I need to sort a huge list of text strings of arbitrary length. I suppose radix sort is the best option here. List is really huge, so padding strings to the same length is completely impossible.
Is there any ready-made implementation for this task, preferably in C#?
Depending on what you need, you might find inserting all the strings into some form of Trie to be the best solution. Even a basic Ternary Search Trie will have a smaller memory footprint than an array/list of strings and will store the strings in sorted order.
Insertion, lookup and removal are all O(k * log(a)) where a is the size of your alphabet (the number of possible values for a character). Since a is constant so is log(a) so you end up with a O(n * k) algorithm for sorting.
Edit: In case you are unfamiliar with Tries, they are basically n-ary trees where each edge represents a single character of the key. When inserting, you check if the root node contains an edge (or child, whatever) that matches the first character of your key. If so, you follow that path and repeat with the second character and so on. If not, you add a new edge. In a Ternary Search Trie, the edges/children are stored in a binary tree so the characters are in sorted order and can be searched in log(a) time. If you want to waste memory you can store the edges/children in an array of size a which gives you constant lookup at each step.
See this thread. radix sort or this one radix sort implementation
How many are many, one million?
The built in List<string>.Sort() takes O(n * log(n)) on average.
log2(10^6) ~=20, that is not very much slower than O(n) for 10^6 elements. If your strings are more than 20 characters long radix sort O(n * k) will be "slower".
I doubt a radix sort will be significantly faster than the built in sort. But it would be fun to measure and compare.
Edit: there is a point to these statements I made previously, but the point is wrong overall.
Radix sort is the wrong sort to use on large numbers of strings. For things like
I really like squirrels. Yay, yay, yay!
I really like blue jays. Yay, yay, yay!
I really like registers. Yay, yay, yay!
you will have a bunch of entries falling in the same bucket. You could avoid this by hashing, but what use is sorting a hash code?
Use quicksort or mergesort or the like. (Quicksort generally performs better and takes less memory, but many examples have worst-case performance of O(N^2) which almost never occurs in practice; Mergesort doesn't perform quite as well but is usually implemented to be stable, and it's easy to do part in memory and part on disk.) That is, use the built-in sort function.
Edit: Well, it turns out that at least on very large files with long repeats at the beginning (e.g. source code) and with many lines exactly the same (100x repeats, in fact), radix sort does start becoming competitive with quicksort. I'm surprised! But, anyway, here is the code I used to implement radix sort. It's in Scala, not C#, but I've written it in fairly iterative style so it should be reasonably obvious how things work. The only two tricky bits are that (a(i)(ch) & 0xFF) is to extract a 0-255 byte from an array of arrays of bytes (bytes are signed), that counts.scanLeft(0)(_ + _) forms a cumulative sum of the counts, starting from zero (and then indices.clone.take(257) takes all but the last one), and that Scala allows multiple parameter lists (so I split up the always-provided argument from the arguments that have defaults that are used in recursion). Here it is:
def radixSort(a: Array[Array[Byte]])(i0: Int = 0, i1: Int = a.length, ch: Int = 0) {
val counts = new Array[Int](257)
var i = i0
while (i < i1) {
if (a(i).length <= ch) counts(0) += 1
else { counts((a(i)(ch)&0xFF)+1) += 1 }
i += 1
}
val indices = counts.scanLeft(0)(_ + _)
val starts = indices.clone.take(257)
i = i0
while (i < i1) {
val bucket = if (a(i).length <= ch) 0 else (a(i)(ch)&0xFF)+1
if (starts(bucket)+i0 <= i && i < starts(bucket)+i0+counts(bucket)) {
if (indices(bucket) <= i) indices(bucket) = i+1
i += 1
}
else {
val temp = a(indices(bucket)+i0)
a(indices(bucket)+i0) = a(i)
a(i) = temp
indices(bucket) += 1
}
}
i = 1
while (i < counts.length) {
if (counts(i)>1) {
radixSort(a)(i0+starts(i),i0+starts(i)+counts(i),ch+1)
}
i += 1
}
}
And the timings are that with 7M lines of source code (100x duplication of 70k lines), the radix sort ties the built-in library sort, and wins thereafter.
String.Compare() overloads are using such string comparison. See what you need is to feed this to your
sort algorithm.
UPDATE
This is the implementation:
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern int nativeCompareString(int lcid, string string1, int offset1, int length1, string string2, int offset2, int length2, int flags);
Hard to beat this native unmanaged implementation with your own implementation.
Related
Is there a way in .NET to generate a sequence of all the 32-bit integers (Int32) in random order, without repetitions, and in a memory-efficient manner? Memory-efficient would mean using a maximum of just a few hundred mega bytes of main memory.
Ideally the sequence should be something like an IEnumerable<int>, and it lazily returns the next number in sequence, only when requested.
I did some quick research and I found some partial solutions to this:
Using a maximal linear feedback shift register - if I understood correctly, it only generates the numbers in increasing sequence and it does not cover the entire range
Using the Fisher-Yates or other shuffling algorithms over collections - this would violate the memory restrictions given the large range
Maintaining a set-like collection and keep generating a random integer (perhaps using Random) until it doesn't repeat, i.e. it's not in the set - apart from possibly failing to satisfy the memory requirements, it would get ridiculously slow when generating the last numbers in the sequence.
Random permutations over 32 bits, however I can't think of a way to ensure non-repeatability.
Is there another way to look at this problem - perhaps taking advantage of the fixed range of values - that would give a solution satisfying the memory requirements? Maybe the .NET class libraries come with something useful?
UPDATE 1
Thanks everyone for your insights and creative suggestions for a solution. I'll try to implement and test soon (both for correctness and memory efficiency) the 2 or 3 most promising solutions proposed here, post the results and then pick a "winner".
UPDATE 2
I tried implementing hvd's suggestion in the comment below. I tried using both the BitArray in .NET and my custom implementation, since the .NET one is limited to int.MaxValue entries, so not enough to cover the entire range of integers.
I liked the simplicity of the idea and i was willing to "sacrifice" those 512 MB of memory if it worked fine. Unfortunately, the run time is quite slow, spending up to tens of seconds to generate the next random number on my machine, which has a 3.5 GHz Core i7 CPU. So unfortunately this is not acceptable if you request many, many random numbers to be generated. I guess it's predictable though, it's a O(M x N) algorithm if i'm not mistaken, where N is 2^32 and M is the number of requested integers, so all those iterations take their toll.
Ideally i'd like to generate the next random number in O(1) time, while still meeting the memory requirements, maybe the next algorithms suggested here are suited for this. I'll give them a try as soon as I can.
UPDATE 3
I just tested the Linear Congruential Generator and i can say i'm quite pleased with the results. It looks like a strong contender for the winner position in this thread.
Correctness: all integers generated exactly once (i used a bit vector to check this).
Randomness: fairly good.
Memory usage: Excellent, just a few bytes.
Run time: Generates the next random integer very fast, as you can expect from an O(1) algorithm. Generating every integer took a total of approx. 11 seconds on my machine.
All in all i'd say it's a very appropriate technique if you're not looking for highly randomized sequences.
UPDATE 4
The modular multiplicative inverse technique described below behaves quite similarly to the LCG technique - not surprising, since both are based on modular arithmetic -, although i found it a bit less straightforward to implement in order to yield satisfactorily random sequences.
One interesting difference I found is that this technique seems faster than LCG: generating the entire sequence took about 8 seconds, versus 11 seconds for LCG. Other than this, all other remarks about memory efficiency, correctness and randomness are the same.
UPDATE 5
Looks like user TomTom deleted their answer with the Mersenne Twister without notice after i pointed out in a comment that i found out that it generates duplicate numbers sooner than required. So i guess this rules out the Mersenne Twister entirely.
UPDATE 6
I tested another suggested technique that looks promising, Skip32, and while i really liked the quality of the random numbers, the algorithm is not suitable for generating the entire range of integers in an acceptable amount of time. So unfortunately it falls short when compared to the other techniques that were able to finish the process. I used the implementation in C# from here, by the way - i changed the code to reduce the number of rounds to 1 but it still can't finish in a timely manner.
After all, judging by the results described above, my personal choice for the solution goes to the modular multiplicative inverses technique, followed very closely by the linear congruential generator. Some may argue that this is inferior in certain aspects to other techniques, but given my original constraints i'd say it fits them best.
If you don't need the random numbers to be cryptographically secure, you can use a Linear Congruential Generator.
An LCG is a formula of the form X_n+1 = X_n * a + c (mod m), it needs constant memory and constant time for every generated number.
If proper values for the LCG are chosen, it will have a full period length, meaning it will output every number between 0 and your chosen modulus.
An LCG has a full period if and only if:
The modulus and the increment are relatively prime, i.e. GCD(m, c) = 1
a - 1 is divisible by all prime factors of m
If m is divisible by 4, a - 1 must be divisible by 4.
Our modulus is 2 ^ 32, meaning a must be a number of form 4k + 1 where k is an arbitrary integer, and c must not be divisible by 2.
While this is a C# question I've coded a small C++ program to test the speed of this solution, since I'm more comfortable in that language:
#include <iostream>
#include <stdlib.h>
class lcg {
private:
unsigned a, c, val;
public:
lcg(unsigned seed=0) : lcg(seed, rand() * 4 + 1, rand() * 2 + 1) {}
lcg(unsigned seed, unsigned a, unsigned c) {
val = seed;
this->a = a;
this->c = c;
std::cout << "Initiated LCG with seed " << seed << "; a = " << a << "; c = " << c << std::endl;
}
unsigned next() {
this->val = a * this->val + c;
return this->val;
}
};
int main() {
srand(time(NULL));
unsigned seed = rand();
int dummy = 0;
lcg gen(seed);
time_t t = time(NULL);
for (uint64_t i = 0; i < 0x100000000ULL; i++) {
if (gen.next() < 1000) dummy++; // Avoid optimizing this out with -O2
}
std::cout << "Finished cycling through. Took " << (time(NULL) - t) << " seconds." << std::endl;
if (dummy > 0) return 0;
return 1;
}
You may notice I am not using the modulus operation anywhere in the lcg class, that's because we use 32 bit integer overflow for our modulus operation.
This produces all values in the range [0, 4294967295] inclusive.
I also had to add a dummy variable for the compiler not to optimize everything out.
With no optimization this solution finishes in about 15 seconds, while with -O2, a moderate optimization it finishes under 5 seconds.
If "true" randomness is not an issue, this is a very fast solution.
Is there a way in .NET
Actually, this can be done in most any language
to generate a sequence of all the 32-bit integers (Int32)
Yes.
in random order,
Here we need to agree on terminology since "random" is not what most people think it is. More on this in a moment.
without repetitions,
Yes.
and in a memory-efficient manner?
Yes.
Memory-efficient would mean using a maximum of just a few hundred mega bytes of main memory.
Ok, so would using almost no memory be acceptable? ;-)
Before getting to the suggestion, we need to clear up the matter of "randomness". Something that is truly random has no discernible pattern. Hence, running the algorithm millions of times in a row could theoretically return the same value across all iterations. If you throw in the concept of "must be different from the prior iteration", then it is no longer random. However, looking at all of the requirements together, it seems that all that is really being asked for is "differing patterns of distribution of the integers". And this is doable.
So how to do this efficiently? Make use of Modular multiplicative inverses. I used this to answer the following Question which had a similar requirement to generate non-repeating, pseudo-random, sample data within certain bounds:
Generate different random time in the given interval
I first learned about this concept here ( generate seemingly random unique numeric ID in SQL Server ) and you can use either of the following online calculators to determine your "Integer" and "Modular Multiplicative Inverses (MMI)" values:
http://planetcalc.com/3311/
http://www.cs.princeton.edu/~dsri/modular-inversion-answer.php
Applying that concept here, you would use Int32.MaxSize as the Modulo value.
This would give a definite appearance of random distribution with no chance for collisions and no memory needed to store already used values.
The only initial problem is that the pattern of distribution is always the same given the same "Integer" and "MMI" values. So, you could come up with differing patterns by either adding a "randomly" generated Int to the starting value (as I believe I did in my answer about generating the sample data in SQL Server) or you can pre-generate several combinations of "Integer" and corresponding "MMI" values, store those in a config file / dictionary, and use a .NET random function to pick one at the start of each run. Even if you store 100 combinations, that is almost no memory use (assuming it is not in a config file). In fact, if storing both as Int and the dictionary uses Int as an index, then 1000 values is approximately 12k?
UPDATE
Notes:
There is a pattern in the results, but it is not discernible unless you have enough of them at any given moment to look at in total. For most use-cases, this is acceptable since no recipient of the values would have a large collection of them, or know that they were assigned in sequence without any gaps (and that knowledge is required in order to determine if there is a pattern).
Only 1 of the two variable values -- "Integer" and "Modular Multiplicative Inverse (MMI)" -- is needed in the formula for a particular run. Hence:
each pair gives two distinct sequences
if maintaining a set in memory, only a simple array is needed, and assuming that the array index is merely an offset in memory from the base address of the array, then the memory required should only be 4 bytes * capacity (i.e. 1024 options is only 4k, right?)
Here is some test code. It is written in T-SQL for Microsoft SQL Server since that is where I work primarily, and it also has the advantage of making it real easy-like to test for uniqueness, min and max values, etc, without needing to compile anything. The syntax will work in SQL Server 2008 or newer. For SQL Server 2005, initialization of variables had not been introduced yet so each DECLARE that contains an = would merely need to be separated into the DECLARE by itself and a SET #Variable = ... for however that variable is being initialized. And the SET #Index += 1; would need to become SET #Index = #Index + 1;.
The test code will error if you supply values that produce any duplicates. And the final query indicates if there are any gaps since it can be inferred that if the table variable population did not error (hence no duplicates), and the total number of values is the expected number, then there could only be gaps (i.e. missing values) IF either or both of the actual MIN and MAX values are outside of the expected values.
PLEASE NOTE that this test code does not imply that any of the values are pre-generated or need to be stored. The code only stores the values in order to test for uniqueness and min / max values. In practice, all that is needed is the simple formula, and all that is needed to pass into it is:
the capacity (though that could also be hard-coded in this case)
the MMI / Integer value
the current "index"
So you only need to maintain 2 - 3 simple values.
DECLARE #TotalCapacity INT = 30; -- Modulo; -5 to +4 = 10 OR Int32.MinValue
-- to Int32.MaxValue = (UInt32.MaxValue + 1)
DECLARE #MMI INT = 7; -- Modular Multiplicative Inverse (MMI) or
-- Integer (derived from #TotalCapacity)
DECLARE #Offset INT = 0; -- needs to stay at 0 if min and max values are hard-set
-----------
DECLARE #Index INT = (1 + #Offset); -- start
DECLARE #EnsureUnique TABLE ([OrderNum] INT NOT NULL IDENTITY(1, 1),
[Value] INT NOT NULL UNIQUE);
SET NOCOUNT ON;
BEGIN TRY
WHILE (#Index < (#TotalCapacity + 1 + #Offset)) -- range + 1
BEGIN
INSERT INTO #EnsureUnique ([Value]) VALUES (
((#Index * #MMI) % #TotalCapacity) - (#TotalCapacity / 2) + #Offset
);
SET #Index += 1;
END;
END TRY
BEGIN CATCH
DECLARE #Error NVARCHAR(4000) = ERROR_MESSAGE();
RAISERROR(#Error, 16, 1);
RETURN;
END CATCH;
SELECT * FROM #EnsureUnique ORDER BY [OrderNum] ASC;
SELECT COUNT(*) AS [TotalValues],
#TotalCapacity AS [ExpectedCapacity],
MIN([Value]) AS [MinValue],
(#TotalCapacity / -2) AS [ExpectedMinValue],
MAX([Value]) AS [MaxValue],
(#TotalCapacity / 2) - 1 AS [ExpectedMaxValue]
FROM #EnsureUnique;
A 32 bit PRP in CTR mode seems like the only viable approach to me (your 4th variant).
You can either
Use a dedicated 32 bit block cipher.
Skip32, the 32 bit variant of Skipjack is a popular choice.
As a tradeoff between quality/security and performance you can adjust the number of rounds to your needs. More rounds are slower but more secure.
Length-preserving-encryption (a special case of format-preserving-encryption)
FFX mode is the typical recommendation. But in its typical instantiations (e.g. using AES as underlying cipher) it'll be much slower than dedicated 32 bit block ciphers.
Note that many of these constructions have a significant flaw: They're even permutations. That means that once you have seen 2^32-2 outputs, you'll be able to predict the second-to-last output with certainty, instead of only 50%. I think Rogaways AEZ paper mentions a way to fix this flaw.
I'm going to preface this answer by saying I realize that some of the other answers are infinitely more elegant, and probably fit your needs better than this one. This is most certainly a brute-force approach to this problem.
If getting something truly random* (or pseudo-random* enough for cryptographic purposes) is important, you could generate a list of all integers ahead of time, and store them all on disk in random order ahead of time. At the run time of your program, you then read those numbers from the disk.
Below is the basic outline of the algorithm I'm proposing to generate these numbers. All 32-bit integers can be stored in ~16 GiB of disk space (32 bits = 4 bytes, 4 bytes / integer * 2^32 integers = 2^34 bytes = 16 GiB, plus whatever overhead the OS/filesystem needs), and I've taken "a few hundred megabytes" to mean that you want to read in a file of no more than 256 MiB at a time.
Generate 16 GiB / 256 MiB = 64 ASCII text files with 256 MiB of "null" characters (all bits set to 0) each. Name each text file "0.txt" through "64.txt"
Loop sequentially from Int32.MinValue to Int32.MaxValue, skipping 0. This is the value of the integer you're currently storing.
On each iteration, generate a random integer from 0 to UInt32.MaxValue from the source of randomness of your choice (hardware true random generator, pseudo-random algorithm, whatever). This is the index of the value you're currently storing.
Split the index into two integers: the 6 most significant bits, and the remaining 26. Use the upper bits to load the corresponding text file.
Multiply the lower 26 bits by 4 and use that as an index in the opened file. If the four bytes following that index are all still the "null" character, encode the current value into four ASCII characters, and store those characters in that position. If they are not all the "null" character, go back to step 3.
Repeat until all integers have been stored.
This would ensure that the numbers are from a known source of randomness but are still unique, rather than having the limitations of some of the other proposed solutions. It would take a long time to "compile" (especially using the relatively naive algorithm above), but it meets the runtime efficiency requirements.
At runtime, you can now generate a random starting index, then read the bytes in the files sequentially to obtain a unique, random*, non-repeating sequence of integers. Assuming that you're using a relatively small number of integers at once, you could even index randomly into the files, storing which indices you've used and ensuring a number is not repeated that way.
(* I understand that the randomness of any source is lessened by imposing the "uniqueness" constraint, but this approach should produce numbers relatively close in randomness to the original source)
TL;DR - Shuffle the integers ahead of time, store all of them on disk in a number of smaller files, then read from the files as needed at runtime.
Nice puzzle. A few things come to mind:
We need to store which items have been used. If approximately is good enough, you might want to use a bloom filter for this. But since you specifically state that you want all numbers, there's only one data structure for this: a bit vector.
You probably want to use a pseudo random generator algorithm with a long period.
And the solution probably involves using multiple algorithm.
My first attempt was to figure out how good pseudo random number generation works with a simple bit vector. I accept collisions (and therefore a slowdown), but definitely not too many collisions. This simple algorithm will generate about half the numbers for you in a limited amount of time.
static ulong xorshift64star(ulong x)
{
x ^= x >> 12; // a
x ^= x << 25; // b
x ^= x >> 27; // c
return x * 2685821657736338717ul;
}
static void Main(string[] args)
{
byte[] buf = new byte[512 * 1024 * 1024];
Random rnd = new Random();
ulong value = (uint)rnd.Next(int.MinValue, int.MaxValue);
long collisions = 0;
Stopwatch sw = Stopwatch.StartNew();
for (long i = 0; i < uint.MaxValue; ++i)
{
if ((i % 1000000) == 0)
{
Console.WriteLine("{0} random in {1:0.00}s (c={2})", i, sw.Elapsed.TotalSeconds, collisions - 1000000);
collisions = 0;
}
uint randomValue; // result will be stored here
bool collision;
do
{
value = xorshift64star(value);
randomValue = (uint)value;
collision = (buf[randomValue >> 4] & (1 << (int)(randomValue & 7))) != 0;
++collisions;
}
while (collision);
buf[randomValue >> 4] |= (byte)(1 << (int)(randomValue & 7));
}
Console.ReadLine();
}
After about 1,9 billion random numbers, the algorithm will start to come to a grinding halt.
1953000000 random in 283.74s (c=10005932)
[...]
2108000000 random in 430.66s (c=52837678)
So, let's for the sake of argument say that you're going to use this algorithm for the first +/- 2 billion numbers.
Next, you need a solution for the rest, which is basically the problem that the OP described. For that, I'd sample random numbers into a buffer and combine the buffer with the Knuth shuffle algorithm. You can also use this right from the start if you like.
This is what I came up with (probably still buggy so do test...):
static void Main(string[] args)
{
Random rnd = new Random();
byte[] bloom = new byte[512 * 1024 * 1024];
uint[] randomBuffer = new uint[1024 * 1024];
ulong value = (uint)rnd.Next(int.MinValue, int.MaxValue);
long collisions = 0;
Stopwatch sw = Stopwatch.StartNew();
int n = 0;
for (long i = 0; i < uint.MaxValue; i += n)
{
// Rebuild the buffer. We know that we have uint.MaxValue-i entries left and that we have a
// buffer of 1M size. Let's calculate the chance that you want any available number in your
// buffer, which is now:
double total = uint.MaxValue - i;
double prob = ((double)randomBuffer.Length) / total;
if (i >= uint.MaxValue - randomBuffer.Length)
{
prob = 1; // always a match.
}
uint threshold = (uint)(prob * uint.MaxValue);
n = 0;
for (long j = 0; j < uint.MaxValue && n < randomBuffer.Length; ++j)
{
// is it available? Let's shift so we get '0' (unavailable) or '1' (available)
int available = 1 ^ ((bloom[j >> 4] >> (int)(j & 7)) & 1);
// use the xorshift algorithm to generate a random value:
value = xorshift64star(value);
// roll a die for this number. If we match the probability check, add it.
if (((uint)value) <= threshold * available)
{
// Store this in the buffer
randomBuffer[n++] = (uint)j;
// Ensure we don't encounter this thing again in the future
bloom[j >> 4] |= (byte)(1 << (int)(j & 7));
}
}
// Our buffer now has N random values, ready to be emitted. However, it's
// still sorted, which is something we don't want.
for (int j = 0; j < n; ++j)
{
// Grab index to swap. We can do this with Xorshift, but I didn't bother.
int index = rnd.Next(j, n);
// Swap
var tmp = randomBuffer[j];
randomBuffer[j] = randomBuffer[index];
randomBuffer[index] = tmp;
}
for (int j = 0; j < n; ++j)
{
uint randomNumber = randomBuffer[j];
// Do something with random number buffer[i]
}
Console.WriteLine("{0} random in {1:0.00}s", i, sw.Elapsed.TotalSeconds);
}
Console.ReadLine();
}
Back to the requirements:
Is there a way in .NET to generate a sequence of all the 32-bit integers (Int32) in random order, without repetitions, and in a memory-efficient manner? Memory-efficient would mean using a maximum of just a few hundred mega bytes of main memory.
Cost: 512 MB + 4 MB.
Repetitions: none.
It's pretty fast. It just isn't 'uniformly' fast. Every 1 million numbers, you have to recalculate the buffer.
What's also nice: both algorithms can work together, so you can first generate the first -say- 2 billion numbers very fast, and then use the second algorithm for the rest.
One of the easiest solutions is to use an block encrytion algorithm like AES in countermode. You need a seed which equals the key in AES. Next you need a counter which is incremented for each new random value. The random value is the result of encrypting the counter with the key. Since the cleartext (counter) and the random number (ciphertext) is bijectiv and because of the pigeon hole principle the random numbers are unique (for the blocksize).
Memory efficiency: you only need to store the seed and the counter.
The only limmitation is that AES has 128 bit block size instead of your 32 bit. So you might need to increase to 128 bit or find a block cipher with 32 bit block size.
For your IEnumerable you can write a wrapper. The index is the counter.
Disclaimer: You are asking for non-repeating/unique: This disqualifies from random because normally you should see collisions in random numbers. Therefore you should not use it for a long sequence. See also https://crypto.stackexchange.com/questions/25759/how-can-a-block-cipher-in-counter-mode-be-a-reasonable-prng-when-its-a-prp
As your numbers per your definition are supposed to be random then there is by definition no other way than to store all of then as the number have no intrinsic relation to each other.
So this would mean that you have to store all values you used in order to prevent them from being used again.
However, in computing the pattern just needs to be not "noticable". Usually the system calculates a random number by performing multiplication operations with huge predetermined values and timer values in such a way that they overflow and thus appear randomly selected. So either you use your third option or you have to think about generating these pseudo random numbers in a way that you can reproduce the sequence of every number generated and check if something in reoccuring. This obviously would be extremely computationally expensive but you asked for memory efficiency.
So you could store the number you seeded you random generator with and the number of elements you generated. Each time you need a new number, reseed the generator and iterate through the number of elements you generated + 1. This is your new number. Now reseed and iterate through the sequence again to check if it occured before.
So something like this:
int seed = 123;
Int64 counter = 0;
Random rnd = new Random(seed);
int GetUniqueRandom()
{
int newNumber = rnd.Next();
Random rndCheck = new Random(seed);
counter++;
for (int j = 0; j < counter; j++)
{
int checkNumber = rndCheck.Next();
if (checkNumber == newNumber)
return GetUniqueRandom();
}
return newNumber;
}
EDIT: It was pointed out that counter will reach a huge value and there's no telling if it will overflow before you got all of the 4 billion values or not.
You could try this homebrew block-cipher:
public static uint Random(uint[] seed, uint m)
{
for(int i = 0; i < seed.Length; i++)
{
m *= 0x6a09e667;
m ^= seed[i];
m += m << 16;
m ^= m >> 16;
}
return m;
}
Test code:
const int seedSize = 3; // larger values result in higher quality but are slower
var seed = new uint[seedSize];
var seedBytes = new byte[4 * seed.Length];
new RNGCryptoServiceProvider().GetBytes(seedBytes);
Buffer.BlockCopy(seedBytes, 0, seed, 0, seedBytes.Length);
for(uint i = 0; i < uint.MaxValue; i++)
{
Random(seed, i);
}
I haven't checked the quality of its outputs yet. Runs in 19 sec on my computer for seedSize = 3.
Say I have a large byte[] and I'm not only looking to see if, but also where, a smaller byte[] is in the larger array. For example:
byte[] large = new byte[100];
for (byte i = 0; i < 100; i++) {
large[i] = i;
}
byte[] small = new byte[] { 23, 24, 25 };
int loc = large.IndexOf(small); // this is what I want to write
I guess I'm asking about looking for a sequence of any type (primitive or otherwise) within a larger sequence.
I faintly remember reading about a specific approach to this in strings, but I don't remember the name of the algorithm. I could easily write some way to do this, but I know there's a good solution and it's on the tip of my tongue. If there's some .Net method that does this, I'll take that too (although I'd still appreciate the name of the searching algorithm for education's sake).
You can do it with LINQ, like this:
var res = Enumerable.Range(0, large.Length-1)
.Cast<int?>()
.FirstOrDefault(n => large.Skip(n.Value).Take(small.Length).SequenceEqual(small));
if (res != null) {
Console.Println("Found at {0}", res.Value);
} else {
Console.Println("Not found");
}
The approach is self-explanatory except for the Cast<int?> part: you need it to decide between finding the result at the initial location of the large array, when zero is returned, and not finding the result at all, when the return is null.
Here is a demo on ideone.
The complexity of the above is O(M*N), where M and N are lengths of the large and small arrays. If the large array is very long, and contains a significant number of "almost right" sub-sequences that match long prefixes of small, you may be better off implementing an advanced algorithm for searching sequences, such as the Knuth–Morris–Pratt (KMP) algorithm. The KMP algorithm speeds up the search by making an observation that when a mismatch occurs, the small sequence contains enough information on how far ahead you can move in the large sequence based on where in the small sequence is the first mismatch. A look-up table is prepared for the small sequence, and then that table is used throughout the search to decide how to advance the search point. The complexity of KMP is O(N+M). See the Wikipedia article linked above for pseudocode of the KMP algorithm.
Are you thinking of Lambda expressions? That is what came to my mind when you said a more specific approach with strings.
http://www.dotnetperls.com/array-find
I have two queries to reverse a string. Need to compare them:
public string ReverseD(string text)
{
return new string(text.ToCharArray().Reverse().ToArray());
}
public string ReverseB(string text)
{
char[] charArray = text.ToCharArray();
Array.Reverse(charArray);
return new string(charArray);
}
How can I determine the run time for these two algorithms in O() notation? Need to compare.
Both are O(n) - they both go through the full array, which is O(n).
The first algorithm has worse constant factor though since effectively you are "buffering" the full array and then emit it in reverse order (unless Enumerable.Reverse() is optimized for arrays under the hood, don't have Reflector handy right now). Since you are buffering the full array, then emit a new array in reverse order you could say that effort is 2*N, so the constant factor c = 2.
The second algorithm will use array indexes so you are performing n/2 element swaps within the same array - still O(n) but a constant factor c = 0.5.
While knowing the asymptotic performance of these two approaches to reversing a string is useful, it's probably not what you really need. You're probably not going to be applying the algorithm to strings whose length becomes larger and larger.
In cases like this, it's actualy more helpful to just run both algorithms a bunch of times, and see which one takes less time.
Most likely it will be the straight Array.Reverse() version, since it will intelligently swap items within the array, whereas the Enumerable.Reverse() method will yield return each element in reverse order. Either will be O(n), since they both manipulate each of the n items in the array a constant number of times.
But again, the best way to see which one will perform better is to actually run them and see.
I have a program that needs to repeatedly compute the approximate percentile (order statistic) of a dataset in order to remove outliers before further processing. I'm currently doing so by sorting the array of values and picking the appropriate element; this is doable, but it's a noticable blip on the profiles despite being a fairly minor part of the program.
More info:
The data set contains on the order of up to 100000 floating point numbers, and assumed to be "reasonably" distributed - there are unlikely to be duplicates nor huge spikes in density near particular values; and if for some odd reason the distribution is odd, it's OK for an approximation to be less accurate since the data is probably messed up anyhow and further processing dubious. However, the data isn't necessarily uniformly or normally distributed; it's just very unlikely to be degenerate.
An approximate solution would be fine, but I do need to understand how the approximation introduces error to ensure it's valid.
Since the aim is to remove outliers, I'm computing two percentiles over the same data at all times: e.g. one at 95% and one at 5%.
The app is in C# with bits of heavy lifting in C++; pseudocode or a preexisting library in either would be fine.
An entirely different way of removing outliers would be fine too, as long as it's reasonable.
Update: It seems I'm looking for an approximate selection algorithm.
Although this is all done in a loop, the data is (slightly) different every time, so it's not easy to reuse a datastructure as was done for this question.
Implemented Solution
Using the wikipedia selection algorithm as suggested by Gronim reduced this part of the run-time by about a factor 20.
Since I couldn't find a C# implementation, here's what I came up with. It's faster even for small inputs than Array.Sort; and at 1000 elements it's 25 times faster.
public static double QuickSelect(double[] list, int k) {
return QuickSelect(list, k, 0, list.Length);
}
public static double QuickSelect(double[] list, int k, int startI, int endI) {
while (true) {
// Assume startI <= k < endI
int pivotI = (startI + endI) / 2; //arbitrary, but good if sorted
int splitI = partition(list, startI, endI, pivotI);
if (k < splitI)
endI = splitI;
else if (k > splitI)
startI = splitI + 1;
else //if (k == splitI)
return list[k];
}
//when this returns, all elements of list[i] <= list[k] iif i <= k
}
static int partition(double[] list, int startI, int endI, int pivotI) {
double pivotValue = list[pivotI];
list[pivotI] = list[startI];
list[startI] = pivotValue;
int storeI = startI + 1;//no need to store # pivot item, it's good already.
//Invariant: startI < storeI <= endI
while (storeI < endI && list[storeI] <= pivotValue) ++storeI; //fast if sorted
//now storeI == endI || list[storeI] > pivotValue
//so elem #storeI is either irrelevant or too large.
for (int i = storeI + 1; i < endI; ++i)
if (list[i] <= pivotValue) {
list.swap_elems(i, storeI);
++storeI;
}
int newPivotI = storeI - 1;
list[startI] = list[newPivotI];
list[newPivotI] = pivotValue;
//now [startI, newPivotI] are <= to pivotValue && list[newPivotI] == pivotValue.
return newPivotI;
}
static void swap_elems(this double[] list, int i, int j) {
double tmp = list[i];
list[i] = list[j];
list[j] = tmp;
}
Thanks, Gronim, for pointing me in the right direction!
The histogram solution from Henrik will work. You can also use a selection algorithm to efficiently find the k largest or smallest elements in an array of n elements in O(n). To use this for the 95th percentile set k=0.05n and find the k largest elements.
Reference:
http://en.wikipedia.org/wiki/Selection_algorithm#Selecting_k_smallest_or_largest_elements
According to its creator a SoftHeap can be used to:
compute exact or approximate medians
and percentiles optimally. It is also
useful for approximate sorting...
I used to identify outliers by calculating the standard deviation. Everything with a distance more as 2 (or 3) times the standard deviation from the avarage is an outlier. 2 times = about 95%.
Since your are calculating the avarage, its also very easy to calculate the standard deviation is very fast.
You could also use only a subset of your data to calculate the numbers.
You could estimate your percentiles from just a part of your dataset, like the first few thousand points.
The Glivenko–Cantelli theorem ensures that this would be a fairly good estimate, if you can assume your data points to be independent.
Divide the interval between minimum and maximum of your data into (say) 1000 bins and calculate a histogram. Then build partial sums and see where they first exceed 5000 or 95000.
There are a couple basic approaches I can think of. First is to compute the range (by finding the highest and lowest values), project each element to a percentile ((x - min) / range) and throw out any that evaluate to lower than .05 or higher than .95.
The second is to compute the mean and standard deviation. A span of 2 standard deviations from the mean (in both directions) will enclose 95% of a normally-distributed sample space, meaning your outliers would be in the <2.5 and >97.5 percentiles. Calculating the mean of a series is linear, as is the standard dev (square root of the sum of the difference of each element and the mean). Then, subtract 2 sigmas from the mean, and add 2 sigmas to the mean, and you've got your outlier limits.
Both of these will compute in roughly linear time; the first one requires two passes, the second one takes three (once you have your limits you still have to discard the outliers). Since this is a list-based operation, I do not think you will find anything with logarithmic or constant complexity; any further performance gains would require either optimizing the iteration and calculation, or introducing error by performing the calculations on a sub-sample (such as every third element).
A good general answer to your problem seems to be RANSAC.
Given a model, and some noisy data, the algorithm efficiently recovers the parameters of the model.
You will have to chose a simple model that can map your data. Anything smooth should be fine. Let say a mixture of few gaussians. RANSAC will set the parameters of your model and estimate a set of inliners at the same time. Then throw away whatever doesn't fit the model properly.
You could filter out 2 or 3 standard deviation even if the data is not normally distributed; at least, it will be done in a consistent manner, that should be important.
As you remove the outliers, the std dev will change, you could do this in a loop until the change in std dev is minimal. Whether or not you want to do this depends upon why are you manipulating the data this way. There are major reservations by some statisticians to removing outliers. But some remove the outliers to prove that the data is fairly normally distributed.
Not an expert, but my memory suggests:
to determine percentile points exactly you need to sort and count
taking a sample from the data and calculating the percentile values sounds like a good plan for decent approximation if you can get a good sample
if not, as suggested by Henrik, you can avoid the full sort if you do the buckets and count them
One set of data of 100k elements takes almost no time to sort, so I assume you have to do this repeatedly. If the data set is the same set just updated slightly, you're best off building a tree (O(N log N)) and then removing and adding new points as they come in (O(K log N) where K is the number of points changed). Otherwise, the kth largest element solution already mentioned gives you O(N) for each dataset.
I was trying to create this helper function in C# that returns the first n prime numbers. I decided to store the numbers in a dictionary in the <int,bool> format. The key is the number in question and the bool represents whether the int is a prime or not. There are a ton of resources out there calculating/generating the prime numbers(SO included), so I thought of joining the masses by crafting another trivial prime number generator.
My logic goes as follows:
public static Dictionary<int,bool> GetAllPrimes(int number)
{
Dictionary<int, bool> numberArray = new Dictionary<int, bool>();
int current = 2;
while (current <= number)
{
//If current has not been marked as prime in previous iterations,mark it as prime
if (!numberArray.ContainsKey(current))
numberArray.Add(current, true);
int i = 2;
while (current * i <= number)
{
if (!numberArray.ContainsKey(current * i))
numberArray.Add(current * i, false);
else if (numberArray[current * i])//current*i cannot be a prime
numberArray[current * i] = false;
i++;
}
current++;
}
return numberArray;
}
It will be great if the wise provide me with suggestions,optimizations, with possible refactorings. I was also wondering if the inclusion of the Dictionary helps with the run-time of this snippet.
Storing integers explicitly needs at least 32 bits per prime number, with some overhead for the container structure.
At around 231, the maximal value a signed 32 bit integer can take, about every 21.5th number is prime. Smaller primes are more dense, about 1 in ln(n) numbers is prime around n.
This means it is more memory efficient to use an array of bits than to store numbers explicitly. It will also be much faster to look up if a number is prime, and reasonably fast to iterate through the primes.
It seems this is called a BitArray in C# (in Java it is BitSet).
The first thing that bothers is that, why are you storing the number itself ?
Can't you just use the index itself which will represent the number?
PS: I'm not a c# developer so maybe it is not possible with a dictionary, but it can be done with the appropriate structure.
First, you only have to loop untill the square root of the number. Make all numbers false by default and have a simple flag that you set true at the beginning of every iteration.
Further, don't store it in a dictionary. Make it a bool array and have the index be the number you're looking for. Only 0 won't make any sense, but that doesn't matter. You don't have to init either; bools are false by default. Just declare an bool[] of number length.
Then, I would init like this:
primes[2] = true;
for(int i = 3; i < sqrtNumber; i += 2) {
}
So you skip all the even numbers automatically.
By the way, never declare a variable (i) in a loop, it makes it slower.
So that's about it. For more info see this page.
I'm pretty sure the Dictionary actually hurts performance, since it doesn't enable you to perform the trial divisions in an optimal order. Traditionally, you would store the known primes so that they could be iterated from smallest to largest, since smaller primes are factors of more composite numbers than larger primes. Additionally, you never need to try division with any prime larger than the square root of the candidate prime.
Many other optimizations are possible (as you yourself point out, this problem has been studied to death) but those are the ones that I can see off the top of my head.
The dictionary really doesn't make sense here -- just store all primes up to a given number in a list. Then follow these steps:
Is given number in the list?
Yes - it's prime. Done.
Not in list
Is given number larger than the list maximum?
No - it's not prime. Done.
Bigger than maximum; need to fill list up to maximum.
Run a sieve up to given number.
Repeat.
1) From the perspective of the client to this function, wouldn't it be better if the return type was bool[] (from 0 to number perhaps)? Internally, you have three states (KnownPrime, KnownComposite, Unknown), which could be represented by an enumeration. Storing an an array of this enumeration internally, prepopulated with Unknown, will be faster than a dictionary.
2) If you stick with the dictionary, the part of the sieve that marks multiples of the current number as composite could be replaced with a numberArray.TryGetValue() pattern rather than multiple checks for ContainsKey and subsequent retrieval of the value by key.
The trouble with returning an object that holds the primes is that unless you're careful to make it immutable, client code is free to mess up the values, in turn meaning you're not able to cache the primes you've already calculated.
How about having a method such as:
bool IsPrime(int primeTest);
in your helper class that can hide the primes it's already calculated, meaning you don't have to re-calculate them every time.