Hash Tables: Ransom Note - Hacker Rank in Swift Timed Out - arrays

My code is alright but keeping getting time out on some test cases, any tips to improve this? My guess is the indexOf function taking too long.
func checkMagazine(magazine: [String], note: [String]) -> Void {
var mutableMag = magazine
if note.count > mutableMag.count {
print("No")
return
}
for word in note {
if let index = mutableMag.index(of: word) {
mutableMag.remove(at: index)
} else {
print("No")
return
}
}
print("Yes") }
Please find the challenge in this link: https://www.hackerrank.com/challenges/ctci-ransom-note/problem

One possible solution that passes all tests is using NSCountedSet for storing the words in the note and magazine and comparing the count of each word in note to the count of that word in magazine and if any of them is lower in magazine, making an early return and printing No.
I'd also suggest changing the function signature to return a Bool value even though the function prototype generated by hacker rank returns Void. It's better to make checkMagazine a pure function and not doing any I/O operations in it.
func checkMagazine(magazine: [String], note: [String]) -> Bool {
let magazineWords = NSCountedSet(array: magazine)
let noteWords = NSCountedSet(array: note)
for noteWord in noteWords {
if magazineWords.count(for: noteWord) < noteWords.count(for: noteWord) {
return false
}
}
return true
}
Then you just need to change the end of the generated code to the following:
let magazineWorks = checkMagazine(magazine: magazine, note: note)
if magazineWorks {
print("Yes")
} else {
print("No")
}

func checkMagazine(magazine: [String], note: [String]) -> Void {
var notesDictionary : [String : Int] = [:]
var magazineDictionary : [String : Int] = [:]
var canMakeRansom = true
for n in note {
var count = notesDictionary[n] ?? 0
count += 1
notesDictionary[n] = count
}
for n in magazine {
var count = magazineDictionary[n] ?? 0
count += 1
magazineDictionary[n] = count
}
for note in notesDictionary {
if note.value > magazineDictionary[note.key] ?? 0 {
canMakeRansom = false
}
}
print(canMakeRansom ? "Yes" : "No")
}
This is another way to solve this.
I think this does what NSCountedSet does by itself somehow.

Related

How we can achieve this Filter in Swift

How we can achieve this Filter in Swift.
I have exactly same problem and i am trying this way and i found this solution on stack overflow
but this is written in Javascript and i need code in Swift language.
Getting this error
Cannot convert value of type '[Model]' to closure result type
'GetModel'
My Code and Model
extension Array where Element == GetModel{
func matching(_ text: String?) -> [GetModel] {
if let text = text, text.count > 0{
return self.map{
$0.data.filter{
$0.name.lowercased().contains(text.lowercased())
}
}
}else{
return self
}
}
}
// MARK: - GetModel
struct GetModel: Codable {
let id: Int
let name: String
var data: [Model]
}
// MARK: - Model
struct Model:Codable {
let id: Int
let name: String
var isSelected: Bool? = nil
}
You are making two mistakes. First you are using map but you should be using filter. Second you are using filter when you should be using contains(where:). Note you can. use localizedStandardCompare instead of lowercasing your string.
Note: You shouldn't check if your string count is greater than zero. String has an isEmpty property exactly for this purpose.
To check whether a collection is empty, use its isEmpty property
instead of comparing count to zero. Unless the collection guarantees
random-access performance, calculating count can be an O(n) operation.
extension RangeReplaceableCollection where Element == GetModel {
func matching(_ text: String?) -> Self {
guard let text = text, !text.isEmpty else { return self }
return filter { $0.data.contains { $0.name.localizedStandardContains(text) } }
}
}
edit/update:
If you need to filter your GetModal data:
extension RangeReplaceableCollection where Element == GetModel, Self: MutableCollection {
func matching(_ text: String?) -> Self {
guard let text = text, !text.isEmpty else { return self }
var collection = self
for index in collection.indices {
collection[index].data.removeAll { !$0.name.localizedStandardContains(text) }
}
collection.removeAll(where: \.data.isEmpty)
return collection
}
}

How to convert Sequence to Array or is there an end of Sequence in Swift?

According to the documentation:
init(_ s: S) where Element == S.Element, S : Sequence
Creates an array containing the elements of a sequence.
struct Test: IteratorProtocol, Sequence {
let id: Int
init(_ id: Int) {
self.id = id
}
mutating func next() -> Test? {
id < 10 ? Test(id + 1) : nil
}
}
let test = Test(5)
let arr = Array(test)
It compiles. And doesn't even throw any runtime errors.
But instead of getting the array [5, 6, 7, 8, 9] as a result, I get an infinite loop! next() is called infinitely many times.
I thought that nil in next() is a natural indicator of the end of sequence. But apparently it's not.
self.id never changes, so it never reaches 10.
It should be something like this
struct Test: IteratorProtocol, Sequence {
var id: Int
init(_ id: Int) {
self.id = id
}
mutating func next() -> Test? {
defer { id += 1 }
return id < 10 ? self : nil
}
}
print(Array(Test(6)))
Another example
struct Countdown: Sequence, IteratorProtocol {
var count: Int
mutating func next() -> Int? {
if count == 0 {
return nil
} else {
defer { count -= 1 }
return count
}
}
}
let threeToGo = Countdown(count: 3)
for i in threeToGo {
print(i)
}
// Prints "3"
// Prints "2"
// Prints "1"
Appears, there is a built-in function, that completely suits the logic of my initial question in this post.
sequence(first:next:)
Returns a sequence formed from first and repeated lazy applications of next.
struct Test {
var id: Int
init(_ id: Int) {
self.id = id
}
}
let seq = sequence(first: Test(5), next: { test in
let id = test.id + 1
return id < 10 ? Test(id) : nil
})
let arr = Array(seq)

Does Swift offer any built-in function to return the result of appending to an immutable array?

Writing the question and answer from here, I'm curious to know if there is any simpler way to write the following:
var nums = [1,2,3]
let sum1 = nums.reduce([Int]()){
let temp = $0
temp.append($1)
return temp
}
I know I can do:
var nums = [1,2,3]
let sum1 = nums.reduce([Int]()){
return $0 + [$1]
}
But that comes off as a hack.
To explain this better, I want to get closer to the example (from docs) below, just that it should be for an array:
let numbers = [1, 2, 3, 4]
let numberSum = numbers.reduce(0, { x, y in
x + y
})
EDIT:
Since folks asked what was I trying to achieve:
I was doing the leetcode's group Anagram's challenge.
My solution was:
struct WordTraits: Equatable{
let count: Int
let charactersSet: Set<Character>
}
struct Word: Equatable{
let string: String
let wordTraits: WordTraits
}
class Solution{
func groupAnagrams(_ strs: [String]) -> [[String]]{
var words : [Word] = []
var answers : [(traits: WordTraits, words: [Word])] = []
var count = 0
strs.forEach{ str in
count += 1
let count = str.count
let string = str
let characterSet = Set(str)
let wordTraits = WordTraits(count: count, charactersSet: characterSet)
let word = Word(string: string, wordTraits: wordTraits)
words.append(word)
}
while words.count != 0{
let word = words[0]
let traits = word.wordTraits
var isWordAdded = false
for (i, answer) in answers.enumerated(){
if answer.traits == traits{
answers[i].words.append(word)
isWordAdded = true
break
}
}
if !isWordAdded{
answers.append((traits: traits, words:[word]))
}
words.removeFirst()
}
let emptyArray : [[String]] = []
let finalAnswer = answers.reduce(emptyArray, { total, answer in
let strings : [String] = answer.words.reduce([String](), {
return $0 + [$1.string]
})
return total + [strings]
})
return finalAnswer
}
}
let s = Solution()
print(s.groupAnagrams(["ate", "eta", "beta", "abet"])) // [["ate", "eta"], ["beta", "abet"]]
reduce(..) has to know which type it is working with. To infer this it can use the return type or the type of the first argument. So you can also write:
var nums = [1,2,3]
let sum1: [Int] = nums.reduce([]){
return $0 + [$1]
}
[$1] can't be replaced with $1 because +-operator between value and collection is undefined.
Nope. But you can add it:
extension Array {
func appending(_ newElement: Element) -> Array<Element> {
return self + [newElement]
}
func appending(contentsOf sequence: Sequence) -> Array<Element> {
return self + sequence
}
}
Um, how about the + operator?
let nums = [1, 3, 5]
let more = nums + [7]
Your code is trying to convert a complex structure to an array of arrays. You can use map for this.
This should work:
let finalAnswer = answers.map { answer in
answer.words.map {
$0.string
}
}
Edit:
I was able to solve it using minimal code:
class Solution {
func groupAnagrams(_ words: [String]) -> [[String]] {
let processedWords = words.map {
(key: String($0.sorted()), value: $0)
}
return Dictionary(grouping: processedWords, by: { $0.key }).map { groupedValue in
groupedValue.value.map {
$0.value
}
}
}
}
You've greatly overcomplicated your computation of "final answers". It could just be:
return answers.map { $0.words.map { $0.string } }

Get shorter version of for loop?

I'm using Swift 3.0 and have this code for searching an item in an array as an extension of String type:
extension String {
func equal(compareToArray : [String]) -> Bool {
for s in compareToArray {
if self == s {
return true
}
}
return false
}
}
It runs fine, but my question is, can I do it better (shorter/more simple or faster)?
Okay, another similar sample:
func contains(compareToArray : [String]) -> Bool {
for s in compareToArray {
if self.contains(s) {
return true
}
}
return false
}
Shorter, simpler, faster
let compareToArray = ["foo", "bar", "baz"]
compareToArray.contains("bar")
Edit:
According to your second example
!compareToArray.filter{ $0.contains("oo") }.isEmpty
compareToArray.index(where: {$0.contains("oo")}) != nil
If you want to check whether an element belong to an Array, in Swift 3.0 this is a better way:
use :
array.index(of: element) -> Int?
Ex:
let myArray = ["a", "b", "c"]
let needle = "b"
if let pos = myArray.index(of: needle') {
print("\(needle) is in array at position : \(pos)"
} else {
print("It's not in array")
}

How do I make this extension of Array? [duplicate]

Suppose I have an array and I want to pick one element at random.
What would be the simplest way to do this?
The obvious way would be array[random index]. But perhaps there is something like ruby's array.sample? Or if not could such a method be created by using an extension?
Swift 4.2 and above
The new recommended approach is a built-in method on the Collection protocol: randomElement(). It returns an optional to avoid the empty case I assumed against previously.
let array = ["Frodo", "Samwise", "Merry", "Pippin"]
print(array.randomElement()!) // Using ! knowing I have array.count > 0
If you don't create the array and aren't guaranteed count > 0, you should do something like:
if let randomElement = array.randomElement() {
print(randomElement)
}
Swift 4.1 and below
Just to answer your question, you can do this to achieve random array selection:
let array = ["Frodo", "Samwise", "Merry", "Pippin"]
let randomIndex = Int(arc4random_uniform(UInt32(array.count)))
print(array[randomIndex])
The castings are ugly, but I believe they're required unless someone else has another way.
Riffing on what Lucas said, you could create an extension to the Array class like this:
extension Array {
func randomItem() -> Element? {
if isEmpty { return nil }
let index = Int(arc4random_uniform(UInt32(self.count)))
return self[index]
}
}
For example:
let myArray = [1, 2, 3, 4, 5, 6, 7, 8, 10, 12, 14, 16]
let myItem = myArray.randomItem() // Note: myItem is an Optional<Int>
Swift 4 version:
extension Collection where Index == Int {
/**
Picks a random element of the collection.
- returns: A random element of the collection.
*/
func randomElement() -> Iterator.Element? {
return isEmpty ? nil : self[Int(arc4random_uniform(UInt32(endIndex)))]
}
}
In Swift 2.2 this can be generalised so that we have:
UInt.random
UInt8.random
UInt16.random
UInt32.random
UInt64.random
UIntMax.random
// closed intervals:
(-3...3).random
(Int.min...Int.max).random
// and collections, which return optionals since they can be empty:
(1..<4).sample
[1,2,3].sample
"abc".characters.sample
["a": 1, "b": 2, "c": 3].sample
First, implementing static random property for UnsignedIntegerTypes:
import Darwin
func sizeof <T> (_: () -> T) -> Int { // sizeof return type without calling
return sizeof(T.self)
}
let ARC4Foot: Int = sizeof(arc4random)
extension UnsignedIntegerType {
static var max: Self { // sadly `max` is not required by the protocol
return ~0
}
static var random: Self {
let foot = sizeof(Self)
guard foot > ARC4Foot else {
return numericCast(arc4random() & numericCast(max))
}
var r = UIntMax(arc4random())
for i in 1..<(foot / ARC4Foot) {
r |= UIntMax(arc4random()) << UIntMax(8 * ARC4Foot * i)
}
return numericCast(r)
}
}
Then, for ClosedIntervals with UnsignedIntegerType bounds:
extension ClosedInterval where Bound : UnsignedIntegerType {
var random: Bound {
guard start > 0 || end < Bound.max else { return Bound.random }
return start + (Bound.random % (end - start + 1))
}
}
Then (a little more involved), for ClosedIntervals with SignedIntegerType bounds (using helper methods described further below):
extension ClosedInterval where Bound : SignedIntegerType {
var random: Bound {
let foot = sizeof(Bound)
let distance = start.unsignedDistanceTo(end)
guard foot > 4 else { // optimisation: use UInt32.random if sufficient
let off: UInt32
if distance < numericCast(UInt32.max) {
off = UInt32.random % numericCast(distance + 1)
} else {
off = UInt32.random
}
return numericCast(start.toIntMax() + numericCast(off))
}
guard distance < UIntMax.max else {
return numericCast(IntMax(bitPattern: UIntMax.random))
}
let off = UIntMax.random % (distance + 1)
let x = (off + start.unsignedDistanceFromMin).plusMinIntMax
return numericCast(x)
}
}
... where unsignedDistanceTo, unsignedDistanceFromMin and plusMinIntMax helper methods can be implemented as follows:
extension SignedIntegerType {
func unsignedDistanceTo(other: Self) -> UIntMax {
let _self = self.toIntMax()
let other = other.toIntMax()
let (start, end) = _self < other ? (_self, other) : (other, _self)
if start == IntMax.min && end == IntMax.max {
return UIntMax.max
}
if start < 0 && end >= 0 {
let s = start == IntMax.min ? UIntMax(Int.max) + 1 : UIntMax(-start)
return s + UIntMax(end)
}
return UIntMax(end - start)
}
var unsignedDistanceFromMin: UIntMax {
return IntMax.min.unsignedDistanceTo(self.toIntMax())
}
}
extension UIntMax {
var plusMinIntMax: IntMax {
if self > UIntMax(IntMax.max) { return IntMax(self - UIntMax(IntMax.max) - 1) }
else { return IntMax.min + IntMax(self) }
}
}
Finally, for all collections where Index.Distance == Int:
extension CollectionType where Index.Distance == Int {
var sample: Generator.Element? {
if isEmpty { return nil }
let end = UInt(count) - 1
let add = (0...end).random
let idx = startIndex.advancedBy(Int(add))
return self[idx]
}
}
... which can be optimised a little for integer Ranges:
extension Range where Element : SignedIntegerType {
var sample: Element? {
guard startIndex < endIndex else { return nil }
let i: ClosedInterval = startIndex...endIndex.predecessor()
return i.random
}
}
extension Range where Element : UnsignedIntegerType {
var sample: Element? {
guard startIndex < endIndex else { return nil }
let i: ClosedInterval = startIndex...endIndex.predecessor()
return i.random
}
}
You can use Swift's built-in random() function as well for the extension:
extension Array {
func sample() -> Element {
let randomIndex = Int(rand()) % count
return self[randomIndex]
}
}
let array = [1, 2, 3, 4]
array.sample() // 2
array.sample() // 2
array.sample() // 3
array.sample() // 3
array.sample() // 1
array.sample() // 1
array.sample() // 3
array.sample() // 1
Another Swift 3 suggestion
private extension Array {
var randomElement: Element {
let index = Int(arc4random_uniform(UInt32(count)))
return self[index]
}
}
Following others answer but with Swift 2 support.
Swift 1.x
extension Array {
func sample() -> T {
let index = Int(arc4random_uniform(UInt32(self.count)))
return self[index]
}
}
Swift 2.x
extension Array {
func sample() -> Element {
let index = Int(arc4random_uniform(UInt32(self.count)))
return self[index]
}
}
E.g.:
let arr = [2, 3, 5, 7, 9, 11, 13, 17, 19, 23, 29, 31]
let randomSample = arr.sample()
An alternative functional implementation with check for empty array.
func randomArrayItem<T>(array: [T]) -> T? {
if array.isEmpty { return nil }
let randomIndex = Int(arc4random_uniform(UInt32(array.count)))
return array[randomIndex]
}
randomArrayItem([1,2,3])
Here's an extension on Arrays with an empty array check for more safety:
extension Array {
func sample() -> Element? {
if self.isEmpty { return nil }
let randomInt = Int(arc4random_uniform(UInt32(self.count)))
return self[randomInt]
}
}
You can use it as simple as this:
let digits = Array(0...9)
digits.sample() // => 6
If you prefer a Framework that also has some more handy features then checkout HandySwift. You can add it to your project via Carthage then use it exactly like in the example above:
import HandySwift
let digits = Array(0...9)
digits.sample() // => 8
Additionally it also includes an option to get multiple random elements at once:
digits.sample(size: 3) // => [8, 0, 7]
Swift 3
import GameKit
func getRandomMessage() -> String {
let messages = ["one", "two", "three"]
let randomNumber = GKRandomSource.sharedRandom().nextInt(upperBound: messages.count)
return messages[randomNumber].description
}
Swift 3 - simple easy to use.
Create Array
var arrayOfColors = [UIColor.red, UIColor.yellow, UIColor.orange, UIColor.green]
Create Random Color
let randomColor = arc4random() % UInt32(arrayOfColors.count)
Set that color to your object
your item = arrayOfColors[Int(randomColor)]
Here is an example from a SpriteKit project updating a SKLabelNode with a random String:
let array = ["one","two","three","four","five"]
let randomNumber = arc4random() % UInt32(array.count)
let labelNode = SKLabelNode(text: array[Int(randomNumber)])
If you want to be able to get more than one random element out of your array with no duplicates, GameplayKit has you covered:
import GameplayKit
let array = ["one", "two", "three", "four"]
let shuffled = GKMersenneTwisterRandomSource.sharedRandom().arrayByShufflingObjects(in: array)
let firstRandom = shuffled[0]
let secondRandom = shuffled[1]
You have a couple choices for randomness, see GKRandomSource:
The GKARC4RandomSource class uses an algorithm similar to that employed in arc4random family of C functions. (However, instances of this class are independent from calls to the arc4random functions.)
The GKLinearCongruentialRandomSource class uses an algorithm that is faster, but less random, than the GKARC4RandomSource class. (Specifically, the low bits of generated numbers repeat more often than the high bits.) Use this source when performance is more important than robust unpredictability.
The GKMersenneTwisterRandomSource class uses an algorithm that is slower, but more random, than the GKARC4RandomSource class. Use this source when it’s important that your use of random numbers not show repeating patterns and performance is of less concern.
I find using GameKit's GKRandomSource.sharedRandom() works best for me.
import GameKit
let array = ["random1", "random2", "random3"]
func getRandomIndex() -> Int {
let randomNumber = GKRandomSource.sharedRandom().nextIntWithUpperBound(array.count)
return randomNumber
or you could return the object at the random index selected. Make sure the function returns a String first, and then return the index of the array.
return array[randomNumber]
Short and to the point.
There is a built-in method on Collection now:
let foods = ["πŸ•", "πŸ”", "🍣", "🍝"]
let myDinner = foods.randomElement()
If you want to extract up to n random elements from a collection you can add an extension like this one:
extension Collection {
func randomElements(_ count: Int) -> [Element] {
var shuffledIterator = shuffled().makeIterator()
return (0..<count).compactMap { _ in shuffledIterator.next() }
}
}
And if you want them to be unique you can use a Set, but the elements of the collection must conform to the Hashable protocol:
extension Collection where Element: Hashable {
func randomUniqueElements(_ count: Int) -> [Element] {
var shuffledIterator = Set(shuffled()).makeIterator()
return (0..<count).compactMap { _ in shuffledIterator.next() }
}
}
Latest swift3 code try it its working fine
let imagesArray = ["image1.png","image2.png","image3.png","image4.png"]
var randomNum: UInt32 = 0
randomNum = arc4random_uniform(UInt32(imagesArray.count))
wheelBackgroundImageView.image = UIImage(named: imagesArray[Int(randomNum)])
I figured out a very different way to do so using the new features introduced in Swift 4.2.
// πŸ‘‡πŸΌ - 1
public func shufflePrintArray(ArrayOfStrings: [String]) -> String {
// - 2
let strings = ArrayOfStrings
//- 3
var stringans = strings.shuffled()
// - 4
var countS = Int.random(in: 0..<strings.count)
// - 5
return stringans[countS]
}
we declared a function with parameters taking an array of Strings and returning a String.
Then we take the ArrayOfStrings in a variable.
Then we call the shuffled function and store that in a variable. (Only supported in 4.2)
Then we declare a variable which saves a shuffled value of total count of the String.
Lastly we return the shuffled string at the index value of countS.
It is basically shuffling the array of strings and then also have a random pick of number of the total number of count and then returning the random index of the shuffled array.

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