I've a strange thing to do but I don't know how to start
I start with this vars
var base = [1,1,1,2,3,5,7,9,14,19,28,40,56,114,232,330];
var sky = [0,0,0,3,4,5,6,7,8,9,10,11,12,14,16,17];
var ite = [64,52,23,38,13,15,6,4,6,3,2,1,2,1,1,1];
So to start all the 3 array have the same length and the very first operation is to see if there is a duplicate value in sky array, in this case the 0 is duplicated and only in this case is at the end, but all of time the sky array is sorted. So I've to remove all the duplicate (in this case 0) from sky and remove the corresponding items from base and sum the corresponding items on ite. So if there's duplicate on position 4,5 I've to manipulate this conditions. But let see the new 3 array:
var new_base = [1,2,3,5,7,9,14,19,28,40,56,114,232,330];
var new_sky = [0,3,4,5,6,7,8,9,10,11,12,14,16,17];
var new_ite = [139,38,13,15,6,4,6,3,2,1,2,1,1,1];
If you see the new_ite have 139 instead the 64,52,23, that is the sum of 64+52+23, because the first 3 items on sky are the same (0) so I remove two corresponding value from base and sky too and I sum the corresponding value into the new_ite array.
There's a fast way to do that? I thought a for loops but I stuck at the very first for (i = 0; i < sky.length; i++) lol, cuz I've no idea on how to manipulate those 3 array in that way
J
When removing elements from an array during a loop, the trick is to start at the end and move to the front. It makes many things easier.
for( var i = sky.length-1; i>=0; i--) {
if (sky[i] == prev) {
// Remove previous index from base, sky
// See http://stackoverflow.com/questions/5767325/how-to-remove-a-particular-element-from-an-array-in-javascript
base.splice(i+1, 1);
sky.splice(i+1, 1);
// Do sum, then remove
ite[i] += ite[i+1];
ite.splice(i+1, 1);
}
prev = sky[i];
}
I won't speak to whether this is the "fastest", but it does work, and it's "fast" in terms of requiring little programmer time to write and understand. (Which is often the most important kind of fast.)
I would suggest this solution where j is used as index for the new arrays, and i for the original arrays:
var base = [1,1,1,2,3,5,7,9,14,19,28,40,56,114,232,330];
var sky = [0,0,0,3,4,5,6,7,8,9,10,11,12,14,16,17];
var ite = [64,52,23,38,13,15,6,4,6,3,2,1,2,1,1,1];
var new_base = [], new_sky = [], new_ite = [];
var j = -1;
sky.forEach(function (sk, i) {
if (!i || sk !== sky[i-1]) {
new_ite[++j] = 0;
new_base[j] = base[i];
new_sky[j] = sk;
}
new_ite[j] += ite[i];
});
console.log('new_base = ' + new_base);
console.log('new_sky = ' + new_sky);
console.log('new_ite = ' + new_ite);
You can use Array#reduce to create new arrays from the originals according to the rules:
var base = [1,1,1,2,3,5,7,9,14,19,28,40,56,114,232,330];
var sky = [0,0,0,3,4,5,6,7,8,9,10,11,12,14,16,17];
var ite = [64,52,23,38,13,15,6,4,6,3,2,1,2,1,1,1];
var result = sky.reduce(function(r, n, i) {
var last = r.sky.length - 1;
if(n === r.sky[last]) {
r.ite[last] += ite[i];
} else {
r.base.push(base[i]);
r.sky.push(n);
r.ite.push(ite[i]);
}
return r;
}, { base: [], sky: [], ite: [] });
console.log('new base:', result.base.join(','));
console.log('new sky:', result.sky.join(','));
console.log('new ite:', result.ite.join(','));
atltag's answer is fastest. Please see:
https://repl.it/FBpo/5
Just with a single .reduce() in O(n) time you can do as follows; (I have used array destructuring at the assignment part. One might choose to use three .push()s though)
var base = [1,1,1,2,3,5,7,9,14,19,28,40,56,114,232,330],
sky = [0,0,0,3,4,5,6,7,8,9,10,11,12,14,16,17],
ite = [64,52,23,38,13,15,6,4,6,3,2,1,2,1,1,1],
results = sky.reduce((r,c,i) => c === r[1][r[1].length-1] ? (r[2][r[2].length-1] += ite[i],r)
: ([r[0][r[0].length],r[1][r[1].length],r[2][r[2].length]] = [base[i],c,ite[i]],r),[[],[],[]]);
console.log(JSON.stringify(results));
I'm trying to create a simulation of 150 mouses moving inside a 20x20 grid in p5.js (A processing like libary). First I'm spawning 150 mouses random places and everything goes fine. But after I have spawned the mouses I am trying to make them move to one of their neighbors. Instead of moving to one of the neighbors and make the current square empty it stays on the one that it already was one + it moves to the next one so instead of having 150 mouses i suddenly have 300... I have tried changing the code for hours but I can't find the proplem... Here is my code:
var w = 40;
var grid = [];
var mouses = 10;
var mouseAmount = [];
var Mouse;
var current;
function setup() {
createCanvas(800, 800);
cols = floor(width/w)
rows = floor(height/w)
// frameRate(60);
for (var j = 0; j < rows; j++) {
for ( var i = 0; i < cols; i++) {
var cell = new Cells(i,j);
grid.push(cell);
}
}
amount = new Amount;
}
function draw() {
background(51);
for ( var i = 0; i < grid.length; i++) {
grid[i].show();
}
amount.run();
}
function index(i, j) {
if (i < 0 || j < 0 || i > cols-1 || j > rows-1 ) {
return -1;
}
return i + j * cols;
}
function Cells(i, j) {
this.i = i;
this.j = j;
this.active = false;
this.moveCell = function() {
var neighbors = [];
var top = grid[index(i, j -1)];
var right = grid[index(i+1, j)];
var bottom = grid[index(i, j+1)];
var left = grid[index(i-1, j)];
if (top) {
neighbors.push(top)
}
if (right) {
neighbors.push(right)
}
if (bottom) {
neighbors.push(bottom)
}
if (left) {
neighbors.push(left)
}
if(neighbors.length > 0) {
var r = floor(random(0, neighbors.length));
return neighbors[r];
} else {
return undefined;
}
}
this.show = function() {
var x = this.i*w;
var y = this.j*w;
stroke(255);
noFill();
rect(x,y,w,w);
if(this.active == true) {
fill(155, 0, 255, 100)
rect(x, y, w, w)
}
}
}
function Amount() {
this.run = function() {
var r = floor(random(grid.length))
for (var i = 0; i < mouses; i++) {
var mouse = grid[r];
mouseAmount.push(mouse)
}
if (mouseAmount.length < 1499) {
for (var i = 0; i < mouseAmount.length; i++) {
mouseAmount[i].active = true;
}
}
if (mouseAmount.length > 1499) {
Next();
}
}
}
function Next(i,j) {
for (var i = 0; i < mouseAmount.length; i++) {
current = mouseAmount[i];
var nextCell = current.moveCell();
if (nextCell) {
nextCell.active = true;
current.active = false;
current = nextCell;
}
}
}
Thank you in advance :)
I don't really understand exactly what your code is supposed to do, but a few things stand out to me about your code:
Problem One: I don't understand how you're iterating through your grid array. You seem to be iterating over mouseAmount, which seems to hold random cells from the grid for some reason? That doesn't make a lot of sense to me. Why don't you just iterate over the grid array directly?
Problem Two: You then move the cells randomly to a neighbor, but you don't take into account whether the neighbor is already active or not. I'm not sure what you want to happen, but this seems a bit strange.
Problem Three: Usually with simulations like this, you have to copy the next generation into a new data structure instead of modifying the data structure as you step through it.
The biggest problem is that you haven't really explained what you want your code to do, or what this code does instead, or how those two things are different. But if I were you, I'd make the following changes:
Step One: Iterate over your grid array in a more reasonable way. Just iterate over every index and take the appropriate action for every cell. If I were you I would just use a 2D array and use a nested for loop to iterate over it.
Step Two: Make sure your logic for moving to a neighbor is correct. Do you want cells to move to already active cells?
Step Three: Make a copy of the grid before you modify it. Think about it this way: as you iterate over the grid, let's say you move a cell down one row. Then you continue iterating, you'll reach the newly active cell again. In other words, you'll touch the same active cell twice in one generation, which is definitely going to mess you up.
A word of advice: get this working for a single active cell first. It's really hard to tell what's going on since you have so many things going on at one time. Take a step back and make sure it works for one active cell before moving up to having a whole grid.
I have an array which looks something along the lines of
resourceData[0][0] = "pic1.jpg";
resourceData[0][1] = 5;
resourceData[1][0] = "pic2.jpg";
resourceData[1][1] = 2;
resourceData[2][0] = "pic3.jpg";
resourceData[2][1] = 900;
resourceData[3][0] = "pic4.jpg";
resourceData[3][1] = 1;
The numeric represents the z-index of the image. Minimum z-index value is 1. Maximum (not really important) is 2000.
I have all the rendering and setting z-indexes done fine. My question is, I want to have four functions:
// Brings image to z front
function bringToFront(resourceIndex) {
// Set z-index to max + 1
resourceData[resourceIndex][1] = getBiggestZindex() + 1;
// Change CSS property of image to bring to front
$('#imgD' + resourceIndex).css("z-index", resourceData[resourceIndex][1]);
}
function bringUpOne(resourceIndex) {
}
function bringDownOne(resourceIndex) {
}
// Send to back z
function sendToBack(resourceIndex) {
}
So given then index [3] (900 z):
If we send it to the back, it will take the value 1, and [3] will have to go to 2, but that conflicts with [1] who has a 2 z-index so they need to go to three etc.
Is there an easy programatical way of doing this because as soon as I start doing this it's going to get messy.
It's important that the indexes of the array don't change. We can't sort the array unfortunately due to design.
Update
Thanks for answers, I'll post the functions here once they are written incase anyone comes across this in the future (note this code has zindex listed in [6])
// Send to back z
function sendToBack(resourceIndex) {
resourceData[resourceIndex][6] = 1;
$('#imgD' + resourceIndex).css("z-index", 1);
for (i = 0; i < resourceData.length; i++) {
if (i != resourceIndex) {
resourceData[i][6]++;
$('#imgD' + i).css("z-index", resourceData[i][6]);
}
}
}
Loops! This function will reorder affected images around it. It will work with images that have widely separated z-index values. It also does not perform any changes unless it needs to.
EDIT: added function to do the CSS work
EDIT 2: Corrected problem with top/bottom functions - it wasn't moving all the images affected, now it is.
var resourceData = Array();
resourceData[0] = Array();
resourceData[0][0] = "pic1.jpg";
resourceData[0][1] = 5;
resourceData[1] = Array();
resourceData[1][0] = "pic2.jpg";
resourceData[1][1] = 2;
resourceData[2] = Array();
resourceData[2][0] = "pic3.jpg";
resourceData[2][1] = 900;
resourceData[3] = Array();
resourceData[3][0] = "pic4.jpg";
resourceData[3][1] = 1;
function _doMoveImage(ptr) {
// Change CSS property of image
$('#imgD' + ptr).css("z-index", resourceData[ptr][1]);
}
// Brings image to z front
function bringToFront(resourceIndex) {
var highest_idx = 0;
for (var i = 0; i < resourceData.length; i++) {
// for all images except the target
if (i != resourceIndex) {
// preserve the highest index we encounter
if (highest_idx < resourceData[i][1])
highest_idx = resourceData[i][1];
// move any images higher than the target down by one
if (resourceData[i][1] > resourceData[resourceIndex][1]) {
resourceData[i][1]--;
_doMoveImage(i);
}
}
}
// now move the target to the highest spot, only if needed
if (resourceData[resourceIndex][1] < highest_idx) {
resourceData[resourceIndex][1] = highest_idx;
_doMoveImage(resourceIndex);
}
return;
}
function bringUpOne(resourceIndex) {
var next_idx = 2000;
var next_ptr = false;
for (var i =0; i < resourceData.length; i++) {
// for all images except the target
if (
i != resourceIndex &&
next_idx > resourceData[i][1] &&
resourceData[i][1] > resourceData[resourceIndex][1]
){
next_idx = resourceData[i][1];
next_ptr = i;
}
}
// only move if needed
if (next_ptr) {
// target takes next's index
resourceData[resourceIndex][1] = resourceData[next_ptr][1];
// next's index decreases by one
resourceData[next_ptr][1]--;
_doMoveImage(resourceIndex);
_doMoveImage(next_ptr);
}
return;
}
function bringDownOne(resourceIndex) {
var next_idx = 0;
var next_ptr = false;
for (var i =0; i < resourceData.length; i++) {
// for all images except the target
if (
i != resourceIndex &&
next_idx < resourceData[i][1] &&
resourceData[i][1] < resourceData[resourceIndex][1]
){
next_idx = resourceData[i][1];
next_ptr = i;
}
}
// only move if needed
if (next_ptr) {
// target takes next's index
resourceData[resourceIndex][1] = resourceData[next_ptr][1];
// next's index decreases by one
resourceData[next_ptr][1]++;
_doMoveImage(resourceIndex);
_doMoveImage(next_ptr);
}
}
// Send to back z
function sendToBack(resourceIndex) {
var lowest_idx = 2000;
for (var i = 0; i < resourceData.length; i++) {
// for all images except the target
if (i != resourceIndex) {
// preserve the lowest index we encounter
if (lowest_idx > resourceData[i][1])
lowest_idx = resourceData[i][1];
// move any images lower than the target up by one
if (resourceData[i][1] < resourceData[resourceIndex][1]) {
resourceData[i][1]++;
_doMoveImage(i);
}
}
}
// now move the target to the lowest spot, only if needed
if (resourceData[resourceIndex][1] > lowest_idx) {
resourceData[resourceIndex][1] = lowest_idx;
_doMoveImage(resourceIndex);
}
return;
}
There it is: copy your structure and have it properly ordered, or if you prefer call it indexed. When you need the picture find the proper z-index and proceed w/ the rendering.
You can do that dynamically and use heap, if you don't wish to copy the entire structure.
Not tested, but how about this. For bringUpOne, bringDownOne one you can swap the z-indexes, e.g:
function bringUpOne(resourceIndex) {
var myZIndex = resourceData[resourceIndex][1];
var nextZIndex = resourceData[resourceIndex + 1][1];
resourceData[resourceIndex][1] = nextZIndex;
resourceData[resourceIndex + 1][1] = myZindex;
}
For bringing to the front:
function bringToFront(resourceIndex) {
var maxZIndex = resourceData[maxResourceIndex][1];
resourceData[resourceIndex][1] = maxZIndex + 1;
}
Now that's all fine. But what happens if you want to successively set images to the back? You can either set the zIndex to 0 each time (don't know how many you'll have actually visiable at any time) or you can start with the lowest zIndex set to something like 2000 or 10000 or whatever, which will acccomodate many calls to setToBack.
Edit: This assumes the list is ordered by zIndex to start with.