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; }
Tag: matrix
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; } } };
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);
}
}
};
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];
};
if (!grid || !grid.length) return 0;
let numRows = grid.length,
numCols = grid[0].length,
LAND = 1, VISITED = 2;
function markAndVisit(row, col, island = [], level = 0) {
if (grid[row][col] === LAND) {
grid[row][col] = VISITED;
island.push('X' + level);
// up
if (row > 0 && grid[row - 1][col] === LAND) {
island.push('U' + level);
markAndVisit(row - 1, col, island, level + 1);
}
// down
if (row < numRows - 1 && grid[row + 1][col] === LAND) {
island.push('D' + level);
markAndVisit(row + 1, col, island, level + 1);
}
// left
if (col > 0 && grid[row][col - 1] === LAND) {
island.push('L' + level);
markAndVisit(row, col - 1, island, level + 1);
}
// right
if (col < numCols - 1 && grid && grid[row][col + 1] === LAND) {
island.push('R' + level);
markAndVisit(row, col + 1, island, level + 1);
}
}
return island;
}
let islands = new Set();
for (let row = 0; row < numRows;row++) {
for (let col = 0; col < numCols;col++) {
if (grid[row][col] === LAND) {
let island = markAndVisit(row, col);
// console.log(island);
if (island.length) islands.add(island.join(''));
}
}
}
// console.table(grid);
return islands.size;
Categories
Search Matrix
let searchMatrix = function(matrix, target) {
if(!matrix.length) return false;
function search(startRow, endRow, startCol, endCol) {
console.log(startRow, endRow, startCol, endCol);
let midRow = Math.floor((startRow + endRow) / 2); //?
let midCol = Math.floor((startCol + endCol) / 2); //?
if (startRow < endRow && startCol < endCol) {
const midValue = matrix[midRow][midCol]; //?
if(midValue === target) {
return true;
}
if (midValue < target) {
return search(midRow + 1, endRow, startCol, endCol)
|| search(startRow, endRow, midCol + 1, endCol);
}
else {
return search(startRow, midRow, startCol, endCol)
|| search(startRow, endRow, startCol, midCol);
}
}
return false;
}
return search(0, matrix.length, 0, matrix[0].length);
};