range[UPPER]; i++)
std::cout<<" "<<static_cast<int>(array[i]);
for(int8_t i = stack2_range[LOWER] + stack2_curpos + 1; i <= stack2_range[UPPER]; i++)
std::cout<<" "<<static_cast<int>(array[i]);
for(int8_t i = stack3_range[LOWER] + stack3_curpos + 1; i <= stack3_range[UPPER]; i++)
std::cout<<" "<<static_cast<int>(array[i]);
std::cout<<"\n";
}
int main()
{
CStack stack;
std::cout<<"adding: ";
for(uint8_t i = 1; i < 10; i++)
{
std::cout<<" "<<static_cast<int>(i);
stack.push(i);
}
std::cout<<"\n";
stack.print();
stack.pop();
stack.print();
return 0;
}
Perhaps you can implement N number of stacks or queues in the single array. My defination of using single array is that we are using single array to store all the data of all the stacks and queues in the single array, anyhow we can use other N array to keep track of indices of all elements of particular stack or queue.
solution :
store data sequentially to in the array during the time of insertion in any of the stack or queue. and store it's respective index to the index keeping array of that particular stack or queue.
for eg : you have 3 stacks (s1, s2, s3) and you want to implement this using a single array (dataArray[]). Hence we will make 3 other arrays (a1[], a2[], a3[]) for s1, s2 and s3 respectively which will keep track of all of their elements in dataArray[] by saving their respective index.
insert(s1, 10) at dataArray[0] a1[0] = 0;
insert(s2, 20) at dataArray[1] a2[0] = 1;
insert(s3, 30) at dataArray[2] a3[0] = 2;
insert(s1, 40) at dataArray[3] a1[1] = 3;
insert(s3, 50) at dataArray[4] a3[1] = 4;
insert(s3, 60) at dataArray[5] a3[2] = 5;
insert(s2, 30) at dataArray[6] a2[1] = 6;
and so on ...
now we will perform operation in dataArray[] by using a1, a2 and a3 for respective stacks and queues.
to pop an element from s1
return a1[0]
shift all elements to left
do similar approach for other operations too and you can implement any number of stacks and queues in the single array.