Categories
Array Loop Matrix

Spiral Matrix

function spiralMatrix(dimension) {

    let matrix = [];
    // create blank matrix based from given dimension
    for (let i = 0; i < dimension; i++) {
        matrix.push(new Array(dimension).fill(0))
    }

    let counter = 1;
    let startRow = 0, endRow = dimension, startColumn = 0, endColumn = dimension;


    while (startRow < endRow && startColumn < endColumn) {

        // top left -> top right
        for (let i = startColumn; i < endColumn; i++) {
            matrix[startRow][i] = counter++;
        }
        startRow++

        // top right -> bottom right
        for (let i = startRow; i < endRow; i++) {
            matrix[i][endColumn - 1] = counter++;
        }
        endColumn--;

        // bottom right -> bottom left
        for (let i = endColumn - 1; i >= startColumn; i--) {
            matrix[endRow - 1][i] = counter++;
        }
        endRow--;


        // bottom left -> top left
        for (let i = endRow; i > startRow; i--) {
            matrix[i - 1][startColumn] = counter++;
        }
        startColumn++;

    }

     return matrix;
}

Categories
Array Loop Matrix

Game Of Life (Optimized)

let gameOfLife = function(board) {

    if (!board) return [];

    let LIVE = 1,
        DEAD = 0,
        ALIVE_TO_DEAD = 0b01, // [next state, current state]
        ALIVE_TO_ALIVE = 0b11,
        DEAD_TO_ALIVE = 0b10,
        DEAD_TO_DEAD = 0b00,
        maxRow = board.length - 1,
        maxCol = board[0].length - 1;

    function getAdjacentCount(row, col, valueToCompare) {
        let sum = 0;
        for (let i = Math.max(row - 1, 0); i <= Math.min(row + 1, maxRow); i++) {
            for (let j = Math.max(col - 1, 0); j <= Math.min(col + 1, maxCol); j++) {
                if (i === row && j === col) continue;
                if (board[i][j] & 1 === valueToCompare) sum = sum + 1;
            }
        }
        return sum;
    }

    function getNextValue(row, col) {
        const val = board[row][col];
        let liveNeighbors = getAdjacentCount(row, col, LIVE);
        if (val === LIVE) {

            // Any live cell with fewer than two live neighbors dies, as if caused by under-population.
            // Any live cell with more than three live neighbors dies, as if by over-population..
            if (liveNeighbors < 2 || liveNeighbors > 3) {
                return ALIVE_TO_DEAD;
            }
            // Any live cell with two or three live neighbors lives on to the next generation.
            return ALIVE_TO_ALIVE;
        }
        // cell is DEAD
        else {
            // Any dead cell with exactly three live neighbors becomes a live cell, as if by reproduction.
            if (liveNeighbors === 3) {
                return DEAD_TO_ALIVE;
            }
            // no condition
            return DEAD_TO_DEAD;
        }
    }

    for (let row = 0; row <= maxRow; row++) {
        for (let col = 0; col <= maxCol;col++) {
            board[row][col] = getNextValue(row, col);
        }
    }

    for (let row = 0; row <= maxRow; row++) {
        for (let col = 0; col <= maxCol;col++) {
            board[row][col] = board[row][col] >> 1;
        }
    }

};
Categories
Array Loop Matrix

Game Of Life

let gameOfLife = function(board) {

if (!board) return [];

let copy = [],
LIVE = 1,
DEAD = 0,
maxRow = board.length - 1,
maxCol = board[0].length - 1;

function getAdjacentCount(row, col, valueToCompare) {
let sum = 0;
for (let i = Math.max(row - 1, 0); i <= Math.min(row + 1, maxRow); i++) {
for (let j = Math.max(col - 1, 0); j <= Math.min(col + 1, maxCol); j++) {
if (i === row && j === col) continue;
if (copy[i] && copy[i][j] !== undefined) {
if (copy[i][j] === valueToCompare) sum = sum + 1; //?
}
else {
if (board[i][j] === valueToCompare) sum = sum + 1; //?
}
}
}
return sum;
}

function getNextValue(row, col) {
const val = board[row][col];
let liveNeighbors = getAdjacentCount(row, col, LIVE);
if (val === LIVE) {

// Any live cell with fewer than two live neighbors dies, as if caused by under-population.
if (liveNeighbors < 2) {
return DEAD;
}
// Any live cell with more than three live neighbors dies, as if by over-population..
else if (liveNeighbors > 3) {
return DEAD;
}
// Any live cell with two or three live neighbors lives on to the next generation.
return LIVE;
}
// cell is DEAD
else {
// Any dead cell with exactly three live neighbors becomes a live cell, as if by reproduction.
if (liveNeighbors === 3) {
return LIVE;
}
// no condition
return DEAD;
}
}

for (let row = 0; row <= maxRow; row++) {
copy[row] = [];
for (let col = 0; col <= maxCol;col++) {
copy[row][col] = board[row][col];
board[row][col] = getNextValue(row, col);
}
}

};
Categories
Array Leetcode

Array Plus One

let plusOne = function(digits) {

let carry = 1;
for (let i = digits.length - 1; i >= 0; i--) {
let sum = digits[i] + carry;
if (sum >= 10) {
digits[i] = 0;
carry = 1;
}
else {
digits[i] = sum;
carry = 0;
}
}

if (carry === 1) digits.unshift(carry);

return digits;
};
Categories
Array Leetcode

MaxStack

class MaxStack {
constructor() {
this.results = [];
this.sorted = [];
}

pop() {
const val = this.results.pop();
this.sorted.splice(this.sorted.lastIndexOf(val), 1);
return val;
}

push(x) {
this.results.push(x);
this.sorted = [...this.results].sort((x, y) => x - y);
}

top() {
return this.results[this.results.length - 1];
}

popMax() {
const val = this.sorted.pop();
this.results.splice(this.results.lastIndexOf(val), 1);
return val;
}

peekMax() {
return this.sorted[this.sorted.length - 1];
}

}
Categories
Array Leetcode

MinStack

class MinStack {
constructor() {
this.result = [];
this.min = Number.MAX_SAFE_INTEGER;
}

push(x) {
this.result.push(x)
this.min = Math.min(x, this.min);
};

pop() {
let val = this.result.pop()
if (val === this.min) {
this.min = Math.min(...this.result);
}
};

top() {
return this.result[this.result.length - 1];
};

getMin() {
return this.min;
};
}
Categories
Array Loop

Fizz Buzz

let fizzBuzz = function(n) {

let result = [];
for (let i = 1; i <= n; i++) {
if (i % 3 === 0 && i % 5 === 0) {
result.push("FizzBuzz");
}
else if (i % 3 === 0) {
result.push("Fizz");
}
else if (i % 5 === 0) {
result.push("Buzz");
}
else {
result.push('' + i);
}
}

return result;
};
Categories
Array Leetcode String

Longest Common Prefix

let longestCommonPrefix = function(strs) {

if (!strs.length) return '';

let index = 0, curr = '';
for (;;)
{
for (let i = 0; i < strs.length; i++) {
if (strs[i].length <= index) {
return strs[0].substring(0, index); //?
}
if (curr === '') curr = strs[i][index];
if (curr !== strs[i][index]) {
return strs[0].substring(0, index);
}
if (i === strs.length - 1) {
curr = '';
index++
}
}
}

return '';
};
Categories
Array Leetcode Loop

Pascal Triangle

let generate = function(numRows) {

if (numRows === 0) return [];

let result = [];
for (let i = 1; i <= numRows;i++) {
let row = [];
for (let j = 0; j < i; j++) {
if (j === 0 || j === i - 1) {
row[j] = 1;
}
else {
row[j] = result[i - 2][j - 1] + result[i - 2][j];
}
}
result.push(row);
}

return result;
};
Categories
Array Dynamic Programming Leetcode

Unique Paths with Obstacles

let uniquePathsWithObstacles = function(obstacleGrid) {

if (!obstacleGrid || !obstacleGrid.length) return 0;

function markNextRowsAsZero(col) {
for (let i = col; i < maxCol; i++) {
obstacleGrid[0][i] = 0;
}
}
function markNextColumnsAsZero(row) {
for (let i = row; i < maxRow; i++) {
obstacleGrid[i][0] = 0;
}
}

let maxRow = obstacleGrid.length,
maxCol = obstacleGrid[0].length,
OBSTACLE = 1, VISITED = -1;

// first block is obstacle return 0;
if (obstacleGrid[0][0] === OBSTACLE) {
return 0;
}

// mark all first rows as either 1 or zero
for (let col = 0; col < maxCol;col++) {
if (obstacleGrid[0][col] === OBSTACLE) {
markNextRowsAsZero(col);
break;
}
else {
obstacleGrid[0][col] = 1;
}
}

// mark all first columns as either 1 or zero
for (let row = 1; row < maxRow;row++) {
if (obstacleGrid[row][0] === OBSTACLE) {
markNextColumnsAsZero(row);
break;
}
else {
obstacleGrid[row][0] = 1;
}
}

for (let row = 1; row < maxRow;row++) {
for (let col = 1; col < maxCol;col++) {
if (obstacleGrid[row][col] === OBSTACLE) {
obstacleGrid[row][col] = 0;
}
else {
obstacleGrid[row][col] =
obstacleGrid[row - 1][col] +
obstacleGrid[row][col - 1];
}

}
}

return obstacleGrid[maxRow - 1][maxCol - 1];
};