Finding or arranging all combinations of given numbers [duplicate] - c

This question already has answers here:
Find all combinations of a given set of numbers
(9 answers)
Closed 8 years ago.
I hope all you are doing great.
I have an interesting question, which has stuck me. Its about generating combinations in a precise order.
For example i have 4 variables(can be vary) and these 4 variables has some limit to increase for example in this case 2. so i want to generate 2d matrix in a order as:
0 0 0 0
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 1 0 0
1 0 1 0
1 0 0 1
0 1 1 0
0 1 0 1
0 0 1 1
1 1 1 0
0 1 1 1
1 1 1 1
2 0 0 0
0 2 0 0
0 0 2 0
0 0 0 2
2 1 0 0
2 0 1 0
......
......
and so on.
the number of variables ( in this case 4 ) can be varied and also the maximum limit ( in this case 4) can be varied.
Even i have also find all possible combinations but i am not able to arrange them in this sequence.
it would be great if somebody gives an answer.
cheers!

I'm going to assume you've got n variables, each of which is allowed to range from 0 to b-1. What you want is just counting n-digit numbers in base b. For example, if n = 2 and b = 3, then the sequence you want to produce is
00
01
02
10
11
12
20
21
22
To implement this, write a loop something like the following: (warning: untested code)
def inc(v, b):
for i in range(len(v)):
v[i] = v[i] + 1
if v[i] < b:
break
v[i] = 0
def is_zero(v):
for i in range(len(v)):
if v[i] != 0:
return False
return True
v = [0, 0, 0]
b = 3
while True:
print(v)
inc(v, b)
if is_zero(v):
break
If you look carefully at how this works, you should see how to generalize it if your variables have different upper bounds.

Related

Count the repeated 1s in a binary sequence - r [duplicate]

This question already has answers here:
Create counter within consecutive runs of certain values
(6 answers)
Sequentially index between a boolean vector in R [duplicate]
(5 answers)
Closed 4 years ago.
Let us consider a binary sequence like the following
00001001110000011000000111111
I would like to count the repeated 1s in the sequence, as follows
00001001230000012000000123456
I was thinking of the following solution
> b<-c(0,0,0,0,1,0,0,1,1,1,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,1,1,1)
> rle(b)
Run Length Encoding
lengths: int [1:8] 4 1 2 3 5 2 6 6
values : num [1:8] 0 1 0 1 0 1 0 1
but the result in "lengths" and "num" do not apply to my case.
We can either use the built-in function rleid from data.table to use as a grouping variable in ave, get the sequence and multiply with 'b' so that any value that is 0 will be 0 after the multiplication
library(data.table)
ave(b, rleid(b), FUN = seq_along)*b
#[1] 0 0 0 0 1 0 0 1 2 3 0 0 0 0 0 1 2 0 0 0 0 0 0 1 2 3 4 5 6
Or using rle from base R, we create a group by replicating the sequence of 'values' with the 'lengths' and then use it in ave as before
grp <- with(rle(b), rep(seq_along(values), lengths))
ave(b, grp, FUN = seq_along)*b
#[1] 0 0 0 0 1 0 0 1 2 3 0 0 0 0 0 1 2 0 0 0 0 0 0 1 2 3 4 5 6

Matlab finding the center of cluster of a few pixels and counting the clusters

So I have this matrix A, which is made of 1 and zeros, I have about 10 to 14 white spots of many pixels, but I want only 1 white pixel/centers coordinate for every cluster of white, how do I calculate how many cluster there are and their centers.
Try to imagine the matrix A as the night sky with white starts in black sky and how to I count the stars and the stars centers, plus the star are made of cluster of white pixels.
also the clusters are not all exactly the same size.
Here is some code using bwlabel and/or regioprops, which are used to identify connected components in a matrix and a buch of other properties, respectively. I think it suits your problem quite well; however you might want to adapt my code a bit as its more of a starting point.
clear
clc
%// Create dummy matrix.
BW = logical ([ 1 1 1 0 1 1 1 0
1 1 1 0 1 1 1 0
1 1 1 0 1 1 1 0
0 0 0 0 0 0 0 0
0 0 0 0 0 1 1 0
1 1 1 1 0 1 1 0
1 1 1 1 0 1 1 0
1 1 1 1 0 0 0 0]);
%// Identify clusters.
L = bwlabel(BW,4)
Matrix L looks like this:
L =
1 1 1 0 3 3 3 0
1 1 1 0 3 3 3 0
1 1 1 0 3 3 3 0
0 0 0 0 0 0 0 0
0 0 0 0 0 4 4 0
2 2 2 2 0 4 4 0
2 2 2 2 0 4 4 0
2 2 2 2 0 0 0 0
Here you have many ways to locate the center of the clusters. The first one uses the output of bwlabel to find each cluster and calculate the coordinates in a loop. It works and its didactic but it's a bit long and not so efficient. The 2nd method, as mentioned by #nkjt, uses regionprops which does exactly what you want using the 'Centroid' property. So here are the 2 methods:
Method 1: a bit complicated
So bwlabel identified 4 clusters, which makes sense. Now we need to identify the center of each of those clusters. My method could probably be simplified; but I'm a bit out of time so fell free to modify it as you see fit.
%// Get number of clusters
NumClusters = numel(unique(L)) -1;
Centers = zeros(NumClusters,2);
CenterLinIdices = zeros(NumClusters,1);
for k = 1:NumClusters
%// Find indices for elements forming each cluster.
[r, c] = find(L==k);
%// Sort the elements to know hot many rows and columns the cluster is spanning.
[~,y] = sort(r);
c = c(y);
r = r(y);
NumRow = numel(unique(r));
NumCol = numel(unique(c));
%// Calculate the approximate center of the cluster.
CenterCoord = [r(1)+floor(NumRow/2) c(1)+floor(NumCol/2)];
%// Actually this array is not used here but you might want to keep it for future reference.
Centers(k,:) = [CenterCoord(1) CenterCoord(2)];
%// Convert the subscripts indices to linear indices for easy reference.
CenterLinIdices(k) = sub2ind(size(BW),CenterCoord(1),CenterCoord(2));
end
%// Create output matrix full of 0s, except at the center of the clusters.
BW2 = false(size(BW));
BW2(CenterLinIdices) = 1
BW2 =
0 0 0 0 0 0 0 0
0 1 0 0 0 1 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 1 0
0 0 1 0 0 0 0 0
0 0 0 0 0 0 0 0
Method 2 Using regionprops and the 'Centroid' property.
Once you have matrix L, apply regionprops and concatenate the output to get an array containing the coordinates directly. Much simpler!
%// Create dummy matrix.
BW = logical ([ 1 1 1 0 1 1 1 0
1 1 1 0 1 1 1 0
1 1 1 0 1 1 1 0
0 0 0 0 0 0 0 0
0 0 0 0 0 1 1 0
1 1 1 1 0 1 1 0
1 1 1 1 0 1 1 0
1 1 1 1 0 0 0 0]);
%// Identify clusters.
L = bwlabel(BW,4)
s = regionprops(L,'Centroid');
CentroidCoord = vertcat(s.Centroid)
which gives this:
CentroidCoord =
2.0000 2.0000
2.5000 7.0000
6.0000 2.0000
6.5000 6.0000
Which is much simpler and gives the same output once you use floor.
Hope that helps!

Navigation of matrix from left top to right bottom, only moving to the right or downwards?

actual problem is like this which I got from an Online competition. I solved it but my solution, which is in C, couldn't produce answer in time for large numbers. I need to solve it in C.
Given below is a word from the English dictionary arranged as a matrix:
MATHE
ATHEM
THEMA
HEMAT
EMATI
MATIC
ATICS
Tracing the matrix is starting from the top left position and at each step move either RIGHT or DOWN, to reach the bottom right of the matrix. It is assured that any such tracing generates the same word. How many such tracings can be possible for a given word of length m+n-1 written as a matrix of size m * n?
1 ≤ m,n ≤ 10^6
I have to print the number of ways S the word can be traced as explained in the problem statement. If the number is larger than 10^9+7, I have to print S mod (10^9 + 7).
In the testcases, m and n can be very large.
Imagine traversing the matrix, whatever path you choose you need to take exatcly n+m-2 steps to make the word, among of which n-1 are down and m-1 are to the right, their order may change but the numbers n-1 and m-1 remain same. So the problem got reduced to only select n-1 positions out of n+m-2, so the answer is
C(n+m-2,n-1)=C(n+m-2,m-1)
How to calculate C(n,r) for this problem:
You must be knowing how to multiply two numbers in modular arithmetics, i.e.
(a*b)%mod=(a%mod*b%mod)%mod,
now to calculate C(n,r) you also need to divide, but division in modular arithmetic can be performed by using modular multiplicative inverse of the number i.e.
((a)*(a^-1))%mod=1
Ofcourse a^-1 in modular arithmetic need not equal to 1/a, and can be computed using Extended Euclidean Algorithm, as in your case mod is a prime number therefore
(a^(-1))=a^(mod-2)%mod
a^(mod-2) can be computed efficiently using repetitive squaring method.
I would suggest a dynamic programming approach for this problem since calculation of factorials of large numbers shall involve a lot of time, especially since you have multiple queries.
Starting from a small matrix (say 2x1), keep finding solutions for bigger matrices. Note that this solution works since in finding the solution for bigger matrix, you can use the value calculated for smaller matrices and speed up your calculation.
The complexity of the above soltion IMO is polynomial in M and N for an MxN matrix.
Use Laplace's triangle, incorrectly named also "binomial"
1 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
1 1 0 0 0
1 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
1 1 1 0 0
1 2 0 0 0
1 0 0 0 0
0 0 0 0 0
0 0 0 0 0
1 1 1 1 0
1 2 3 0 0
1 3 0 0 0
1 0 0 0 0
0 0 0 0 0
1 1 1 1 1
1 2 3 4 0
1 3 6 0 0
1 4 0 0 0
1 0 0 0 0
1 1 1 1 1
1 2 3 4 5
1 3 6 10 0
1 4 10 0 0
1 5 0 0 0
1 1 1 1 1
1 2 3 4 5
1 3 6 10 15
1 4 10 20 0
1 5 15 0 0
1 1 1 1 1
1 2 3 4 5
1 3 6 10 15
1 4 10 20 35
1 5 15 35 0
1 1 1 1 1
1 2 3 4 5
1 3 6 10 15
1 4 10 20 35
1 5 15 35 70
Got it? Notice, that elements could be counted as binomial members. The diag members are here: C^1_2, C^2_4,C^3_6,C^4_8, and so on. Choose which you need.

Algorithm for 'Pogo Painter' minigame

I am working on a minigame called 'Pogo Painter', and I need some mathematical solutions. Below is an image (made with Paint) to illustrate a bit what it's all about.
Four players, each of different color, must claim squares to gain points. The minigame will be similar to this: http://www.youtube.com/watch?v=rKCQfAlaRrc, but slightly different. The players will be allowed to run around the playground and claim any of the squares, and points are gathered when a pattern is closed. For example, claiming blue square on A3 will create a closed blue pattern.
What kind of variables should I declare and how do I check if the pattern is closed?
Please answer if you have a solution :)
Here’s another (Discrete Optimization) way to model your problem.
Notation
View your grid as a ‘graph’ with n^2 nodes, and edges of length 1 (Edges connect two neighboring nodes.) Let the nodes be numbered 1:n^2. (For ease of notation, you can use a double array (x,y) to denote each node if you prefer.)
Decision Variables
There are k colors, one for each player (1 through 4). 0 is an unclaimed cell (white)
X_ik = 1 if player k has claimed node i. 0 otherwise.
To start out
X_i0 = 1 for all nodes i.
All nodes start out as white (0).
Neighboring sets: Two nodes i and j are ‘neighbors’ if they are adjacent to each other. (Any given node i can have at most 4 neighbors: Up down right and left.)
Edge variables:
We can now define a new set of edge variables Y_ijk that connect two adjacent nodes (i and j) with a common color k.
Y_ijk = 1 if neighboring nodes i and j are both of color k. 0 Otherwise.
(That is, X_ik = X_jk) for non-zero k.
We now have an undirected graph. Checking for ‘closed patterns’ is the same as detecting cycles.
Detecting Cycles:
A simple DFS search will do, since we have undirected cycles. Start with each colored node i, and check for cycles. If a path leads you back to a visited node, cycles exist. You can award points accordingly.
Finally, one suggestion as you design the game. You can reward points according to the “longest cycle” you detect. The shortest cycle gets 4 points, one point for each edge (or one point for each node in the cycle) whichever works best for you.
1 1
1 1 scores 4 points
1 1 1
1 1 1 scores 6 points
1 1 1
1 1 1
1 1 scores 8 points
Hope that helps.
Okay,
This is plenty of text, but it's simple.
An N-by-N square will satisfy as the game-board.
Each time a player claims a square,
If the square is not attached to any square of that player, then you must give that square a unique ID.
If the square is attached,
Count how many neighbours of each ID it has.
( See the demos I put below, to see what this means)
For each group
patterns_count += group_size - 1
If the number of groups is more than 1
Change the ID of that group as well as every other square connected to it so they all share the same ID
You must remember which IDs belong to which players.
This is what you have in your example
1 1 1 0 0 0 0 2 2
1 0 0 0 1 3 3 0 0
1 1 0 0 3 3 0 0 0
0 1 0 0 4 5 0 0 0
0 0 0 6 4 0 0 0 0
7 7 0 0 0 0 8 8 8
0 7 7 0 9 8 8 0 8
A A 7 0 9 8 0 0 8
A 0 7 0 0 0 8 8 8
And this is what it would turn out like after blue grabs A-3
1 1 1 0 0 0 0 2 2
1 0 0 0 1 3 3 0 0
1 1 0 0 3 3 0 0 0
0 1 0 0 4 5 0 0 0
0 0 0 6 4 0 0 0 0
7 7 0 0 0 0 8 8 8
0 7 7 0 9 8 8 0 8
A A 7 0 9 8 0 0 8
A 0 7 0 0 8 8 8 8
More examples of the algorithm in use
1 1 1 0
1 0 1 0
1 1 0
0 0 0 0
2 neighbours. 2x'1'
1x closed pattern.
1 1 1 0
1 0 1 0
1 1 1 0
0 0 0 0
--
1 1 1 0 0
1 0 1 0 0
1 1 0 0
1 0 1 0 0
1 1 1 0 0
3 neighbours: 3x'1'
2x closed patterns
1 1 1 0 0
1 0 1 0 0
1 1 1 0 0
1 0 1 0 0
1 1 1 0 0
--
1 1 1 0 0
1 0 1 0 0
1 1 2 2
0 0 2 0 2
0 0 2 2 2
4 neighbours: 2x'1', 2x'2'
2 Closed patterns
1 1 1 0 0
1 0 1 0 0
1 1 1 1 1
0 0 1 0 1
0 0 1 1 1
But I also consider these a closed pattern. You haven't given any description as to what should be considered one and what shouldn't be.
1 1 0
1 1 0
0 0 0
1 1 1
1 1 1
0 0 0
1 1 1
1 1 1
1 1

Gaussian elimation - Linear equation matrices, algorithm

Let's assume that we have a simple matrix 3rows x 7cols.
The matrix includes only zeros (0) and (1) like:
1 0 1 1 1 0 0
0 0 1 1 0 0 0
0 0 1 0 1 1 0
Senario:
If we know the sum of non-zeros in each row,
(in first row is 4, in second row is 2, in third row is 3.) (blue line)
additional, if we know the sum of each col (1 , 0, 3, 2, 2, 1, 0) (green line)
also if we know the sum of each diagonal from the top-left to bottom-right (1,0,1,2,3,0,1,1,0)(red lines) anti-clockwise
and finally we know the sum of each diagonal from the bottom-left to top-right (0,0,2,1,3,2,1,0,0) (yellow lines)
My question is:
With these values as input (and the lenght of matrix 3x7),
4, 2, 3
1, 0, 3, 2, 2, 1, 0
1, 0, 1, 2, 3, 0, 1, 1, 0
0, 0, 2, 1, 3, 2, 1, 0, 0
How we can draw the first matrix?
After a lot of thoughts I came to the conclusion that this is a linear equation system with 3x7 unknown values and some equations.
Right?
How can I make an algorithm in C, or whatever, to solve these equations?
Should I use a method like gausian equation?
Any help would be greatly appreciated!
Start with the first column. You know the top and bottom values (from the first values of the red & yellow lists). Subtract the sum of these two from the first in the green list, and now you have the middle value as well.
Now just work to the right.
Subtract the first column's middle value from the next value in the red list, and you have the second column's top value. Subtract that same middle value from the next value in the yellow list, and you have the second column's bottom value. Subtract the sum of these two from the next value in the green list, and now you have the middle value for the second column.
et cetera
If you're going to code this up, you can see that the first two columns are a special case, and that'll make the code ugly. I'd suggest using two "ghost" columns of all zeros to the left so that you can use a single method for determining the top, bottom, and middle values for each column.
This is also easily generalizable. You'll just have to use (#rows)-1 ghost columns.
Enjoy.
You can use singular value decomposition to compute a non zero least squares solution to a system of linear homogeneous (and non homogeneous) equations in matrix form.
For a quick overview see:
http://campar.in.tum.de/twiki/pub/Chair/TeachingWs05ComputerVision/3DCV_svd_000.pdf
You should first write out your systems as a matrix equation in the form Ax = b, where x is the 21 unknowns as a column vector, and A is the 28 x 21 matrix that forms the linear system when multiplied out. You essentially need to a compute the matrix A of linear equations, compute the singular value decomposition of A and plug the results into the equation as shown in equation 9.17
There are plenty of libraries that will compute the SVD for you in C, so you only need to formulate the matrix and perform the computations in 9.17. The most difficult part is probably understanding how it all works, with a library SVD function there is relatively little code needed.
To get you started on how to form the equation of linear systems, consider a simple 3 x 3 case.
Suppose that our system is a matrix of the form
1 0 1
0 1 0
1 0 1
We would have the following inputs to the linear system:
2 1 2 (sum of rows - row)
2 1 2 (sum of colums - col)
1 0 3 0 1 (sum of first diagonal sets - t2b)
1 0 3 0 1 (sum of second diagonal sets - b2t)
so now we create a matrix for the linear system
A a1 a2 a3 b1 b2 b3 c1 c2 c3 unknowns (x) = result (b)
sum of row 1 [ 1 1 1 0 0 0 0 0 0 ] [a1] [2]
sum of row 2 [ 0 0 0 1 1 1 0 0 0 ] [a2] [1]
sum of row 3 [ 0 0 0 0 0 0 1 1 1 ] [a3] [2]
sum of col 1 [ 1 0 0 1 0 0 1 0 0 ] [b1] [2]
sum of col 2 [ 0 1 0 0 1 0 0 1 0 ] [b2] [1]
sum of col 3 [ 0 0 1 0 0 1 0 0 1 ] [b3] [2]
sum of t2b 1 [ 1 0 0 0 0 0 0 0 0 ] [c1] [1]
sum of t2b 2 [ 0 1 0 1 0 0 0 0 0 ] [c2] [0]
sum or t2b 3 [ 0 0 1 0 1 0 1 0 0 ] [c3] [3]
sum of t2b 4 [ 0 0 0 0 0 1 0 1 0 ] [0]
sum of t2b 5 [ 0 0 0 0 0 0 0 0 1 ] [1]
sum of b2t 1 [ 0 0 0 0 0 0 1 0 0 ] [1]
sum of b2t 2 [ 0 0 0 1 0 0 0 1 0 ] [0]
sum of b2t 3 [ 1 0 0 0 1 0 0 0 1 ] [3]
sum of b2t 4 [ 0 1 0 0 0 1 0 0 0 ] [0]
sum of b2t 5 [ 0 0 1 0 0 0 0 0 0 ] [1]
When you multiply out Ax, you see that you get the linear system of equations. For example if you multiply out the first row by the unkown column, you get
a1 + a2 + a3 = 2
All you have to do is put a 1 in any of the colums that appear in the equation and 0 elsewhere.
Now all you have to do is compute the SVD of A and plug the result into equation 9.17 to compute the unknowns.
I recommend SVD because it can be computed efficiently. If you would prefer, you can augment the matrix A with the result vector b (A|b) and put A in reduced row echelon form to obtain the result.
For an array of 10x15 ones and zeros, you would be trying to find 150 unknowns and have 10+15+2*(10+15-1) = 73 equations if you ignore that the values are limited to being either one or zero. Obviously you can't create a linear system on that basis which has a unique solution.
So is that constraint enough to give a unique solution?
For a 4x4 matrix with the following sums there are two solutions:
- 1 1 1 1
| 1 1 1 1
\ 0 1 1 0 1 1 0
/ 0 1 1 0 1 1 0
0 0 1 0
1 0 0 0
0 0 0 1
0 1 0 0
0 1 0 0
0 0 0 1
1 0 0 0
0 0 1 0
So I wouldn't expect there to be a unique solution for larger matrices - the same symmetry would exist in many places:
- 1 1 0 0 1 1
| 1 1 0 0 1 1
\ 0 1 0 0 1 0 1 0 0 1 0
/ 0 1 0 0 1 0 1 0 0 1 0
0 0 0 0 1 0
1 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 1
0 1 0 0 0 0
0 1 0 0 0 0
0 0 0 0 0 1
0 0 0 0 0 0
0 0 0 0 0 0
1 0 0 0 0 0
0 0 0 0 1 0
How about this as another variation
Count the amount of unknown squares each sum passes through
While there are unsolved cells
Solve all the cells which are passed through by a sum with only one unknown square
Cells are solved by simply subtracting off all the known cells from the sum
Update the amount of unknown squares each sum passes through
No boundary cases but very similar to the previous answer. This would first solve all the corners, then those adjacent to the corners, then those one step more interior from that, and so on...
Edit: Also zero out any paths that have a sum of zero, that should solve any that are solvable (I think)

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