I have class library with a bunch of static methods. While trying to call one of them, I experience unhandled StackOverflowException somewhere in the ListDictionaryInternal class.
I tried enabling .Net Framework (v 4.5.2) stepping, surrounding call with try/catch block, and executing it step by step. When I place continue statement after Appendix A comment, then comment it while debugging, method works as expected. Otherwise I cannot even hit breakpoint at the start at the method. I also tried to call method with all parameters set to null, but it did not help either.
public static List<CalcSector> Split(List<CalcSector> calibration, List<ProfilePoint> profile, List<MeasurementPoint> additionalPoints)
{
double lengthCorridor = 10d;
double lengthEpsilon = 1d;
if (!(calibration?.Any() ?? false)) throw new ArgumentNullException(nameof(calibration), "Empty calibration table");
if (!(profile?.Any() ?? false)) throw new ArgumentNullException(nameof(profile), "Empty profile points collection");
for (int i = 0; i < calibration.Count - 1; i++)
if (Math.Abs(calibration[i].EndDistance - calibration[i + 1].StartDistance) > lengthEpsilon)
throw new ArgumentException($"calibration[{i}]", "Calibration table integrity is compromised");
List<CalcSector> result = new List<CalcSector>();
List<ProfilePoint> SummitPoints = new List<ProfilePoint>();
calibration.ForEach(x => result.Add(x));
profiles = profile.OrderBy(x => x.Distance).ToList();
//
if (additionalPoints?.Any() ?? false)
foreach (MeasurementPoint mp in additionalPoints.Where(x => x.Id != int.MinValue && x.Id != int.MaxValue))
for (int i = 0; i < result.Count; i++)
if (Math.Abs(mp.Distance - result[i].StartDistance) > lengthEpsilon && Math.Abs(mp.Distance - result[i].EndDistance) > lengthEpsilon && mp.Distance > result[i].StartDistance && mp.Distance < result[i].EndDistance)
{
CalcSector c = new CalcSector()
{
StartDistance = mp.Distance,
StartHeight = BinaryHeightSearch(mp.Distance),
StartPointId = mp.Id,
EndDistance = result[i].EndDistance,
EndHeight = result[i].EndHeight,
Length = result[i].EndDistance - mp.Distance,
Thickness = result[i].Thickness,
};
result[i].EndDistance = mp.Distance;
result[i].EndHeight = c.StartHeight;
result[i].EndPointId = mp.Id;
c.Volume = result[i].Volume / result[i].Length * c.Length;
result[i].Length -= c.Length;
result[i].Volume -= c.Volume;
result.Insert(i + 1, c);
break;
}
else if (Math.Abs(mp.Distance - result[i].StartDistance) < lengthEpsilon)
result[i].StartPointId = mp.Id;
else if (Math.Abs(mp.Distance - result[i].EndDistance) < lengthEpsilon)
result[i].EndPointId = mp.Id;
int start = 0;
int end = 0;
bool hasSpikes = true;
while (hasSpikes)
{
hasSpikes = false;
//Appendix A
for (int j = 0; j < result.Count; j++)
{
result[j].z = -1d * (result[j].StartHeight - result[j].EndHeight) / (result[j].EndDistance - result[j].StartDistance);
result[j].sI = start = BinaryProfileSearch(result[j].StartDistance);
result[j].eI = end = BinaryProfileSearch(result[j].EndDistance);
for (int i = start + 1; i < end; i++)
if (Math.Abs(result[j].z * (profiles[i].Distance - result[j].StartDistance) + result[j].StartHeight - profiles[i].Height) > lengthCorridor)
{
int maxIndex = -1;
double maxH = double.MinValue;
int minIndex = -1;
double minH = double.MaxValue;
for (; start < end; start++)
{
if (Math.Abs(result[j].z * (profiles[start].Distance - result[j].StartDistance) + result[j].StartHeight - profiles[start].Height) <= lengthCorridor)
continue;
if (result[j].z * (profiles[i].Distance - result[j].StartDistance) + result[j].StartHeight - profiles[i].Height > maxH)
{
maxH = profiles[start].Height;
maxIndex = start;
}
if (result[j].z * (profiles[i].Distance - result[j].StartDistance) + result[j].StartHeight - profiles[i].Height < minH)
{
minH = profiles[start].Height;
minIndex = start;
}
}
int target = Math.Min(maxIndex, minIndex);
CalcSector c = new CalcSector()
{
StartDistance = profiles[target].Distance,
StartHeight = profiles[target].Height,
sI = target,
EndDistance = result[j].EndDistance,
EndHeight = result[j].EndHeight,
EndPointId = result[j].EndPointId,
eI = result[j].eI,
Length = result[j].EndDistance - profiles[target].Distance,
Thickness = result[j].Thickness,
};
result[j].EndDistance = c.StartDistance;
result[j].EndHeight = c.StartHeight;
result[j].EndPointId = null;
result[j].eI = target;
result[j].z = -1d * (result[j].StartHeight - result[j].EndHeight) / (result[j].EndDistance - result[j].StartDistance);
c.Volume = result[j].Volume / result[j].Length * c.Length;
result[j].Length -= c.Length;
result[j].Volume -= c.Volume;
result.Insert(j + 1, c);
hasSpikes = true;
break;
}
}
}
for (int j = 0; j < result.Count; j++)
{
result[j].Diameter = 1000d * Math.Sqrt(4d * result[j].Volume / Constants["PI"] / result[j].Length);
result[j].OrdNum = j;
}
result.First().StartPointId = int.MinValue;
result.Last().EndPointId = int.MaxValue;
for (int i = 1; i < profiles.Count - 1; i++)
if (profiles[i - 1].Height < profiles[i].Height && profiles[i].Height > profiles[i + 1].Height)
SummitPoints.Add(profiles[i]);
return result;
}
public class CalcSector
{
public int OrdNum;
public double StartDistance;
public double StartHeight;
public int? StartPointId;
public double EndDistance;
public double EndHeight;
public int? EndPointId;
public double Length;
public double Volume;
public double Diameter;
public double Thickness;
public int sI;
public int eI;
public double z;
}
public class ProfilePoint
{
public double Distance;
public double Height;
}
public class MeasurementPoint
{
public int Id;
public double Distance;
}
I expect this method to split some of the original CalcSectors into smaller ones, but all I have is this unhandled fatal exception.
Added:
private static int BinaryProfileSearch(double distance)
{
if (profiles == null || profiles.Count == 0)
return -1;
//assuming that profile points are already ordered by distance
if (distance <= profiles.First().Distance)
return 0;
if (distance >= profiles.Last().Distance)
return profiles.Count - 1;
int first = 0;
int last = profiles.Count - 1;
while (first + 1 < last)
{
int mid = (first + last) / 2;
if (distance <= profiles[mid].Distance)
last = mid;
else
first = mid + 1;
}
if (distance - profiles[first].Distance > profiles[last].Distance - distance)
return last;
else
return first;
}
The solution came quite unexpected: invalid value of 8087 control word. Next line changes it back.
_controlfp(0x9001F, 0xFFFFF);
Related
I use Unity. but this engine cannot use Span ..
so, I made string parsing function
My function purpose is converting string to Single struct value(int, float, bool, UnityEngine.Vector4 etc..)
and i thought about how to not generate GC as much as possible
string data is read xml file
Examples of string data specifications are: "-1234.23,234,-.232.344", "554", "-.55"
During the test, I found something interesting
public unsafe Vector4 GetVectorToStackAlloc()
{
Vector4 vec = Vector4.Zero;
char* data = stackalloc char[8];
int dot = -1;
int index = 0;
int colume = 0;
for (int i = 0; i < Str.Length; ++i)
{
if (Str[i] == Token)
{
Parse();
dot = -1;
index = 0;
colume++;
}
else
{
if (Str[i] == '.') dot = index;
data[index++] = Str[i];
}
}
Parse();
void Parse()
{
if (index == 0) return;
bool isMinus = data[0] == '-';
int length = isMinus ? 1 : 0;
int mul = dot != -1 ? (dot - index) + 1 : 0;
for (int x = index - 1; x >= length; --x)
{
if (data[x] == '.') continue;
int k = data[x] - '0';
float m = MathF.Pow(10, mul++);
vec[colume] += k * m;
}
if (isMinus) vec[colume] *= -1;
}
return vec;
}
public Vector4 GetDefaultVector()
{
Vector4 vec = Vector4.Zero;
string[] split = Str.Split(Token);
for (int i = 0; i < split.Length; ++i)
{
if (string.IsNullOrWhiteSpace(split[i])) continue;
vec[i] = float.Parse(split[i]);
}
return vec;
}
public Vector4 GetSpanVector()
{
Vector4 vec = Vector4.Zero;
Span<char> span = stackalloc char[8];
int index = 0;
int colume = 0;
for (int i = 0; i < Str.Length; ++i)
{
if (Str[i] == ',')
{
if (index == 0) { vec[colume++] = 0; }
else vec[colume++] = float.Parse(span);
index = 0;
span.Clear();
}
else span[index++] = Str[i];
}
vec[colume] = float.Parse(span);
return vec;
}
Testing Vector4
During the testing process, I discovered that there was overhead in float.Parse() function and tested with a single float
public unsafe float GetStackAllocFloat()
{
float value = 0;
char* data = stackalloc char[8];
int dot = -1;
int index = 0;
for (int i = 0; i < Str.Length; ++i)
{
if (Str[i] == '.') dot = index;
data[index++] = Str[i];
}
if (index == 0) return value;
bool isMinus = data[0] == '-';
int length = isMinus ? 1 : 0;
int mul = dot != -1 ? (dot - index) + 1 : 0;
for (int x = index - 1; x >= length; --x)
{
if (data[x] == '.') continue;
int k = data[x] - '0';
float m = MathF.Pow(10, mul++);
value += k * m;
}
if (isMinus) value *= -1;
return value;
}
public unsafe float GetDefaultFloat()
{
return float.Parse(Str);
}
Testing Float
I think it is better to use stackalloc if the test method is normal.
Had I made mistake?
OK, I tested it again to fit the Unity engine as much as possible
I think it's not bad!
public readonly string[] Strs = new string[200] { // data is fill .. }
public const char Token = ',';
[Benchmark]
public unsafe Vector4 GetVectorToStackAlloc()
{
Vector4 result = Vector4.Zero;
int r = Strs.Length - 1;
while (r != -1)
{
Vector4 vec = Vector4.Zero;
char* data = stackalloc char[12];
int dot = -1;
int index = 0;
int colume = 0;
string Str = Strs[r--];
for (int i = 0; i < Str.Length; ++i)
{
if (Str[i] == Token)
{
vec[colume++] = Parse(index, data, dot);
dot = -1;
index = 0;
}
else
{
if (Str[i] == '.') dot = index;
data[index++] = Str[i];
}
}
vec[colume] = Parse(index, data, dot);
result.x += vec.x;
}
return result;
float Parse(int _index, char* _data, int _dot)
{
if (_index == 0) return 0;
float val = 0;
bool isMinus = _data[0] == '-';
int length = isMinus ? 1 : 0;
int mul = _dot != -1 ? (_dot - _index) + 1 : 0;
for (int x = _index - 1; x >= length; --x)
{
if (_data[x] == '.') continue;
int k = _data[x] - '0';
float m = MathF.Pow(10, mul++);
val = k * m;
}
return isMinus ? val * -1 : val;
}
}
[Benchmark]
public Vector4 GetDefaultVector()
{
Vector4 result = Vector4.Zero;
int r = Strs.Length - 1;
while (r != -1)
{
Vector4 vec = Vector4.Zero;
string Str = Strs[r--];
string[] split = Str.Split(Token);
for (int i = 0; i < split.Length; ++i)
{
if (string.IsNullOrWhiteSpace(split[i])) continue;
vec[i] = float.Parse(split[i]);
}
result.x += vec.x;
}
return result;
}
I am working on a procedural room generator in c#, I would like the rooms not to overlap and I am having a hard time getting that to work. After #Idle_Mind's comments, I have a new problem. The Image produced by the program has many overlapping rooms. Bellow is the class that should handle the intersection checking and the placement of the rooms onto the tilemap
public int XSize, YSize;
private Cell[ , ] cells;
private List<Room> rooms;
public Tilemap(int xSize, int ySize)
{
XSize = xSize;
YSize = ySize;
rooms = new List<Room>();
cells = new Cell[XSize, YSize];
for (int y = 0; y < YSize; y++)
{
for (int x = 0; x < XSize; x++)
{
cells[x, y].type = CellType.Empty;
}
}
for (int i = 0; i < 10; i++)
{
GenerateRandomRoomSafe(10);
}
}
private Room GetRoomBounds()
{
Utils.Int2 min = new Utils.Int2(0, 0);
Utils.Int2 max = new Utils.Int2(XSize,YSize);
Utils.Int2 q1 = Utils.GetRandomCoords(min, max);
max.X = XSize - 1 - q1.X;
max.Y = YSize - 1 - q1.Y;
Utils.Int2 siz = Utils.GetRandomCoords(min, max);
Room check = new Room(q1.X, q1.Y, siz.X, siz.Y);
return check;
}
public void GenerateRandomRoomSafe(int maxTries)
{
Room check = new Room(0, 0, 0, 0);
bool isValid = false;
int tries = 0;
if (rooms.Count == 0)
{
isValid = true;
check = GetRoomBounds();
tries = 1;
}
else
{
while (!isValid && tries < maxTries)
{
check = GetRoomBounds();
for (int i = 0; i < rooms.Count; i++)
{
if (!rooms[i].Walls.IntersectsWith(check.Walls))
{
isValid = true;
break;
}
}
tries++;
}
}
if (isValid)
{
Console.WriteLine(check + " was placed after " + tries + " tries");
PlaceRoomUnsafe(check);
}
}
public void PlaceRoomUnsafe(Room r)
{
for (int y = r.Walls.Y; y <= r.Walls.Y + r.Walls.Height; y++)
{
cells[r.Walls.X, y].type = CellType.Wall;
}
for (int y = r.Walls.Y; y <= r.Walls.Y + r.Walls.Height; y++)
{
cells[r.Walls.X + r.Walls.Width, y].type = CellType.Wall;
}
for (int x = r.Walls.X; x <= r.Walls.X + r.Walls.Width; x++)
{
cells[x, r.Walls.Y].type = CellType.Wall;
}
for (int x = r.Walls.X; x <= r.Walls.X + r.Walls.Width; x++)
{
cells[x, r.Walls.Y + r.Walls.Height].type = CellType.Wall;
}
for (int y = r.Floor.Y; y < r.Floor.Y + r.Floor.Height; y++)
{
for (int x = r.Floor.X; x < r.Floor.X + r.Floor.Width; x++)
{
cells[x, y].type = CellType.Floor;
}
}
rooms.Add(r);
}
public void GenerateRandomRoomUnsafe()
{
Room r = GetRoomBounds();
PlaceRoomUnsafe(r);
}
public int GetCellPixel(int x, int y)
{
return (int) cells[x, y].type;
}
public class Room
{
public Rectangle Walls;
public Rectangle Floor;
public Room(int q1X, int q1Y, int xSize, int ySize)
{
Walls.X = q1X;
Walls.Y = q1Y;
Walls.Width = xSize;
Walls.Height = ySize;
Floor.X = q1X + 1;
Floor.Y = q1Y + 1;
Floor.Width = xSize - 1;
Floor.Height = ySize - 1;
}
public override string ToString()
{
return "[Walls: " + Walls + "\n Floor: " + Floor + "]";
}
}
}
Image below for reference
Your logic in GenerateRandomRoomSafe() is backwards.
In this code block:
while (!isValid && tries < maxTries)
{
check = GetRoomBounds();
for (int i = 0; i < rooms.Count; i++)
{
if (!rooms[i].Walls.IntersectsWith(check.Walls))
{
isValid = true;
break;
}
}
tries++;
}
What you're saying is, "If it doesn't intersect with at least one room, then it must be valid".
Just because it doesn't intersect with the current room, doesn't mean it won't intersect with a different one!
It should look more like: (note the comments)
while (!isValid && tries < maxTries)
{
isValid = true; // assume it's good until proven otherwise
check = GetRoomBounds();
for (int i = 0; i < rooms.Count; i++)
{
if (rooms[i].Walls.IntersectsWith(check.Walls)) // if it DOES intersect...
{
isValid = false; // .. then set valid to false.
break;
}
}
tries++;
}
So we start by assuming it is valid, then when we encounter a room that DOES intersect, we set valid to false and stop the for loop so another random room can be tried (assuming we haven't exceeded the number of tries).
Some of the maps it produced:
I got an array of data voltages and I want to get the RMS value from the FFT that has been applied before to that data. I've seen that RMS in time domain should be equal to RMS(fft) / sqrt(nFFT) from Parseval's Theorem, but gives me different results. I'm using these functions:
1)FFT
public static VectorDPoint FFT(double[] trama, double samplingFreq)
{
double fs = samplingFreq; // Sampling frequency
double t1 = 1 / fs; // Sample time
int l = trama.Length; // Length of signal
// Time vector
//Vector t = Normal(0, l, 1) * t1;
//// Values vector
//Vector y = new Vector(trama);
// We just use half of the data as the other half is simetric. The middle is found in NFFT/2 + 1
int nFFT = (int)Math.Pow(2, NextPow2(l));
if (nFFT > 655600)
{ }
// Create complex array for FFT transformation. Use 0s for imaginary part
Complex[] samples = new Complex[nFFT];
for (int i = 0; i < nFFT; i++)
{
if (i >= trama.Length)
{
samples[i] = new MathNet.Numerics.Complex(0, 0);
}
else
{
samples[i] = new MathNet.Numerics.Complex(trama[i], 0);
}
}
ComplexFourierTransformation fft = new ComplexFourierTransformation(TransformationConvention.Matlab);
fft.TransformForward(samples);
ComplexVector s = new ComplexVector(samples);
s = s / l;
Vector f = (fs / 2.0) * Linspace(0, 1, (nFFT / 2) + 1);
VectorDPoint result = new VectorDPoint();
for (int i = 0; i < (nFFT / 2) + 1; i++)
{
result.Add(new DPoint(f[i], 2 * s[i].Modulus));
}
s = null;
f = null;
samples = null;
return result;
2) RMS
public static double RMSCalculate(double[] channelValues, int samplesNumber, double sampleRate, DateTime currentDate)
{
double[] times = new double[channelValues.Length];
double sampleTime = 0.0;
double period = 0;
times[0] = currentDate.Second + currentDate.Millisecond / 1000.0;
sampleTime = 1 / sampleRate; //s
// Limited samples
for (int i = 1; i < channelValues.Length; i++)
{
times[i] = times[i - 1] + sampleTime;
}
DPoint RMSValues = new DPoint();
RMSValues.Y = 0;
if (channelValues.Length == 1)
{
double x = channelValues[0];
double y = channelValues[0];
RMSValues = new DPoint(x, Math.Abs(y));
}
else
{
for (int i = 0; i < times.Length - 1; i++)
{
period = 0;
if (i + 1 < times.Length)
{
RMSValues.Y += channelValues[i + 1] * channelValues[i + 1] * (times[i + 1] - times[i]);
}
}
period = times[times.Length - 1] - times[0];
RMSValues.Y = RMSValues.Y / period;
RMSValues.Y = Math.Sqrt(RMSValues.Y);
}
return RMSValues.Y;
}
here will be my code for famous Knights Tour for 8x8 deck. So, the main idea of my code is: we will choose from Turns our destination, check it with isPossible and then go recursevly to it, marked this cell to '1'. So, check every cell, and if we will be in 64's cell - return true.
But my code goes to infinite recurssion, and I can't debug it, any recommendation will be greatly appreciated.
class Class1
{
static void Main(string[] args)
{
int x = 0;
int y = 0;
Console.WriteLine("Enter X and press enter");
x = Int32.Parse(Console.ReadLine());
Console.WriteLine("Enter Y and press enter");
y = Int32.Parse(Console.ReadLine());
TurnVariation Turns = new TurnVariation();
EmptyBoard Board = new EmptyBoard();
if (TryPut.Put(Board, x, y, Turns, 1, false))
{
Console.WriteLine("МОЖНА!!!!");
}
else
{
Console.WriteLine("NET!!");
}
}
}
public class TryPut : EmptyBoard
{
public static bool Put(EmptyBoard Board, int x, int y, TurnVariation Turns, int count, bool flag)
{
int tempX = 0;
int tempY = 0;
if (count >= 64)
{
Console.WriteLine("yeab");
return true;
}
for (int i = 0; i <= 7; i++)
{
tempX = x + Turns.Turns[i,0];
tempY = y + Turns.Turns[i,1];
//Console.WriteLine(count);
if (IsPossible(Board, tempX, tempY))
{
Board.Array[tempX, tempY] = 1;
flag = Put(Board, tempX, tempY, Turns, count+1, flag);
if (flag)
{
break;
}
Board.Array[tempX, tempY] = 0;
}
}
if (flag)
return true;
else
return false;
}
public static bool IsPossible(EmptyBoard Board, int x, int y)
{
if ((x < 0) || (x > 7) || (y < 0) || (y > 7))
return false;
if (Board.Array[x, y] == 1)
return false;
return true;
}
}
public class TurnVariation
{
public int[,] Turns = new int[8, 2];
public TurnVariation()
{
Turns[0, 0] = -2; Turns[0, 1] = 1;
Turns[1,0] = -2; Turns[1,1] = -1;
Turns[2,0] = -1; Turns[2,1] = 2;
Turns[3,0] = 1; Turns[3,1] = 2;
Turns[4,0] = 2; Turns[4,1] = 1;
Turns[5,0] = 2; Turns[5,1] = -1;
Turns[6,0] = 1; Turns[6,1] = -2;
Turns[7,0] = -1; Turns[7,1] = -2;
}
}
public class EmptyBoard
{
public const int N = 8;
public int[,] Array = new int[N, N];
public EmptyBoard()
{
for (int i = 0; i < N; i++)
for (int j = 0; j < N; j++)
Array[i, j] = 0;
}
}
I think your problem is that your testing for count<64, but you never assign to count. You just pass (by value!) 'Count + 1' to the put method. You are probably thinking that this will bewritten back to the count variable. But that is not the case...
Do note that debugging is the first skill you need to learn!
This question already has answers here:
Write a function that returns the longest palindrome in a given string
(23 answers)
Closed 9 years ago.
Possible Duplicate:
Write a function that returns the longest palindrome in a given string
I know how to do this in O(n^2). But it seems like there exist a better solution.
I've found this, and there is a link to O(n) answer, but it's written in Haskell and not clear for me.
It would be great to get an answer in c# or similar.
I've found clear explanation of the solution here. Thanks to Justin for this link.
There you can find Python and Java implementations of the algorithm (C++ implementation contains errors).
And here is C# implementation that is just a translation of those algorithms.
public static int LongestPalindrome(string seq)
{
int Longest = 0;
List<int> l = new List<int>();
int i = 0;
int palLen = 0;
int s = 0;
int e = 0;
while (i<seq.Length)
{
if (i > palLen && seq[i-palLen-1] == seq[i])
{
palLen += 2;
i += 1;
continue;
}
l.Add(palLen);
Longest = Math.Max(Longest, palLen);
s = l.Count - 2;
e = s - palLen;
bool found = false;
for (int j = s; j > e; j--)
{
int d = j - e - 1;
if (l[j] == d)
{
palLen = d;
found = true;
break;
}
l.Add(Math.Min(d, l[j]));
}
if (!found)
{
palLen = 1;
i += 1;
}
}
l.Add(palLen);
Longest = Math.Max(Longest, palLen);
return Longest;
}
And this is its java version:
public static int LongestPalindrome(String seq) {
int Longest = 0;
List<Integer> l = new ArrayList<Integer>();
int i = 0;
int palLen = 0;
int s = 0;
int e = 0;
while (i < seq.length()) {
if (i > palLen && seq.charAt(i - palLen - 1) == seq.charAt(i)) {
palLen += 2;
i += 1;
continue;
}
l.add(palLen);
Longest = Math.max(Longest, palLen);
s = l.size() - 2;
e = s - palLen;
boolean found = false;
for (int j = s; j > e; j--) {
int d = j - e - 1;
if (l.get(j) == d) {
palLen = d;
found = true;
break;
}
l.add(Math.min(d, l.get(j)));
}
if (!found) {
palLen = 1;
i += 1;
}
}
l.add(palLen);
Longest = Math.max(Longest, palLen);
return Longest;
}
public static string GetMaxPalindromeString(string testingString)
{
int stringLength = testingString.Length;
int maxPalindromeStringLength = 0;
int maxPalindromeStringStartIndex = 0;
for (int i = 0; i < stringLength; i++)
{
int currentCharIndex = i;
for (int lastCharIndex = stringLength - 1; lastCharIndex > currentCharIndex; lastCharIndex--)
{
if (lastCharIndex - currentCharIndex + 1 < maxPalindromeStringLength)
{
break;
}
bool isPalindrome = true;
if (testingString[currentCharIndex] != testingString[lastCharIndex])
{
continue;
}
else
{
int matchedCharIndexFromEnd = lastCharIndex - 1;
for (int nextCharIndex = currentCharIndex + 1; nextCharIndex < matchedCharIndexFromEnd; nextCharIndex++)
{
if (testingString[nextCharIndex] != testingString[matchedCharIndexFromEnd])
{
isPalindrome = false;
break;
}
matchedCharIndexFromEnd--;
}
}
if (isPalindrome)
{
if (lastCharIndex + 1 - currentCharIndex > maxPalindromeStringLength)
{
maxPalindromeStringStartIndex = currentCharIndex;
maxPalindromeStringLength = lastCharIndex + 1 - currentCharIndex;
}
break;
}
}
}
if(maxPalindromeStringLength>0)
{
return testingString.Substring(maxPalindromeStringStartIndex, maxPalindromeStringLength);
}
return null;
}
C#
First I search for even length palindromes. Then I search for odd length palindromes. When it finds a palindrome, it determines the length and sets the max length accordingly. The average case complexity for this is linear.
protected static int LongestPalindrome(string str)
{
int i = 0;
int j = 1;
int oldJ = 1;
int intMax = 1;
int intCount = 0;
if (str.Length == 0) return 0;
if (str.Length == 1) return 1;
int[] intDistance = new int[2] {0,1};
for( int k = 0; k < intDistance.Length; k++ ){
j = 1 + intDistance[k];
oldJ = j;
intCount = 0;
i = 0;
while (j < str.Length)
{
if (str[i].Equals(str[j]))
{
oldJ = j;
intCount = 2 + intDistance[k];
i--;
j++;
while (i >= 0 && j < str.Length)
{
if (str[i].Equals(str[j]))
{
intCount += 2;
i--;
j++;
continue;
}
else
{
break;
}
}
intMax = getMax(intMax, intCount);
j = oldJ + 1;
i = j - 1 - intDistance[k];
}
else
{
i++;
j++;
}
}
}
return intMax;
}
protected static int getMax(int a, int b)
{
if (a > b) return a; return b;
}
Recently I wrote following code during interview...
public string FindMaxLengthPalindrome(string s)
{
string maxLengthPalindrome = "";
if (s == null) return s;
int len = s.Length;
for(int i = 0; i < len; i++)
{
for (int j = 0; j < len - i; j++)
{
bool found = true;
for (int k = j; k < (len - j) / 2; k++)
{
if (s[k] != s[len - (k - j + 1)])
{
found = false;
break;
}
}
if (found)
{
if (len - j > maxLengthPalindrome.Length)
maxLengthPalindrome = s.Substring(j, len - j);
}
if(maxLengthPalindrome.Length >= (len - (i + j)))
break;
}
if (maxLengthPalindrome.Length >= (len - i))
break;
}
return maxLengthPalindrome;
}
I got this question when i took an interview.
I found out when i was back home, unfortunately.
public static string GetMaxPalindromeString(string testingString)
{
int stringLength = testingString.Length;
int maxPalindromeStringLength = 0;
int maxPalindromeStringStartIndex = 0;
for (int i = 0; i < testingString.Length; i++)
{
int currentCharIndex = i;
for (int lastCharIndex = stringLength - 1; lastCharIndex > currentCharIndex; lastCharIndex--)
{
bool isPalindrome = true;
if (testingString[currentCharIndex] != testingString[lastCharIndex])
{
continue;
}
for (int nextCharIndex = currentCharIndex + 1; nextCharIndex < lastCharIndex / 2; nextCharIndex++)
{
if (testingString[nextCharIndex] != testingString[lastCharIndex - 1])
{
isPalindrome = false;
break;
}
}
if (isPalindrome)
{
if (lastCharIndex + 1 - currentCharIndex > maxPalindromeStringLength)
{
maxPalindromeStringStartIndex = currentCharIndex;
maxPalindromeStringLength = lastCharIndex + 1 - currentCharIndex;
}
}
break;
}
}
return testingString.Substring(maxPalindromeStringStartIndex, maxPalindromeStringLength);
}