Finding the greatest prime factor of an integer in Javascript - javascript

I am trying to write a simple program to find the greatest prime factor of an integer in JavaScript. The code I have written to do this follows:
let ans;
function factor(target, half) {
for (let i = 2; i < half; i++) {
if (target % i == 0) {
ans = target / i;
factor(ans, ans / 2);
}
}
}
factor(30, 15);
console.log(ans);
Now whether or not this code is an efficient solution to the problem or if it even works at all is beyond my issue with it: When I follow breakpoints set at each line of the factor function, I see that right after i = 2, target = 5, half = 2.5, and ans = 5, the value of target and half jump back up to 15 and 7.5 respectively. However, I do not see where in my code the values are told to change.

You're calling the function recursively, and each call to the function gets its own target, half, and i variables. In the first call to factor, target is 30 and half is 15. Then you call it again with the arguments 15 and 7.5; that inner call to factor gets its own target (15) and half (7.5), but the outer call still has its copies (30) and (15). This continues when you call factor again recursively, creating a third set, etc. When you step out of the innermost call, its variables disappear and you see the ones that are for the call that called it.
It may be clearer with a simpler example:
function countdown(value, indent) {
var twice = value * 2;
console.log(indent + "[before] value = " + value + ", twice = " + twice);
if (value > 0) {
countdown(value - 1, indent + " ");
}
console.log(indent + "[after] value = " + value + ", twice = " + twice);
}
countdown(3, "");
.as-console-wrapper {
max-height: 100% !important;
}
The output of that is:
[before] value = 3, twice = 6
[before] value = 2, twice = 4
[before] value = 1, twice = 2
[before] value = 0, twice = 0
[after] value = 0, twice = 0
[after] value = 1, twice = 2
[after] value = 2, twice = 4
[after] value = 3, twice = 6
As you can see, the values for value and twice in the outer call aren't changed by making the inner call. Each call gets its own set of variables.

Related

Is it possible to pass a parameter name as an argument in string form to use as parameter name in function? [duplicate]

This question already has answers here:
Accessing an object property with a dynamically-computed name
(19 answers)
Closed 3 years ago.
I have a number of calls to the same function where I am passing objects as well as specific object parameters as arguments. I've had no issue passing the object alone or passing an object parameter in the form object.param. However, I would also like to pass the object name and the parameter name as separate arguments so that I can combine them freely in the function. However, I can't figure out the syntax (or if my idea is supported).
The primary question is is my syntax correct: foo(param) and this[objectName].param?
My simple example below seems to work on playcode.io, but the same principle isn't working in my primary code.
Here is the simple version of the code:
var options = {
bar: 0
};
foo('bar'); // parameter name as string
function foo(param) {
var objectName = "options";
this[objectName].param = 2; // assembling object name with parameter name as string here
console.log('param = ' + this[objectName].param)
}
UPDATE: Here is an example of the working code using #CertainPerformance suggesting of not using .this.
const optionNames = {
optionsA: {
startMin: 3
},
// other option names
};
const constObjectNames = {
optionsConstA: {
maxVolume: 1
// etc
}
// other const object names
};
var objectName = "optionsA";
var constObjectName = "optionsConstA";
function callCalculateNewValue(optionName, constOptionName) {
var param = optionName;
return param;
}
foo('startMin');
function foo(param) {
optionNames[objectName][param] = callCalculateNewValue(optionNames[objectName][param], constObjectNames[constObjectName]);
console.log('= ' + optionNames[objectName][param]);
}
Here is my actual code for context The ridiculously named function callCallCalculateNewValue is the one in question:
function getRandom(min, max) { // returns a random number between min and max (both included)
return Math.floor(Math.random() * (max - min + 1)) + min;
}
function valBetween(v, min, max) { // current value, min/max that I want to make sure v doesn't go under/over
return (Math.min(max, Math.max(min, v)));
}
var optionsConstA = {
// not recalculating each stage
soundFileName: 'audio/60.wav',
maxVolume: 1,
startMinSeparation: 1000, // the minimum distance appart the min/max values can be
slaveStatusMin: 'master',
minSeparation: 1000,
// recalculating each stage
startMin: 1050, // min time function waits before a sound is played
startMax: 8000, // max time function waits before a sound is played
playDurationMin: 15000, // min play time for each sound
playDurationMax: 20000, // max play time for each sound
fadeInMin: 10, // for individual sounds
fadeInMax: 8000, // for individual sounds
fadeOutMin: 8000, // for individual sounds
fadeOutMax: 8000, // for individual sounds
chanceRandomMin: 90, // values below the result won't be random, so for less chance variables are random, make min/max high
chanceRandomMax: 99, // values below the result won't be random
rampMin: 0,
rampMax: 4,
rampVolumeMin: 0, // number of stages the sounds will be faded in (total volume at each stage will be reduced by a percentage)
rampVolumeMax: 4,
volatilityMin: 1, // result is multiplied by CalculatedChange. ## This should possibly be unique for each parameter pair, though it is now calculating randomly within these values.
volatilityMax: 1 // result is multiplied by CalculatedChange
};
var optionsA = {
startMin: 0,
startMax: 0
};
function calculateNewValue(oldValue, min, max, volatilityMin, volatilityMax, slaveStatus, chanceRandomMin, chanceRandomMax, minSeparation, newMasterValue) {
var randomThreshold = getRandom(chanceRandomMin, chanceRandomMax);
var randomValue = getRandom(0, 100); // random number used against the threshold to see if the paramater should be reandomly determined
console.log("random value: " + randomValue) // the random number between 0-100 that if > the threshold value, it will use the random function
if (randomValue > randomThreshold || oldValue == 0) { // if random = yes OR if the oldValue is 0 (which would mean that it's the very first tiem the function is being called and this will keep it from getting stuck near the Min value to start) parameter is determined randomly
newValue = getRandom(min, max); // yes, it's random, so move randomly not incrementally from old value
console.log('Was random: ' + newValue)
}
else { // if not random, determine its move from oldValue
var changeLimit = (max - min) * .1; // ## I'm setting the max possible incremental move at a pecentage (e.g., 10%) of difference betten max and min value. I can make this more detailed per parameter later. Maybe send a percentage artument along.
var calculatedChange = getRandom(-changeLimit, changeLimit); // determines base value for parameter change (aka, change from oldValue)
console.log('Calculated change: ' + calculatedChange)
var volatility = getRandom(volatilityMin, volatilityMax); // # I should refine volatility's relationship with calculatedChange
newValue = valBetween(oldValue + (calculatedChange * volatility), min, max); // make sure calculatedChange can be negative
}
if (slaveStatus == 'master') {
newValue = valBetween(newValue, min, max - minSeparation); // if master (aka Min value), make sure Min is not so large that it doesn't have room for minSeparation (if it is added to Max)
}
if (slaveStatus !== 'master') { // now that the the value is determined, if you are a slave (aka a Max value which goes second), make sure you are >= to your master
if (newValue < newMasterValue) { // if newValue is less than the calculated value of its min/max counterpart...
newValue = newMasterValue;
}
if (newValue - newMasterValue < minSeparation) { // i.e, there isn't enough separation between the Max value and the newly defined Min Value
newValue = newValue + (minSeparation - (newValue - newMasterValue)); // adds needed separation value
console.log('Max: Separation added')
}
}
return newValue;
}
function callCalculateNewValue(objectName, constObjectName) {
objectName = calculateNewValue(constObjectName.startMin, constObjectName.startMin, constObjectName.startMax, constObjectName.volatilityMin, constObjectName.volatilityMax, constObjectName.slaveStatusMin, constObjectName.chanceRandomMin, constObjectName.chanceRandomMax, constObjectName.minSeparation);
return objectName;
}
var masterLoopStage = 0;
var calc = (function masterLoop(i) {
setTimeout(function () {
++i;
masterLoopStage = i;
console.log('masterLoopStage is: ' + i);
callCallCalculateNewValue('startMin');
function callCallCalculateNewValue(param) {
var objectName = "optionsA";
var constObjectName = "optionsConstA";
this[objectName].param = callCalculateNewValue(this[objectName].param, this[constObjectName]);
console.log('optionsA.startMin: ' + this[objectName].param)
}
optionsA.startMax = calculateNewValue(optionsA.startMax, optionsConstA.startMin, optionsConstA.startMax, optionsConstA.volatilityMin, optionsConstA.volatilityMax, optionsConstA.startMin, optionsConstA.chanceRandomMin, optionsConstA.chanceRandomMax, optionsConstA.minSeparation, optionsA.startMin);
console.log('Min: ' + optionsA.startMin);
console.log('Max: ' + optionsA.startMax);
console.log('______________');
/////////////////
masterLoop(i);
}, 3000) // time between increments
})(1);
console.log('____________');
console.log('Min: ' + optionsA.startMin);
console.log('Max: ' + optionsA.startMax);
With your current setup, it's not possible without eval, which should not be used - however, if you change around the data structure so that everything that can be an objectName is a property of a larger object, rather than a standalone variable (and do the same for the dynamic constObjectName), it would be doable. For example:
const optionNames = {
optionsA: {
startMin: 0,
startMax: 0
},
// other option names
};
const constObjectNames = {
optionsConstA: {
soundFileName: 'audio/60.wav',
maxVolume: 1,
// etc
}
// other const object names
};
Then, you can use ordinary bracket notation, just like your foo function in the first snippet is doing. Your param also contains a string which is the property name you want to access, so you need to use bracket notation when using param too, eg [param] rather than .param. In full:
const optionNames = {
optionsA: {
startMin: 1,
},
// other option names
};
const constObjectNames = {
optionsConstA: {
startMinB: 1,
}
// other const object names
};
function calculate(optionName, constOptionName) {
var value = optionName + constOptionName.startMinB;
return value;
}
foo('startMin'); // I'm still not sure what the syntax is for passing parameter name, or if I can
function foo(param) {
var objectName = "optionsA";
var constObjectName = "optionsConstA";
optionNames[objectName][param] = calculate(optionNames[objectName][param], constObjectNames[constObjectName]);
console.log('= ' + optionNames[objectName][param])
}
Your use of this will only work if the code in question is operating on the top level, which is not a good idea to depend on (you'd be polluting the global scope unnecessarily).

returning NaN and Undefined in JavaScript

var currDice, totDice, dice, complete;
function moveIt(){
dice = Math.floor(Math.random()*6) + 1,
currDice = 40,
totDice = totDice+complete,
complete = dice * currDice
return totDice;
};
The function moveIt returns NaN.
It should return multiple of 40 till six randomly and keep the previous value.
If I remove it returns Undefined.
I know it is a scope problem. Please help.
You are using complete before initialising it! you habe to swap your lines of code:
function moveIt(beforeTotal) {
var dice = Math.floor(Math.random()*6) + 1;
var currDice = 40;
var complete = dice * currDice;
var totDice = (beforeTotal || 0)+complete;
return totDice;
};
var total = moveIt();
console.log(total);
total = moveIt(total);
console.log(total);
I try to point out how this method work.
You can call this function without an inital value. Then (beforeTotal || 0) is (undefined || 0) and will evaluate to 0, that's JS logic, and you get the result for one dice.
If you pass a value to this function it will be used to add complete to it. By passing 1000 and complete gets 120, you get 1120 out of it.
All other variables are only available in this function.
Initialy totDIce is undefined and when you add undefined to something, you get the value casted to NaN
function moveIt(){
//memoizing the mutable value as key of the function itself
moveIt.totDice = moveIt.totDice || 0;
// you might wanna wrap it with parseInt()/Math.floor()/Math.ceil()
var dice = Math.floor(Math.random()*6) + 1;
var currDice = 40;
var complete = dice * currDice;
var totDice = totDice+complete;
return moveIt.totDice ;
};
var totDice; will have undefined and that's why you get NaN
Assign totDice = 0 on the first line...
Also move complete = dice * currDice line above because complete has no value yet
var currDice, totDice = 0, dice, complete;
function moveIt(){
dice = Math.floor(Math.random()*6) + 1,
currDice = 40,
complete = dice * currDice,
totDice = totDice+complete
return totDice;
};
you can use the browser's integrated console.
In Chrome: Tools > Javascript Console. Or CTRL + SHIFT + J. There you can console.log from your code and watch it there, or you can use the Sources tab (at the top of the panel). Navigate to the file, click on it and you can put a breakpoint in the line you want by ckicking the line number.
In Firefox: Tools > development > Web console. Or CTRL + SHIFT + K. Yu can debug in a similar fashion like the aforementioned.
You can also use tools like Firebug. See https://getfirebug.com/wiki/index.php/Script_Debugging

JavaScript assignment with operation *= conundrum

Following code is giving me a big time headache
var somearr = [1, 2, 3];
function operations() {
for (var i = 0; i < somearr.length;) {
//alert (somearr[i++] *= 2); // statement-1
alert(somearr[i++] = somearr[i++] * 2); //statement-2
}
}
operations();
Conceptually statement-1 and statement-2 are same (see the comments in the code above). I know that somearr[i++] is evaluated once in statement-1 and twice in statement-2. However what I don't understand is that output of statement-1 (after recursive iteration) is [2,4,6] which is expected but the output of the recursively executing statement-2 is [4,NaN] (totally confused with this output).
On top of that when I try to debug this code using Visual Studio and put a break point in front of statement-2 when the break point is hit I just stay at the statement-2 (forever) without debugging the code any further and noticed (nearly after every 10 to 15 seconds) that index value i++ automatically gets incremented without even debugging the code further (as I said earlier) , I'm kinda totally stumped that how come visual studio debugger auto increments index i value without letting me debug the code (that is, recursively iterating all the index values) and stops increment once the value if i++ = 3.
Your issue is that you're incrementing i twice in statement 2. So multiplying by null (which is what you get when you pull an index not in your array) returns NaN.
It is best practice to increment inside your for-loop like this:
for (var i = 0; i < somearr.length; i++) {
//somearr[i] *= 2; // statement-1
//somearr[i] = somearr[i] * 2; //statement-2
}
Now both statements work.
your code was as follows:
for (var i = 0; i < somearr.length;) {
somearr[i++] = somearr[i++] * 2;
}
At execution we evaluate somearr[i++]:
i = 0, somearr[0] = 1
We set this to equal to somearr[1] * 2 (somearr[1] since we incremented after our first evaluation).
Therefore the first index of somearr becomes 4, and i is currently set to 2, since we incremented again.
Now we check somearr[2], which gives us 3. We set this value to equal somearr[3] * 2. But somearr[3] is null, because we are now past the array's indices. This evaluates to NaN because 2*null is NaN.
our i is now 4, because we incremented again, and our array is [4, NaN]. We stop looping because i = 4, which terminates the for-loop
the output of statement-1 is [2,4,6] which is expected
Yes. If we unroll the loop, we get
var somearr = [1, 2, 3];
somearr[0] *= 2; // somearr[0] = somearr[0] * 2;
somearr[1] *= 2; // somearr[1] = somearr[1] * 2;
somearr[2] *= 2; // somearr[2] = somearr[2] * 2;
// i (3) is no more smaller than somearr.length (3) after the third iteration
the output of executing statement-2 is [4,NaN] (totally confused with this output).
Actually the output of somearr is [4, 2, NaN]. Why is that? Because i++ is evaluated twice per body execution. The loop now unrolls to
var somearr = [1, 2, 3];
somearr[0] = somearr[1] * 2; // 2 * 2
somearr[2] = somearr[3] * 2; // undefined * 2
// i (4) is no more smaller than somearr.length (3) after the second iteration

Algorithm that involves rounding and multiples

So I have a problem where I have an array of some length (usually long). I have an initial start index into that array and a skip value. So, if I have this:
var initial = 5;
var skip = 10;
Then I'd iterate over my array with indexes 5, 15, 25, 35, etc.
But then I may get a new start value and I need to find the closest value to the initial plus or minus a multiple of the skip and then start my skip. So if my new value is 23 then I'd iterate 25, 35, 45, etc.
The algorithm I have for this is:
index = (round((start - initial) / skip) * skip) + initial
And then I need a check to see if index has dropped below zero:
while(index < 0) index += skip;
So my first question is if there's a name for this? A multiple with random start?
My second question is if there's a better way? I don't think what I have is terribly complicated but if I'm missing something I'd like to know about it.
If it matters I'm using javascript.
Thanks!
Edit
Instead of
while(index < 0) index += skip;
if we assume that both initial and skip are positive you can use:
if (index < 0) index = initial % skip;
To get the closest multiple of a number to a test number: See if the modulo of your test number is greater than number/2 and if so, return number - modulo:
function closestMultiple(multipleTest,number)
{
var modulo = multipleTest%number;
if(0 == modulo )
{
return multipleTest;
}
else
{
var halfNumber = number/2;
if(modulo >= halfNumber)
{
return multipleTest + (number-modulo);
}
else
{
return multipleTest - modulo;
}
}
}
To check if a number is a multiple of another then compare their modulo to 0:
function isMultiple(multipleTest,number)
{
return 0 == multipleTest%number;
}
You might want to add some validations for 0 in case you expect any inside closestMultiple.
The value of index computed as you put it
index = round((start - initial)/skip) * skip + initial
is indeed the one that minimizes the distance between the sequence with general term
aj = j * skip + initial
and start.
Therefore, index can only be negative if start lies to the left of
(a-1 + a0)/2 = initial - skip/2
in other words, if
start < initial - skip/2.
So, only in that case you have to redefine index to 0. In pseudo code:
IF (start < (initial - skip/2))
index = 0
ELSE
index = round((start - initial)/skip) * skip + initial
Alternatively, you could do
index = round((start - initial)/skip) * skip + initial
IF index < 0 THEN index = 0
which is the same.
No while loop required:
function newNum(newstart, initial, skip) {
var xLow = newstart + Math.abs(newstart - initial) % skip;
var xHi = newstart + skip;
var result = (xLow + xHi) / 2 > newstart ? xLow : xHi;
if (result < 0) result += skip;
return result;
}
Take the distance between your new starting point and your initial value, and find out what the remainder would be if you marched towards that initial value (Modulus gives us that). Then you just need to find out if the closest spot is before or after the starting point (I did this be comparing the midpoint of the low and high values to the starting point).
Test:
newNum(1, 20, 7) = 6
newNum(-1, 20, 7) = 6
newNum(180, 10, 3) = 182
(Even though you stated in your comments that the range of the new starting point is within the array bounds, notice that it doesn't really matter).

Javascript: generate random numbers in range, avoiding previous two

I'm creating a slider with 6 slides, and I want to randomly move between them, making sure that neither of the previous two slides are shown as the next slide. The functionality doesn't really matter, since what I'm really doing is generating random numbers and keeping track of the previous two. The first slide is always numbered 1, so for the first two iterations that'll be one of the previous numbers that can't be used.
Here's what I have so far, and it works fine for generating the random numbers in the range, but 'caching' the last two values doesn't work reliably:
var rand = Math.floor(Math.random() * 6) + 1;
var prev1 = 1;
var prev2;
function randomSlide() {
// 5 second interval between slides
// Don't show either of previous two slides next
random = setInterval(function() {
prev2 = prev1;
prev1 = rand;
do {
rand = Math.floor(Math.random() * 6) + 1;
} while (rand == prev1 || rand == prev2);
prev1 = rand;
$('#slider').anythingSlider(rand);
//console.log(prev1,prev2);
}, 5000);
}
function firstSlide() {
firstTime = setTimeout(function() {
randomSlide();
}, 5000);
}
firstSlide();
randomSlide();
It's quite simple I think but my brain's getting frazzled trying to parse the values of the two 'cache' variables at the first, and then each subsequent, iteration.
I'm executing a single iteration at the beginning because if randomSlide() executes on load then the first (welcome) slide doesn't get a chance to display.
When you do the prev1 = rand the second time after you've changed the value of rand, you're assigning the new slide's number to it. The next time you enter the loop you do prev2 = prev1, and since prev1 == rand it means that now all three variables prev1, prev2 and rand are the same. Just remove the second prev1 = rand.
Another issue is that you set the interval twice: first you call firstSlide() which executes randomSlide() after a 5 second delay (which sets one interval), then right after you call randomSlide() again which sets another interval.
Here's another (simpler?) approach to getting the result:
<script>
// Return a random number from 1 to 6, exclude
// the last two numbers.
var getRandom = (function() {
var a = [1,2,3,4,5,6];
return function() {
var i = (Math.random() * 4 ) | 0;
a[5] = a.splice(i,1);
return a[5];
}
}());
function writeRandom() {
document.getElementById('d0').innerHTML += getRandom() + '<br>';
}
setInterval(writeRandom, 100)
</script>
<div id="d0"></div>
Not exactly random for the first 2 iterations, but you can fix that by randomising the array when it's initialised. But likely it doesn't matter for a slide show.
It's less code, but the splice part makes it slower in the browsers I tested. My version of the OP is:
var getRandom2 = (function() {
var r0 = r1 = r2 = 1;
return function() {
r0 = r1;
r1 = r2;
do {
r2 = Math.floor(Math.random() * 6) + 1;
} while (r2 == r0 || r2 == r1);
return r1;
}
}());

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