Related
I'm trying to downsample a long collection by decimating or extracting every nth element.
Here's what I got for my array extension:
func downsampled(to threshold: Int) -> [T] {
// Validate that threshold falls in valid range
guard !isEmpty, 1...count ~= threshold else { return Array(self) }
let skip = (count / threshold) + 1
var index = 0
var items = [T]()
while index < count {
items.append(self[index])
index += skip
}
return items
}
I'm expecting 50-100k items in the original array and will probably downsample to the native bounds width of the screen (500-1k points).
Is there a more concise or efficient way of doing this?
extension RangeReplaceableCollection {
func every(from: Index? = nil, through: Index? = nil, nth: Int) -> Self { .init(stride(from: from, through: through, by: nth)) }
}
extension Collection {
func stride(from: Index? = nil, through: Index? = nil, by: Int) -> AnySequence<Element> {
var index = from ?? startIndex
let endIndex = through ?? self.endIndex
return AnySequence(AnyIterator {
guard index < endIndex else { return nil }
defer { index = self.index(index, offsetBy: by, limitedBy: endIndex) ?? endIndex }
return self[index]
})
}
}
Playground testing
let array = [1,2,3,4,5,6,7,8,9,10,11,12,13,14,15]
for element in array.stride(by: 3) {
print(element)
}
array.stride(by: 3).forEach {
print($0)
}
let nth = array.every(nth: 3) // [1, 4, 7, 10, 13]
let str = "0123456789"
for character in str.stride(by: 2) {
print(character)
}
str.stride(by: 2).forEach {
print($0)
}
let even = str.every(nth: 2) // "02468"
Is it possible to find if a sequence of elements in an array exists?
Lets take some digits from the Pi,
let piDigits=[3,1,4,1,5,9,2,6,5,3,5,8,9,7,9,3,2,3,8,4,6,2,6,4,3,3,8,3,2,7,9,5,0,2,8,8,4,1,9,7,1,6,9,3,9,9,3,7,5,1,0,5,8,2,0,9,7,4,9,4,4]
Now, i want to find if, 5 and 9 exist as sequence elements in the array- in this case they do, once, in positions 4 & 5.
Ideally, i wouldn't like to iterate over the array with a loop, i would like something similar to array.contains(element) .
#Bawpotter, the code snippet:
for element in piDigits{ //check every element
if element == 5 { //if element is equal with the element i want
var currentPosition = piDigits.index(of: element) //get the position of that element
if piDigits[currentPosition!+1] == 9 { //if the element at the next position is equal to the other element i want
print("true") // it prints true 7 times, instead of 1!
}
}
}
You can filter your indices where its subsequence elementsEqual is true:
extension Collection where Element: Equatable {
func firstIndex<C: Collection>(of collection: C) -> Index? where C.Element == Element {
guard !collection.isEmpty else { return nil }
let size = collection.count
return indices.dropLast(size-1).first {
self[$0..<index($0, offsetBy: size)].elementsEqual(collection)
}
}
func indices<C: Collection>(of collection: C) -> [Index] where C.Element == Element {
guard !collection.isEmpty else { return [] }
let size = collection.count
return indices.dropLast(size-1).filter {
self[$0..<index($0, offsetBy: size)].elementsEqual(collection)
}
}
func range<C: Collection>(of collection: C) -> Range<Index>? where C.Element == Element {
guard !collection.isEmpty else { return nil }
let size = collection.count
var range: Range<Index>!
guard let _ = indices.dropLast(size-1).first(where: {
range = $0..<index($0, offsetBy: size)
return self[range].elementsEqual(collection)
}) else {
return nil
}
return range
}
func ranges<C: Collection>(of collection: C) -> [Range<Index>] where C.Element == Element {
guard !collection.isEmpty else { return [] }
let size = collection.count
return indices.dropLast(size-1).compactMap {
let range = $0..<index($0, offsetBy: size)
return self[range].elementsEqual(collection) ? range : nil
}
}
}
[1, 2, 3, 1, 2].indices(of: [1,2]) // [0,3]
[1, 2, 3, 1, 2].ranges(of: [1,2]) // [[0..<2], [3..<5]]
If you only need to check if a collection contains a subsequence:
extension Collection where Element: Equatable {
func contains<C: Collection>(_ collection: C) -> Bool where C.Element == Element {
guard !collection.isEmpty else { return false }
let size = collection.count
for i in indices.dropLast(size-1) where self[i..<index(i, offsetBy: size)].elementsEqual(collection) {
return true
}
return false
}
}
[1, 2, 3].contains([1, 2]) // true
A very simple implementation using linear search:
let piDigits: [Int] = [3,1,4,1,5,9,2,6,5,3,5,8,9,7,9,3,2,3,8,4,6,2,6,4,3,3,8,3,2,7,9,5,0,2,8,8,4,1,9,7,1,6,9,3,9,9,3,7,5,1,0,5,8,2,0,9,7,4,9,4,4]
let searchedSequence: [Int] = [5, 9]
var index = 0
var resultIndices: [Int] = []
while index < (piDigits.count - searchedSequence.count) {
let subarray = piDigits[index ..< (index + searchedSequence.count)]
if subarray.elementsEqual(searchedSequence) {
resultIndices.append(index)
}
index += 1
}
print("Result: \(resultIndices)")
There are other variants as well, you could, for example, keep dropping the first character from piDigits during iteration and check whether piDigits start with the searchedSequence.
If performance is critical, I recommend using a string searching algorithm, e.g. Aho-Corasick (see https://en.wikipedia.org/wiki/String_searching_algorithm) which builds a state machine first for fast comparison (similar to regular expressions).
Let's see how regular expressions can be used:
let searchedSequences: [[Int]] = [[5, 9], [7], [9, 2]]
let stringDigits = piDigits.map { String($0) }.joined()
let stringSearchedSequences = searchedSequences.map { sequence in sequence.map { String($0) }.joined() }
let regularExpressionPattern = stringSearchedSequences.joined(separator: "|")
let regularExpression = try! NSRegularExpression(pattern: regularExpressionPattern, options: [])
let matches = regularExpression.matches(in: stringDigits, options: [], range: NSRange(location: 0, length: stringDigits.characters.count))
let matchedIndices = matches.map { $0.range.location }
print("Matches: \(matchedIndices)")
The downside of the approach is that it won't search overlapping ranges (e.g. "592" matches two ranges but only one is reported).
Inside the contains method iterates over the array and here you have to do the same thing. Here an example:
extension Array where Element: Equatable {
func contains(array elements: [Element]) -> Int {
guard elements.count > 0 else { return 0 }
guard count > 0 else { return -1 }
var ti = 0
for (index, element) in self.enumerated() {
ti = elements[ti] == element ? ti + 1 : 0
if ti == elements.count {
return index - elements.count + 1
}
}
return -1
}
}
And here how to use it:
let index = [1, 4, 5, 6, 6, 9, 6, 8, 10, 3, 4].contains(array: [6, 8, 10])
// index = 6
let index = [1, 4, 5, 6, 6, 9, 6, 8, 10, 3, 4].contains(array: [6, 8, 1])
// index = -1
let firstSeqNum = 5
let secondSeqNum = 9
for (index, number) in array.enumerated() {
if number == firstSeqNum && array[index+1] == secondSeqNum {
print("The sequence \(firstSeqNum), \(secondSeqNum) was found, starting at an index of \(index).")
}
}
Since there's no built-in method for this, this would be your best option.
I have an Array of numbers and I want to know which number is most frequent in this array. The array sometimes has 5-6 integers, sometimes it has 10-12, sometimes even more - also the integers in the array can be different. So I need a function which can work with different lengths and values of an array.
One example:
myArray = [0, 0, 0, 1, 1]
Another example:
myArray = [4, 4, 4, 3, 3, 3, 4, 6, 6, 5, 5, 2]
Now I am searching for a function which gives out 0 (in the first example) as Integer, as it is 3 times in this array and the other integer in the array (1) is only 2 times in the array. Or for the second example it would be 4.
It seems pretty simple, but I cannot find a solution for this. Found some examples in the web, where the solution is to work with dictionaries or where the solution is simple - but I cannot use it with Swift 3 it seems...
However, I did not find a solution which works for me. Someone has an idea how to get the most frequent integer in an array of integers?
You can also use the NSCountedSet, here's the code
let nums = [4, 4, 4, 3, 3, 3, 4, 6, 6, 5, 5, 2]
let countedSet = NSCountedSet(array: nums)
let mostFrequent = countedSet.max { countedSet.count(for: $0) < countedSet.count(for: $1) }
Thanks to #Ben Morrow for the smart suggestions in the comments below.
let myArray = [4, 4, 4, 3, 3, 3, 4, 6, 6, 5, 5, 2]
// Create dictionary to map value to count
var counts = [Int: Int]()
// Count the values with using forEach
myArray.forEach { counts[$0] = (counts[$0] ?? 0) + 1 }
// Find the most frequent value and its count with max(by:)
if let (value, count) = counts.max(by: {$0.1 < $1.1}) {
print("\(value) occurs \(count) times")
}
Output:
4 occurs 4 times
Here it is as a function:
func mostFrequent(array: [Int]) -> (value: Int, count: Int)? {
var counts = [Int: Int]()
array.forEach { counts[$0] = (counts[$0] ?? 0) + 1 }
if let (value, count) = counts.max(by: {$0.1 < $1.1}) {
return (value, count)
}
// array was empty
return nil
}
if let result = mostFrequent(array: [1, 3, 2, 1, 1, 4, 5]) {
print("\(result.value) occurs \(result.count) times")
}
1 occurs 3 times
Update for Swift 4:
Swift 4 introduces reduce(into:_:) and default values for array look ups which enable you to generate the frequencies in one efficient line. And we might as well make it generic and have it work for any type that is Hashable:
func mostFrequent<T: Hashable>(array: [T]) -> (value: T, count: Int)? {
let counts = array.reduce(into: [:]) { $0[$1, default: 0] += 1 }
if let (value, count) = counts.max(by: { $0.1 < $1.1 }) {
return (value, count)
}
// array was empty
return nil
}
if let result = mostFrequent(array: ["a", "b", "a", "c", "a", "b"]) {
print("\(result.value) occurs \(result.count) times")
}
a occurs 3 times
The most frequent value is called the "mode". Here's a concise version:
let mode = myArray.reduce([Int: Int]()) {
var counts = $0
counts[$1] = ($0[$1] ?? 0) + 1
return counts
}.max { $0.1 < $1.1 }?.0
Whether that's considered "unreadable" or "elegant" depends on your feelings towards higher order functions. Nonetheless, here it is as a generic method in an extension on Array (so it'll work with any Hashable element type):
extension Array where Element: Hashable {
var mode: Element? {
return self.reduce([Element: Int]()) {
var counts = $0
counts[$1] = ($0[$1] ?? 0) + 1
return counts
}.max { $0.1 < $1.1 }?.0
}
}
Simply remove the .0 if you'd rather have a tuple that includes the count of the mode.
My take on it with Swift 5:
extension Collection {
/**
Returns the most frequent element in the collection.
*/
func mostFrequent() -> Self.Element?
where Self.Element: Hashable {
let counts = self.reduce(into: [:]) {
return $0[$1, default: 0] += 1
}
return counts.max(by: { $0.1 < $1.1 })?.key
}
}
I have tried the following code. It helps especially when the max count is applicable for 2 or more values.
var dictionary = arr.reduce(into: [:]) { counts, number in counts[number, default: 0] += 1}
var max = dictionary.values.max()!
dictionary = dictionary.filter{$0.1 == max}
mode = dictionary.keys.min()!
func mostR(num : [Int]) -> (number : Int , totalRepeated : Int)
{
var numberTofind : Int = 0
var total : Int = 0
var dic : [Int : Int] = [:]
for index in num
{
if let count = dic[index]
{
dic[index] = count + 1
}
else
{
dic[index] = 1
}
}
var high = dic.values.max()
for (index , count) in dic
{
if dic[index] == high
{
numberTofind = index
top.append(count)
total = count
}
}
return (numberTofind , total)
}
var array = [1,22,33,55,4,3,2,0,0,0,0]
var result = mostR(num : [1,22,3,2,43,2,11,0,0,0])
print("the number is (result.number) and its repeated by :(result.totalRepeated)" )
Here is an encapsulated/reusable method.
extension Array where Element: Hashable {
/// The mode will be nil when the array is empty.
var mode: Element? {
var counts: [Element: Int] = [:]
forEach { counts[$0] = (counts[$0] ?? 0) + 1 }
if let (value, count) = counts.max(by: {$0.1 < $1.1}) {
print("\(value) occurs \(count) times")
return value
} else {
return nil
}
}
}
usage:
print([3, 4, 5, 6, 6].mode) // 6
Keep track of each occurrence, counting the value of each key in a dictionary. This case is exclusive for integers. Will update this method using generics.
func mostCommon(of arr: [Int]) -> Int {
var dict = [Int:Int]()
arr.forEach {
if let count = dict[$0] {
dict[$0] = count + 1
} else {
dict[$0] = 1
}
}
let max = dict.values.max()
for (_ , value) in dict {
if value == max {
return value
}
}
return -1
}
Is there a easy way to sort an array by the count of numbers? And if a number have the same count put the highest number first.
[2,8,2,6,1,8,2,6,6]
to
[6,6,6,2,2,2,8,8,1]
What you are looking for is a way to get the frequencies of values.
As long as the values are Hashable this function will work:
It extends all sequence types where the Element is Hashable, so an array of Int will work.
extension SequenceType where Generator.Element : Hashable {
func frequencies() -> [Generator.Element:Int] {
var results : [Generator.Element:Int] = [:]
for element in self {
results[element] = (results[element] ?? 0) + 1
}
return results
}
}
Then you can do this:
let alpha = [2,8,2,6,1,8,2,6,6]
let sorted = alpha.frequencies().sort {
if $0.1 > $1.1 { // if the frequency is higher, return true
return true
} else if $0.1 == $1.1 { // if the frequency is equal
return $0.0 > $1.0 // return value is higher
} else {
return false // else return false
}
}
Even better, you can now create another extension to sequence types.
Now they need to conform to Comparable as well as Hashable
extension SequenceType where Generator.Element : protocol<Hashable,Comparable> {
func sortByFrequency() -> [Generator.Element] {
// the same sort function as before
let sorted = self.frequencies().sort {
if $0.1 > $1.1 {
return true
} else if $0.1 == $1.1 {
return $0.0 > $1.0
} else {
return false
}
}
// this is to convert back from the dictionary to an array
var sortedValues : [Generator.Element] = []
sorted.forEach { // for each time the value was found
for _ in 0..<$0.1 {
sortedValues.append($0.0) // append
}
}
return sortedValues
}
}
Your final usage of all this will look like this :
let sorted = alpha.sortByFrequency() // [6, 6, 6, 2, 2, 2, 8, 8, 1]
Super clean :)
If you prefer a function closer to sort itself you can also use this :
extension SequenceType where Generator.Element : Hashable {
func sortedFrequency(#noescape isOrderedBefore: ((Self.Generator.Element,Int), (Self.Generator.Element,Int)) -> Bool) -> [Generator.Element] {
let sorted = self.frequencies().sort {
return isOrderedBefore($0,$1) // this uses the closure to sort
}
var sortedValues : [Generator.Element] = []
sorted.forEach {
for _ in 0..<$0.1 {
sortedValues.append($0.0)
}
}
return sortedValues
}
}
The extension above converts the array to a frequency dictionary internally and just asks you to input a closure that returns a Bool. Then you can apply different sorting depending on your needs.
Because you pass the closure with the sorting logic to this function the Elements of the SequenceType no longer need to be comparable.
Cheat sheet for all the shorthand:
$0 // first element
$1 // second element
$0.0 // value of first element
$0.1 // frequency of first element
Sorting :
let sortedB = alpha.sortedFrequency {
if $0.1 > $1.1 {
return true
} else if $0.1 == $1.1 {
return $0.0 > $1.0
} else {
return false
}
} // [6, 6, 6, 2, 2, 2, 8, 8, 1]
I'm not sure if this is the most efficient way to do it, but I think it is fairly elegant:
extension Array where Element: Equatable {
func subArrays() -> [[Element]] {
if self.isEmpty {
return [[]]
} else {
let slice = self.filter { $0 == self[0] }
let rest = self.filter { $0 != self[0] }
return rest.isEmpty
? [slice]
: [slice] + rest.subArrays()
}
}
func sortByFrequency(secondarySort: ((Element, Element) -> Bool)? = nil) -> [Element] {
return self.subArrays()
.sort { secondarySort?($0[0], $1[0]) ?? false }
.sort { $0.count > $1.count }
.flatMap { $0 }
}
}
let nums = [2,8,2,6,1,8,2,6,6]
print(nums.sortByFrequency(>)) // [6, 6, 6, 2, 2, 2, 8, 8, 1]
The function subArrays just breaks the array down into an array of sub-arrays for each value in the original array - i.e., you'd get [[2,2,2],[8,8],[6,6,6],[1]] for the input that you provided.
sortByFrequency sorts the output of subArrays and then flatMaps to get the answer.
EDIT: I modified sortByFrequency to add the optional secondarySearch parameter. That allows you to control how you want items that occur at the same frequency to be sorted. Or, just accept the default nil and they won't be sorted by anything other than frequency.
Also, I modified the extension to indicate that Element only needs to conform to Equatable, not Comparable.
//: Playground - noun: a place where people can play
import UIKit
var arr1 = [2,8,2,6,1,8,2,6,6]
var arr2 = [6,6,6,2,2,2,8,8,1]
var counting = [Int: Int]()
// fill counting dictionary
for num in arr1 {
if counting[num] != nil {
counting[num]!++
} else {
counting[num] = 1
}
}
// [6: 3, 2: 3, 8: 2, 1: 1]
print(counting)
func order(i1: Int, i2: Int) -> Bool {
let count1 = counting[i1]
let count2 = counting[i2]
// if counting is the same: compare which number is greater
if count1 == count2 {
return i1 > i2
} else {
return count1 > count2
}
}
// [6, 6, 6, 2, 2, 2, 8, 8, 1]
print(arr1.sort(order))
print(arr2)
Using grouping in Dictionary:
var entries = [1,2,3,3,1,3,5,6,3,4,1,5,5,5,5]
extension Sequence where Element : Hashable {
func byFrequency() -> [Element] {
Dictionary(grouping: self, by: {$0}).sorted{ (a, b) in
a.value.count > b.value.count
}.map { $0.key}
}
}
print(entries.byFrequency().first)
Prints 5
.shuffle() and .shuffled() are part of Swift
Original historic question:
How do I randomize or shuffle the elements within an array in Swift? For example, if my array consists of 52 playing cards, I want to shuffle the array in order to shuffle the deck.
This answer details how to shuffle with a fast and uniform algorithm (Fisher-Yates) in Swift 4.2+ and how to add the same feature in the various previous versions of Swift. The naming and behavior for each Swift version matches the mutating and nonmutating sorting methods for that version.
Swift 4.2+
shuffle and shuffled are native starting Swift 4.2. Example usage:
let x = [1, 2, 3].shuffled()
// x == [2, 3, 1]
let fiveStrings = stride(from: 0, through: 100, by: 5).map(String.init).shuffled()
// fiveStrings == ["20", "45", "70", "30", ...]
var numbers = [1, 2, 3, 4]
numbers.shuffle()
// numbers == [3, 2, 1, 4]
Swift 4.0 and 4.1
These extensions add a shuffle() method to any mutable collection (arrays and unsafe mutable buffers) and a shuffled() method to any sequence:
extension MutableCollection {
/// Shuffles the contents of this collection.
mutating func shuffle() {
let c = count
guard c > 1 else { return }
for (firstUnshuffled, unshuffledCount) in zip(indices, stride(from: c, to: 1, by: -1)) {
// Change `Int` in the next line to `IndexDistance` in < Swift 4.1
let d: Int = numericCast(arc4random_uniform(numericCast(unshuffledCount)))
let i = index(firstUnshuffled, offsetBy: d)
swapAt(firstUnshuffled, i)
}
}
}
extension Sequence {
/// Returns an array with the contents of this sequence, shuffled.
func shuffled() -> [Element] {
var result = Array(self)
result.shuffle()
return result
}
}
Same usage as in Swift 4.2 examples above.
Swift 3
These extensions add a shuffle() method to any mutable collection and a shuffled() method to any sequence:
extension MutableCollection where Indices.Iterator.Element == Index {
/// Shuffles the contents of this collection.
mutating func shuffle() {
let c = count
guard c > 1 else { return }
for (firstUnshuffled , unshuffledCount) in zip(indices, stride(from: c, to: 1, by: -1)) {
// Change `Int` in the next line to `IndexDistance` in < Swift 3.2
let d: Int = numericCast(arc4random_uniform(numericCast(unshuffledCount)))
guard d != 0 else { continue }
let i = index(firstUnshuffled, offsetBy: d)
self.swapAt(firstUnshuffled, i)
}
}
}
extension Sequence {
/// Returns an array with the contents of this sequence, shuffled.
func shuffled() -> [Iterator.Element] {
var result = Array(self)
result.shuffle()
return result
}
}
Same usage as in Swift 4.2 examples above.
Swift 2
(obsolete language: you can't use Swift 2.x to publish on iTunes Connect starting July 2018)
extension MutableCollectionType where Index == Int {
/// Shuffle the elements of `self` in-place.
mutating func shuffleInPlace() {
// empty and single-element collections don't shuffle
if count < 2 { return }
for i in startIndex ..< endIndex - 1 {
let j = Int(arc4random_uniform(UInt32(count - i))) + i
guard i != j else { continue }
swap(&self[i], &self[j])
}
}
}
extension CollectionType {
/// Return a copy of `self` with its elements shuffled.
func shuffle() -> [Generator.Element] {
var list = Array(self)
list.shuffleInPlace()
return list
}
}
Usage:
[1, 2, 3].shuffle()
// [2, 3, 1]
let fiveStrings = 0.stride(through: 100, by: 5).map(String.init).shuffle()
// ["20", "45", "70", "30", ...]
var numbers = [1, 2, 3, 4]
numbers.shuffleInPlace()
// [3, 2, 1, 4]
Swift 1.2
(obsolete language: you can't use Swift 1.x to publish on iTunes Connect starting July 2018)
shuffle as a mutating array method
This extension will let you shuffle a mutable Array instance in place:
extension Array {
mutating func shuffle() {
if count < 2 { return }
for i in 0..<(count - 1) {
let j = Int(arc4random_uniform(UInt32(count - i))) + i
swap(&self[i], &self[j])
}
}
}
var numbers = [1, 2, 3, 4, 5, 6, 7, 8]
numbers.shuffle() // e.g., numbers == [6, 1, 8, 3, 2, 4, 7, 5]
shuffled as a non-mutating array method
This extension will let you retrieve a shuffled copy of an Array instance:
extension Array {
func shuffled() -> [T] {
if count < 2 { return self }
var list = self
for i in 0..<(list.count - 1) {
let j = Int(arc4random_uniform(UInt32(list.count - i))) + i
swap(&list[i], &list[j])
}
return list
}
}
let numbers = [1, 2, 3, 4, 5, 6, 7, 8]
let mixedup = numbers.shuffled() // e.g., mixedup == [6, 1, 8, 3, 2, 4, 7, 5]
Edit: As noted in other answers, Swift 4.2 finally adds random number generation to the standard library, complete with array shuffling.
However, the GKRandom / GKRandomDistribution suite in GameplayKit can still be useful with the new RandomNumberGenerator protocol — if you add extensions to the GameplayKit RNGs to conform to the new standard library protocol, you can easily get:
sendable RNGs (that can reproduce a "random" sequence when needed for testing)
RNGs that sacrifice robustness for speed
RNGs that produce non-uniform distributions
...and still make use of the nice new "native" random APIs in Swift.
The rest of this answer concerns such RNGs and/or their use in older Swift compilers.
There are some good answers here already, as well as some good illustrations of why writing your own shuffle can be error-prone if you're not careful.
In iOS 9, macOS 10.11, and tvOS 9 (or later), you don't have to write your own. There's an efficient, correct implementation of Fisher-Yates in GameplayKit (which, despite the name, is not just for games).
If you just want a unique shuffle:
let shuffled = GKRandomSource.sharedRandom().arrayByShufflingObjects(in: array)
If you want to be able to replicate a shuffle or series of shuffles, choose and seed a specific random source; e.g.
let lcg = GKLinearCongruentialRandomSource(seed: mySeedValue)
let shuffled = lcg.arrayByShufflingObjects(in: array)
In iOS 10 / macOS 10.12 / tvOS 10, there's also a convenience syntax for shuffling via an extension on NSArray. Of course, that's a little cumbersome when you're using a Swift Array (and it loses its element type on coming back to Swift):
let shuffled1 = (array as NSArray).shuffled(using: random) // -> [Any]
let shuffled2 = (array as NSArray).shuffled() // use default random source
But it's pretty easy to make a type-preserving Swift wrapper for it:
extension Array {
func shuffled(using source: GKRandomSource) -> [Element] {
return (self as NSArray).shuffled(using: source) as! [Element]
}
func shuffled() -> [Element] {
return (self as NSArray).shuffled() as! [Element]
}
}
let shuffled3 = array.shuffled(using: random)
let shuffled4 = array.shuffled()
In Swift 2.0, GameplayKit may come to the rescue! (supported by iOS9 or later)
import GameplayKit
func shuffle() {
array = GKRandomSource.sharedRandom().arrayByShufflingObjectsInArray(array)
}
Here's something possibly a little shorter:
sorted(a) {_, _ in arc4random() % 2 == 0}
Taking Nate's algorithm I wanted to see how this would look with Swift 2 and protocol extensions.
This is what I came up with.
extension MutableCollectionType where Self.Index == Int {
mutating func shuffleInPlace() {
let c = self.count
for i in 0..<(c - 1) {
let j = Int(arc4random_uniform(UInt32(c - i))) + i
swap(&self[i], &self[j])
}
}
}
extension MutableCollectionType where Self.Index == Int {
func shuffle() -> Self {
var r = self
let c = self.count
for i in 0..<(c - 1) {
let j = Int(arc4random_uniform(UInt32(c - i))) + i
swap(&r[i], &r[j])
}
return r
}
}
Now, any MutableCollectionType can use these methods given it uses Int as an Index
As of swift 4.2 there are two handy functions:
// shuffles the array in place
myArray.shuffle()
and
// generates a new array with shuffled elements of the old array
let newArray = myArray.shuffled()
In my case, I had some problems of swapping objects in Array. Then I scratched my head and went for reinventing the wheel.
// swift 3.0 ready
extension Array {
func shuffled() -> [Element] {
var results = [Element]()
var indexes = (0 ..< count).map { $0 }
while indexes.count > 0 {
let indexOfIndexes = Int(arc4random_uniform(UInt32(indexes.count)))
let index = indexes[indexOfIndexes]
results.append(self[index])
indexes.remove(at: indexOfIndexes)
}
return results
}
}
This is a version of Nate's implementation of the Fisher-Yates shuffle for Swift 4
(Xcode 9).
extension MutableCollection {
/// Shuffle the elements of `self` in-place.
mutating func shuffle() {
for i in indices.dropLast() {
let diff = distance(from: i, to: endIndex)
let j = index(i, offsetBy: numericCast(arc4random_uniform(numericCast(diff))))
swapAt(i, j)
}
}
}
extension Collection {
/// Return a copy of `self` with its elements shuffled
func shuffled() -> [Element] {
var list = Array(self)
list.shuffle()
return list
}
}
The changes are:
The constraint Indices.Iterator.Element == Index is now part
of the Collection protocol, and need not be imposed on the
extension anymore.
Exchanging elements must done by calling swapAt() on the collection,
compare SE-0173 Add MutableCollection.swapAt(_:_:).
Element is an alias for Iterator.Element.
Swift 4
Shuffle the elements of an array in a for loop where i is the mixing ratio
var cards = [Int]() //Some Array
let i = 4 // is the mixing ratio
func shuffleCards() {
for _ in 0 ..< cards.count * i {
let card = cards.remove(at: Int(arc4random_uniform(UInt32(cards.count))))
cards.insert(card, at: Int(arc4random_uniform(UInt32(cards.count))))
}
}
Or with extension Int
func shuffleCards() {
for _ in 0 ..< cards.count * i {
let card = cards.remove(at: cards.count.arc4random)
cards.insert(card, at: cards.count.arc4random)
}
}
extension Int {
var arc4random: Int {
if self > 0 {
print("Arc for random positiv self \(Int(arc4random_uniform(UInt32(self))))")
return Int(arc4random_uniform(UInt32(self)))
} else if self < 0 {
print("Arc for random negotiv self \(-Int(arc4random_uniform(UInt32(abs(self)))))")
return -Int(arc4random_uniform(UInt32(abs(self))))
} else {
print("Arc for random equal 0")
return 0
}
}
}
This is what I use:
func newShuffledArray(array:NSArray) -> NSArray {
var mutableArray = array.mutableCopy() as! NSMutableArray
var count = mutableArray.count
if count>1 {
for var i=count-1;i>0;--i{
mutableArray.exchangeObjectAtIndex(i, withObjectAtIndex: Int(arc4random_uniform(UInt32(i+1))))
}
}
return mutableArray as NSArray
}
Swift 3 solution, following #Nate Cook answer: (work if the index starts with 0, see comments below)
extension Collection {
/// Return a copy of `self` with its elements shuffled
func shuffle() -> [Generator.Element] {
var list = Array(self)
list.shuffleInPlace()
return list
} }
extension MutableCollection where Index == Int {
/// Shuffle the elements of `self` in-place.
mutating func shuffleInPlace() {
// empty and single-element collections don't shuffle
if count < 2 { return }
let countInt = count as! Int
for i in 0..<countInt - 1 {
let j = Int(arc4random_uniform(UInt32(countInt - i))) + i
guard i != j else { continue }
swap(&self[i], &self[j])
}
}
}
This is how its done in a Simplest way.import Gamplaykit to your VC and use the below code. Tested in Xcode 8.
import GameplayKit
let array: NSArray = ["Jock", "Ellie", "Sue Ellen", "Bobby", "JR", "Pamela"]
override func viewDidLoad() {
super.viewDidLoad()
print(array.shuffled())
}
If you want to get a shuffled String from an Array you can use below code..
func suffleString() {
let ShuffleArray = array.shuffled()
suffleString.text = ShuffleArray.first as? String
print(suffleString.text!)
}
With Swift 3, if you want to shuffle an array in place or get a new shuffled array from an array, AnyIterator can help you. The idea is to create an array of indices from your array, to shuffle those indices with an AnyIterator instance and swap(_:_:) function and to map each element of this AnyIterator instance with the array's corresponding element.
The following Playground code shows how it works:
import Darwin // required for arc4random_uniform
let array = ["Jock", "Ellie", "Sue Ellen", "Bobby", "JR", "Pamela"]
var indexArray = Array(array.indices)
var index = indexArray.endIndex
let indexIterator: AnyIterator<Int> = AnyIterator {
guard let nextIndex = indexArray.index(index, offsetBy: -1, limitedBy: indexArray.startIndex)
else { return nil }
index = nextIndex
let randomIndex = Int(arc4random_uniform(UInt32(index)))
if randomIndex != index {
swap(&indexArray[randomIndex], &indexArray[index])
}
return indexArray[index]
}
let newArray = indexIterator.map { array[$0] }
print(newArray) // may print: ["Jock", "Ellie", "Sue Ellen", "JR", "Pamela", "Bobby"]
You can refactor the previous code and create a shuffled() function inside an Array extension in order to get a new shuffled array from an array:
import Darwin // required for arc4random_uniform
extension Array {
func shuffled() -> Array<Element> {
var indexArray = Array<Int>(indices)
var index = indexArray.endIndex
let indexIterator = AnyIterator<Int> {
guard let nextIndex = indexArray.index(index, offsetBy: -1, limitedBy: indexArray.startIndex)
else { return nil }
index = nextIndex
let randomIndex = Int(arc4random_uniform(UInt32(index)))
if randomIndex != index {
swap(&indexArray[randomIndex], &indexArray[index])
}
return indexArray[index]
}
return indexIterator.map { self[$0] }
}
}
Usage:
let array = ["Jock", "Ellie", "Sue Ellen", "Bobby", "JR", "Pamela"]
let newArray = array.shuffled()
print(newArray) // may print: ["Bobby", "Pamela", "Jock", "Ellie", "JR", "Sue Ellen"]
let emptyArray = [String]()
let newEmptyArray = emptyArray.shuffled()
print(newEmptyArray) // prints: []
As an alternative to the previous code, you can create a shuffle() function inside an Array extension in order to shuffle an array in place:
import Darwin // required for arc4random_uniform
extension Array {
mutating func shuffle() {
var indexArray = Array<Int>(indices)
var index = indexArray.endIndex
let indexIterator = AnyIterator<Int> {
guard let nextIndex = indexArray.index(index, offsetBy: -1, limitedBy: indexArray.startIndex)
else { return nil }
index = nextIndex
let randomIndex = Int(arc4random_uniform(UInt32(index)))
if randomIndex != index {
swap(&indexArray[randomIndex], &indexArray[index])
}
return indexArray[index]
}
self = indexIterator.map { self[$0] }
}
}
Usage:
var mutatingArray = ["Jock", "Ellie", "Sue Ellen", "Bobby", "JR", "Pamela"]
mutatingArray.shuffle()
print(mutatingArray) // may print ["Sue Ellen", "Pamela", "Jock", "Ellie", "Bobby", "JR"]
In Swift 4.2, there is now a method for both a mutable shuffle and immutable shuffled. You can read more about the random generation and array stuff here.
You can use generic swap function as well and implement mentioned Fisher-Yates:
for idx in 0..<arr.count {
let rnd = Int(arc4random_uniform(UInt32(idx)))
if rnd != idx {
swap(&arr[idx], &arr[rnd])
}
}
or less verbose:
for idx in 0..<steps.count {
swap(&steps[idx], &steps[Int(arc4random_uniform(UInt32(idx)))])
}
works!!. organisms is the array to shuffle.
extension Array
{
/** Randomizes the order of an array's elements. */
mutating func shuffle()
{
for _ in 0..<10
{
sort { (_,_) in arc4random() < arc4random() }
}
}
}
var organisms = [
"ant", "bacteria", "cougar",
"dog", "elephant", "firefly",
"goat", "hedgehog", "iguana"]
print("Original: \(organisms)")
organisms.shuffle()
print("Shuffled: \(organisms)")
Working Array Extension (mutating & non-mutating)
Swift 4.1 / Xcode 9
The top answer is deprecated, so I took it upon myself to create my own extension to shuffle an array in the newest version of Swift, Swift 4.1 (Xcode 9):
extension Array {
// Non-mutating shuffle
var shuffled : Array {
let totalCount : Int = self.count
var shuffledArray : Array = []
var count : Int = totalCount
var tempArray : Array = self
for _ in 0..<totalCount {
let randomIndex : Int = Int(arc4random_uniform(UInt32(count)))
let randomElement : Element = tempArray.remove(at: randomIndex)
shuffledArray.append(randomElement)
count -= 1
}
return shuffledArray
}
// Mutating shuffle
mutating func shuffle() {
let totalCount : Int = self.count
var shuffledArray : Array = []
var count : Int = totalCount
var tempArray : Array = self
for _ in 0..<totalCount {
let randomIndex : Int = Int(arc4random_uniform(UInt32(count)))
let randomElement : Element = tempArray.remove(at: randomIndex)
shuffledArray.append(randomElement)
count -= 1
}
self = shuffledArray
}
}
Call Non-Mutating Shuffle [Array] -> [Array]:
let array = [1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20]
print(array.shuffled)
This prints array in a random order.
Call Mutating Shuffle [Array] = [Array]:
var array = [1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20]
array.shuffle()
// The array has now been mutated and contains all of its initial
// values, but in a randomized shuffled order
print(array)
This prints array in its current order, which has already been randomly shuffled.
Hopes this works for everybody, if you have any questions, suggestions, or comments, feel free to ask!
In SWIFT 4
func createShuffledSequenceOfNumbers(max:UInt)->[UInt] {
var array:[UInt]! = []
var myArray:[UInt]! = []
for i in 1...max {
myArray.append(i)
}
for i in 1...max {
array.append(i)
}
var tempArray:[Int]! = []
for index in 0...(myArray.count - 1) {
var isNotFinded:Bool = true
while(isNotFinded){
let randomNumber = arc4random_uniform(UInt32(myArray.count))
let randomIndex = Int(randomNumber)
if(!tempArray.contains(randomIndex)){
tempArray.append(randomIndex)
array[randomIndex] = myArray[index]
isNotFinded = false
}
}
}
return array
}
If you want to use simple Swift For loop function use this ->
var arrayItems = ["A1", "B2", "C3", "D4", "E5", "F6", "G7", "H8", "X9", "Y10", "Z11"]
var shuffledArray = [String]()
for i in 0..<arrayItems.count
{
let randomObject = Int(arc4random_uniform(UInt32(items.count)))
shuffledArray.append(items[randomObject])
items.remove(at: randomObject)
}
print(shuffledArray)
Swift Array suffle using extension ->
extension Array {
// Order Randomize
mutating func shuffle() {
for _ in 0..<count {
sort { (_,_) in arc4random() < arc4random() }
}
}
}
This is how to shuffle one array with a seed in Swift 3.0.
extension MutableCollection where Indices.Iterator.Element == Index {
mutating func shuffle() {
let c = count
guard c > 1 else { return }
for (firstUnshuffled , unshuffledCount) in zip(indices, stride(from: c, to: 1, by: -1)) {
srand48(seedNumber)
let number:Int = numericCast(unshuffledCount)
let r = floor(drand48() * Double(number))
let d: IndexDistance = numericCast(Int(r))
guard d != 0 else { continue }
let i = index(firstUnshuffled, offsetBy: d)
swap(&self[firstUnshuffled], &self[i])
}
}
}
let shuffl = GKRandomSource.sharedRandom().arrayByShufflingObjects(in: arrayObject)
This is what I use:
import GameplayKit
extension Collection {
func shuffled() -> [Iterator.Element] {
let shuffledArray = (self as? NSArray)?.shuffled()
let outputArray = shuffledArray as? [Iterator.Element]
return outputArray ?? []
}
mutating func shuffle() {
if let selfShuffled = self.shuffled() as? Self {
self = selfShuffled
}
}
}
// Usage example:
var numbers = [1,2,3,4,5]
numbers.shuffle()
print(numbers) // output example: [2, 3, 5, 4, 1]
print([10, "hi", 9.0].shuffled()) // output example: [hi, 10, 9]
Simple Example:
extension Array {
mutating func shuffled() {
for _ in self {
// generate random indexes that will be swapped
var (a, b) = (Int(arc4random_uniform(UInt32(self.count - 1))), Int(arc4random_uniform(UInt32(self.count - 1))))
if a == b { // if the same indexes are generated swap the first and last
a = 0
b = self.count - 1
}
swap(&self[a], &self[b])
}
}
}
var array = [1,2,3,4,5,6,7,8,9,10]
array.shuffled()
print(array) // [9, 8, 3, 5, 7, 6, 4, 2, 1, 10]
Here's some code that runs in playground. You won't need to import Darwin in an actual Xcode project.
import darwin
var a = [1,2,3,4,5,6,7]
func shuffle<ItemType>(item1: ItemType, item2: ItemType) -> Bool {
return drand48() > 0.5
}
sort(a, shuffle)
println(a)
It stop at "swap(&self[i], &self[j])" when I upgrade the xCode version to 7.4 beta.
fatal error: swapping a location with itself is not supported
I found the reason that i = j (function of swap will exploded)
So I add a condition as below
if (i != j){
swap(&list[i], &list[j])
}
YA! It's OK for me.